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https://github.com/Relintai/pandemonium_engine.git
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126 lines
2.9 KiB
C++
126 lines
2.9 KiB
C++
#ifndef SPELL_HEAL_INFO_H
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#define SPELL_HEAL_INFO_H
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/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "core/version.h"
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#if VERSION_MAJOR > 3
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#include "core/object/reference.h"
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#else
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#include "core/reference.h"
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#endif
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#include "../spell_enums.h"
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#include "scene/main/node.h"
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class Entity;
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class Spell;
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class SpellHealInfo : public Reference {
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GDCLASS(SpellHealInfo, Reference);
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public:
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enum HealSourceType {
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HEAL_SOURCE_UNKNOWN = 0,
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HEAL_SOURCE_SPELL,
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HEAL_SOURCE_AURA,
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};
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protected:
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static void _bind_methods();
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public:
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int heal_get();
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void heal_set(int value);
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bool get_immune() const;
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void set_immune(const bool value);
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int damage_get() const;
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void damage_set(const int value);
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bool crit_get() const;
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void crit_set(const bool value);
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int amount_absorbed_get() const;
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void amount_absorbed_set(const int value);
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int heal_type_get() const;
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void heal_type_set(const int value);
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Entity *dealer_get();
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void dealer_set(Entity *value);
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void dealer_set_bind(Node *value);
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Entity *receiver_get();
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void receiver_set(Entity *value);
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void receiver_set_bind(Node *value);
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Ref<Reference> source_get();
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void source_set(Ref<Reference> value);
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Ref<Spell> spell_source_get();
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void spell_source_set(const Ref<Spell> &value);
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Ref<Spell> aura_source_get();
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void aura_source_set(const Ref<Spell> &value);
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int source_get_id() const;
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void source_set_id(const int value);
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int source_get_type() const;
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void source_set_type(const int value);
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void reset();
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void resolve_references(Node *owner);
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Dictionary to_dict();
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void from_dict(const Dictionary &dict);
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SpellHealInfo();
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~SpellHealInfo();
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private:
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bool _immune;
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int _heal;
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int _original_heal;
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int _amount_absorbed;
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bool _crit;
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int _heal_type;
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int _heal_source_type;
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Ref<Reference> _heal_source;
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int _heal_source_id;
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Entity *_dealer;
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Entity *_receiver;
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NodePath _dealer_path;
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NodePath _receiver_path;
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};
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#endif
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