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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.
This commit is contained in:
AlexVinS
2018-03-17 17:58:30 +03:00
committed by AlexVinS
parent 11bb46780a
commit ecaa9f5d0b
475 changed files with 22491 additions and 7123 deletions

View File

@ -26,7 +26,7 @@ void CArmedInstance::randomizeArmy(int type)
{
int level = randID / 2;
bool upgrade = randID % 2;
elem.second->setType(VLC->townh->factions[type]->town->creatures[level][upgrade]);
elem.second->setType((*VLC->townh)[type]->town->creatures[level][upgrade]);
randID = -1;
}
@ -67,7 +67,7 @@ void CArmedInstance::updateMoraleBonusFromArmy()
for(auto slot : Slots())
{
const CStackInstance * inst = slot.second;
const CCreature * creature = VLC->creh->creatures[inst->getCreatureID()];
const CCreature * creature = VLC->creh->objects[inst->getCreatureID()];
factions.insert(creature->faction);
// Check for undead flag instead of faction (undead mummies are neutral)
@ -82,7 +82,7 @@ void CArmedInstance::updateMoraleBonusFromArmy()
for(TFaction f : factions)
{
if (VLC->townh->factions[f]->alignment != EAlignment::EVIL)
if ((*VLC->townh)[f]->alignment != EAlignment::EVIL)
mixableFactions++;
}
if (mixableFactions > 0)
@ -129,7 +129,7 @@ void CArmedInstance::armyChanged()
CBonusSystemNode * CArmedInstance::whereShouldBeAttached(CGameState *gs)
{
if(tempOwner < PlayerColor::PLAYER_LIMIT)
return gs->getPlayer(tempOwner);
return gs->getPlayerState(tempOwner);
else
return &gs->globalEffects;
}