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