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* JsonReader can convert to enums
* refactoring
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@@ -286,7 +286,8 @@ struct DLL_LINKAGE CPathsInfo
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struct DLL_EXPORT DuelParameters
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{
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si32 terType, bfieldType;
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ETerrainType::ETerrainType terType;
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BFieldType::BFieldType bfieldType;
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struct DLL_EXPORT SideSettings
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{
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struct DLL_EXPORT StackSettings
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@@ -415,19 +416,19 @@ public:
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void giveHeroArtifact(CGHeroInstance *h, int aid);
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void apply(CPack *pack);
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int battleGetBattlefieldType(int3 tile) const;// 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
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BFieldType::BFieldType battleGetBattlefieldType(int3 tile) const;
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UpgradeInfo getUpgradeInfo(const CStackInstance &stack);
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int getPlayerRelations(ui8 color1, ui8 color2);// 0 = enemy, 1 = ally, 2 = same player
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PlayerRelations::PlayerRelations getPlayerRelations(TPlayerColor color1, TPlayerColor color2);
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bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
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bool checkForVisitableDir(const int3 & src, const TerrainTile *pom, const int3 & dst) const; //check if src tile is visitable from dst tile
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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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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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int victoryCheck(TPlayerColor player) const; //checks if given player is winner; -1 if std victory, 1 if special victory, 0 else
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int lossCheck(TPlayerColor 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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bool checkForStandardLoss(ui8 player) const; //checks if given player lost the game
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bool checkForStandardLoss(TPlayerColor player) const; //checks if given player lost the game
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void obtainPlayersStats(SThievesGuildInfo & tgi, int level); //fills tgi with info about other players that is available at given level of thieves' guild
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bmap<ui32, ConstTransitivePtr<CGHeroInstance> > unusedHeroesFromPool(); //heroes pool without heroes that are available in taverns
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BattleInfo * setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town);
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