Line data Source code
1 : /* Copyright (C) 2015 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_ICMPFOGGING
19 : #define INCLUDED_ICMPFOGGING
20 :
21 : #include "simulation2/system/Interface.h"
22 :
23 : #include "simulation2/helpers/Player.h"
24 :
25 : /**
26 : * Handles the fogging of out-of-sight enemy entities, by creating mirage
27 : * entities.
28 : * This allows hiding changes, especially destruction status or health.
29 : */
30 0 : class ICmpFogging : public IComponent
31 : {
32 : public:
33 : virtual bool IsActivated() = 0;
34 : virtual bool WasSeen(player_id_t player) = 0;
35 : virtual bool IsMiraged(player_id_t player) = 0;
36 : virtual void ForceMiraging(player_id_t player) = 0;
37 :
38 116 : DECLARE_INTERFACE_TYPE(Fogging)
39 : };
40 :
41 : #endif // INCLUDED_ICMPFOGGING
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