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https://github.com/vcmi/vcmi.git
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ff635edc0b
preparation for having client and server in a single process
57 lines
1.2 KiB
C++
57 lines
1.2 KiB
C++
/*
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* RemoveObstacle.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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VCMI_LIB_NAMESPACE_BEGIN
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struct CObstacleInstance;
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struct BattleObstaclesChanged;
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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 RemoveObstacle : public LocationEffect
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{
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public:
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RemoveObstacle();
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virtual ~RemoveObstacle();
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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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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 removeAbsolute;
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bool removeUsual;
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bool removeAllSpells;
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std::set<SpellID> removeSpells;
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bool canRemove(const CObstacleInstance * obstacle) const;
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std::set<const CObstacleInstance *> getTargets(const Mechanics * m, const EffectTarget & target, bool alwaysMassive) const;
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};
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}
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}
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VCMI_LIB_NAMESPACE_END
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