0ad/source/simulation2/components/ICmpVisibility.h
Itms d07d1a17f3 Add a new Visibility component that will eventually allow scripted components and mods to influence an entity's visibility.
This first commit only refactors code and does not add any new feature.

Refs #2913 (see this ticket for more information about the change)

This was SVN commit r15925.
2014-11-04 20:53:25 +00:00

33 lines
1.1 KiB
C++

/* Copyright (C) 2014 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_ICMPVISIBILITY
#define INCLUDED_ICMPVISIBILITY
#include "simulation2/system/Interface.h"
#include "simulation2/components/ICmpRangeManager.h"
class ICmpVisibility : public IComponent
{
public:
virtual ICmpRangeManager::ELosVisibility GetLosVisibility(player_id_t player, bool isOutsideFog, bool forceRetainInFog) = 0;
DECLARE_INTERFACE_TYPE(Visibility)
};
#endif // INCLUDED_ICMPVISIBILITY