mirror of
https://github.com/vcmi/vcmi.git
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ff635edc0b
preparation for having client and server in a single process
56 lines
1.2 KiB
C++
56 lines
1.2 KiB
C++
/*
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* Summon.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 "Effect.h"
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#include "../../GameConstants.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 Summon : public Effect
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{
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public:
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Summon();
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virtual ~Summon();
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void adjustAffectedHexes(std::set<BattleHex> & hexes, const Mechanics * m, const Target & spellTarget) const override;
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void adjustTargetTypes(std::vector<TargetType> & types) const override;
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bool applicable(Problem & problem, const Mechanics * m) const override;
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void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override;
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EffectTarget filterTarget(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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protected:
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void serializeJsonEffect(JsonSerializeFormat & handler) override final;
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private:
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CreatureID creature;
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bool permanent;
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bool exclusive;
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bool summonByHealth;
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bool summonSameUnit;
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};
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}
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}
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VCMI_LIB_NAMESPACE_END
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