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MonsterItems.h
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// --------------------------------------------------------------------------------------------------------------------------------
// DEMISERL
// Copyright 2014 Corremn
//
// $LastChangedBy$
// $LastChangedDate$
// $LastChangedRevision$
// $HeadURL: $
// --------------------------------------------------------------------------------------------------------------------------------
#if !defined(MonsterItems_H__FB40F0AB_EA77_47C4_BBA8_3CAECF1DB255__INCLUDED_)
#define MonsterItems_H__FB40F0AB_EA77_47C4_BBA8_3CAECF1DB255__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "MonsterData.h"
#include "item.h"
class MonsterItems
{
public:
int EquipMonster(MonsterData *monster,int level);
int EquipPlayer(MonsterData *player);
int EquipItem(MonsterData *monster,int item);
int RemoveItem(MonsterData *monster, int item);
int UseItem(MonsterData *monster, Item & item);
int DropItem(MonsterData *monster,int item, bool erace_from_inv = true);
int PickupItem(MonsterData *monster);
int DropRandomItems(MonsterData *monster);
int AttemptDropItem(MonsterData *monster,Item *item,int x, int y);
Item * GetEquipment(MonsterData *monster,eItemType equip_type);
Item * GetInventoryItem(MonsterData *monster,eItemType equip_type);
bool isBetter(MonsterData &monster, Item &item);
private:
int DropItem(MonsterData *monster,Item *item,int x, int y);
int DropStackableItem(MonsterData *monster,Item *item,int x, int y);
int moveFromInvToEquipList(MonsterData *monster);
int moveFromEquipToInvList(MonsterData *monster);
int moveFromInvToAllList(MonsterData *monster);
int moveFromAllToInvList(MonsterData *monster);
};
#endif // !defined(AFX_MonsterItems_H__FB40F0AB_EA77_47C4_BBA8_3CAECF1DB255__INCLUDED_)