45 lines
1.5 KiB
C++
45 lines
1.5 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_ICMPUNITMOTION
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#define INCLUDED_ICMPUNITMOTION
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#include "simulation2/system/Interface.h"
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#include "ICmpPosition.h" // for entity_pos_t
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/**
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* Motion interface for entities with complex movement capabilities.
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* (Simpler motion is handled by ICmpMotion instead.)
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*
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* Currently this is limited to telling the entity to walk to a point.
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* Eventually it should support different movement speeds, moving to areas
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* instead of points, moving as part of a group, moving as part of a formation,
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* etc.
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*/
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class ICmpUnitMotion : public IComponent
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{
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public:
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virtual void MoveToPoint(entity_pos_t x, entity_pos_t z, entity_pos_t minRadius, entity_pos_t maxRadius) = 0;
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virtual CFixed_23_8 GetSpeed() = 0;
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DECLARE_INTERFACE_TYPE(UnitMotion)
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};
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#endif // INCLUDED_ICMPUNITMOTION
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