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vcmi/lib/spells/effects/Effect.h
Andrey Filipenkov ff635edc0b wrap all library code into namespace if VCMI_LIB_NAMESPACE is defined
preparation for having client and server in a single process
2022-09-24 15:55:21 +03:00

79 lines
1.7 KiB
C++

/*
* Effect.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 <vcmi/spells/Magic.h>
VCMI_LIB_NAMESPACE_BEGIN
struct BattleHex;
class CBattleInfoCallback;
class JsonSerializeFormat;
class ServerCallback;
namespace vstd
{
class RNG;
}
namespace spells
{
using EffectTarget = Target;
namespace effects
{
using RNG = vstd::RNG;
class Effects;
class Effect;
class Registry;
template<typename F>
class RegisterEffect;
using TargetType = spells::AimType;
class DLL_LINKAGE Effect
{
public:
bool indirect;
bool optional;
std::string name;
Effect();
virtual ~Effect();
virtual void adjustTargetTypes(std::vector<TargetType> & types) const = 0;
virtual void adjustAffectedHexes(std::set<BattleHex> & hexes, const Mechanics * m, const Target & spellTarget) const = 0;
virtual bool applicable(Problem & problem, const Mechanics * m) const;
virtual bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const;
virtual void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const = 0;
virtual EffectTarget filterTarget(const Mechanics * m, const EffectTarget & target) const = 0;
virtual EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const = 0;
void serializeJson(JsonSerializeFormat & handler);
static std::shared_ptr<Effect> create(const Registry * registry, const std::string & type);
protected:
virtual void serializeJsonEffect(JsonSerializeFormat & handler) = 0;
};
}
}
VCMI_LIB_NAMESPACE_END