mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
* further changes towards luck/morale support
* partial support for Idol of Fortune, Fountain of Fortune, Faerie Ring, Swan Pond
This commit is contained in:
parent
886ab94708
commit
218a3beaf6
@ -587,7 +587,8 @@ void CGameState::applyNL(IPack * pack)
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{
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GiveBonus *rh = static_cast<GiveBonus*>(pack);
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CGHeroInstance *h = getHero(rh->hid);
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h->bonuses.push_back(CGHeroInstance::Bonus(rh->bduration,rh->btype,rh->bval,rh->bid,toString(rh->bdescr)));
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h->bonuses.push_back(rh->bonus);
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h->bonuses.back().description = toString(rh->bdescr);
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break;
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}
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case 500:
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@ -358,6 +358,16 @@ void CHeroWindow::setHero(const CGHeroInstance *Hero)
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for(int it=0; it < mrl.size(); it++)
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morale->text += mrl[it].second;
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mrl = hero->getCurrentLuckModifiers();
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mrlv = hero->getCurrentLuck();
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mrlt = (mrlv>0)-(mrlv<0); //signum: -1 - bad luck, 0 - neutral, 1 - good
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luck->hoverText = CGI->generaltexth->heroscrn[7 - mrlt];
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luck->baseType = SComponent::luck;
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luck->bonus = mrlv;
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luck->text = CGI->generaltexth->arraytxt[62];
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boost::algorithm::replace_first(luck->text,"%s",CGI->generaltexth->arraytxt[60-mrlt]);
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for(int it=0; it < mrl.size(); it++)
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luck->text += mrl[it].second;
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pos.x += 65;
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pos.y += 8;
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@ -155,21 +155,24 @@ const CArmedInstance * CGarrisonSlot::getObj()
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return (!upg)?(owner->oup):(owner->odown);
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}
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StackState* getStackState(const CGObjectInstance *obj, int pos, bool town)
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{
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const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(obj);
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if(!h) return NULL;
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StackState *pom = new StackState();
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pom->currentHealth = 0;
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pom->attackBonus = h->getPrimSkillLevel(0);
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pom->defenseBonus = h->getPrimSkillLevel(1);
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pom->luck = h->getCurrentLuck();
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pom->morale = h->getCurrentMorale(pos,town);
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return pom;
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}
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void CGarrisonSlot::clickRight (tribool down)
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{
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StackState *pom = NULL;
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StackState *pom = getStackState(getObj(),ID,LOCPLINT->curint == LOCPLINT->castleInt);
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if(down && creature)
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{
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if(getObj()->ID == 34)
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{
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pom = new StackState();
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const CGHeroInstance *h = static_cast<const CGHeroInstance *>(getObj());
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pom->currentHealth = 0;
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pom->attackBonus = h->getPrimSkillLevel(0);
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pom->defenseBonus = h->getPrimSkillLevel(1);
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pom->luck = h->getCurrentLuck();
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pom->morale = h->getCurrentMorale(ID);
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}
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(new CCreInfoWindow(creature->idNumber,0,count,pom,boost::function<void()>(),boost::function<void()>(),NULL))
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->activate();
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//LOCPLINT->curint->deactivate();
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@ -190,11 +193,12 @@ void CGarrisonSlot::clickLeft(tribool down)
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{
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if(owner->highlighted == this) //view info
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{
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StackState *pom2 = getStackState(getObj(),ID,LOCPLINT->curint == LOCPLINT->castleInt);
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UpgradeInfo pom = LOCPLINT->cb->getUpgradeInfo(getObj(),ID);
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if(pom.oldID>=0)
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{
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(new CCreInfoWindow
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(creature->idNumber,1,count,NULL,
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(creature->idNumber,1,count,pom2,
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boost::bind(&CCallback::upgradeCreature,LOCPLINT->cb,getObj(),ID,pom.newID[0]), //if upgrade is possible we'll bind proper function in callback
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boost::bind(&CCallback::dismissCreature,LOCPLINT->cb,getObj(),ID),&pom))
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->activate();
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@ -202,7 +206,7 @@ void CGarrisonSlot::clickLeft(tribool down)
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else
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{
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(new CCreInfoWindow
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(creature->idNumber,1,count,NULL,0, boost::bind(&CCallback::dismissCreature,LOCPLINT->cb,getObj(),ID),NULL) )
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(creature->idNumber,1,count,pom2,0, boost::bind(&CCallback::dismissCreature,LOCPLINT->cb,getObj(),ID),NULL) )
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->activate();
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}
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if(LOCPLINT->curint->subInt)
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@ -212,6 +216,7 @@ void CGarrisonSlot::clickLeft(tribool down)
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owner->highlighted = NULL;
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show();
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refr = true;
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delete pom2;
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}
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else if(!creature
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&& (owner->splitting
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@ -726,6 +731,9 @@ SDL_Surface * SComponent::getImg()
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case morale:
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return graphics->morale82->ourImages[val+3].bitmap;
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break;
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case luck:
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return graphics->luck82->ourImages[val+3].bitmap;
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break;
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}
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return NULL;
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}
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@ -85,6 +85,8 @@ public:
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void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb){}; //for hero<=>neutral army
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void setAmount(int objid, ui32 val){};
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void moveHero(int hid, int3 pos, bool instant){};
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void giveHeroBonus(GiveBonus * bonus){};
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void setMovePoints(SetMovePoints * smp){};
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//////////////////////////////////////////////////////////////////////////
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friend class CCallback; //handling players actions
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friend void processCommand(const std::string &message, CClient *&client); //handling console
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@ -289,6 +289,8 @@ void CGeneralTextHandler::load()
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while(itr<strs.length()-1)
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{
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loadToIt(tmp, strs, itr, 3);
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if(tmp[0] == '"' && tmp[tmp.size()-1] == '"')
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tmp = tmp.substr(1,tmp.size()-2);
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arraytxt.push_back(tmp);
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}
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@ -325,11 +325,6 @@ bool CGHeroInstance::canWalkOnSea() const
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//TODO: write it - it should check if hero is flying, or something similiar
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return false;
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}
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int CGHeroInstance::getCurrentLuck() const
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{
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//TODO: write it
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return 0;
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}
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int CGHeroInstance::getPrimSkillLevel(int id) const
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{
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return primSkills[id];
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@ -602,6 +597,10 @@ int CGHeroInstance::getCurrentMorale( int stack, bool town ) const
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std::vector<std::pair<int,std::string> > mods = getCurrentMoraleModifiers(stack,town);
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for(int i=0; i < mods.size(); i++)
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ret += mods[i].first;
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if(ret > 3)
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return 3;
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if(ret < -3)
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return -3;
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return ret;
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}
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@ -611,21 +610,34 @@ std::vector<std::pair<int,std::string> > CGHeroInstance::getCurrentMoraleModifie
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std::vector<std::pair<int,std::string> > ret;
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//various morale bonuses (from buildings, artifacts, etc)
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for(std::list<Bonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
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if(i->type == 2)
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for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
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if(i->type == HeroBonus::MORALE)
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ret.push_back(std::make_pair(i->val, i->description));
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//leadership
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if(getSecSkillLevel(6))
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ret.push_back(std::make_pair(getSecSkillLevel(6),VLC->generaltexth->arraytxt[104+getSecSkillLevel(6)]));
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//town structures
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if(town && visitedTown)
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{
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if(visitedTown->subID == 0 && vstd::contains(visitedTown->builtBuildings,22)) //castle, brotherhood of sword built
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ret.push_back(std::pair<int,std::string>(2,VLC->generaltexth->buildings[0][22].first + " +2"));
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else if(vstd::contains(visitedTown->builtBuildings,5)) //tavern is built
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ret.push_back(std::pair<int,std::string>(2,VLC->generaltexth->buildings[0][5].first + " +1"));
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}
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//number of alignments and presence of undead
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if(stack>=0)
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{
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bool archangelInArmy = false;
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std::set<si8> factions;
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for(std::map<si32,std::pair<ui32,si32> >::const_iterator i=army.slots.begin(); i!=army.slots.end(); i++)
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{
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factions.insert(VLC->creh->creatures[i->second.first].faction);
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if(i->second.first == 13)
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archangelInArmy = true;
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}
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if(factions.size() == 1)
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ret.push_back(std::pair<int,std::string>(1,VLC->generaltexth->arraytxt[115])); //All troops of one alignment +1
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@ -645,11 +657,55 @@ std::vector<std::pair<int,std::string> > CGHeroInstance::getCurrentMoraleModifie
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if(vstd::contains(factions,4))
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ret.push_back(std::pair<int,std::string>(-1,VLC->generaltexth->arraytxt[116])); //Undead in group -1
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if(archangelInArmy)
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{
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char buf[100];
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sprintf(buf,VLC->generaltexth->arraytxt[117].c_str(),VLC->creh->creatures[13].namePl);
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ret.push_back(std::pair<int,std::string>(-1,VLC->generaltexth->arraytxt[116])); //%s in group +1
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}
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}
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return ret;
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}
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int CGHeroInstance::getCurrentLuck( int stack/*=-1*/, bool town/*=false*/ ) const
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{
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int ret = 0;
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std::vector<std::pair<int,std::string> > mods = getCurrentLuckModifiers(stack,town);
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for(int i=0; i < mods.size(); i++)
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ret += mods[i].first;
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if(ret > 3)
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return 3;
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if(ret < -3)
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return -3;
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return ret;
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}
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std::vector<std::pair<int,std::string> > CGHeroInstance::getCurrentLuckModifiers( int stack/*=-1*/, bool town/*=false*/ ) const
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{
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std::vector<std::pair<int,std::string> > ret;
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//various morale bonuses (from buildings, artifacts, etc)
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for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
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if(i->type == HeroBonus::LUCK)
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ret.push_back(std::make_pair(i->val, i->description));
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//luck skill
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if(getSecSkillLevel(9))
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ret.push_back(std::make_pair(getSecSkillLevel(9),VLC->generaltexth->arraytxt[73+getSecSkillLevel(9)]));
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return ret;
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}
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const HeroBonus * CGHeroInstance::getBonus( int from, int id ) const
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{
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for (std::list<HeroBonus>::const_iterator i=bonuses.begin(); i!=bonuses.end(); i++)
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if(i->source == from && i->id == id)
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return &*i;
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return NULL;
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}
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int CGTownInstance::getSightDistance() const //returns sight distance
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{
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return 10;
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@ -1546,4 +1602,71 @@ void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
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void CGDwelling::initObj()
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{
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}
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void CGBonusingObject::onHeroVisit( const CGHeroInstance * h ) const
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{
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bool visited = h->getBonus(HeroBonus::OBJECT,ID);
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int messageID, bonusType, bonusVal;
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InfoWindow iw;
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iw.player = h->tempOwner;
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switch(ID)
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{
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case 14: //swan pond
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messageID = 29;
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bonusType = HeroBonus::LUCK;
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bonusVal = 2;
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case 28: //Faerie Ring
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messageID = 49;
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bonusType = HeroBonus::LUCK;
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bonusVal = 1;
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break;
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case 30: //fountain of fortune
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messageID = 55;
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bonusType = HeroBonus::LUCK;
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bonusVal = rand()%5 - 1;
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break;
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case 38: //idol of fortune
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messageID = 62;
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bonusType = HeroBonus::IDOL_OF_FORTUNE_BONUS;
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bonusVal = 1;
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break;
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}
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if(visited)
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{
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messageID++;
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}
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else
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{
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iw.components.push_back(Component(9,0,1,0));
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GiveBonus gbonus;
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gbonus.bonus = HeroBonus(HeroBonus::ONE_BATTLE,HeroBonus::LUCK,HeroBonus::OBJECT, bonusVal, ID,"");
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gbonus.hid = h->id;
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gbonus.bdescr << std::pair<ui8,ui32>(6,71);
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cb->giveHeroBonus(&gbonus);
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if(ID==14) //swan pond - take all move points
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{
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SetMovePoints smp;
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smp.hid = h->id;
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smp.val = 0;
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cb->setMovePoints(&smp);
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}
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}
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iw.text << std::pair<ui8,ui32>(11,messageID);
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cb->showInfoDialog(&iw);
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}
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const std::string & CGBonusingObject::getHoverText() const
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{
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const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());
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hoverName = VLC->generaltexth->names[ID];
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if(h)
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{
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if(!h->getBonus(HeroBonus::OBJECT,ID))
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hoverName += " " + VLC->generaltexth->allTexts[353]; //not visited
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else
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hoverName += " " + VLC->generaltexth->allTexts[352]; //visited
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}
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return hoverName;
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}
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@ -7,6 +7,7 @@
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#include <map>
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#include <list>
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#include "CCreatureHandler.h"
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#include "../lib/HeroBonus.h"
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#ifndef _MSC_VER
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#include "CHeroHandler.h"
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#include "CTownHandler.h"
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@ -183,24 +184,7 @@ public:
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}
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} patrol;
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struct DLL_EXPORT Bonus
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{
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ui8 duration; //0 - Permanent, 1 - OneBattle, 2 - OneDay, 3 - OneWeek
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ui8 type; //0 - none, 1 - movement; 2 - morale; 3 - luck
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si32 val;
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ui32 id;
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std::string description;
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Bonus(ui8 Dur, ui8 Type, si32 Val, ui32 ID, std::string Desc)
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:duration(Dur), type(Type), val(Val), id(ID), description(Desc)
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{}
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Bonus(){};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & duration & type & val & id;
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}
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};
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std::list<Bonus> bonuses;
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std::list<HeroBonus> bonuses;
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//////////////////////////////////////////////////////////////////////////
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@ -220,6 +204,7 @@ public:
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}
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//////////////////////////////////////////////////////////////////////////
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const HeroBonus *getBonus(int from, int id) const;
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const std::string &getBiography() const;
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bool needsLastStack()const;
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unsigned int getTileCost(const EterrainType & ttype, const Eroad & rdtype, const Eriver & rvtype) const;
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@ -230,7 +215,8 @@ public:
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int getSightDistance() const; //returns sight distance of this hero
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si32 manaLimit() const; //maximum mana value for this hero (basically 10*knowledge)
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bool canWalkOnSea() const;
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int getCurrentLuck() const;
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int getCurrentLuck(int stack=-1, bool town=false) const;
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std::vector<std::pair<int,std::string> > getCurrentLuckModifiers(int stack=-1, bool town=false) const; //args as above
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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
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std::vector<std::pair<int,std::string> > getCurrentMoraleModifiers(int stack=-1, bool town=false) const; //args as above
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int getPrimSkillLevel(int id) const;
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@ -625,6 +611,18 @@ public:
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}
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};
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class DLL_EXPORT CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
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{
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public:
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void onHeroVisit(const CGHeroInstance * h) const;
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const std::string & getHoverText() const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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}
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};
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class DLL_EXPORT CObjectHandler
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26
lib/HeroBonus.h
Normal file
26
lib/HeroBonus.h
Normal file
@ -0,0 +1,26 @@
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#pragma once
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#include "../global.h"
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#include <string>
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struct DLL_EXPORT HeroBonus
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{
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enum BonusType{NONE, MOVEMENT, MORALE, LUCK, IDOL_OF_FORTUNE_BONUS};
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enum BonusDuration{PERMANENT, ONE_BATTLE, ONE_DAY, ONE_WEEK};
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enum BonusSource{ARTIFACT, OBJECT};
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ui8 duration; //uses BonusDuration values
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ui8 type; //uses BonusType values - says to what is this bonus
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ui8 source;//uses BonusSource values - what gave that bonus
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si32 val;//for morale/luck [-3,+3], others any
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ui32 id; //id of object/artifact
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std::string description;
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HeroBonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, std::string Desc)
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:duration(Dur), type(Type), source(Src), val(Val), id(ID), description(Desc)
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{}
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HeroBonus(){};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & duration & type & source & val & id & description;
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}
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};
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@ -6,6 +6,8 @@
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#include <set>
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#include "../client/FunctionList.h"
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struct SetMovePoints;
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struct GiveBonus;
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class CGObjectInstance;
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class CGTownInstance;
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class CGHeroInstance;
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@ -55,5 +57,7 @@ public:
|
||||
virtual void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb)=0; //for hero<=>neutral army
|
||||
virtual void setAmount(int objid, ui32 val)=0;
|
||||
virtual void moveHero(int hid, int3 pos, bool instant)=0;
|
||||
virtual void giveHeroBonus(GiveBonus * bonus)=0;
|
||||
virtual void setMovePoints(SetMovePoints * smp)=0;
|
||||
};
|
||||
#endif // __IGAMECALLBACK_H__
|
@ -2,6 +2,8 @@
|
||||
#define __NETPACKS_H__
|
||||
#include "../global.h"
|
||||
#include "BattleAction.h"
|
||||
#include "HeroBonus.h"
|
||||
|
||||
struct IPack
|
||||
{
|
||||
virtual ui16 getType()const = 0 ;
|
||||
@ -194,16 +196,13 @@ struct GiveBonus : public CPack<GiveBonus> //115
|
||||
{
|
||||
GiveBonus(){type = 115;};
|
||||
|
||||
ui8 bduration;
|
||||
ui8 btype;
|
||||
si32 bval;
|
||||
ui32 bid;
|
||||
ui32 hid;
|
||||
HeroBonus bonus;
|
||||
MetaString bdescr;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & bduration & btype & bval & bid & hid & bdescr;
|
||||
h & bonus & hid & bdescr;
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -392,6 +392,10 @@
|
||||
RelativePath="..\hch\CTownHandler.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\HeroBonus.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\IGameCallback.h"
|
||||
>
|
||||
|
8
map.cpp
8
map.cpp
@ -1777,6 +1777,14 @@ void Mapa::readObjects( unsigned char * bufor, int &i)
|
||||
loadQuest(guard, bufor, i);
|
||||
break;
|
||||
}
|
||||
case 28: //faerie ring
|
||||
case 14: //Swan pond
|
||||
case 38: //idol of fortune
|
||||
case 30: //Fountain of Fortune
|
||||
{
|
||||
nobj = new CGBonusingObject();
|
||||
break;
|
||||
}
|
||||
case 214: //hero placeholder
|
||||
{
|
||||
i+=3; //TODO: handle it more properly
|
||||
|
6
map.h
6
map.h
@ -495,6 +495,12 @@ struct DLL_EXPORT Mapa : public CMapHeader
|
||||
case 215:
|
||||
SERIALIZE(CGQuestGuard);
|
||||
break;
|
||||
case 28: //faerie ring
|
||||
case 14: //Swan pond
|
||||
case 38: //idol of fortune
|
||||
case 30: //Fountain of Fortune
|
||||
SERIALIZE(CGBonusingObject);
|
||||
break;
|
||||
default:
|
||||
SERIALIZE(CGObjectInstance);
|
||||
}
|
||||
|
@ -2366,4 +2366,14 @@ void CGameHandler::setObjProperty( int objid, int prop, int val )
|
||||
void CGameHandler::sendMessageTo( CConnection &c, std::string message )
|
||||
{
|
||||
c << ui16(95) << message;
|
||||
}
|
||||
|
||||
void CGameHandler::giveHeroBonus( GiveBonus * bonus )
|
||||
{
|
||||
sendAndApply(bonus);
|
||||
}
|
||||
|
||||
void CGameHandler::setMovePoints( SetMovePoints * smp )
|
||||
{
|
||||
sendAndApply(smp);
|
||||
}
|
@ -103,6 +103,8 @@ public:
|
||||
void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb); //for hero<=>neutral army
|
||||
void setAmount(int objid, ui32 val);
|
||||
void moveHero(int hid, int3 pos, bool instant);
|
||||
void giveHeroBonus(GiveBonus * bonus);
|
||||
void setMovePoints(SetMovePoints * smp);
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void init(StartInfo *si, int Seed);
|
||||
|
Loading…
Reference in New Issue
Block a user