/* 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 . */ #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) * @return id of the created projectile */ virtual uint32_t LaunchProjectileAtPoint(entity_id_t source, CFixedVector3D target, fixed speed, fixed gravity) = 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