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* server sends confirmation (given later to player interface) after applying request (will be needed for AI)
* created new package for injuring multiple units - needed for area spells (not tested) * proper screen updating on garrison change * spell effects will be removed when they time out * Corpse (Skeleton) will be accessible from all directions * new objects supported: - Corpse - Lean To - Wagon - Warrior's Tomb * several minor improvements
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@ -2112,8 +2112,8 @@ void CPlayerInterface::garrisonChanged(const CGObjectInstance * obj)
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wasGarrison = true;
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}
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}
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if(wasGarrison)
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LOCPLINT->totalRedraw();
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LOCPLINT->totalRedraw();
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}
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void CPlayerInterface::buildChanged(const CGTownInstance *town, int buildingID, int what) //what: 1 - built, 2 - demolished
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@ -4761,14 +4761,14 @@ void CGarrisonWindow::deactivate()
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void CGarrisonWindow::show(SDL_Surface * to)
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{
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blitAt(graphics->flags->ourImages[garr->odown->getOwner()].bitmap,pos.x+29,pos.y+125,to);
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blitAt(graphics->portraitLarge[static_cast<const CGHeroInstance*>(garr->odown)->portrait],pos.x+29,pos.y+222,to);
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printAtMiddle(CGI->generaltexth->allTexts[709],pos.x+275,pos.y+30,GEOR16,tytulowy,to);
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blitAt(bg,pos,to);
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split->show(to);
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quit->show(to);
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garr->show(to);
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blitAt(graphics->flags->ourImages[garr->odown->getOwner()].bitmap,pos.x+29,pos.y+125,to);
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blitAt(graphics->portraitLarge[static_cast<const CGHeroInstance*>(garr->odown)->portrait],pos.x+29,pos.y+222,to);
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printAtMiddle(CGI->generaltexth->allTexts[709],pos.x+275,pos.y+30,GEOR16,tytulowy,to);
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}
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CGarrisonWindow::CGarrisonWindow( const CArmedInstance *up, const CGHeroInstance *down )
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