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https://github.com/vcmi/vcmi.git
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ecaa9f5d0b
* 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.
75 lines
1.6 KiB
C++
75 lines
1.6 KiB
C++
/*
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* Effect.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include <vcmi/spells/Magic.h>
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struct BattleHex;
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class CBattleInfoCallback;
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class JsonSerializeFormat;
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class ServerCallback;
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namespace vstd
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{
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class RNG;
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}
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namespace spells
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{
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using EffectTarget = Target;
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namespace effects
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{
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using RNG = ::vstd::RNG;
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class Effects;
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class Effect;
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class Registry;
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template<typename F>
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class RegisterEffect;
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using TargetType = ::spells::AimType;
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class DLL_LINKAGE Effect
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{
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public:
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bool indirect;
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bool optional;
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std::string name;
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Effect();
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virtual ~Effect();
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virtual void adjustTargetTypes(std::vector<TargetType> & types) const = 0;
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virtual void adjustAffectedHexes(std::set<BattleHex> & hexes, const Mechanics * m, const Target & spellTarget) const = 0;
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virtual bool applicable(Problem & problem, const Mechanics * m) const;
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virtual bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const;
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virtual void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const = 0;
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virtual EffectTarget filterTarget(const Mechanics * m, const EffectTarget & target) const = 0;
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virtual EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const = 0;
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void serializeJson(JsonSerializeFormat & handler);
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static std::shared_ptr<Effect> create(const Registry * registry, const std::string & type);
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protected:
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virtual void serializeJsonEffect(JsonSerializeFormat & handler) = 0;
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};
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}
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}
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