Colobot
shielded_object.h
1 /*
2  * This file is part of the Colobot: Gold Edition source code
3  * Copyright (C) 2001-2016, Daniel Roux, EPSITEC SA & TerranovaTeam
4  * http://epsitec.ch; http://colobot.info; http://github.com/colobot
5  *
6  * This program is free software: you can redistribute it and/or modify
7  * it under the terms of the GNU General Public License as published by
8  * the Free Software Foundation, either version 3 of the License, or
9  * (at your option) any later version.
10  *
11  * This program is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
14  * See the GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with this program. If not, see http://gnu.org/licenses
18  */
19 
20 #pragma once
21 
22 #include "object/interface/destroyable_object.h"
23 
29 {
30 public:
31  explicit CShieldedObject(ObjectInterfaceTypes& types)
32  : CDestroyableObject(types)
33  {
34  types[static_cast<int>(ObjectInterfaceType::Shielded)] = true;
35  }
36  virtual ~CShieldedObject()
37  {}
38 
40  virtual void SetShield(float level) = 0;
42  virtual float GetShield() = 0;
43 
45  virtual void SetMagnifyDamage(float factor) = 0;
47  virtual float GetMagnifyDamage() = 0;
48 
50  virtual bool IsRepairable() = 0;
51 };
virtual float GetMagnifyDamage()=0
Return damage multiplier for the object (bigger = more damage, weaker shield)
virtual float GetShield()=0
Get shield level.
Interface for objects that can be destroyed, but only after the shield goes down to 0...
Definition: shielded_object.h:28
virtual bool IsRepairable()=0
Returns true if this object can be repaired in RepairStation.
Interface for objects that can be destroyed.
Definition: destroyable_object.h:55
virtual void SetShield(float level)=0
Set shield level.
objects that can be destroyed after the shield goes down to 0
virtual void SetMagnifyDamage(float factor)=0
Set damage multiplier for the object (bigger = more damage, weaker shield)