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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.
This commit is contained in:
AlexVinS
2018-03-17 17:58:30 +03:00
committed by AlexVinS
parent 11bb46780a
commit ecaa9f5d0b
475 changed files with 22491 additions and 7123 deletions

View File

@ -9,13 +9,18 @@
*/
#pragma once
#include <vcmi/Player.h>
#include <vcmi/Team.h>
#include "HeroBonus.h"
#include "ResourceSet.h"
class CGHeroInstance;
class CGTownInstance;
class CGDwelling;
class QuestInfo;
struct DLL_LINKAGE PlayerState : public CBonusSystemNode
struct DLL_LINKAGE PlayerState : public CBonusSystemNode, public Player
{
public:
PlayerColor color;
@ -38,6 +43,12 @@ public:
std::string nodeName() const override;
PlayerColor getColor() const override;
TeamID getTeam() const override;
bool isHuman() const override;
const IBonusBearer * accessBonuses() const override;
int getResourceAmount(int type) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & color;