khanat-opennel-code/code/ryzom/server/src/sabrina/combat_stun_effect.h
acemtp@users.sourceforge.net d5c601ffa5 initial version
2010-05-06 02:08:41 +02:00

73 lines
2.3 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_COMBAT_STUN_EFFECT_H
#define NL_COMBAT_STUN_EFFECT_H
#include "nel/misc/types_nl.h"
#include "s_effect.h"
/**
* <Class description>
* \author David Fleury
* \author Nevrax France
* \date 2003
*/
class CCombatStunEffect : public CSEffect
{
public:
///\ctor
CCombatStunEffect( const TDataSetRow & creatorRowId, const TDataSetRow & targetRowId, EFFECT_FAMILIES::TEffectFamily family, sint32 effectValue, uint32 endDate)
:CSEffect(creatorRowId, targetRowId, family, effectValue,0), _StunEndDate(endDate)
{
}
/**
* return true if it is time to update the effect. It modifies the next update of the effect
*/
virtual bool isTimeToUpdate();
/**
* apply the effects of the... effect
* \param updateFlag is a flag telling which effect type has been already processed for an entity. An effect shoud set to 1 the bit corresponding to its effect family
* \return true if the effect ends and must be removed
*/
virtual bool update( uint32 & updateFlag );
/// callback called when the effect is actually removed
virtual void removed();
/// set stunned entity
inline void stunnedEntity(CEntityBase *entity) { _StunnedEntity = entity; }
/// get stunned entity
inline CEntityBase *stunnedEntity() { return _StunnedEntity; }
private:
/// effect end date in ticks
NLMISC::TGameCycle _StunEndDate;
/// affected entity
CEntityBase *_StunnedEntity;
};
#endif // NL_COMBAT_STUN_EFFECT_H
/* End of combat_stun_effect.h */