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Merge branch 'develop' of https://github.com/vcmi/vcmi into develop
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commit
a736a863da
@ -424,7 +424,7 @@ void CToggleGroup::addToggle(int identifier, CToggleBase* bt)
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}
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CToggleGroup::CToggleGroup(const CFunctionList<void(int)> &OnChange, bool musicLikeButtons)
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: onChange(OnChange), musicLike(musicLikeButtons), selectedID(-1)
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: onChange(OnChange), selectedID(-1), musicLike(musicLikeButtons)
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{}
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void CToggleGroup::setSelected(int id)
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@ -1192,7 +1192,8 @@ void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
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CGPath &path = LOCPLINT->paths[h];
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terrain.currentPath = &path;
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if(!LOCPLINT->cb->getPathsInfo(h)->getPath(h->getPosition(false) + dir, path))
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int3 dst = h->getPosition(false) + dir;
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if(dst != verifyPos(dst) || !LOCPLINT->cb->getPathsInfo(h)->getPath(dst, path))
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{
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terrain.currentPath = nullptr;
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return;
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@ -1604,9 +1605,10 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
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{
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const CGGarrison* garrObj = dynamic_cast<const CGGarrison*>(objAtTile); //TODO evil evil cast!
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// Show battle cursor for guarded enemy garrisons, otherwise movement cursor.
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if (garrObj && garrObj->stacksCount()
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&& !LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, garrObj->tempOwner) )
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// Show battle cursor for guarded enemy garrisons or garrisons have guarding creature behind, otherwise movement cursor.
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if (garrObj && ((garrObj->stacksCount()
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&& !LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, garrObj->tempOwner))
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|| guardingCreature))
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CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
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else
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CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
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@ -120,8 +120,8 @@ CQuestLog::CQuestLog (const std::vector<QuestInfo> & Quests) :
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questIndex(0),
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currentQuest(nullptr),
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componentsBox(nullptr),
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quests (Quests),
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hideComplete(false),
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quests(Quests),
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slider(nullptr)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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@ -1747,7 +1747,11 @@ bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, Pl
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tmh.result = result;
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sendAndApply(&tmh);
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if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
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if (visitDest == VISIT_DEST && t.topVisitableObj() && t.topVisitableObj()->id == h->id)
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{ // Hero should be always able to visit any object he staying on even if there guards around
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visitObjectOnTile(t, h);
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}
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else if(lookForGuards == CHECK_FOR_GUARDS && this->isInTheMap(guardPos))
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{
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tmh.attackedFrom = guardPos;
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