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https://github.com/vcmi/vcmi.git
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
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@ -243,7 +243,7 @@ void CArmyTooltip::init(const InfoAboutArmy &army)
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continue;
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}
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icons.push_back(std::make_shared<CAnimImage>("CPRSMALL", slot.second.type->iconIndex, 0, slotsPos[slot.first.getNum()].x, slotsPos[slot.first.getNum()].y));
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icons.push_back(std::make_shared<CAnimImage>("CPRSMALL", slot.second.type->getIconIndex(), 0, slotsPos[slot.first.getNum()].x, slotsPos[slot.first.getNum()].y));
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std::string subtitle;
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if(army.army.isDetailed)
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@ -443,12 +443,12 @@ CCreaturePic::CCreaturePic(int x, int y, const CCreature * cre, bool Big, bool A
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TFaction faction = cre->faction;
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assert(CGI->townh->factions.size() > faction);
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assert(CGI->townh->size() > faction);
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if(Big)
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bg = std::make_shared<CPicture>(CGI->townh->factions[faction]->creatureBg130);
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bg = std::make_shared<CPicture>((*CGI->townh)[faction]->creatureBg130);
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else
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bg = std::make_shared<CPicture>(CGI->townh->factions[faction]->creatureBg120);
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bg = std::make_shared<CPicture>((*CGI->townh)[faction]->creatureBg120);
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anim = std::make_shared<CCreatureAnim>(0, 0, cre->animDefName);
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anim->clipRect(cre->isDoubleWide()?170:150, 155, bg->pos.w, bg->pos.h);
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anim->startPreview(cre->hasBonusOfType(Bonus::SIEGE_WEAPON));
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