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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-17 01:32:21 +02:00

Version set to 0.83c, to be released as development build.

Code reorganizations in bonus system, allowing defining bonusNode-like classes.
Fixed some issues with artifact handling (proper updating of GUI when moving, minor fixes). 
Restoring battle AI for neutrals after loading game.
This commit is contained in:
Michał W. Urbańczyk
2011-02-27 19:58:14 +00:00
parent d7b586f1fd
commit 03fdd22b1a
13 changed files with 319 additions and 250 deletions

View File

@ -386,16 +386,11 @@ public:
unsigned int getTileCost(const TerrainTile &dest, const TerrainTile &from) const; //move cost - applying pathfinding skill, road and terrain modifiers. NOT includes diagonal move penalty, last move levelling
unsigned int getLowestCreatureSpeed() const;
int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
bool canWalkOnSea() const;
int getCurrentLuck(int stack=-1, bool town=false) const;
int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
TModDescr getCurrentLuckModifiers(int stack=-1, bool town=false) const; //args as above
int getCurrentMorale(int stack=-1, bool town=false) const; //if stack - position of creature, if -1 then morale for hero is calculated; town - if bonuses from town (tavern) should be considered
TModDescr getCurrentMoraleModifiers(int stack=-1, bool town=false) const; //args as above
int getPrimSkillLevel(int id) const; //0-attack, 1-defence, 2-spell power, 3-knowledge
ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value