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#41 - Implemented Castle Gates

#375, #376 - fixed recruit window 
#362, #377 - fixed town window
This commit is contained in:
Ivan Savenko
2010-06-30 19:27:35 +00:00
parent 1159750bb6
commit 60c90af39c
11 changed files with 139 additions and 61 deletions

View File

@@ -144,6 +144,7 @@ public:
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false); //if any of armies is hero, hero will be used
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false); //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle//void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb); //for hero<=>neutral army
void setAmount(int objid, ui32 val);
bool teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker = 255);
bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255);
bool tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h);
void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);