mirror of
https://github.com/vcmi/vcmi.git
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ff635edc0b
preparation for having client and server in a single process
51 lines
1.1 KiB
C++
51 lines
1.1 KiB
C++
/*
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* Damage.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "UnitEffect.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct StacksInjured;
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namespace spells
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{
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namespace effects
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{
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class Damage : public UnitEffect
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{
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public:
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Damage();
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virtual ~Damage();
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void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override;
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protected:
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bool isReceptive(const Mechanics * m, const battle::Unit * unit) const override;
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void serializeJsonUnitEffect(JsonSerializeFormat & handler) override final;
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int64_t damageForTarget(size_t targetIndex, const Mechanics * m, const battle::Unit * target) const;
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virtual void describeEffect(std::vector<MetaString> & log, const Mechanics * m, const battle::Unit * firstTarget, uint32_t kills, int64_t damage, bool multiple) const;
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private:
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int32_t customEffectId;
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bool killByPercentage;
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bool killByCount;
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};
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}
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}
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VCMI_LIB_NAMESPACE_END
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