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CGameState::battleGetBattlefieldType: avoid crash on tile 0,0,0

Fix issue 2524
This commit is contained in:
Arseniy Shestakov 2016-10-02 08:39:01 +03:00
parent c5440a1c6c
commit 04eb0e3787

View File

@ -953,7 +953,7 @@ void CGameState::initDuel()
}
}
curB = BattleInfo::setupBattle(int3(), dp.terType, dp.bfieldType, armies, heroes, false, town);
curB = BattleInfo::setupBattle(int3(-1,-1,-1), dp.terType, dp.bfieldType, armies, heroes, false, town);
curB->obstacles = dp.obstacles;
curB->localInit();
}
@ -1908,9 +1908,9 @@ void CGameState::initVisitingAndGarrisonedHeroes()
BFieldType CGameState::battleGetBattlefieldType(int3 tile, CRandomGenerator & rand)
{
if(tile==int3() && curB)
if(!tile.valid() && curB)
tile = curB->tile;
else if(tile==int3() && !curB)
else if(!tile.valid() && !curB)
return BFieldType::NONE;
const TerrainTile &t = map->getTile(tile);