colobot/src/object/interface/destroyable_object.h

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/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2015, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsiteс.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 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)
};
/**
* \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<int>(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.
virtual void DestroyObject(DestructionType type) = 0;
//! Returns the distance modifier for lightning, used to modify hit probability. Value in range [0..1], where 0 is never and 1 is normal probability
virtual float GetLightningHitProbability() = 0;
};