📄 effectobservingeye.h
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//////////////////////////////////////////////////////////////////////////////// Filename : EffectObservingEye.h// Written by : // Description : //////////////////////////////////////////////////////////////////////////////#ifndef __EFFECT_OBSERVING_EYE__#define __EFFECT_OBSERVING_EYE__#include "Effect.h"//////////////////////////////////////////////////////////////////////////////// class EffectObservingEye//////////////////////////////////////////////////////////////////////////////class EffectObservingEye : public Effect {public: EffectObservingEye(Creature* pCreature) throw(Error);public: EffectClass getEffectClass() const throw() { return EFFECT_CLASS_OBSERVING_EYE; } void affect() throw(Error) {} void affect(Creature* pCreature) throw(Error); void affect(Zone* pZone, ZoneCoord_t x, ZoneCoord_t y, Object* pObject) throw(Error); void unaffect(Creature* pCreature) throw(Error); void unaffect(Zone* pZone, ZoneCoord_t x, ZoneCoord_t y, Object* pObject) throw(Error); void unaffect() throw(Error); void unaffect(Item* pItem) throw(Error) {} bool canSeeInvisibility( Creature* pTarget ) const throw(Error); string toString() const throw();public: int getDamageBonus(void) const { return m_DamageBonus; } void setDamageBonus(int bonus) { m_DamageBonus = bonus; } int getCriticalHitBonus(void) const { return m_CriticalHitBonus; } void setCriticalHitBonus(int bonus) { m_CriticalHitBonus = bonus; } int getVisionBonus(void) const { return m_VisionBonus; } void setVisionBonus(int bonus) { m_VisionBonus = bonus; } void setSkillLevel( ExpLevel_t level ) throw() { m_SkillLevel = level; }private : int m_DamageBonus; int m_CriticalHitBonus; int m_VisionBonus; ExpLevel_t m_SkillLevel;};#endif // __EFFECT_OBSERVING_EYE__
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