mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
* fixed move hero button
* creatures placeholders work properly * abandoned mine won't show message with mithril * it's possible to build glyph of fear in fortress * emissaries won't be used in random creature drawing (they have no correct def) * fixed problem with moving two-hex creatures one tile back
This commit is contained in:
parent
37753e6678
commit
01105ddc41
@ -995,7 +995,9 @@ void CAdvMapInt::fmoveHero()
|
||||
if (!terrain.currentPath)
|
||||
return;
|
||||
CPath sended(*(terrain.currentPath)); //temporary path - engine will operate on it
|
||||
LOCPLINT->pim->unlock();
|
||||
LOCPLINT->cb->moveHero( ((const CGHeroInstance*)LOCPLINT->adventureInt->selection)->type->ID,&sended,1,0);
|
||||
LOCPLINT->pim->lock();
|
||||
}
|
||||
void CAdvMapInt::fshowSpellbok()
|
||||
{
|
||||
|
@ -1131,7 +1131,18 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
|
||||
vti->spells[s->level-1].push_back(s->id);
|
||||
vti->possibleSpells -= s->id;
|
||||
}
|
||||
|
||||
|
||||
//init garrisons
|
||||
for (std::map<si32,std::pair<ui32,si32> >::iterator j=vti->army.slots.begin(); j!=vti->army.slots.end();j++)
|
||||
{
|
||||
if(j->second.first > 196 && j->second.first < 211)
|
||||
{
|
||||
if(j->second.first%2)
|
||||
j->second.first = vti->town->basicCreatures[ (j->second.first-197) / 2 ];
|
||||
else
|
||||
j->second.first = vti->town->upgradedCreatures[ (j->second.first-197) / 2 ];
|
||||
}
|
||||
}
|
||||
players[vti->getOwner()].towns.push_back(vti);
|
||||
}
|
||||
|
||||
|
2
CLua.cpp
2
CLua.cpp
@ -514,6 +514,8 @@ void CMines::onHeroVisit(int objid, int heroID)
|
||||
{
|
||||
//TODO: this is code for standard mines, no support for abandoned mine (subId==7)
|
||||
DEFOS;
|
||||
if(os->subID==7)
|
||||
return;
|
||||
const CGHeroInstance *h = cb->getHero(heroID);
|
||||
if(h->tempOwner == os->tempOwner)
|
||||
return; //TODO: leaving garrison
|
||||
|
@ -1,4 +1,4 @@
|
||||
0.61 -> 0.62 (Aug 31 2008 hopefully)
|
||||
0.61 -> 0.62 (Sep 01 2008)
|
||||
General:
|
||||
* restructured to the server-client model
|
||||
* support for heroes placed in towns
|
||||
@ -19,6 +19,8 @@ Castles:
|
||||
* mage guild screen
|
||||
* support for blacksmith
|
||||
* if hero doesn't have a spell book, he can buy one in a mage guild
|
||||
* it's possible to build glyph of fear in fortress
|
||||
* creatures placeholders work properly
|
||||
|
||||
Adventure Interface:
|
||||
* hopefully fixed problems with wrong town defs (village/fort/capitol)
|
||||
@ -38,6 +40,7 @@ Battles:
|
||||
* slightly optimized showing of battle interface
|
||||
* animation of getting hit / death by shooting is displayed when it should be
|
||||
* improved pathfinding in battles, removed problems with displaying movement, adventure map interface won't be called during battles.
|
||||
* minor optimizations
|
||||
|
||||
PreGame:
|
||||
* updates settings when selecting new map after changing sorting criteria
|
||||
|
@ -52,7 +52,7 @@ TPTHBKTW.BMP
|
||||
TPTHBKFR.BMP
|
||||
10 11 12 13 | 7 8 9 | 5 | 16
|
||||
14 15 | 0 1 2 | 6
|
||||
17 | 22 | 18 19
|
||||
17 | 21 22 | 18 19
|
||||
30 37 | 31 38 | 32 39 | 33 40
|
||||
34 41 | 35 42 | 36 43
|
||||
8
|
||||
|
@ -63,7 +63,7 @@ si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatur
|
||||
|
||||
void CCreatureHandler::loadCreatures()
|
||||
{
|
||||
notUsedMonsters += 122,124,126,128,145,146,147,148,149,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191;
|
||||
notUsedMonsters += 122,124,126,128,145,146,147,148,149,160,161,162,163,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191;
|
||||
std::string buf = bitmaph->getTextFile("ZCRTRAIT.TXT");
|
||||
int andame = buf.size();
|
||||
int i=0; //buf iterator
|
||||
@ -443,7 +443,8 @@ void CCreatureHandler::loadCreatures()
|
||||
}
|
||||
inp2.close();
|
||||
|
||||
creatures[123].abilityRefs += "DOUBLE_WIDE";
|
||||
creatures[122].abilityRefs += "DOUBLE_WIDE"; //water elemental should be treated as double-wide
|
||||
creatures[123].abilityRefs += "DOUBLE_WIDE"; //ice elemental should be treated as double-wide
|
||||
}
|
||||
|
||||
void CCreatureHandler::loadAnimationInfo()
|
||||
|
@ -921,7 +921,7 @@ void CGameHandler::moveStack(int stack, int dest)
|
||||
else
|
||||
gs->curB->getAccessibilityMap(accessibility,curStack->ID);
|
||||
|
||||
if((stackAtEnd && stackAtEnd->alive) || !accessibility[dest])
|
||||
if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive) || !accessibility[dest])
|
||||
return;
|
||||
|
||||
//if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
|
||||
|
Loading…
Reference in New Issue
Block a user