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Fixed bug #71. Little redesign of town buildings handling.

This commit is contained in:
DjWarmonger
2009-10-04 14:20:19 +00:00
parent 0fabf5f31d
commit 9792c64cbf
3 changed files with 13 additions and 4 deletions

View File

@@ -1624,7 +1624,15 @@ void CGameHandler::heroVisitCastle(int obj, int heroID)
vc.tid = obj;
vc.flags |= 1;
sendAndApply(&vc);
giveSpells(getTown(obj),getHero(heroID));
vistiCastleObjects (getTown(obj), getHero(heroID));
giveSpells (getTown(obj), getHero(heroID));
}
void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
{
std::vector<CGTownBuilding*>::const_iterator i;
for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
(*i)->onHeroVisit (h);
}
void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
@@ -2414,7 +2422,8 @@ bool CGameHandler::hireHero( ui32 tid, ui8 hid )
sr.val = gs->getPlayer(t->tempOwner)->resources[6] - 2500;
sendAndApply(&sr);
giveSpells(t,nh);
vistiCastleObjects (t, nh);
giveSpells (t,nh);
return true;
}