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* campaign against magic numbers
* ArtifactID was misleading and wrongly used in one place -- renamed and fixed * minor changes
This commit is contained in:
AI/VCAI
CCallback.cppclient
AdventureMapClasses.cppCAdvmapInterface.cppCCastleInterface.cppCKingdomInterface.cppCPlayerInterface.cppGUIClasses.cppNetPacksClient.cppmapHandler.cpp
lib
CArtHandler.cppCArtHandler.hCCampaignHandler.cppCCreatureHandler.hCCreatureSet.cppCCreatureSet.hCDefObjInfoHandler.cppCGameState.cppCHeroHandler.cppCHeroHandler.hCModHandler.cppCObjectHandler.cppCObjectHandler.hGameConstants.hIGameCallback.cppNetPacks.hNetPacksLib.cppmap.cppmap.h
server
@ -1095,7 +1095,8 @@ void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
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ki->townChanged(townObj);
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}
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}
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else if(GH.listInt.size() && (town->ID == 17 || town->ID == 20 || town->ID == 106)) //external dwelling
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else if(GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
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|| town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
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{
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CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
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if(crw && crw->dwelling == town)
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@ -1370,7 +1371,7 @@ void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
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adventureInt->minimap.showTile(*it);
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}
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if(obj->ID == GameConstants::TOWNI_TYPE)
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if(obj->ID == Obj::TOWN)
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{
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if(obj->tempOwner == playerID)
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towns.push_back(static_cast<const CGTownInstance *>(obj));
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@ -1453,7 +1454,7 @@ void CPlayerInterface::waitWhileDialog(bool unlockPim /*= true*/)
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void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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int state = obj->state();
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auto state = obj->state();
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std::vector<si32> cost;
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obj->getBoatCost(cost);
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CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), boost::bind(&CCallback::buildBoat, cb, obj));
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@ -1464,12 +1465,12 @@ void CPlayerInterface::newObject( const CGObjectInstance * obj )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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//we might have built a boat in shipyard in opened town screen
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if(obj->ID == 8
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if(obj->ID == Obj::BOAT
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&& LOCPLINT->castleInt
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&& obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
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{
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CCS->soundh->playSound(soundBase::newBuilding);
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LOCPLINT->castleInt->addBuilding(20);
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LOCPLINT->castleInt->addBuilding(EBuilding::SHIP);
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}
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}
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@ -1494,7 +1495,7 @@ void CPlayerInterface::centerView (int3 pos, int focusTime)
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void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if(obj->ID == GameConstants::HEROI_TYPE && obj->tempOwner == playerID)
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if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
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{
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const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
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heroKilled(h);
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@ -2215,7 +2216,7 @@ void CPlayerInterface::stopMovement()
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void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if(market->o->ID == 2) //Altar
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if(market->o->ID == Obj::ALTAR_OF_SACRIFICE)
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{
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//EEMarketMode mode = market->availableModes().front();
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if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
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@ -2271,7 +2272,7 @@ void CPlayerInterface::showQuestLog()
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void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
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{
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if(obj->state())
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if(obj->state() != IBoatGenerator::GOOD)
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{
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MetaString txt;
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obj->getProblemText(txt);
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