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vcmi: use enum class for EComponentType
There is really no reason not to use it
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@ -432,36 +432,36 @@ void CRewardInfo::loadComponents(std::vector<Component> & comps,
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if (heroExperience)
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{
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comps.emplace_back(Component::EXPERIENCE, 0, static_cast<si32>(h->calculateXp(heroExperience)), 0);
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comps.emplace_back(Component::EComponentType::EXPERIENCE, 0, static_cast<si32>(h->calculateXp(heroExperience)), 0);
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}
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if (heroLevel)
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comps.emplace_back(Component::EXPERIENCE, 1, heroLevel, 0);
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comps.emplace_back(Component::EComponentType::EXPERIENCE, 1, heroLevel, 0);
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if (manaDiff || manaPercentage >= 0)
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comps.emplace_back(Component::PRIM_SKILL, 5, calculateManaPoints(h) - h->mana, 0);
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comps.emplace_back(Component::EComponentType::PRIM_SKILL, 5, calculateManaPoints(h) - h->mana, 0);
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for (size_t i=0; i<primary.size(); i++)
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{
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if (primary[i] != 0)
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comps.emplace_back(Component::PRIM_SKILL, static_cast<ui16>(i), primary[i], 0);
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comps.emplace_back(Component::EComponentType::PRIM_SKILL, static_cast<ui16>(i), primary[i], 0);
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}
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for(const auto & entry : secondary)
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comps.emplace_back(Component::SEC_SKILL, entry.first, entry.second, 0);
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comps.emplace_back(Component::EComponentType::SEC_SKILL, entry.first, entry.second, 0);
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for(const auto & entry : artifacts)
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comps.emplace_back(Component::ARTIFACT, entry, 1, 0);
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comps.emplace_back(Component::EComponentType::ARTIFACT, entry, 1, 0);
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for(const auto & entry : spells)
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comps.emplace_back(Component::SPELL, entry, 1, 0);
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comps.emplace_back(Component::EComponentType::SPELL, entry, 1, 0);
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for(const auto & entry : creatures)
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comps.emplace_back(Component::CREATURE, entry.type->idNumber, entry.count, 0);
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comps.emplace_back(Component::EComponentType::CREATURE, entry.type->idNumber, entry.count, 0);
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for (size_t i=0; i<resources.size(); i++)
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{
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if (resources[i] !=0)
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comps.emplace_back(Component::RESOURCE, static_cast<ui16>(i), resources[i], 0);
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comps.emplace_back(Component::EComponentType::RESOURCE, static_cast<ui16>(i), resources[i], 0);
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}
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}
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