47ccfe279a
Changed: Use the Windows SDK installed with VC++ or the most recent compatible one
88 lines
2.5 KiB
C++
88 lines
2.5 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef RY_BASIC_EFFECT_H
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#define RY_BASIC_EFFECT_H
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#include "nel/misc/types_nl.h"
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#include "game_share/base_types.h"
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#include "game_share/effect_families.h"
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/**
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* <Class description>
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* \author David Fleury
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* \author Nevrax France
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* \date 2003
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*/
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class CBasicEffect
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{
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public:
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/// Constructor
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CBasicEffect(EFFECT_FAMILIES::TEffectFamily family, const TDataSetRow & creatorId, const TDataSetRow & targetRowId)
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: _CreatorRowId(creatorId), _TargetRowId(targetRowId), _Family(family), _EffectId(0)
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{
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_EffectId = ++_EffectCounter;
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}
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CBasicEffect( EFFECT_FAMILIES::TEffectFamily family, const TDataSetRow & creatorId, const TDataSetRow & targetRowId, uint32 effectId )
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: _CreatorRowId(creatorId), _TargetRowId(targetRowId), _Family(family), _EffectId(effectId)
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{
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}
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/// Destructor
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virtual ~CBasicEffect() {}
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/// get the effect creator Id
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inline const TDataSetRow &creatorRowId() const { return _CreatorRowId; }
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/// get the effect target rowId
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inline const TDataSetRow &targetRowId() const { return _TargetRowId; }
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/// get the effect family
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inline EFFECT_FAMILIES::TEffectFamily family() const { return _Family; }
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/// get the effect Id
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inline uint32 effectId() const { return _EffectId; }
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/// get the effect counter
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inline static uint32 effectCounter() { return _EffectCounter; }
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protected:
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/// effect creator Id
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TDataSetRow _CreatorRowId;
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/// effect target Id
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TDataSetRow _TargetRowId;
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/// effect family
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EFFECT_FAMILIES::TEffectFamily _Family;
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/// effect ID
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uint32 _EffectId;
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/// counter, increased by one with every effect creation, give a unique Id per effect
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static uint32 _EffectCounter;
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};
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#endif // RY_BASIC_EFFECT_H
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/* End of basic_effect.h */
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