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https://github.com/vcmi/vcmi.git
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ff635edc0b
preparation for having client and server in a single process
65 lines
1.2 KiB
C++
65 lines
1.2 KiB
C++
/*
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* ApplyDamage.cpp, 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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#include "StdInc.h"
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#include <vcmi/Environment.h>
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#include "ApplyDamage.h"
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#include "../../lib/NetPacks.h"
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VCMI_LIB_NAMESPACE_BEGIN
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namespace events
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{
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SubscriptionRegistry<ApplyDamage> * ApplyDamage::getRegistry()
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{
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static std::unique_ptr<SubscriptionRegistry<ApplyDamage>> Instance = make_unique<SubscriptionRegistry<ApplyDamage>>();
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return Instance.get();
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}
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CApplyDamage::CApplyDamage(const Environment * env_, BattleStackAttacked * pack_, std::shared_ptr<battle::Unit> target_)
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: pack(pack_),
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target(target_)
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{
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initalDamage = pack->damageAmount;
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}
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bool CApplyDamage::isEnabled() const
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{
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return true;
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}
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int64_t CApplyDamage::getInitalDamage() const
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{
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return initalDamage;
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}
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int64_t CApplyDamage::getDamage() const
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{
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return pack->damageAmount;
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}
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void CApplyDamage::setDamage(int64_t value)
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{
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pack->damageAmount = value;
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}
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const battle::Unit * CApplyDamage::getTarget() const
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{
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return target.get();
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}
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};
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VCMI_LIB_NAMESPACE_END
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