82 lines
3.1 KiB
C++
82 lines
3.1 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2023, 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/interface/damageable_object.h"
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/**
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* \enum DestructionType
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* \brief Type of effect on object destruction, for use in CDestroyableObject::DestroyObject
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*/
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enum class DestructionType
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{
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NoEffect = 0, //!< no effect, just disappear (only for MissionController constants, do not actually pass this to DestroyObject)
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Explosion = 1, //!< explosion
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ExplosionWater = 2, //!< explosion underwater
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Burn = 3, //!< burning
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Drowned = 4, //!< drowned (only for Me)
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Win = 5, //!< used when removing objects from a team that won
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Squash = 6, //!< flatten
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};
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/**
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* \enum DeathType
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* \brief A status to set while the object is dying (see CDestroyableObject::SetDying)
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*/
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enum class DeathType
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{
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Alive = -1, //!< not dead
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Exploding, //!< killed by explosion
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Burning, //!< killed by fire
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Dead //!< dead human
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};
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/**
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* \class CDestroyableObject
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* \brief Interface for objects that can be destroyed
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*
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* NOTE: None of the objects should inherit this class directly. Instead, inherit one of the subclasses (CShieldedObject or CFragileObject)
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*/
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class CDestroyableObject : public CDamageableObject
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{
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public:
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explicit CDestroyableObject(ObjectInterfaceTypes& types)
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: CDamageableObject(types)
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{
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types[static_cast<int>(ObjectInterfaceType::Destroyable)] = true;
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}
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virtual ~CDestroyableObject()
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{}
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//! 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.
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/** NOTE: After this function exits, you can assume the object has been definetly destroyed */
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virtual void DestroyObject(DestructionType type, CObject* killer = nullptr) = 0;
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//! 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
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virtual float GetLightningHitProbability() = 0;
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//! Set the status that means the object is currently dying
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virtual void SetDying(DeathType deathType) = 0;
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//! Return object death type
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virtual DeathType GetDying() = 0;
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//! Is object currently dying?
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virtual bool IsDying() = 0;
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};
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