Colobot
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Interface for objects that can be destroyed, but only after the shield goes down to 0. More...
#include <shielded_object.h>
Public Member Functions | |
CShieldedObject (ObjectInterfaceTypes &types) | |
virtual void | SetShield (float level)=0 |
Set shield level. More... | |
virtual float | GetShield ()=0 |
Get shield level. More... | |
virtual void | SetMagnifyDamage (float factor)=0 |
Set damage multiplier for the object (bigger = more damage, weaker shield) More... | |
virtual float | GetMagnifyDamage ()=0 |
Return damage multiplier for the object (bigger = more damage, weaker shield) More... | |
virtual bool | IsRepairable ()=0 |
Returns true if this object can be repaired in RepairStation. More... | |
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CDestroyableObject (ObjectInterfaceTypes &types) | |
virtual void | DestroyObject (DestructionType type)=0 |
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. More... | |
virtual float | GetLightningHitProbability ()=0 |
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. More... | |
virtual void | SetDying (DeathType deathType)=0 |
Set the status that means the object is currently dying. More... | |
virtual DeathType | GetDying ()=0 |
Return object death type. More... | |
virtual bool | IsDying ()=0 |
Is object currently dying? More... | |
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CDamageableObject (ObjectInterfaceTypes &types) | |
virtual bool | DamageObject (DamageType type, float force=std::numeric_limits< float >::infinity())=0 |
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) More... | |
Interface for objects that can be destroyed, but only after the shield goes down to 0.
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pure virtual |
Set shield level.
Implemented in COldObject.
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pure virtual |
Get shield level.
Implemented in COldObject.
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pure virtual |
Set damage multiplier for the object (bigger = more damage, weaker shield)
Implemented in COldObject.
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pure virtual |
Return damage multiplier for the object (bigger = more damage, weaker shield)
Implemented in COldObject.
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pure virtual |
Returns true if this object can be repaired in RepairStation.
Implemented in COldObject.