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- #pragma once
- #ifndef CvDLLEntityIFaceBase_h
- #define CvDLLEntityIFaceBase_h
- #pragma warning(disable:4100)
- //#include "CvEnums.h"
- //
- // abstract class containing entity-related functions that the DLL needs
- //
- class CvEntity;
- class CvUnitEntity;
- class CvCity;
- class CvUnit;
- class CvMissionDefinition;
- class CvPlot;
- class CvRiver;
- class CvDLLEntityIFaceBase
- {
- public:
- virtual void removeEntity(CvEntity*) { FAssertMsg(false, "can't get here"); }
- virtual void addEntity(CvEntity*, uint uiEntAddFlags) { FAssertMsg(false, "can't get here"); }
- virtual void setup(CvEntity*) { FAssertMsg(false, "can't get here"); }
- virtual void setVisible(CvEntity*, bool) { FAssertMsg(false, "can't get here"); }
- virtual void createCityEntity(CvCity*) { FAssertMsg(false, "can't get here"); }
- virtual void createUnitEntity(CvUnit*) { FAssertMsg(false, "can't get here"); }
- virtual void destroyEntity(CvEntity*&, bool bSafeDelete=true) { FAssertMsg(false, "can't get here"); }
- virtual void updatePosition(CvEntity *gameEntity) { FAssertMsg(false, "can't get here"); }
- virtual void setupFloodPlains(CvRiver *river) { FAssertMsg(false, "can't get here"); }
- virtual bool IsSelected(const CvEntity*) const { return false; }
- virtual void PlayAnimation(CvEntity*, AnimationTypes eAnim, float fSpeed = 1.0f, bool bQueue = false, int iLayer = 0, float fStartPct = 0.0f, float fEndPct = 1.0f) { FAssertMsg(false, "can't get here"); }
- virtual void StopAnimation(CvEntity*, AnimationTypes eAnim) { FAssertMsg(false, "can't get here"); }
- virtual void StopAnimation(CvEntity * ) { FAssertMsg(false, "can't get here");}
- virtual void NotifyEntity(CvUnitEntity*, MissionTypes eMission) { FAssertMsg( false, "can't get here"); }
- virtual void MoveTo(CvUnitEntity*, const CvPlot * pkPlot ) { FAssertMsg(false, "can't get here"); }
- virtual void QueueMove(CvUnitEntity*, const CvPlot * pkPlot ) { FAssertMsg(false, "can't get here"); }
- virtual void ExecuteMove(CvUnitEntity*, float fTimeToExecute, bool bCombat ) { FAssertMsg(false, "can't get here"); }
- virtual void SetPosition(CvUnitEntity* pEntity, const CvPlot * pkPlot ) { FAssertMsg(false, "can't get here"); }
- virtual void AddMission(const CvMissionDefinition* pDefinition) { FAssertMsg(false, "can't get here"); };
- virtual void RemoveUnitFromBattle(CvUnit* pUnit) { FAssertMsg(false, "can't get here"); };
- virtual void showPromotionGlow(CvUnitEntity* pEntity, bool show) { FAssertMsg(false, "can't get here"); };
- virtual void updateEnemyGlow(CvUnitEntity* pEntity) { FAssertMsg(false, "can't get here"); };
- virtual void updatePromotionLayers(CvUnitEntity* pEntity) { FAssertMsg(false, "can't get here"); };
- virtual void updateGraphicEra(CvUnitEntity* pEntity, EraTypes eOldEra = NO_ERA) { FAssertMsg(false, "can't get here"); };
- virtual void SetSiegeTower(CvUnitEntity *pEntity, bool show) { FAssertMsg(false, "can't get here"); };
- virtual bool GetSiegeTower(CvUnitEntity *pEntity) { FAssertMsg(false, "can't get here"); return false; };
- };
- #endif // CvDLLEntityIFaceBase_h
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