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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.
52 lines
1.2 KiB
C++
52 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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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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