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			71 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			71 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef __CCREATURESET_H__
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| #define __CCREATURESET_H__
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| 
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| #include "../global.h"
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| #include <map>
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| 
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| class CCreature;
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| class CGHeroInstance;
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| 
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| //a few typedefs for CCreatureSet
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| typedef si32 TSlot;
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| typedef si32 TQuantity; 
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| typedef ui32 TCreature; //creature id
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| 
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| 
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| class DLL_EXPORT CStackInstance
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| {
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| public:
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| 	int idRand; //hlp variable used during loading game -> "id" placeholder for randomization
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| 	const CCreature *type;
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| 	TQuantity count;
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| 	ui32 experience; //TODO: handle
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| 	//TODO: stack artifacts
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h/* & owner*/ & type & count & experience;
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| 	}
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| 
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| 	int getQuantityID() const;
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| 	void init();
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| 	CStackInstance();
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| 	CStackInstance(TCreature id, TQuantity count);
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| 	CStackInstance(const CCreature *cre, TQuantity count);
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| 	void setType(int creID);
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| };
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| 
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| 
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| typedef std::map<TSlot, CStackInstance> TSlots;
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| 
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| class DLL_EXPORT CCreatureSet //seven combined creatures
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| {
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| public:
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| 	TSlots slots; //slots[slot_id]=> pair(creature_id,creature_quantity)
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| 	ui8 formation; //false - wide, true - tight
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| 
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| 	const CStackInstance operator[](TSlot slot) const; 
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| 
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| 	void addToSlot(TSlot slot, TCreature cre, TQuantity count); //Adds stack to slot. Slot must be empty or with same type creature
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| 	void addToSlot(TSlot slot, const CStackInstance &stack); //Adds stack to slot. Slot must be empty or with same type creature
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| 
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| 	const CCreature* getCreature(TSlot slot) const; //workaround of map issue;
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| 	int getAmount (TSlot slot) const;
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| 	bool setCreature (TSlot slot, TCreature type, TQuantity quantity); //slots 0 to 6
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| 	TSlot getSlotFor(TCreature creature, ui32 slotsAmount=7) const; //returns -1 if no slot available
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| 	bool mergableStacks(std::pair<TSlot, TSlot> &out, TSlot preferable = -1); //looks for two same stacks, returns slot positions;
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| 	bool validTypes(bool allowUnrandomized = false) const; //checks if all types of creatures are set properly
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| 
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| 	template <typename Handler> void serialize(Handler &h, const int version)
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| 	{
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| 		h & slots & formation;
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| 	}
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| 	operator bool() const
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| 	{
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| 		return slots.size() > 0;
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| 	}
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| 	void sweep();
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| };
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| 
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| #endif // __CCREATURESET_H__
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