/* Copyright (C) 2021 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_ICMPUNITMOTIONMANAGER #define INCLUDED_ICMPUNITMOTIONMANAGER #include "simulation2/system/Interface.h" #include "maths/Fixed.h" #include "maths/FixedVector2D.h" #include "simulation2/system/CmpPtr.h" class ICmpPosition; class ICmpUnitMotion; class ICmpUnitMotionManager : public IComponent { public: // Persisted state for each unit. struct MotionState { // Component references - these must be kept alive for the duration of motion. CmpPtr cmpPosition; CmpPtr cmpUnitMotion; // Position before units start moving CFixedVector2D initialPos; // Transient position during the movement. CFixedVector2D pos; fixed initialAngle; fixed angle; // If true, the entity needs to be handled during movement. bool needUpdate; // 'Leak' from UnitMotion. bool wentStraight; bool wasObstructed; }; virtual void Register(entity_id_t ent, bool formationController) = 0; virtual void Unregister(entity_id_t ent) = 0; /** * True if entities are currently in the "Move" phase. */ virtual bool ComputingMotion() const = 0; DECLARE_INTERFACE_TYPE(UnitMotionManager) }; #endif // INCLUDED_ICMPUNITMOTIONMANAGER