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67 lines
2.5 KiB
67 lines
2.5 KiB
2 months ago
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//
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// Copyright (c) 2010-2011 Matthew Jack and Doug Binks
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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#pragma once
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#ifndef IGAMEOBJECT_INCLUDED
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#define IGAMEOBJECT_INCLUDED
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#include "IEntityObject.h"
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#include "IGameManager.h"
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#include "../../Common/AUColor.inl"
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#include "../../Systems/IUpdateable.h"
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#include "InterfaceIds.h"
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struct IBehavior;
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struct IBehaviorTree;
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struct IGameObject : public TInterface<IID_IGAMEOBJECT,IEntityObject>, public IAUUpdateable
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{
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virtual ~IGameObject() {}
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// This version of Init must be called to properly initialize the object
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virtual void Init( EGameObject type, const AUVec3f& spawnPosition ) = 0;
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virtual EGameObject GetGameObjectType() const = 0;
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virtual EGameTeam GetGameTeam() const = 0;
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virtual const AUColor& GetColor() const = 0;
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virtual IBehaviorTree* GetBehaviorTree() = 0;
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virtual IBehavior* GetBehavior() = 0;
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virtual IAUEntity* GetEntity() = 0; // Helper since we need to get this a lot
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virtual const IAUEntity* GetEntity() const = 0; // Helper since we need to get this a lot
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virtual void SetColor( const AUColor& color ) = 0;
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virtual void SetColor( float r, float g, float b, float a = 0.0f ) = 0;
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virtual void SetModel( const char* file ) = 0;
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virtual void SetBehavior( ConstructorId constructor ) = 0;
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virtual void OnSelect() = 0;
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virtual void OnDeselect() = 0;
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virtual void OnPositionRequest( const AUVec3f& position ) = 0;
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virtual void OnCollision( IGameObject* pCollider ) = 0;
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virtual float GetCollisionRadius() const = 0;
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virtual float GetMaxSpeed() const = 0;
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virtual float GetHealth() const = 0;
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virtual float GetThreatRating() const = 0;
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virtual void GetDebugInfo( char* outputBuffer, size_t bufferLen ) = 0;
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};
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#endif // IGAMEOBJECT_INCLUDED
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