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https://github.com/vcmi/vcmi.git
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* fixed 494
* minor changes
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78f44dc648
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@ -89,6 +89,7 @@ public:
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CHighlightableButton(const std::pair<std::string, std::string> help, const CFunctionList<void()> &onSelect, int x, int y, const std::string &defName, int myid, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
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CHighlightableButton(const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &onSelect, int x, int y, const std::string &defName, int myid, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
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bool onlyOn, selected;
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int ID; //for identification
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CFunctionList<void()> callback2; //when de-selecting
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void select(bool on);
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void clickLeft(tribool down, bool previousState);
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@ -309,8 +309,6 @@ public:
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Rect pos, //position of object on the screen
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posRelative; //position of object in the parent (not used if no parent)
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int ID; //object ID, rarely used by some classes for identification / internal info
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CIntObject();
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virtual ~CIntObject(); //d-tor
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@ -75,6 +75,7 @@ class CInfoWindow : public CSimpleWindow //text + comp. + ok button
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bool delComps; //whether comps will be deleted
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public:
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int ID; //for identification
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CTextBox *text;
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std::vector<AdventureMapButton *> buttons;
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std::vector<SComponent*> components;
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@ -205,6 +206,7 @@ class CGarrisonInt;
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class CGarrisonSlot : public CIntObject
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{
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public:
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int ID; //for identification
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CGarrisonInt *owner;
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const CStackInstance *myStack; //NULL if slot is empty
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const CCreature *creature;
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@ -501,7 +501,7 @@ void CMapHandler::terrainRect(int3 top_tile, unsigned char anim, const std::vect
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SDL_SetClipRect(extSurf, extRect); //preventing blitting outside of that rect
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const BlitterWithRotationVal blitterWithRotation = CSDL_Ext::getBlitterWithRotation(extSurf);
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const BlitterWithRotationVal blitterWithRotationAndAlpja = CSDL_Ext::getBlitterWithRotationAndAlpha(extSurf);
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const BlitterWithRotationVal blitterWithRotationAndAlpha = CSDL_Ext::getBlitterWithRotationAndAlpha(extSurf);
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//const BlitterWithRotationAndAlphaVal blitterWithRotation = CSDL_Ext::getBlitterWithRotation(extSurf);
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// printing terrain
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@ -537,9 +537,9 @@ void CMapHandler::terrainRect(int3 top_tile, unsigned char anim, const std::vect
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else //use default terrain graphic
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blitterWithRotation(terrainGraphics[tinfo.tertype][tinfo.terview],rtile, extSurf, sr, tinfo.siodmyTajemniczyBajt%4);
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if(tinfo.nuine) //print river if present
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blitterWithRotationAndAlpja(staticRiverDefs[tinfo.nuine-1]->ourImages[tinfo.rivDir].bitmap,rtile, extSurf, sr, (tinfo.siodmyTajemniczyBajt>>2)%4);
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blitterWithRotationAndAlpha(staticRiverDefs[tinfo.nuine-1]->ourImages[tinfo.rivDir].bitmap,rtile, extSurf, sr, (tinfo.siodmyTajemniczyBajt>>2)%4);
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if(tinfo.malle) //print road if present
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blitterWithRotationAndAlpja(roadDefs[tinfo.malle-1]->ourImages[tinfo.roadDir].bitmap,rtile, extSurf, sr, (tinfo.siodmyTajemniczyBajt>>4)%4);
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blitterWithRotationAndAlpha(roadDefs[tinfo.malle-1]->ourImages[tinfo.roadDir].bitmap,rtile, extSurf, sr, (tinfo.siodmyTajemniczyBajt>>4)%4);
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//blit objects
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const std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > &objects = tile.objects;
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@ -530,11 +530,11 @@ void CArtHandler::addBonuses()
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ART_LUCK(47,+1); //Cards of Prophecy
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ART_LUCK(48,+1); //Ladybird of Luck
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ART_MORALE(49,+1); //Badge of Courage -> +1 morale and immunity to hostile mind spells:
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giveArtBonus(49,Bonus::SPELL_IMMUNITY,50);//sorrow
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giveArtBonus(49,Bonus::SPELL_IMMUNITY,59);//berserk
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giveArtBonus(49,Bonus::SPELL_IMMUNITY,60);//hypnotize
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giveArtBonus(49,Bonus::SPELL_IMMUNITY,61);//forgetfulness
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giveArtBonus(49,Bonus::SPELL_IMMUNITY,62);//blind
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giveArtBonus(49,Bonus::SPELL_IMMUNITY,0,50);//sorrow
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giveArtBonus(49,Bonus::SPELL_IMMUNITY,0,59);//berserk
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giveArtBonus(49,Bonus::SPELL_IMMUNITY,0,60);//hypnotize
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giveArtBonus(49,Bonus::SPELL_IMMUNITY,0,61);//forgetfulness
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giveArtBonus(49,Bonus::SPELL_IMMUNITY,0,62);//blind
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ART_MORALE(50,+1); //Crest of Valor
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ART_MORALE(51,+1); //Glyph of Gallantry
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@ -595,7 +595,7 @@ void CArtHandler::addBonuses()
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giveArtBonus(90,Bonus::WATER_WALKING, 0, 1);//Boots of Levitation
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giveArtBonus(91,Bonus::NO_SHOTING_PENALTY,0);//Golden Bow
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giveArtBonus(92,Bonus::SPELL_IMMUNITY,35);//Sphere of Permanence
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giveArtBonus(92,Bonus::SPELL_IMMUNITY,0,35);//Sphere of Permanence
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giveArtBonus(93,Bonus::NEGATE_ALL_NATURAL_IMMUNITIES,0);//Orb of Vulnerability
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giveArtBonus(94,Bonus::STACK_HEALTH,+1);//Ring of Vitality
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@ -606,14 +606,14 @@ void CArtHandler::addBonuses()
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giveArtBonus(98,Bonus::LAND_MOVEMENT,+600);//Boots of Speed
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giveArtBonus(99,Bonus::STACKS_SPEED,+2);//Cape of Velocity
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giveArtBonus(100,Bonus::SPELL_IMMUNITY,59);//Pendant of Dispassion
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giveArtBonus(101,Bonus::SPELL_IMMUNITY,62);//Pendant of Second Sight
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giveArtBonus(102,Bonus::SPELL_IMMUNITY,42);//Pendant of Holiness
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giveArtBonus(103,Bonus::SPELL_IMMUNITY,24);//Pendant of Life
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giveArtBonus(104,Bonus::SPELL_IMMUNITY,25);//Pendant of Death
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giveArtBonus(105,Bonus::SPELL_IMMUNITY,60);//Pendant of Free Will
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giveArtBonus(106,Bonus::SPELL_IMMUNITY,17);//Pendant of Negativity
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giveArtBonus(107,Bonus::SPELL_IMMUNITY,61);//Pendant of Total Recall
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giveArtBonus(100,Bonus::SPELL_IMMUNITY,0,59);//Pendant of Dispassion
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giveArtBonus(101,Bonus::SPELL_IMMUNITY,0,62);//Pendant of Second Sight
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giveArtBonus(102,Bonus::SPELL_IMMUNITY,0,42);//Pendant of Holiness
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giveArtBonus(103,Bonus::SPELL_IMMUNITY,0,24);//Pendant of Life
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giveArtBonus(104,Bonus::SPELL_IMMUNITY,0,25);//Pendant of Death
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giveArtBonus(105,Bonus::SPELL_IMMUNITY,0,60);//Pendant of Free Will
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giveArtBonus(106,Bonus::SPELL_IMMUNITY,0,17);//Pendant of Negativity
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giveArtBonus(107,Bonus::SPELL_IMMUNITY,0,61);//Pendant of Total Recall
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giveArtBonus(108,Bonus::MORALE,+3);//Pendant of Courage
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giveArtBonus(108,Bonus::LUCK,+3);//Pendant of Courage
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@ -645,7 +645,7 @@ void CArtHandler::addBonuses()
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//Armageddon's Blade
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giveArtBonus(128, Bonus::SPELL, 3, 26, Bonus::INDEPENDENT_MAX);
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giveArtBonus(128, Bonus::SPELL_IMMUNITY, 26);
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giveArtBonus(128, Bonus::SPELL_IMMUNITY,0, 26);
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ART_ATTACK_AND_DEFENSE(128, +3);
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ART_PRIM_SKILL(128, 2, +3);
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ART_PRIM_SKILL(128, 3, +6);
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