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* First Aid Tent won't get move
* presumably fixed crash occurring sometimes on battle end * fixed problems when attacking with two-hex creature another two-hex creature, when tile before our destination was blocked * minor changes
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@ -2018,7 +2018,7 @@ void CPlayerInterface::receivedResource(int type, int val)
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castleInt->resdatabar->draw();
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}
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void CPlayerInterface::showSelDialog(std::string &text, const std::vector<Component*> &components, ui32 askID)
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void CPlayerInterface::showSelDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID)
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//void CPlayerInterface::showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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@ -2301,10 +2301,10 @@ void CPlayerInterface::battleResultQuited()
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LOCPLINT->showingDialog->setn(false);
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}
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void CPlayerInterface::battleStackMoved(int ID, int dest, int distance)
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void CPlayerInterface::battleStackMoved(int ID, int dest, int distance, bool end)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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battleInt->stackMoved(ID, dest, dest==curAction->destinationTile, distance);
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battleInt->stackMoved(ID, dest, end, distance);
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}
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void CPlayerInterface::battleSpellCasted(SpellCasted *sc)
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{
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@ -2391,7 +2391,7 @@ void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector
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std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
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pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
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CInfoWindow * temp = new CInfoWindow(text,playerID,32,components,pom);
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CInfoWindow * temp = new CInfoWindow(text,playerID,36,components,pom);
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if(makingTurn && curint)
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{
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@ -2409,7 +2409,7 @@ void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector
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dialogs.push_back(temp);
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}
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}
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void CPlayerInterface::showYesNoDialog(std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool deactivateCur, bool DelComps)
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void CPlayerInterface::showYesNoDialog(const std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool deactivateCur, bool DelComps)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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LOCPLINT->showingDialog->setn(true);
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@ -2418,7 +2418,7 @@ void CPlayerInterface::showYesNoDialog(std::string &text, const std::vector<SCom
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std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
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pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
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pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
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CInfoWindow * temp = new CInfoWindow(text,playerID,32,components,pom);
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CInfoWindow * temp = new CInfoWindow(text,playerID,36,components,pom);
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temp->delComps = DelComps;
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for(int i=0;i<onYes.funcs.size();i++)
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temp->buttons[0]->callback += onYes.funcs[i];
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@ -2433,7 +2433,7 @@ void CPlayerInterface::showYesNoDialog(std::string &text, const std::vector<SCom
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LOCPLINT->objsToBlit.push_back(temp);
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}
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void CPlayerInterface::showYesNoDialog( std::string &text, const std::vector<Component*> &components, ui32 askID )
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void CPlayerInterface::showYesNoDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID )
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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LOCPLINT->showingDialog->setn(false);
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@ -2446,7 +2446,7 @@ void CPlayerInterface::showYesNoDialog( std::string &text, const std::vector<Com
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pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
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pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
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CInfoWindow * temp = new CInfoWindow(text,playerID,32,intComps,pom);
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CInfoWindow * temp = new CInfoWindow(text,playerID,36,intComps,pom);
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temp->buttons[0]->callback += boost::bind(&IActivable::activate,curint);
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temp->buttons[1]->callback += boost::bind(&IActivable::activate,curint);
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temp->buttons[0]->callback += boost::bind(&CCallback::selectionMade,cb,0,askID);
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