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vcmi/lib/spells/effects/Effects.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

53 lines
1.3 KiB
C++

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