Returns true if sound and doodad were handled by it
| 87 | |
| 88 | // Returns true if sound and doodad were handled by it |
| 89 | bool BattleItem::applyDamage(GameState &state, int power, StateRef<DamageType> damageType) |
| 90 | { |
| 91 | if (damageType->explosive != true) |
| 92 | { |
| 93 | return false; |
| 94 | } |
| 95 | switch (damageType->effectType) |
| 96 | { |
| 97 | case DamageType::EffectType::None: |
| 98 | if (item->armor <= power) |
| 99 | { |
| 100 | die(state); |
| 101 | } |
| 102 | break; |
| 103 | case DamageType::EffectType::Fire: |
| 104 | // Armor resists fire damage accordingly |
| 105 | if (item->type->type == AEquipmentType::Type::Armor) |
| 106 | { |
| 107 | power = damageType->dealDamage(power, item->type->damage_modifier); |
| 108 | } |
| 109 | item->armor -= power; |
| 110 | if (item->armor <= 0) |
| 111 | { |
| 112 | die(state); |
| 113 | } |
| 114 | break; |
| 115 | default: |
| 116 | return false; |
| 117 | } |
| 118 | return false; |
| 119 | } |
| 120 | |
| 121 | void BattleItem::setPosition(const Vec3<float> &pos) |
| 122 | { |
no test coverage detected