mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Adjusted player interface to new set of stack operations.
Const transitive ptr.
This commit is contained in:
parent
f7f917845c
commit
e301256f92
@ -42,8 +42,12 @@ struct PackageApplied;
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struct SetObjectProperty;
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struct CatapultAttack;
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struct BattleStacksRemoved;
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struct StackLocation;
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class CStackInstance;
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class CCreature;
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class CLoadFile;
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class CSaveFile;
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typedef TQuantity;
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template <typename Serializer> class CISer;
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template <typename Serializer> class COSer;
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@ -56,8 +60,19 @@ public:
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virtual ~CGameInterface() {};
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virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
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virtual void garrisonChanged(const CGObjectInstance * obj){};
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//garrison operations
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virtual void stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute){}; //if absolute, change is the new count; otherwise count was modified by adding change
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virtual void stackChangedType(const StackLocation &location, const CCreature &newType){}; //used eg. when upgrading creatures
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virtual void stacksErased(const StackLocation &location){}; //stack removed from previously filled slot
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virtual void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2){};
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virtual void newStackInserted(const StackLocation &location, const CStackInstance &stack){}; //new stack inserted at given (previously empty position)
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virtual void stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count){}; //moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
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//virtual void garrisonChanged(const CGObjectInstance * obj){};
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//artifacts operations
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virtual void heroArtifactSetChanged(const CGHeroInstance*hero){};
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virtual void heroCreated(const CGHeroInstance*){};
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virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)=0; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
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virtual void heroInGarrisonChange(const CGTownInstance *town){};
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@ -2106,6 +2106,40 @@ void CPlayerInterface::sendCustomEvent( int code )
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SDL_PushEvent(&event);
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}
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void CPlayerInterface::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
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{
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garrisonChanged(location.army);
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}
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void CPlayerInterface::stackChangedType(const StackLocation &location, const CCreature &newType)
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{
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garrisonChanged(location.army);
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}
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void CPlayerInterface::stacksErased(const StackLocation &location)
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{
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garrisonChanged(location.army);
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}
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void CPlayerInterface::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
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{
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garrisonChanged(loc1.army);
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if(loc2.army != loc1.army)
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garrisonChanged(loc2.army);
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}
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void CPlayerInterface::newStackInserted(const StackLocation &location, const CStackInstance &stack)
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{
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garrisonChanged(location.army);
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}
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void CPlayerInterface::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
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{
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garrisonChanged(src.army);
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if(dst.army != src.army)
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garrisonChanged(dst.army);
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}
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CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
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{
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spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
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@ -157,69 +157,75 @@ public:
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int getLastIndex(std::string namePrefix);
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//overloaded funcs from CGameInterface
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void buildChanged(const CGTownInstance *town, int buildingID, int what); //what: 1 - built, 2 - demolished
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void garrisonChanged(const CGObjectInstance * obj);
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void heroArtifactSetChanged(const CGHeroInstance* hero);
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void heroCreated(const CGHeroInstance* hero);
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void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
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void heroInGarrisonChange(const CGTownInstance *town);
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void heroMoved(const TryMoveHero & details);
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void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val);
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void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val);
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void heroManaPointsChanged(const CGHeroInstance * hero);
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void heroMovePointsChanged(const CGHeroInstance * hero);
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void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town);
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void receivedResource(int type, int val);
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void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID);
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void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level);
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void showShipyardDialog(const IShipyard *obj); //obj may be town or shipyard;
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void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel); //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
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void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd);
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void showArtifactAssemblyDialog(ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo);
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void showPuzzleMap();
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void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor);
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void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor);
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void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor);
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void showTavernWindow(const CGObjectInstance *townOrTavern);
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void advmapSpellCast(const CGHeroInstance * caster, int spellID); //called when a hero casts a spell
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void tileHidden(const std::set<int3> &pos); //called when given tiles become hidden under fog of war
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void tileRevealed(const std::set<int3> &pos); //called when fog of war disappears from given tiles
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void newObject(const CGObjectInstance * obj);
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void availableArtifactsChanged(const CGBlackMarket *bm = NULL); //bm may be NULL, then artifacts are changed in the global pool (used by merchants in towns)
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void yourTurn();
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void availableCreaturesChanged(const CGDwelling *town);
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void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain);//if gain hero received bonus, else he lost it
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void playerBonusChanged(const Bonus &bonus, bool gain);
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void requestRealized(PackageApplied *pa);
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void heroExchangeStarted(si32 hero1, si32 hero2);
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void centerView (int3 pos, int focusTime);
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void objectPropertyChanged(const SetObjectProperty * sop);
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void objectRemoved(const CGObjectInstance *obj);
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void gameOver(ui8 player, bool victory);
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void serialize(COSer<CSaveFile> &h, const int version); //saving
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void serialize(CISer<CLoadFile> &h, const int version); //loading
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void buildChanged(const CGTownInstance *town, int buildingID, int what) OVERRIDE; //what: 1 - built, 2 - demolished
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void stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute) OVERRIDE; //if absolute, change is the new count; otherwise count was modified by adding change
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void stackChangedType(const StackLocation &location, const CCreature &newType) OVERRIDE; //used eg. when upgrading creatures
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void stacksErased(const StackLocation &location) OVERRIDE; //stack removed from previously filled slot
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void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2) OVERRIDE;
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void newStackInserted(const StackLocation &location, const CStackInstance &stack) OVERRIDE; //new stack inserted at given (previously empty position)
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void stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count) OVERRIDE; //moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
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void heroArtifactSetChanged(const CGHeroInstance* hero) OVERRIDE;
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void heroCreated(const CGHeroInstance* hero) OVERRIDE;
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void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback) OVERRIDE;
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void heroInGarrisonChange(const CGTownInstance *town) OVERRIDE;
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void heroMoved(const TryMoveHero & details) OVERRIDE;
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void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) OVERRIDE;
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void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) OVERRIDE;
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void heroManaPointsChanged(const CGHeroInstance * hero) OVERRIDE;
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void heroMovePointsChanged(const CGHeroInstance * hero) OVERRIDE;
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void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) OVERRIDE;
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void receivedResource(int type, int val) OVERRIDE;
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void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID) OVERRIDE;
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void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) OVERRIDE;
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void showShipyardDialog(const IShipyard *obj) OVERRIDE; //obj may be town or shipyard;
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void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel) OVERRIDE; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
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void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd) OVERRIDE;
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void showPuzzleMap() OVERRIDE;
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void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE;
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void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE;
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void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor) OVERRIDE;
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void showTavernWindow(const CGObjectInstance *townOrTavern) OVERRIDE;
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void advmapSpellCast(const CGHeroInstance * caster, int spellID) OVERRIDE; //called when a hero casts a spell
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void tileHidden(const std::set<int3> &pos) OVERRIDE; //called when given tiles become hidden under fog of war
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void tileRevealed(const std::set<int3> &pos) OVERRIDE; //called when fog of war disappears from given tiles
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void newObject(const CGObjectInstance * obj) OVERRIDE;
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void availableArtifactsChanged(const CGBlackMarket *bm = NULL) OVERRIDE; //bm may be NULL, then artifacts are changed in the global pool (used by merchants in towns)
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void yourTurn() OVERRIDE;
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void availableCreaturesChanged(const CGDwelling *town) OVERRIDE;
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void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain) OVERRIDE;//if gain hero received bonus, else he lost it
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void playerBonusChanged(const Bonus &bonus, bool gain) OVERRIDE;
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void requestRealized(PackageApplied *pa) OVERRIDE;
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void heroExchangeStarted(si32 hero1, si32 hero2) OVERRIDE;
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void centerView (int3 pos, int focusTime) OVERRIDE;
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void objectPropertyChanged(const SetObjectProperty * sop) OVERRIDE;
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void objectRemoved(const CGObjectInstance *obj) OVERRIDE;
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void gameOver(ui8 player, bool victory) OVERRIDE;
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void serialize(COSer<CSaveFile> &h, const int version) OVERRIDE; //saving
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void serialize(CISer<CLoadFile> &h, const int version) OVERRIDE; //loading
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//for battles
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void actionFinished(const BattleAction* action);//occurs AFTER action taken by active stack or by the hero
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void actionStarted(const BattleAction* action);//occurs BEFORE action taken by active stack or by the hero
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BattleAction activeStack(int stackID); //called when it's turn of that stack
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void battleAttack(const BattleAttack *ba); //stack performs attack
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void battleEnd(const BattleResult *br); //end of battle
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void actionFinished(const BattleAction* action) OVERRIDE;//occurs AFTER action taken by active stack or by the hero
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void actionStarted(const BattleAction* action) OVERRIDE;//occurs BEFORE action taken by active stack or by the hero
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BattleAction activeStack(int stackID) OVERRIDE; //called when it's turn of that stack
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void battleAttack(const BattleAttack *ba) OVERRIDE; //stack performs attack
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void battleEnd(const BattleResult *br) OVERRIDE; //end of battle
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//void battleResultQuited();
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void battleNewRoundFirst(int round); //called at the beginning of each turn before changes are applied; used for HP regen handling
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void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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void battleStackMoved(int ID, int dest, int distance, bool end);
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void battleSpellCast(const BattleSpellCast *sc);
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void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
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void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa);
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void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
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void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom); //called when stacks are healed / resurrected
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void battleNewStackAppeared(int stackID); //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
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void battleObstaclesRemoved(const std::set<si32> & removedObstacles); //called when a certain set of obstacles is removed from batlefield; IDs of them are given
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void battleCatapultAttacked(const CatapultAttack & ca); //called when catapult makes an attack
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void battleStacksRemoved(const BattleStacksRemoved & bsr); //called when certain stack is completely removed from battlefield
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void battleNewRoundFirst(int round) OVERRIDE; //called at the beginning of each turn before changes are applied; used for HP regen handling
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void battleNewRound(int round) OVERRIDE; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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void battleStackMoved(int ID, int dest, int distance, bool end) OVERRIDE;
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void battleSpellCast(const BattleSpellCast *sc) OVERRIDE;
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void battleStacksEffectsSet(const SetStackEffect & sse) OVERRIDE; //called when a specific effect is set to stacks
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void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) OVERRIDE;
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void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) OVERRIDE; //called by engine when battle starts; side=0 - left, side=1 - right
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void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom) OVERRIDE; //called when stacks are healed / resurrected
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void battleNewStackAppeared(int stackID) OVERRIDE; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
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void battleObstaclesRemoved(const std::set<si32> & removedObstacles) OVERRIDE; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
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void battleCatapultAttacked(const CatapultAttack & ca) OVERRIDE; //called when catapult makes an attack
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void battleStacksRemoved(const BattleStacksRemoved & bsr) OVERRIDE; //called when certain stack is completely removed from battlefield
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//-------------//
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void showArtifactAssemblyDialog(ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo);
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void garrisonChanged(const CGObjectInstance * obj);
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void heroKilled(const CGHeroInstance* hero);
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void waitWhileDialog();
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bool shiftPressed() const; //determines if shift key is pressed (left or right or both)
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@ -124,36 +124,36 @@ void SetAvailableHeroes::applyCl( CClient *cl )
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void ChangeStackCount::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,garrisonChanged,sl.army);
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INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,stackChagedCount, sl, count, absoluteValue);
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}
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void SetStackType::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,garrisonChanged,sl.army);
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INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,stackChangedType,sl, *type);
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}
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void EraseStack::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,garrisonChanged,sl.army);
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INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,stacksErased,sl);
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}
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void SwapStacks::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(sl1.army->tempOwner,garrisonChanged,sl1.army);
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if(sl1.army != sl2.army)
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INTERFACE_CALL_IF_PRESENT(sl2.army->tempOwner,garrisonChanged,sl2.army);
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INTERFACE_CALL_IF_PRESENT(sl1.army->tempOwner,stacksSwapped, sl1, sl2);
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if(sl1.army->tempOwner != sl2.army->tempOwner)
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INTERFACE_CALL_IF_PRESENT(sl2.army->tempOwner,stacksSwapped, sl1, sl2);
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}
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void InsertNewStack::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,garrisonChanged,sl.army);
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INTERFACE_CALL_IF_PRESENT(sl.army->tempOwner,newStackInserted,sl, *sl.getStack());
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}
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void RebalanceStacks::applyCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(src.army->tempOwner,garrisonChanged,src.army);
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if(src.army != dst.army)
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INTERFACE_CALL_IF_PRESENT(dst.army->tempOwner,garrisonChanged,dst.army);
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INTERFACE_CALL_IF_PRESENT(src.army->tempOwner, stacksRebalanced, src, dst, count);
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if(src.army->tempOwner != dst.army->tempOwner)
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INTERFACE_CALL_IF_PRESENT(dst.army->tempOwner,stacksRebalanced, src, dst, count);
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}
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void GiveBonus::applyCl( CClient *cl )
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5
global.h
5
global.h
@ -80,6 +80,11 @@ enum ECombatInfo{ALIVE = 180, SUMMONED, CLONED, HAD_MORALE, WAITING, MOVED, DEFE
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class CGameInfo;
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extern CGameInfo* CGI; //game info for general use
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//a few typedefs for CCreatureSet
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typedef si32 TSlot;
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typedef si32 TQuantity;
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typedef ui32 TCreature; //creature id
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const int ARMY_SIZE = 7;
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const int HEROI_TYPE = 34,
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TOWNI_TYPE = 98,
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@ -9,12 +9,6 @@ class CCreature;
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class CGHeroInstance;
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class CArmedInstance;
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//a few typedefs for CCreatureSet
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typedef si32 TSlot;
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typedef si32 TQuantity;
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typedef ui32 TCreature; //creature id
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const int ARMY_SIZE = 7;
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class DLL_EXPORT CStackBasicDescriptor
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{
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36
lib/ConstTransitivePtr.h
Normal file
36
lib/ConstTransitivePtr.h
Normal file
@ -0,0 +1,36 @@
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#pragma once
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template <typename T>
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class ConstTransitivePtr
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{
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T *ptr;
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public:
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ConstTransitivePtr()
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: ptr(NULL)
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{}
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ConstTransitivePtr(T *Ptr)
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: ptr(Ptr)
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{}
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operator const T*() const
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{
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return ptr;
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}
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operator T*()
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{
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return ptr;
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}
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T *operator->()
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{
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return ptr;
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}
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const T *operator->() const
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{
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return ptr;
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & ptr;
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}
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};
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@ -8,6 +8,7 @@
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#include "CCreatureSet.h"
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#include "CMapInfo.h"
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#include "../StartInfo.h"
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#include "ConstTransitivePtr.h"
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/*
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* NetPacks.h, part of VCMI engine
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@ -717,7 +718,7 @@ struct NewArtifact : public CPackForClient
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struct StackLocation
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{
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CArmedInstance *army;
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ConstTransitivePtr<CArmedInstance> army;
|
||||
TSlot slot;
|
||||
|
||||
StackLocation()
|
||||
@ -730,7 +731,7 @@ struct StackLocation
|
||||
army = const_cast<CArmedInstance*>(Army); //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
|
||||
slot = Slot;
|
||||
}
|
||||
|
||||
DLL_EXPORT const CStackInstance *getStack();
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & army & slot;
|
||||
|
@ -605,6 +605,16 @@ DLL_EXPORT void NewArtifact::applyGs( CGameState *gs )
|
||||
gs->map->artInstances.push_back(art);
|
||||
}
|
||||
|
||||
DLL_EXPORT const CStackInstance * StackLocation::getStack()
|
||||
{
|
||||
if(!army->hasStackAtSlot(slot))
|
||||
{
|
||||
tlog2 << "Warning: " << army->nodeName() << " dont have a stack at slot " << slot << std::endl;
|
||||
return NULL;
|
||||
}
|
||||
return &army->getStack(slot);
|
||||
}
|
||||
|
||||
DLL_EXPORT void ChangeStackCount::applyGs( CGameState *gs )
|
||||
{
|
||||
if(absoluteValue)
|
||||
|
Loading…
Reference in New Issue
Block a user