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Removed object recycling that was causing #796. Fixed text nr typo.
Corrected json include in client/Client.cpp.
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@ -850,7 +850,7 @@ void CPlayerInterface::battleAttack(const BattleAttack *ba)
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if (ba->deathBlow())
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{
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const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
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std::string hlp = CGI->generaltexth->allTexts[(stack->count != 1) ? 336 : 335];
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std::string hlp = CGI->generaltexth->allTexts[(stack->count != 1) ? 366 : 365];
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boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
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battleInt->console->addText(hlp);
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for (std::vector<BattleStackAttacked>::const_iterator i = ba->bsa.begin(); i != ba->bsa.end(); i++)
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@ -20,7 +20,7 @@
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#include "../lib/NetPacks.h"
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#include "../lib/VCMI_Lib.h"
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#include "../lib/map.h"
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#include "../lib/JsonNode.cpp"
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#include "../lib/JsonNode.h"
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#include "mapHandler.h"
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#include "CConfigHandler.h"
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#include "Client.h"
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@ -2562,6 +2562,14 @@ bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defen
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}
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bool CStack::ableToRetaliate() const
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{
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return alive()
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&& (counterAttacks > 0 || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
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&& !hasBonusOfType(Bonus::SIEGE_WEAPON)
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&& !hasBonusOfType(Bonus::HYPNOTIZED);
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}
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bool CMP_stack::operator()( const CStack* a, const CStack* b )
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{
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switch(phase)
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@ -161,6 +161,7 @@ public:
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const Bonus * getEffect(ui16 id, int turn = 0) const; //effect id (SP)
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ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
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bool willMove(int turn = 0) const; //if stack has remaining move this turn
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bool ableToRetaliate() const; //if stack can retaliate after attacked
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bool moved(int turn = 0) const; //if stack was already moved this turn
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bool canMove(int turn = 0) const; //if stack can move
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ui32 Speed(int turn = 0) const; //get speed of creature with all modificators
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@ -3055,19 +3055,19 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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}
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//attack
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BattleAttack bat;
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prepareAttack(bat, curStack, stackAtEnd, distance, ba.additionalInfo);
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handleAttackBeforeCasting(bat); //only before first attack
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sendAndApply(&bat);
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handleAfterAttackCasting(bat);
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{
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BattleAttack bat;
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prepareAttack(bat, curStack, stackAtEnd, distance, ba.additionalInfo);
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handleAttackBeforeCasting(bat); //only before first attack
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sendAndApply(&bat);
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handleAfterAttackCasting(bat);
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}
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//counterattack
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if(!curStack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
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&& stackAtEnd->alive()
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&& ( stackAtEnd->counterAttacks > 0 || stackAtEnd->hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS) )
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&& !stackAtEnd->hasBonusOfType(Bonus::SIEGE_WEAPON)
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&& !stackAtEnd->hasBonusOfType(Bonus::HYPNOTIZED))
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&& stackAtEnd->ableToRetaliate())
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{
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BattleAttack bat;
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prepareAttack(bat, stackAtEnd, curStack, 0, curStack->position);
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bat.flags |= BattleAttack::COUNTER;
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sendAndApply(&bat);
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@ -3080,7 +3080,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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&& curStack->alive()
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&& stackAtEnd->alive() )
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{
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bat.flags = 0;
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BattleAttack bat;
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prepareAttack(bat, curStack, stackAtEnd, 0, ba.additionalInfo);
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sendAndApply(&bat);
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handleAfterAttackCasting(bat);
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@ -3105,12 +3105,14 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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StartAction start_action(ba);
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sendAndApply(&start_action); //start shooting
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BattleAttack bat;
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bat.flags |= BattleAttack::SHOT;
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prepareAttack(bat, curStack, destStack, 0, ba.destinationTile);
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handleAttackBeforeCasting(bat);
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sendAndApply(&bat);
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handleAfterAttackCasting(bat);
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{
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BattleAttack bat;
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bat.flags |= BattleAttack::SHOT;
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prepareAttack(bat, curStack, destStack, 0, ba.destinationTile);
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handleAttackBeforeCasting(bat);
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sendAndApply(&bat);
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handleAfterAttackCasting(bat);
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}
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//ballista & artillery handling
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if(destStack->alive() && curStack->getCreature()->idNumber == 146)
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@ -3127,6 +3129,8 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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&& curStack->shots
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)
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{
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BattleAttack bat;
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bat.flags |= BattleAttack::SHOT;
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prepareAttack(bat, curStack, destStack, 0, ba.destinationTile);
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sendAndApply(&bat);
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handleAfterAttackCasting(bat);
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