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vcmi/lib/spells/effects/Summon.h
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* 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.
2021-02-14 19:05:43 +03:00

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C++

/*
* Summon.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 "Effect.h"
#include "../../GameConstants.h"
namespace spells
{
namespace effects
{
class Summon : public Effect
{
public:
Summon();
virtual ~Summon();
void adjustAffectedHexes(std::set<BattleHex> & hexes, const Mechanics * m, const Target & spellTarget) const override;
void adjustTargetTypes(std::vector<TargetType> & types) const override;
bool applicable(Problem & problem, const Mechanics * m) const override;
void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override;
EffectTarget filterTarget(const Mechanics * m, const EffectTarget & target) const override;
EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const override;
protected:
void serializeJsonEffect(JsonSerializeFormat & handler) override final;
private:
CreatureID creature;
bool permanent;
bool exclusive;
bool summonByHealth;
bool summonSameUnit;
};
}
}