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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
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@ -9,13 +9,18 @@
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*/
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#pragma once
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#include <vcmi/Player.h>
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#include <vcmi/Team.h>
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#include "HeroBonus.h"
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#include "ResourceSet.h"
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class CGHeroInstance;
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class CGTownInstance;
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class CGDwelling;
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class QuestInfo;
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struct DLL_LINKAGE PlayerState : public CBonusSystemNode
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struct DLL_LINKAGE PlayerState : public CBonusSystemNode, public Player
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{
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public:
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PlayerColor color;
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@ -38,6 +43,12 @@ public:
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std::string nodeName() const override;
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PlayerColor getColor() const override;
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TeamID getTeam() const override;
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bool isHuman() const override;
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const IBonusBearer * accessBonuses() const override;
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int getResourceAmount(int type) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & color;
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