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Unified CStack ammo, casts and counterattacks
* it is possible now to add casts and shoots OTF (f.e. with spell bonus) Centralized stack 'ammo' loading from bonus system. * introduced small proxy class for local bonus cache (no need to use global cache if particular selector used on node only in one place) * handle killing resurrected creatures * use IBonusBearer::MaxHealth() where possible * Fixed https://bugs.vcmi.eu/view.php?id=2486 * Possible fix for 0 HP after resurrection. * Hack-fixed https://bugs.vcmi.eu/view.php?id=2584 * Unified CStack health API * Use CHealth for CStack count and health points * increased SERIALIZATION_VERSION
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@@ -38,7 +38,7 @@ namespace Unicode
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/// NOTE: usage of these functions should be avoided if possible
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std::string DLL_LINKAGE fromUnicode(const std::string & text);
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std::string DLL_LINKAGE fromUnicode(const std::string & text, const std::string & encoding);
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///delete (amount) UTF characters from right
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DLL_LINKAGE void trimRight(std::string & text, const size_t amount = 1);
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};
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@@ -104,7 +104,7 @@ public:
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std::vector<std::string> overview;//text for Kingdom Overview window
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std::vector<std::string> colors; //names of player colors ("red",...)
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std::vector<std::string> capColors; //names of player colors with first letter capitalized ("Red",...)
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std::vector<std::string> turnDurations; //turn durations for pregame (1 Minute ... Unlimited)
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std::vector<std::string> turnDurations; //turn durations for pregame (1 Minute ... Unlimited)
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//towns
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std::vector<std::string> tcommands, hcommands, fcommands; //texts for town screen, town hall screen and fort screen
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@@ -144,6 +144,8 @@ public:
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static void readToVector(std::string sourceName, std::vector<std::string> &dest);
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int32_t pluralText(const int32_t textIndex, const int32_t count) const;
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CGeneralTextHandler();
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CGeneralTextHandler(const CGeneralTextHandler&) = delete;
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CGeneralTextHandler operator=(const CGeneralTextHandler&) = delete;
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