/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2016, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsitec.ch; http://colobot.info; http://github.com/colobot * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://gnu.org/licenses */ #pragma once #include "object/object_interface_type.h" #include class CObject; /** * \enum DamageType * \brief Type of damage, for use in CDamageableObject::DamageObject */ enum class DamageType { Fire = 1, //!< fire damage (AlienSpider or Shooter), burns on destruction Organic = 2, //!< organical damage (AlienAnt or OrgaShooter), explodes on destruction Phazer = 3, //!< damage from PhazerShooter, explodes on destruction Tower = 4, //!< damage from DefenseTower, explodes on destruction FallingObject = 5, //!< damaged by an falling object (OrgaMatter dropped by an AlienWasp), explodes on destruction Explosive = 6, //!< destroyed by an explosive, explodes on destruction Collision = 7, //!< damage after one object hits another, explodes on destruction Lightning = 8, //!< struck by lightning, explodes on destruction Fall = 9, //!< fall damage, explodes on destruction }; /** * \class CDamageableObject * \brief Interface for objects that generate particles when hit */ class CDamageableObject { public: explicit CDamageableObject(ObjectInterfaceTypes& types) { types[static_cast(ObjectInterfaceType::Damageable)] = true; } virtual ~CDamageableObject() {} //! Damage the object, with the given force. Returns true if the object has been fully destroyed (assuming the object is destroyable, of course). If force == infinity, destroy immediately (this is the default value) /** NOTE: You should never assume that after this function exits, the object is destroyed, unless it returns true. Even if you specify force = infinity, if may still sometimes decide not to destroy the object. */ virtual bool DamageObject(DamageType type, float force = std::numeric_limits::infinity(), CObject* killer = nullptr) = 0; };