/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2023, 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/interface/damageable_object.h" /** * \enum DestructionType * \brief Type of effect on object destruction, for use in CDestroyableObject::DestroyObject */ enum class DestructionType { NoEffect = 0, //!< no effect, just disappear (only for MissionController constants, do not actually pass this to DestroyObject) Explosion = 1, //!< explosion ExplosionWater = 2, //!< explosion underwater Burn = 3, //!< burning Drowned = 4, //!< drowned (only for Me) Win = 5, //!< used when removing objects from a team that won Squash = 6, //!< flatten }; /** * \enum DeathType * \brief A status to set while the object is dying (see CDestroyableObject::SetDying) */ enum class DeathType { Alive = -1, //!< not dead Exploding, //!< killed by explosion Burning, //!< killed by fire Dead //!< dead human }; /** * \class CDestroyableObject * \brief Interface for objects that can be destroyed * * NOTE: None of the objects should inherit this class directly. Instead, inherit one of the subclasses (CShieldedObject or CFragileObject) */ class CDestroyableObject : public CDamageableObject { public: explicit CDestroyableObject(ObjectInterfaceTypes& types) : CDamageableObject(types) { types[static_cast(ObjectInterfaceType::Destroyable)] = true; } virtual ~CDestroyableObject() {} //! Destroy the object immediately. Use this only if you are 100% sure this is what you want, because object with magnifyDamage=0 should be able to bypass all damage. It's recommended to use CDamageableObject::DamageObject() instead. /** NOTE: After this function exits, you can assume the object has been definetly destroyed */ virtual void DestroyObject(DestructionType type, CObject* killer = nullptr) = 0; //! Returns the distance modifier for CLightning, used to modify hit probability. Value in range [0..1], where 0 is never and 1 is normal probability virtual float GetLightningHitProbability() = 0; //! Set the status that means the object is currently dying virtual void SetDying(DeathType deathType) = 0; //! Return object death type virtual DeathType GetDying() = 0; //! Is object currently dying? virtual bool IsDying() = 0; };