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* much better callback function declaration (previous version inspired me to write a new coding guideline)
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@ -1889,7 +1889,7 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int
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* @return int3(-1, -1, -1) if the tile is unguarded, or the position of
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* the monster guarding the tile.
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*/
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const std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
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std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
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{
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std::vector<CGObjectInstance*> guards;
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const int3 originalPos = pos;
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@ -423,7 +423,7 @@ public:
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bool getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret); //calculates path between src and dest; returns pointer to newly allocated CPath or NULL if path does not exists
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void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or NULL if path does not exists
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int3 guardingCreaturePosition (int3 pos) const;
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const std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
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std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
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int victoryCheck(ui8 player) const; //checks if given player is winner; -1 if std victory, 1 if special victory, 0 else
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int lossCheck(ui8 player) const; //checks if given player is loser; -1 if std loss, 1 if special, 0 else
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ui8 checkForStandardWin() const; //returns color of player that accomplished standard victory conditions or 255 if no winner
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@ -386,10 +386,15 @@ int3 CGameInfoCallback::guardingCreaturePosition (int3 pos) const
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return gs->guardingCreaturePosition(pos);
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}
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const std::vector<CGObjectInstance*> CGameInfoCallback::getGuardingCreatures (int3 pos) const
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std::vector<const CGObjectInstance*> CGameInfoCallback::getGuardingCreatures (int3 pos) const
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{
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ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", std::vector<CGObjectInstance*>());
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return gs->guardingCreatures (pos);
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ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", std::vector<const CGObjectInstance*>());
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std::vector<const CGObjectInstance*> ret;
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BOOST_FOREACH(auto cr, gs->guardingCreatures(pos))
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{
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ret.push_back(cr);
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}
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return ret;
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}
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bool CGameInfoCallback::getHeroInfo( const CGObjectInstance *hero, InfoAboutHero &dest ) const
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@ -116,7 +116,7 @@ public:
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//map
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int3 guardingCreaturePosition (int3 pos) const;
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const std::vector<CGObjectInstance*> getGuardingCreatures (int3 pos) const;
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std::vector<const CGObjectInstance*> getGuardingCreatures (int3 pos) const;
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const CMapHeader * getMapHeader()const;
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int3 getMapSize() const; //returns size of map - z is 1 for one - level map and 2 for two level map
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const TerrainTile * getTile(int3 tile, bool verbose = true) const;
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