63 lines
2.7 KiB
C++
63 lines
2.7 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2016, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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#pragma once
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#include "object/object_interface_type.h"
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#include <limits>
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class CObject;
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/**
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* \enum DamageType
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* \brief Type of damage, for use in CDamageableObject::DamageObject
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*/
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enum class DamageType
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{
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Fire = 1, //!< fire damage (AlienSpider or Shooter), burns on destruction
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Organic = 2, //!< organical damage (AlienAnt or OrgaShooter), explodes on destruction
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Phazer = 3, //!< damage from PhazerShooter, explodes on destruction
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Tower = 4, //!< damage from DefenseTower, explodes on destruction
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FallingObject = 5, //!< damaged by an falling object (OrgaMatter dropped by an AlienWasp), explodes on destruction
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Explosive = 6, //!< destroyed by an explosive, explodes on destruction
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Collision = 7, //!< damage after one object hits another, explodes on destruction
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Lightning = 8, //!< struck by lightning, explodes on destruction
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Fall = 9, //!< fall damage, explodes on destruction
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};
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/**
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* \class CDamageableObject
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* \brief Interface for objects that generate particles when hit
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*/
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class CDamageableObject
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{
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public:
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explicit CDamageableObject(ObjectInterfaceTypes& types)
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{
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types[static_cast<int>(ObjectInterfaceType::Damageable)] = true;
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}
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virtual ~CDamageableObject()
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{}
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//! 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)
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/** 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. */
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virtual bool DamageObject(DamageType type, float force = std::numeric_limits<float>::infinity(), CObject* killer = nullptr) = 0;
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};
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