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Minor fix: apply Monday bonuses to heroes who have slept overnight
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fbb272bb27
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@ -194,6 +194,7 @@ public:
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void showCompInfo(ShowInInfobox * comp) override {};
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void showCompInfo(ShowInInfobox * comp) override {};
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void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
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void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
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void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
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void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
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void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
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void startBattlePrimary(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank = false, const CGTownInstance * town = nullptr) override {}; //use hero=nullptr for no hero
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void startBattlePrimary(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank = false, const CGTownInstance * town = nullptr) override {}; //use hero=nullptr for no hero
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void startBattleI(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used
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void startBattleI(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used
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@ -80,6 +80,7 @@ public:
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virtual void showCompInfo(ShowInInfobox * comp)=0;
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virtual void showCompInfo(ShowInInfobox * comp)=0;
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virtual void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
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virtual void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
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virtual void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
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virtual void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
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virtual void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
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virtual void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr)=0; //use hero=nullptr for no hero
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virtual void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr)=0; //use hero=nullptr for no hero
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virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false)=0; //if any of armies is hero, hero will be used
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virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false)=0; //if any of armies is hero, hero will be used
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@ -798,6 +798,14 @@ void CGTownInstance::newTurn(CRandomGenerator & rand) const
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cb->setObjProperty (id, ObjProperty::STRUCTURE_CLEAR_VISITORS, (elem)->id); //reset visitors for Mana Vortex
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cb->setObjProperty (id, ObjProperty::STRUCTURE_CLEAR_VISITORS, (elem)->id); //reset visitors for Mana Vortex
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}
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}
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//get Mana Vortex or Stables bonuses
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//same code is in the CGameHandler::buildStructure method
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if (visitingHero != nullptr)
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cb->visitCastleObjects(this, visitingHero);
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if (garrisonHero != nullptr)
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cb->visitCastleObjects(this, garrisonHero);
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if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
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if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
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{
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{
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std::vector<SlotID> nativeCrits; //slots
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std::vector<SlotID> nativeCrits; //slots
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@ -1536,13 +1544,15 @@ void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
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}
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}
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break;
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break;
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case ETownType::DUNGEON: //Mana Vortex
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case ETownType::DUNGEON: //Mana Vortex
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if (visitors.empty() && h->mana <= h->manaLimit() * 2)
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if (visitors.empty())
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{
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{
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cb->setManaPoints (heroID, 2 * h->manaLimit());
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if (h->mana < h->manaLimit() * 2)
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cb->setManaPoints(heroID, 2 * h->manaLimit());
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//TODO: investigate line below
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//TODO: investigate line below
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//cb->setObjProperty (town->id, ObjProperty::VISITED, true);
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//cb->setObjProperty (town->id, ObjProperty::VISITED, true);
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iw.text << VLC->generaltexth->allTexts[579];
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iw.text << VLC->generaltexth->allTexts[579];
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cb->showInfoDialog(&iw);
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cb->showInfoDialog(&iw);
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//extra visit penalty if hero alredy had double mana points (or even more?!)
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town->addHeroToStructureVisitors(h, id);
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town->addHeroToStructureVisitors(h, id);
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}
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}
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break;
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break;
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@ -2508,13 +2508,13 @@ void CGameHandler::heroVisitCastle(const CGTownInstance * obj, const CGHeroInsta
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vc.tid = obj->id;
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vc.tid = obj->id;
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vc.flags |= 1;
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vc.flags |= 1;
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sendAndApply(&vc);
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sendAndApply(&vc);
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vistiCastleObjects (obj, hero);
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visitCastleObjects(obj, hero);
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giveSpells (obj, hero);
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giveSpells(obj, hero);
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checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
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checkVictoryLossConditionsForPlayer(hero->tempOwner); //transported artifact?
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}
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}
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void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
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void CGameHandler::visitCastleObjects(const CGTownInstance * t, const CGHeroInstance * h)
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{
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{
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std::vector<CGTownBuilding*>::const_iterator i;
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std::vector<CGTownBuilding*>::const_iterator i;
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for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
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for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
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@ -3161,9 +3161,9 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
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sendAndApply(&fw);
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sendAndApply(&fw);
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if (t->visitingHero)
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if (t->visitingHero)
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vistiCastleObjects (t, t->visitingHero);
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visitCastleObjects(t, t->visitingHero);
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if (t->garrisonHero)
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if (t->garrisonHero)
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vistiCastleObjects (t, t->garrisonHero);
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visitCastleObjects(t, t->garrisonHero);
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checkVictoryLossConditionsForPlayer(t->tempOwner);
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checkVictoryLossConditionsForPlayer(t->tempOwner);
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return true;
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return true;
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@ -3828,7 +3828,7 @@ bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor pl
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if (t)
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if (t)
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{
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{
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vistiCastleObjects (t, nh);
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visitCastleObjects(t, nh);
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giveSpells (t,nh);
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giveSpells (t,nh);
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}
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}
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return true;
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return true;
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@ -181,7 +181,7 @@ public:
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void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
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void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
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void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
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void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
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bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
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bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
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void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
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void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero);
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void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
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void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
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void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
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void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
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void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
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void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
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