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@@ -78,7 +78,7 @@ public:
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virtual bool visitTownBuilding(const CGTownInstance *town, BuildingID buildingID)=0;
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virtual void recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1)=0;
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virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
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- virtual void spellResearch(const CGTownInstance *town)=0;
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+ virtual void spellResearch(const CGTownInstance *town, SpellID spellAtSlot)=0;
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virtual void swapGarrisonHero(const CGTownInstance *town)=0;
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virtual void trade(const ObjectInstanceID marketId, EMarketMode mode, TradeItemSell id1, TradeItemBuy id2, ui32 val1, const CGHeroInstance * hero)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
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@@ -188,7 +188,7 @@ public:
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bool dismissCreature(const CArmedInstance *obj, SlotID stackPos) override;
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bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE) override;
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void endTurn() override;
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- void spellResearch(const CGTownInstance *town) override;
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+ void spellResearch(const CGTownInstance *town, SpellID spellAtSlot) override;
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void swapGarrisonHero(const CGTownInstance *town) override;
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void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override;
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void trade(const ObjectInstanceID marketId, EMarketMode mode, TradeItemSell id1, TradeItemBuy id2, ui32 val1, const CGHeroInstance * hero = nullptr) override;
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