LCOV - code coverage report
Current view: top level - source/simulation2/components - ICmpProjectileManager.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 2 2 100.0 %
Date: 2023-01-19 00:18:29 Functions: 3 4 75.0 %

          Line data    Source code
       1             : /* Copyright (C) 2010 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : #ifndef INCLUDED_ICMPPROJECTILEMANAGER
      19             : #define INCLUDED_ICMPPROJECTILEMANAGER
      20             : 
      21             : #include "simulation2/system/Interface.h"
      22             : 
      23             : #include "maths/Fixed.h"
      24             : #include "maths/FixedVector3D.h"
      25             : 
      26             : /**
      27             :  * Projectile manager. This deals with the rendering and the graphical motion of projectiles.
      28             :  * (The gameplay effects of projectiles are not handled here - the simulation code does that
      29             :  * with timers, this just does the visual aspects, because it's simpler to keep the parts separated.)
      30             :  */
      31           6 : class ICmpProjectileManager : public IComponent
      32             : {
      33             : public:
      34             : 
      35             :     /**
      36             :      * Launch a projectile from entity @p source to point @p target.
      37             :      * @param source source entity; the projectile will determined from the "projectile" prop in its actor
      38             :      * @param target target point
      39             :      * @param speed horizontal speed in m/s
      40             :      * @param gravity gravitational acceleration in m/s^2 (determines the height of the ballistic curve)
      41             :      * @param actorName name of the flying projectile actor
      42             :      * @param impactActorName name of the animation actor played when the projectile hits the target or the ground
      43             :      * @param impactAnimationLifetime animation lenth
      44             :      * @return id of the created projectile
      45             :      */
      46             :     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;
      47             : 
      48             :     /**
      49             :      * Removes a projectile, used when the projectile has hit a target
      50             :      * @param id of the projectile to remove
      51             :      */
      52             :     virtual void RemoveProjectile(uint32_t id) = 0;
      53             : 
      54         116 :     DECLARE_INTERFACE_TYPE(ProjectileManager)
      55             : };
      56             : 
      57             : #endif // INCLUDED_ICMPPROJECTILEMANAGER

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