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Next part of Seer Hut code, including large number of Components, packs and help functions.

Mapa now contains separate vector of monsters to avoid linear search trough all objects.
This commit is contained in:
DjWarmonger
2010-02-02 17:05:03 +00:00
parent 3dbeaa5ef8
commit ce00ceaf08
15 changed files with 231 additions and 19 deletions

View File

@@ -83,10 +83,12 @@ public:
void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb){};
void giveResource(int player, int which, int val){};
void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures) {};
void takeCreatures (int objid, CCreatureSet creatures){};
void showCompInfo(ShowInInfobox * comp){};
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 removeArtifact(int artid, int hid){};
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL){}; //use hero=NULL for no hero
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false){}; //if any of armies is hero, hero will be used
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false){}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle