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* support for build grail victory condition
* improved formula for necromancy to match better OH3 * Support for new town structures: - Lighthouse - Colossus - Guardian Spirit - Necromancy Amplifier - Soul Prison
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@@ -832,10 +832,8 @@ void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector
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{
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waitWhileDialog();
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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if(stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
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stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
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stopMovement();
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CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);
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if(makingTurn && GH.listInt.size() && LOCPLINT == this)
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{
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@@ -852,6 +850,8 @@ void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector
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void CPlayerInterface::showYesNoDialog(const std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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stopMovement();
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LOCPLINT->showingDialog->setn(true);
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CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);
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}
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@@ -860,7 +860,8 @@ void CPlayerInterface::showBlockingDialog( const std::string &text, const std::v
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{
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waitWhileDialog();
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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stopMovement();
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CGI->soundh->playSound(static_cast<soundBase::soundID>(soundID));
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if(!selection && cancel) //simple yes/no dialog
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@@ -1942,3 +1943,9 @@ void CPlayerInterface::battleNewRoundFirst( int round )
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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battleInt->newRoundFirst(round);
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}
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void CPlayerInterface::stopMovement()
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{
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if(stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
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stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
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}
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