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* campaign against magic numbers
* ArtifactID was misleading and wrongly used in one place -- renamed and fixed * minor changes
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@ -121,7 +121,9 @@ public:
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virtual int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
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virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
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int3 bestLocation() const; //returns location when the boat should be placed
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int state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
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enum EGeneratorState {GOOD, BOAT_ALREADY_BUILT, TILE_BLOCKED, NO_WATER};
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EGeneratorState state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
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void getProblemText(MetaString &out, const CGHeroInstance *visitor = NULL) const;
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};
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@ -285,7 +287,7 @@ public:
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//////////////////////////////////////////////////////////////////////////
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ConstTransitivePtr<CHero> type;
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ui64 exp; //experience points
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TExpType exp; //experience points
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ui32 level; //current level of hero
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std::string name; //may be custom
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std::string biography; //if custom
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@ -381,7 +383,7 @@ public:
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static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
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double getHeroStrength() const;
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ui64 getTotalStrength() const;
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expType calculateXp(expType exp) const; //apply learning skill
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TExpType calculateXp(TExpType exp) const; //apply learning skill
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ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = NULL) const; //returns level on which given spell would be cast by this hero (0 - none, 1 - basic etc); optionally returns number of selected school by arg - 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic,
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bool canCastThisSpell(const CSpell * spell) const; //determines if this hero can cast given spell; takes into account existing spell in spellbook, existing spellbook and artifact bonuses
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CStackBasicDescriptor calculateNecromancy (const BattleResult &battleResult) const;
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@ -478,7 +480,7 @@ public:
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void onNAHeroVisit(int heroID, bool alreadyVisited) const;
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void initObj();
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bool wasVisited (const CGHeroInstance * h) const;
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void treeSelected(int heroID, int resType, int resVal, expType expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
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void treeSelected(int heroID, int resType, int resVal, TExpType expVal, ui32 result) const; //handle player's anwer to the Tree of Knowledge dialog
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void schoolSelected(int heroID, ui32 which) const;
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void arenaSelected(int heroID, int primSkill) const;
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