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CShieldedObject Class Referenceabstract

Interface for objects that can be destroyed, but only after the shield goes down to 0. More...

#include <shielded_object.h>

Inheritance diagram for CShieldedObject:
Inheritance graph
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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...
 
- Public Member Functions inherited from CDestroyableObject
 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...
 
- Public Member Functions inherited from CDamageableObject
 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...
 

Detailed Description

Interface for objects that can be destroyed, but only after the shield goes down to 0.

Member Function Documentation

virtual void CShieldedObject::SetShield ( float  level)
pure virtual

Set shield level.

Implemented in COldObject.

virtual float CShieldedObject::GetShield ( )
pure virtual

Get shield level.

Implemented in COldObject.

virtual void CShieldedObject::SetMagnifyDamage ( float  factor)
pure virtual

Set damage multiplier for the object (bigger = more damage, weaker shield)

Implemented in COldObject.

virtual float CShieldedObject::GetMagnifyDamage ( )
pure virtual

Return damage multiplier for the object (bigger = more damage, weaker shield)

Implemented in COldObject.

virtual bool CShieldedObject::IsRepairable ( )
pure virtual

Returns true if this object can be repaired in RepairStation.

Implemented in COldObject.


The documentation for this class was generated from the following file: