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