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renamed CGHeroInstance::updateSkill to updateSkillBonus
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@ -157,7 +157,7 @@ void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
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if(getSecSkillLevel(which) == 0)
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if(getSecSkillLevel(which) == 0)
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{
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{
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secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));
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secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));
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updateSkill(which, val);
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updateSkillBonus(which, val);
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}
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}
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else
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else
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{
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{
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@ -175,7 +175,7 @@ void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
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logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
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logGlobal->warn("Skill %d increased over limit! Decreasing to Expert.", static_cast<int>(which.toEnum()));
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elem.second = 3;
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elem.second = 3;
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}
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}
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updateSkill(which, elem.second); //when we know final value
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updateSkillBonus(which, elem.second); //when we know final value
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}
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}
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}
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}
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}
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}
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@ -537,7 +537,7 @@ void CGHeroInstance::recreateSecondarySkillsBonuses()
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for(auto skill_info : secSkills)
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for(auto skill_info : secSkills)
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if(skill_info.second > 0)
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if(skill_info.second > 0)
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updateSkill(SecondarySkill(skill_info.first), skill_info.second);
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updateSkillBonus(SecondarySkill(skill_info.first), skill_info.second);
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}
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}
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void CGHeroInstance::recreateSpecialtyBonuses(std::vector<HeroSpecial *> & specialtyDeprecated)
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void CGHeroInstance::recreateSpecialtyBonuses(std::vector<HeroSpecial *> & specialtyDeprecated)
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@ -557,13 +557,14 @@ void CGHeroInstance::recreateSpecialtyBonuses(std::vector<HeroSpecial *> & speci
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}
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}
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}
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}
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void CGHeroInstance::updateSkill(SecondarySkill which, int val)
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void CGHeroInstance::updateSkillBonus(SecondarySkill which, int val)
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{
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{
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removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
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removeBonuses(Selector::source(Bonus::SECONDARY_SKILL, which));
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auto skillBonus = (*VLC->skillh)[which]->getBonus(val);
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auto skillBonus = (*VLC->skillh)[which]->getBonus(val);
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for (auto b : skillBonus)
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for (auto b : skillBonus)
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addNewBonus(std::make_shared<Bonus>(*b));
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addNewBonus(std::make_shared<Bonus>(*b));
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}
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}
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void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
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void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
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{
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{
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if(what == ObjProperty::PRIMARY_STACK_COUNT)
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if(what == ObjProperty::PRIMARY_STACK_COUNT)
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@ -215,7 +215,7 @@ public:
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ui8 maxlevelsToMagicSchool() const;
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ui8 maxlevelsToMagicSchool() const;
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ui8 maxlevelsToWisdom() const;
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ui8 maxlevelsToWisdom() const;
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void recreateSecondarySkillsBonuses();
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void recreateSecondarySkillsBonuses();
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void updateSkill(SecondarySkill which, int val);
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void updateSkillBonus(SecondarySkill which, int val);
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bool hasVisions(const CGObjectInstance * target, const int subtype) const;
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bool hasVisions(const CGObjectInstance * target, const int subtype) const;
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/// If this hero perishes, the scenario is failed
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/// If this hero perishes, the scenario is failed
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