mirror of
https://github.com/vcmi/vcmi.git
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037efdf5fc
- Constructor of Identifier from integer is now explicit - Lobby hero/town selection now uses Identifiers instead of int's - Removed serialization workaround for hero portraits - Added dummy objects for custom heroes portraits for ID resolver to use - HeroInstance now stores portrait ID only in case of custom portrait - Fixed loading of campaign heroes portraits on RoE maps
101 lines
2.1 KiB
C++
101 lines
2.1 KiB
C++
/*
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* InfoAboutArmy.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "CCreatureSet.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGTownInstance;
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class CHeroClass;
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class CTown;
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//numbers of creatures are exact numbers if detailed else they are quantity ids (1 - a few, 2 - several and so on; additionally 0 - unknown)
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struct ArmyDescriptor : public std::map<SlotID, CStackBasicDescriptor>
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{
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bool isDetailed;
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DLL_LINKAGE ArmyDescriptor(const CArmedInstance *army, bool detailed); //not detailed -> quantity ids as count
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DLL_LINKAGE ArmyDescriptor();
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DLL_LINKAGE int getStrength() const;
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};
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struct DLL_LINKAGE InfoAboutArmy
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{
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PlayerColor owner;
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std::string name;
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ArmyDescriptor army;
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InfoAboutArmy();
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InfoAboutArmy(const CArmedInstance *Army, bool detailed);
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void initFromArmy(const CArmedInstance *Army, bool detailed);
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};
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struct DLL_LINKAGE InfoAboutHero : public InfoAboutArmy
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{
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private:
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void assign(const InfoAboutHero & iah);
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public:
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struct DLL_LINKAGE Details
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{
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std::vector<si32> primskills;
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si32 mana, manaLimit, luck, morale;
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};
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Details * details = nullptr;
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const CHeroClass *hclass;
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HeroTypeID portraitSource;
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enum EInfoLevel
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{
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BASIC,
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DETAILED,
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INBATTLE
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};
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InfoAboutHero();
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InfoAboutHero(const InfoAboutHero & iah);
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InfoAboutHero(const CGHeroInstance *h, EInfoLevel infoLevel);
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~InfoAboutHero();
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InfoAboutHero & operator=(const InfoAboutHero & iah);
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void initFromHero(const CGHeroInstance *h, EInfoLevel infoLevel);
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int32_t getIconIndex() const;
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};
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/// Struct which holds a int information about a town
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struct DLL_LINKAGE InfoAboutTown : public InfoAboutArmy
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{
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struct DLL_LINKAGE Details
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{
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si32 hallLevel, goldIncome;
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bool customRes;
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bool garrisonedHero;
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} *details;
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const CTown *tType;
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si32 built;
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si32 fortLevel; //0 - none
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InfoAboutTown();
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InfoAboutTown(const CGTownInstance *t, bool detailed);
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~InfoAboutTown();
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void initFromTown(const CGTownInstance *t, bool detailed);
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};
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VCMI_LIB_NAMESPACE_END
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