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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.
49 lines
1.2 KiB
C++
49 lines
1.2 KiB
C++
/*
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* Effects.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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namespace spells
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{
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namespace effects
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{
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class DLL_LINKAGE Effects
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{
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public:
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using EffectsToApply = std::vector<std::pair<const Effect *, EffectTarget>>;
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using EffectsMap = std::map<std::string, std::shared_ptr<Effect>>;
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using EffectData = std::array<EffectsMap, GameConstants::SPELL_SCHOOL_LEVELS>;
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EffectData data;
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Effects();
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virtual ~Effects();
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void add(const std::string & name, std::shared_ptr<Effect> effect, const int level);
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bool applicable(Problem & problem, const Mechanics * m) const;
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bool applicable(Problem & problem, const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const;
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void forEachEffect(const int level, const std::function<void(const Effect *, bool &)> & callback) const;
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EffectsToApply prepare(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const;
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void serializeJson(const Registry * registry, JsonSerializeFormat & handler, const int level);
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};
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}
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}
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