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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.
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@@ -83,10 +83,12 @@ public:
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void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb){};
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void giveResource(int player, int which, int val){};
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void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures) {};
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void takeCreatures (int objid, CCreatureSet creatures){};
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void showCompInfo(ShowInInfobox * comp){};
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void heroVisitCastle(int obj, int heroID){};
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void stopHeroVisitCastle(int obj, int heroID){};
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void giveHeroArtifact(int artid, int hid, int position){}; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack
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void removeArtifact(int artid, int hid){};
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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
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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
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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
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