mirror of
https://github.com/Relintai/pandemonium_engine.git
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80 lines
3.4 KiB
C++
80 lines
3.4 KiB
C++
#ifndef CHARACTER_SPEC_H
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#define CHARACTER_SPEC_H
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/*************************************************************************/
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/* character_spec.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/containers/vector.h"
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#include "core/object/resource.h"
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#include "core/string/ustring.h"
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class Spell;
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class CharacterSpec : public Resource {
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GDCLASS(CharacterSpec, Resource);
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public:
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int get_id() const;
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void set_id(const int value);
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int get_num_rows() const;
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void set_num_rows(const int value);
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int get_num_columns(const int row) const;
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void set_num_columns(const int row, const int value);
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int get_num_ranks(const int row, const int column) const;
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void set_num_ranks(const int row, const int column, const int value);
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Vector<Variant> get_talents();
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Ref<Spell> get_talent(const int row, const int column, const int rank);
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void set_talent(const int row, const int column, const int rank, const Ref<Spell> &talent);
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bool has_talent_with_id(const int id);
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Ref<Spell> get_talent_with_id(const int id);
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CharacterSpec();
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~CharacterSpec();
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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private:
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int _id;
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Vector<Vector<Vector<Ref<Spell>>>> _rows;
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};
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#endif
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