/* Copyright (C) 2010 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_ICMPUNITMOTION #define INCLUDED_ICMPUNITMOTION #include "simulation2/system/Interface.h" #include "ICmpPosition.h" // for entity_pos_t /** * Motion interface for entities with complex movement capabilities. * (Simpler motion is handled by ICmpMotion instead.) * * Currently this is limited to telling the entity to walk to a point. * Eventually it should support different movement speeds, moving to areas * instead of points, moving as part of a group, moving as part of a formation, * etc. */ class ICmpUnitMotion : public IComponent { public: /** * Attempt to walk into range of a to a given point, or as close as possible. * If the unit is already in range, or cannot move anywhere at all, or if there is * some other error, then returns false. * Otherwise, returns true and sends a MotionChanged message after starting to move, * and sends another MotionChanged after finishing moving. * If maxRange is negative, then the maximum range is treated as infinity. */ virtual bool MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange) = 0; /** * Determine whether the target is within the given range, using the same measurement * as MoveToTargetRange. */ virtual bool IsInTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0; /** * Attempt to walk into range of a given target entity, or as close as possible. * If the unit is already in range, or cannot move anywhere at all, or if there is * some other error, then returns false. * Otherwise, returns true and sends a MotionChanged message after starting to move, * and sends another MotionChanged after finishing moving. * If maxRange is negative, then the maximum range is treated as infinity. */ virtual bool MoveToTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0; /** * Join a formation, and move towards a given offset relative to the formation controller entity. * Continues following the formation until given a different command. */ virtual void MoveToFormationOffset(entity_id_t target, entity_pos_t x, entity_pos_t z) = 0; /** * Stop moving immediately. */ virtual void StopMoving() = 0; /** * Set the current movement speed. */ virtual void SetSpeed(fixed speed) = 0; /** * Get the default speed that this unit will have when walking, in metres per second. */ virtual fixed GetWalkSpeed() = 0; /** * Get the default speed that this unit will have when running, in metres per second. */ virtual fixed GetRunSpeed() = 0; /** * Override the default obstruction radius, used for planning paths and checking for collisions. * Bad things may happen if this entity has an active Obstruction component with a larger * radius. (This is intended primarily for formation controllers.) */ virtual void SetUnitRadius(fixed radius) = 0; /** * Toggle the rendering of debug info. */ virtual void SetDebugOverlay(bool enabled) = 0; DECLARE_INTERFACE_TYPE(UnitMotion) }; #endif // INCLUDED_ICMPUNITMOTION