0ad/source/simulation2/components/ICmpUnitMotionManager.h
wraitii 961ac314ad Fix issues with motionManager / bae258f9a1
Fixes bae258f9a1.

As reported by Freagarach, garrisoned units trigger error messages.
As reported by Vladislavbelov, noPCH was broken & there were some style
issues.


Differential Revision: https://code.wildfiregames.com/D3707
This was SVN commit r25078.
2021-03-18 16:40:34 +00:00

67 lines
1.8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#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<ICmpPosition> cmpPosition;
CmpPtr<ICmpUnitMotion> 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