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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

@ -11,11 +11,13 @@
#include "StdInc.h"
#include "CBank.h"
#include <vcmi/spells/Spell.h>
#include <vcmi/spells/Service.h>
#include "../NetPacks.h"
#include "../CGeneralTextHandler.h"
#include "../CSoundBase.h"
#include "CommonConstructors.h"
#include "../spells/CSpellHandler.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
@ -216,7 +218,7 @@ void CBank::doVisit(const CGHeroInstance * hero) const
}
cb->showInfoDialog(&iw);
}
//grant resources
if (bc)
@ -238,7 +240,7 @@ void CBank::doVisit(const CGHeroInstance * hero) const
iw.components.push_back(Component(Component::ARTIFACT, elem, 0, 0));
loot << "%s";
loot.addReplacement(MetaString::ART_NAMES, elem);
cb->giveHeroNewArtifact(hero, VLC->arth->artifacts[elem], ArtifactPosition::FIRST_AVAILABLE);
cb->giveHeroNewArtifact(hero, VLC->arth->objects[elem], ArtifactPosition::FIRST_AVAILABLE);
}
//display loot
if (!iw.components.empty())
@ -272,9 +274,9 @@ void CBank::doVisit(const CGHeroInstance * hero) const
}
for(const SpellID & spellId : bc->spells)
{
const CSpell * spell = spellId.toSpell();
auto spell = spellId.toSpell(VLC->spells());
iw.text.addTxt(MetaString::SPELL_NAME, spellId);
if(spell->level <= hero->maxSpellLevel())
if(spell->getLevel() <= hero->maxSpellLevel())
{
if(hero->canLearnSpell(spell))
{