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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
53 lines
1.3 KiB
C++
53 lines
1.3 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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VCMI_LIB_NAMESPACE_BEGIN
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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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VCMI_LIB_NAMESPACE_END
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