mirror of
https://github.com/vcmi/vcmi.git
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2a05fbdd50
- Replaced BattleSide namespace-enum with enum class - Merged two different BattleSide enum's into one - Merged BattlePerspective enum into BattleSide enum - Changed all places that use integers to represent battle side to use BattleSide enum - Added BattleSideArray convenience wrapper for std::array that is always 2-elements in size and allows access to its elements using BattleSide enum
79 lines
2.2 KiB
C++
79 lines
2.2 KiB
C++
/*
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* Obstacle.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 "LocationEffect.h"
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#include "../../GameConstants.h"
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#include "../../battle/BattleHex.h"
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#include "../../battle/CObstacleInstance.h"
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VCMI_LIB_NAMESPACE_BEGIN
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namespace spells
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{
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namespace effects
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{
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class ObstacleSideOptions
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{
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public:
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using RelativeShape = std::vector<std::vector<BattleHex::EDir>>;
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RelativeShape shape; //shape of single obstacle relative to obstacle position
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RelativeShape range; //position of obstacles relative to effect destination
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AudioPath appearSound;
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AnimationPath appearAnimation;
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AnimationPath animation;
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int offsetY = 0;
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void serializeJson(JsonSerializeFormat & handler);
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};
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class Obstacle : public LocationEffect
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{
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public:
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void adjustAffectedHexes(std::set<BattleHex> & hexes, const Mechanics * m, const Target & spellTarget) const override;
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bool applicable(Problem & problem, const Mechanics * m) const override;
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bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const override;
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EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const override;
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void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override;
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protected:
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void serializeJsonEffect(JsonSerializeFormat & handler) override;
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virtual void placeObstacles(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const;
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bool hidden = false;
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bool trigger = false;
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bool trap = false;
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bool removeOnTrigger = false;
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bool hideNative = false;
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SpellID triggerAbility;
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private:
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int32_t patchCount = 0; //random patches to place, for massive spells should be >= 1, for non-massive ones if >= 1, then place only this number inside a target (like H5 landMine)
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bool passable = false;
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int32_t turnsRemaining = -1;
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BattleSideArray<ObstacleSideOptions> sideOptions;
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static bool isHexAvailable(const CBattleInfoCallback * cb, const BattleHex & hex, const bool mustBeClear);
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static bool noRoomToPlace(Problem & problem, const Mechanics * m);
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};
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}
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}
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VCMI_LIB_NAMESPACE_END
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