colobot/src/object/interface/damageable_object.h

63 lines
2.7 KiB
C++

/*
* 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 <limits>
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<int>(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<float>::infinity(), CObject* killer = nullptr) = 0;
};