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* creature window prints morale/luck for actual stack in battle (CStack), not stack as seen in hero screen (CStackInstance), fixes #1264

* creature abilities bonus properties are updated when the creature id is assigned
* removed decrease morale ability from config file (it was duplicating the one from ZCRTRAIT.TXT
This commit is contained in:
Michał W. Urbańczyk
2013-05-19 19:53:03 +00:00
parent fc6e72dc75
commit c85829a00c
5 changed files with 24 additions and 11 deletions

View File

@ -132,6 +132,16 @@ bool CCreature::isItNativeTerrain(int terrain) const
return VLC->townh->factions[faction]->nativeTerrain == terrain;
}
void CCreature::setId(CreatureID ID)
{
idNumber = ID;
BOOST_FOREACH(auto bonus, getExportedBonusList())
{
if(bonus->source == Bonus::CREATURE_ABILITY)
bonus->sid = ID;
}
}
static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
{
Bonus *nsf = new Bonus();
@ -260,7 +270,7 @@ void CCreatureHandler::loadBonuses(JsonNode & creature, std::string bonuses)
if(hasAbility("const_lowers_morale"))
{
JsonNode node = makeBonusNode("MORALE");
node["val"].Float() = 1;
node["val"].Float() = -1;
node["effectRange"].String() = "ONLY_ENEMY_ARMY";
creature["abilities"]["const_lowers_morale"] = node;
}
@ -326,7 +336,7 @@ std::vector<JsonNode> CCreatureHandler::loadLegacyData(size_t dataSize)
void CCreatureHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
{
auto object = loadFromJson(data);
object->idNumber = CreatureID(creatures.size());
object->setId(CreatureID(creatures.size()));
object->iconIndex = object->idNumber + 2;
creatures.push_back(object);
@ -342,7 +352,7 @@ void CCreatureHandler::loadObject(std::string scope, std::string name, const Jso
void CCreatureHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
{
auto object = loadFromJson(data);
object->idNumber = CreatureID(index);
object->setId(CreatureID(index));
object->iconIndex = object->idNumber + 2;
if(data["hasDoubleWeek"].Bool()) //