JNR
rpgPotion.h
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2 
3 Jump'n'Run Engine
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28 */
29 #ifndef M_POTION_PROPERTIES
30 #define M_POTION_PROPERTIES
31 
33 
34 
43 
44 class rpgPotion: public rpgItem, public rpgSheet_PlayableChar_Mods
45 {
46  CLASS_NAME(rpgPotion);
47 
48 public:
49  // Object responsible for animating the potion
50  // NOTE: Normally this is null, except for potion-like effects of an attack
51  // TODO: This should be some generic interface instead of the collectable
52  class laCollectable* pAnimatorObj;
53 
54  // Potion Duration
55  //
56  double dDuration; //< in sec
57  double dDurationReminder;
58  M_BOOL bResetTime; //< this flag is set in onIdentical(); When an identical potion is consumed
59 
60  // Color
61  //
62  laColor color;
63  //unsigned nEffectCount;
64 
65  //Constructor
66  //
67  rpgPotion()
68  {
69  pAnimatorObj = NULL;
70 
71  dDuration = dDurationReminder = 10;
72  bResetTime = M_FALSE;
73 
74  color = laColor();
75  //nEffectCount = 0;
76  }
77 
78  // Reset modifiers
79  //
80  virtual void reset(void)
81  {
82  dDurationReminder = dDuration;
83  bResetTime = M_FALSE;
84  }
85 
86  // Item of identical upgrade level
87  // placed in the inventory
88  //
89  virtual void onIdentical() { bResetTime = M_TRUE; };
90 
91  // NOTE: Potions / potion-like effects are not stored in the savegame,
92  // so there is no need for load/save from file
93 
94  // Load from TS
95  virtual void load(class laPropertyList* pElement);
96 
97  // Create icon for the inventory
98  virtual void createIcon();
99 };
101 #endif
Potion RPG Properties.
Definition: rpgPotion.h:44
Collectable Level Object.
Definition: laCollectable.h:43