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* campaign against magic numbers
* ArtifactID was misleading and wrongly used in one place -- renamed and fixed * minor changes
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@ -220,7 +220,7 @@ DLL_LINKAGE void GiveBonus::applyGs( CGameState *gs )
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if(!bdescr.message.size()
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&& bonus.source == Bonus::OBJECT
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&& (bonus.type == Bonus::LUCK || bonus.type == Bonus::MORALE)
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&& gs->map->objects[bonus.sid]->ID == GameConstants::EVENTI_TYPE) //it's morale/luck bonus from an event without description
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&& gs->map->objects[bonus.sid]->ID == Obj::EVENT) //it's morale/luck bonus from an event without description
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{
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descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
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boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
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@ -281,7 +281,7 @@ DLL_LINKAGE void RemoveObject::applyGs( CGameState *gs )
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gs->map->removeBlockVisTiles(obj);
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}
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if(obj->ID==GameConstants::HEROI_TYPE)
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if(obj->ID==Obj::HERO)
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{
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CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
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PlayerState *p = gs->getPlayer(h->tempOwner);
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@ -381,7 +381,7 @@ void TryMoveHero::applyGs( CGameState *gs )
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if(result == EMBARK) //hero enters boat at dest tile
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{
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const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));
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assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == 8); //the only vis obj at dest is Boat
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assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only vis obj at dest is Boat
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CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.back());
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gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
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@ -921,7 +921,7 @@ DLL_LINKAGE void SetObjectProperty::applyGs( CGameState *gs )
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CArmedInstance *cai = dynamic_cast<CArmedInstance *>(obj);
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if(what == ObjProperty::OWNER && cai)
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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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CGTownInstance *t = static_cast<CGTownInstance*>(obj);
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if(t->tempOwner < GameConstants::PLAYER_LIMIT)
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