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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.
80 lines
2.1 KiB
C++
80 lines
2.1 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 "../../battle/BattleHex.h"
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#include "../../battle/CObstacleInstance.h"
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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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std::string appearAnimation;
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std::string animation;
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int offsetY;
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ObstacleSideOptions();
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void serializeJson(JsonSerializeFormat & handler);
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private:
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void serializeRelativeShape(JsonSerializeFormat & handler, const std::string & fieldName, RelativeShape & value);
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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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Obstacle();
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virtual ~Obstacle();
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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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private:
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bool hidden;
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bool passable;
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bool trigger;
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bool trap;
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bool removeOnTrigger;
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int32_t patchCount;//random patches to place, only for massive spells
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int32_t turnsRemaining;
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std::array<ObstacleSideOptions, 2> 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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void placeObstacles(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const;
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};
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}
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}
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