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vcmi/lib/spells/effects/Obstacle.h
Ivan Savenko 2a05fbdd50 Unified handling of battle sides ID's
- 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
2024-08-11 20:54:44 +00:00

79 lines
2.2 KiB
C++

/*
* Obstacle.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "LocationEffect.h"
#include "../../GameConstants.h"
#include "../../battle/BattleHex.h"
#include "../../battle/CObstacleInstance.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace spells
{
namespace effects
{
class ObstacleSideOptions
{
public:
using RelativeShape = std::vector<std::vector<BattleHex::EDir>>;
RelativeShape shape; //shape of single obstacle relative to obstacle position
RelativeShape range; //position of obstacles relative to effect destination
AudioPath appearSound;
AnimationPath appearAnimation;
AnimationPath animation;
int offsetY = 0;
void serializeJson(JsonSerializeFormat & handler);
};
class Obstacle : public LocationEffect
{
public:
void adjustAffectedHexes(std::set<BattleHex> & hexes, const Mechanics * m, const Target & spellTarget) const override;
bool applicable(Problem & problem, const Mechanics * m) const override;
bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const override;
EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const override;
void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override;
protected:
void serializeJsonEffect(JsonSerializeFormat & handler) override;
virtual void placeObstacles(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const;
bool hidden = false;
bool trigger = false;
bool trap = false;
bool removeOnTrigger = false;
bool hideNative = false;
SpellID triggerAbility;
private:
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)
bool passable = false;
int32_t turnsRemaining = -1;
BattleSideArray<ObstacleSideOptions> sideOptions;
static bool isHexAvailable(const CBattleInfoCallback * cb, const BattleHex & hex, const bool mustBeClear);
static bool noRoomToPlace(Problem & problem, const Mechanics * m);
};
}
}
VCMI_LIB_NAMESPACE_END