56 lines
2.2 KiB
C++
56 lines
2.2 KiB
C++
/*
|
||
* 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;
|
||
};
|