forked from 0ad/0ad
Itms
da0f33f137
Fixes the animals hidden in the FoW, and adds the missing status bars for mirages. Also small cleanup of the code. Refs #2913 This was SVN commit r16281.
42 lines
1.3 KiB
C++
42 lines
1.3 KiB
C++
/* Copyright (C) 2015 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_ICMPFOGGING
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#define INCLUDED_ICMPFOGGING
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#include "simulation2/system/Interface.h"
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#include "simulation2/helpers/Player.h"
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/**
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* Handles the fogging of out-of-sight enemy entities, by creating mirage
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* entities.
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* This allows hiding changes, especially destruction status or health.
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*/
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class ICmpFogging : public IComponent
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{
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public:
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virtual bool IsActivated() = 0;
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virtual bool WasSeen(player_id_t player) = 0;
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virtual bool IsMiraged(player_id_t player) = 0;
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virtual void ForceMiraging(player_id_t player) = 0;
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DECLARE_INTERFACE_TYPE(Fogging)
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};
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#endif // INCLUDED_ICMPFOGGING
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