0ad/source/simulation2/components/ICmpProjectileManager.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

57 lines
2.3 KiB
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/* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_ICMPPROJECTILEMANAGER
#define INCLUDED_ICMPPROJECTILEMANAGER
#include "simulation2/system/Interface.h"
#include "maths/Fixed.h"
#include "maths/FixedVector3D.h"
/**
* Projectile manager. This deals with the rendering and the graphical motion of projectiles.
* (The gameplay effects of projectiles are not handled here - the simulation code does that
* with timers, this just does the visual aspects, because it's simpler to keep the parts separated.)
*/
class ICmpProjectileManager : public IComponent
{
public:
/**
* Launch a projectile from entity @p source to point @p target.
* @param source source entity; the projectile will determined from the "projectile" prop in its actor
* @param target target point
* @param speed horizontal speed in m/s
* @param gravity gravitational acceleration in m/s^2 (determines the height of the ballistic curve)
* @param actorName name of the flying projectile actor
* @param impactActorName name of the animation actor played when the projectile hits the target or the ground
* @param impactAnimationLifetime animation lenth
* @return id of the created projectile
*/
virtual uint32_t LaunchProjectileAtPoint(const CFixedVector3D& launchPoint, const CFixedVector3D& target, fixed speed, fixed gravity, const std::wstring& actorName, const std::wstring& impactActorName, fixed impactAnimationLifetime) = 0;
/**
* Removes a projectile, used when the projectile has hit a target
* @param id of the projectile to remove
*/
virtual void RemoveProjectile(uint32_t id) = 0;
DECLARE_INTERFACE_TYPE(ProjectileManager)
};
#endif // INCLUDED_ICMPPROJECTILEMANAGER