mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Fixed fighting guardians of Dwellings (and other objs as well).
Most of creature generators should work fine.
This commit is contained in:
parent
ec3b254c83
commit
9206a13390
@ -1025,12 +1025,7 @@ void CPlayerInterface::receivedResource(int type, int val)
|
||||
|
||||
void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16>& skills, boost::function<void(ui32)> &callback)
|
||||
{
|
||||
{
|
||||
boost::unique_lock<boost::mutex> un(showingDialog->mx);
|
||||
while(showingDialog->data)
|
||||
showingDialog->cond.wait(un);
|
||||
}
|
||||
|
||||
waitWhileDialog();
|
||||
CGI->soundh->playSound(soundBase::heroNewLevel);
|
||||
|
||||
boost::unique_lock<boost::recursive_mutex> un(*pim);
|
||||
@ -1378,12 +1373,7 @@ void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector
|
||||
|
||||
void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<SComponent*> & components, int soundID)
|
||||
{
|
||||
{
|
||||
boost::unique_lock<boost::mutex> un(showingDialog->mx);
|
||||
while(showingDialog->data)
|
||||
showingDialog->cond.wait(un);
|
||||
}
|
||||
|
||||
waitWhileDialog();
|
||||
boost::unique_lock<boost::recursive_mutex> un(*pim);
|
||||
|
||||
if(stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
|
||||
@ -1424,6 +1414,7 @@ void CPlayerInterface::showYesNoDialog(const std::string &text, const std::vecto
|
||||
|
||||
void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel )
|
||||
{
|
||||
waitWhileDialog();
|
||||
boost::unique_lock<boost::recursive_mutex> un(*pim);
|
||||
|
||||
CGI->soundh->playSound(static_cast<soundBase::soundID>(soundID));
|
||||
@ -1734,6 +1725,7 @@ const CGHeroInstance * CPlayerInterface::getWHero( int pos )
|
||||
|
||||
void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, int level)
|
||||
{
|
||||
waitWhileDialog();
|
||||
std::vector<std::pair<int,int> > cres;
|
||||
for(int i = 0; i < dwelling->creatures.size(); i++)
|
||||
{
|
||||
@ -1745,6 +1737,13 @@ void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, int lev
|
||||
pushInt(cr);
|
||||
}
|
||||
|
||||
void CPlayerInterface::waitWhileDialog()
|
||||
{
|
||||
boost::unique_lock<boost::mutex> un(showingDialog->mx);
|
||||
while(showingDialog->data)
|
||||
showingDialog->cond.wait(un);
|
||||
}
|
||||
|
||||
void SystemOptions::setMusicVolume( int newVolume )
|
||||
{
|
||||
musicVolume = newVolume;
|
||||
|
@ -192,6 +192,7 @@ public:
|
||||
|
||||
|
||||
//-------------//
|
||||
void waitWhileDialog();
|
||||
bool shiftPressed() const; //determines if shift key is pressed (left or right or both)
|
||||
void redrawHeroWin(const CGHeroInstance * hero);
|
||||
void updateWater();
|
||||
|
@ -96,8 +96,9 @@ public:
|
||||
void heroVisitCastle(int obj, int heroID){};
|
||||
void stopHeroVisitCastle(int obj, int heroID){};
|
||||
void giveHeroArtifact(int artid, int hid, int position){}; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack
|
||||
void startBattleI(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb){}; //use hero=NULL for no hero
|
||||
void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb){}; //for hero<=>neutral army
|
||||
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb = 0){}; //use hero=NULL for no hero
|
||||
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0){}; //if any of armies is hero, hero will be used
|
||||
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0){}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
|
||||
void setAmount(int objid, ui32 val){};
|
||||
bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255){return false;};
|
||||
void giveHeroBonus(GiveBonus * bonus){};
|
||||
|
@ -652,13 +652,7 @@ void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
|
||||
else
|
||||
{
|
||||
//battle
|
||||
cb->startBattleI(
|
||||
&h->army,
|
||||
&army,
|
||||
h->pos,
|
||||
h,
|
||||
this,
|
||||
0);
|
||||
cb->startBattleI(h, this);
|
||||
}
|
||||
}
|
||||
else if(ID == 62) //prison
|
||||
@ -1113,7 +1107,7 @@ void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h, ui32 answer ) co
|
||||
void CGDwelling::wantsFight( const CGHeroInstance *h, ui32 answer ) const
|
||||
{
|
||||
if(answer)
|
||||
cb->startBattleI(h->id,army,pos,boost::bind(&CGDwelling::fightOver, this, h, _1));
|
||||
cb->startBattleI(h, this, boost::bind(&CGDwelling::fightOver, this, h, _1));
|
||||
}
|
||||
|
||||
void CGDwelling::fightOver(const CGHeroInstance *h, BattleResult *result) const
|
||||
@ -1667,12 +1661,12 @@ void CGCreature::endBattle( BattleResult *result ) const
|
||||
}
|
||||
else
|
||||
{
|
||||
int killedAmount=0;
|
||||
for(std::set<std::pair<ui32,si32> >::iterator i=result->casualties[1].begin(); i!=result->casualties[1].end(); i++)
|
||||
if(i->first == subID)
|
||||
killedAmount += i->second;
|
||||
cb->setAmount(id, army.slots.find(0)->second.second - killedAmount);
|
||||
|
||||
//int killedAmount=0;
|
||||
//for(std::set<std::pair<ui32,si32> >::iterator i=result->casualties[1].begin(); i!=result->casualties[1].end(); i++)
|
||||
// if(i->first == subID)
|
||||
// killedAmount += i->second;
|
||||
//cb->setAmount(id, army.slots.find(0)->second.second - killedAmount);
|
||||
|
||||
MetaString ms;
|
||||
int pom = CCreature::getQuantityID(army.slots.find(0)->second.second);
|
||||
pom = 174 + 3*pom + 1;
|
||||
@ -1861,7 +1855,7 @@ void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) co
|
||||
|
||||
void CGCreature::fight( const CGHeroInstance *h ) const
|
||||
{
|
||||
cb->startBattleI(h->id,army,pos,boost::bind(&CGCreature::endBattle,this,_1));
|
||||
cb->startBattleI(h, this, boost::bind(&CGCreature::endBattle,this,_1));
|
||||
}
|
||||
|
||||
void CGCreature::flee( const CGHeroInstance * h ) const
|
||||
@ -1997,7 +1991,7 @@ void CGResource::collectRes( int player ) const
|
||||
void CGResource::fightForRes(ui32 agreed, const CGHeroInstance *h) const
|
||||
{
|
||||
if(agreed)
|
||||
cb->startBattleI(h->id,army,pos,boost::bind(&CGResource::endBattle,this,_1,h));
|
||||
cb->startBattleI(h, this, boost::bind(&CGResource::endBattle,this,_1,h));
|
||||
}
|
||||
|
||||
void CGResource::endBattle( BattleResult *result, const CGHeroInstance *h ) const
|
||||
@ -2164,6 +2158,7 @@ void CGArtifact::onHeroVisit( const CGHeroInstance * h ) const
|
||||
if(ID == 5)
|
||||
{
|
||||
InfoWindow iw;
|
||||
iw.soundID = soundBase::treasure;
|
||||
iw.player = h->tempOwner;
|
||||
iw.components.push_back(Component(4,subID,0,0));
|
||||
if(message.length())
|
||||
@ -2206,7 +2201,7 @@ void CGArtifact::pick(const CGHeroInstance * h) const
|
||||
void CGArtifact::fightForArt( ui32 agreed, const CGHeroInstance *h ) const
|
||||
{
|
||||
if(agreed)
|
||||
cb->startBattleI(h->id,army,pos,boost::bind(&CGArtifact::endBattle,this,_1,h));
|
||||
cb->startBattleI(h, this, boost::bind(&CGArtifact::endBattle,this,_1,h));
|
||||
}
|
||||
|
||||
void CGArtifact::endBattle( BattleResult *result, const CGHeroInstance *h ) const
|
||||
@ -2695,7 +2690,7 @@ void CGEvent::activated( const CGHeroInstance * h ) const
|
||||
else
|
||||
iw.text.addTxt(MetaString::ADVOB_TXT, 16);
|
||||
cb->showInfoDialog(&iw);
|
||||
cb->startBattleI(h->id,army,pos,boost::bind(&CGEvent::endBattle,this,h,_1));
|
||||
cb->startBattleI(h, this, boost::bind(&CGEvent::endBattle,this,h,_1));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -31,6 +31,7 @@ struct PlayerSettings;
|
||||
struct CPackForClient;
|
||||
class CArtHandler;
|
||||
class CArtifact;
|
||||
class CArmedInstance;
|
||||
|
||||
class DLL_EXPORT IGameCallback
|
||||
{
|
||||
@ -73,8 +74,10 @@ public:
|
||||
virtual void heroVisitCastle(int obj, int heroID)=0;
|
||||
virtual void stopHeroVisitCastle(int obj, int heroID)=0;
|
||||
virtual void giveHeroArtifact(int artid, int hid, int position)=0; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack
|
||||
virtual void startBattleI(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb)=0; //use hero=NULL for no hero
|
||||
virtual void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb)=0; //for hero<=>neutral army
|
||||
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb = 0)=0; //use hero=NULL for no hero
|
||||
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0)=0; //if any of armies is hero, hero will be used
|
||||
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0)=0; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
|
||||
//virtual void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb)=0; //for hero<=>neutral army
|
||||
virtual void setAmount(int objid, ui32 val)=0;
|
||||
virtual bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255)=0;
|
||||
virtual void giveHeroBonus(GiveBonus * bonus)=0;
|
||||
|
@ -288,7 +288,7 @@ void TryMoveHero::applyGs( CGameState *gs )
|
||||
CGHeroInstance *h = gs->getHero(id);
|
||||
h->movement = movePoints;
|
||||
|
||||
if(result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK)
|
||||
if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
|
||||
h->moveDir = getDir(start,end);
|
||||
|
||||
if(result == EMBARK) //hero enters boat at dest tile
|
||||
|
@ -294,6 +294,8 @@ void CGameHandler::changePrimSkill(int ID, int which, int val, bool abs)
|
||||
|
||||
static CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat)
|
||||
{
|
||||
if(color == 254)
|
||||
color = 255;
|
||||
CCreatureSet ret(set);
|
||||
for(int i=0; i<bat->stacks.size();i++)
|
||||
{
|
||||
@ -309,10 +311,10 @@ static CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInf
|
||||
return ret;
|
||||
}
|
||||
|
||||
void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb)
|
||||
void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb)
|
||||
{
|
||||
BattleInfo *curB = new BattleInfo;
|
||||
setupBattle(curB, tile, army1, army2, hero1, hero2); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
|
||||
setupBattle(curB, tile, army1->army, army2->army, hero1, hero2); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
|
||||
NEW_ROUND;
|
||||
//TODO: pre-tactic stuff, call scripts etc.
|
||||
|
||||
@ -401,10 +403,8 @@ askInterfaceForMove:
|
||||
|
||||
//casualties among heroes armies
|
||||
SetGarrisons sg;
|
||||
if(hero1)
|
||||
sg.garrs[hero1->id] = takeCasualties(hero1->tempOwner,hero1->army,gs->curB);
|
||||
if(hero2)
|
||||
sg.garrs[hero2->id] = takeCasualties(hero2->tempOwner,hero2->army,gs->curB);
|
||||
sg.garrs[army1->id] = takeCasualties(army1->tempOwner,army1->army,gs->curB);
|
||||
sg.garrs[army2->id] = takeCasualties(army2->tempOwner,army2->army,gs->curB);
|
||||
sendAndApply(&sg);
|
||||
|
||||
//end battle, remove all info, free memory
|
||||
@ -822,7 +822,7 @@ namespace CGH
|
||||
}
|
||||
}
|
||||
|
||||
void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 )
|
||||
void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, const CCreatureSet &army1, const CCreatureSet &army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2 )
|
||||
{
|
||||
battleResult.set(NULL);
|
||||
std::vector<CStack*> & stacks = (curB->stacks);
|
||||
@ -837,7 +837,7 @@ void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army
|
||||
curB->side2=(hero2)?(hero2->tempOwner):(-1);
|
||||
curB->round = -2;
|
||||
curB->activeStack = -1;
|
||||
for(std::map<si32,std::pair<ui32,si32> >::iterator i = army1.slots.begin(); i!=army1.slots.end(); i++)
|
||||
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = army1.slots.begin(); i!=army1.slots.end(); i++)
|
||||
{
|
||||
stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero1->tempOwner, stacks.size(), true,i->first));
|
||||
if(hero1)
|
||||
@ -890,7 +890,7 @@ void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army
|
||||
{
|
||||
stacks[b]->position = attackerLoose[army1.slots.size()-1][b];
|
||||
}
|
||||
for(std::map<si32,std::pair<ui32,si32> >::iterator i = army2.slots.begin(); i!=army2.slots.end(); i++)
|
||||
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = army2.slots.begin(); i!=army2.slots.end(); i++)
|
||||
{
|
||||
stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero2 ? hero2->tempOwner : 255, stacks.size(), false, i->first));
|
||||
//base luck/morale calculations
|
||||
@ -1170,7 +1170,8 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*
|
||||
&& complain("Cannot move hero, destination tile is on water!")
|
||||
|| (h->boat && t.tertype != TerrainTile::water && t.blocked)
|
||||
&& complain("Cannot disembark hero, tile is blocked!")
|
||||
|| !h->movement && complain("Hero don't have any movement points left!"))
|
||||
|| (!h->movement && dst != h->pos)
|
||||
&& complain("Hero don't have any movement points left!"))
|
||||
{
|
||||
//send info about movement failure
|
||||
sendAndApply(&tmh);
|
||||
@ -1266,11 +1267,15 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*
|
||||
{
|
||||
if(obj->ID==HEROI_TYPE)
|
||||
{
|
||||
if(obj->tempOwner==h->tempOwner)
|
||||
return true;//TODO: exchange
|
||||
//TODO: check for ally
|
||||
CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
|
||||
startBattleI(&h->army,&dh->army,dst,h,dh,0);
|
||||
|
||||
if(obj->tempOwner==h->tempOwner)
|
||||
{
|
||||
heroExchange(h->id, dh->id);
|
||||
return true;
|
||||
}
|
||||
//TODO: check for ally
|
||||
startBattleI(h, dh);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@ -1397,17 +1402,31 @@ void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1
|
||||
sendAndApply(&sha);
|
||||
}
|
||||
|
||||
void CGameHandler::startBattleI(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb) //use hero=NULL for no hero
|
||||
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb) //use hero=NULL for no hero
|
||||
{
|
||||
boost::thread(boost::bind(&CGameHandler::startBattle,this,*const_cast<CCreatureSet *>(army1),*const_cast<CCreatureSet *>(army2),tile,const_cast<CGHeroInstance *>(hero1), const_cast<CGHeroInstance *>(hero2),cb));
|
||||
boost::thread(boost::bind(&CGameHandler::startBattle,this,army1,army2,tile,hero1,hero2,cb));
|
||||
}
|
||||
void CGameHandler::startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) //for hero<=>neutral army
|
||||
|
||||
void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb )
|
||||
{
|
||||
CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));
|
||||
startBattleI(&h->army,&army,tile,h,NULL,cb);
|
||||
//battle(&h->army,army,tile,h,NULL);
|
||||
startBattleI(army1, army2, tile,
|
||||
army1->ID == 34 ? static_cast<const CGHeroInstance*>(army1) : NULL,
|
||||
army2->ID == 34 ? static_cast<const CGHeroInstance*>(army2) : NULL,
|
||||
cb);
|
||||
}
|
||||
|
||||
void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb)
|
||||
{
|
||||
startBattleI(army1, army2, army2->pos - army2->getVisitableOffset(), cb);
|
||||
}
|
||||
|
||||
//void CGameHandler::startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) //for hero<=>neutral army
|
||||
//{
|
||||
// CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));
|
||||
// startBattleI(&h->army,&army,tile,h,NULL,cb);
|
||||
// //battle(&h->army,army,tile,h,NULL);
|
||||
//}
|
||||
|
||||
void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
|
||||
{
|
||||
ChangeSpells cs;
|
||||
|
@ -84,11 +84,11 @@ public:
|
||||
bool isAllowedExchange(int id1, int id2);
|
||||
void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
|
||||
void moveStack(int stack, int dest);
|
||||
void startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb); //use hero=NULL for no hero
|
||||
void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb); //use hero=NULL for no hero
|
||||
void prepareAttack(BattleAttack &bat, CStack *att, CStack *def); //if last parameter is true, attack is by shooting, if false it's a melee attack
|
||||
void prepareAttacked(BattleStackAttacked &bsa, CStack *def);
|
||||
void checkForBattleEnd( std::vector<CStack*> &stacks );
|
||||
void setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 );
|
||||
void setupBattle( BattleInfo * curB, int3 tile, const CCreatureSet &army1, const CCreatureSet &army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2 );
|
||||
|
||||
|
||||
CGameHandler(void);
|
||||
@ -121,8 +121,10 @@ public:
|
||||
void giveHeroArtifact(int artid, int hid, int position); //pos==-1 - first free slot in backpack; pos==-2 - default if available or backpack
|
||||
void moveArtifact(int hid, int oldPosition, int destPos);
|
||||
void removeArtifact(int hid, int pos);
|
||||
void startBattleI(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb); //use hero=NULL for no hero
|
||||
void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb); //for hero<=>neutral army
|
||||
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb); //use hero=NULL for no hero
|
||||
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb);
|
||||
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0); //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 moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255);
|
||||
void giveHeroBonus(GiveBonus * bonus);
|
||||
|
Loading…
Reference in New Issue
Block a user