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Unified handling of battle sides ID's
- Replaced BattleSide namespace-enum with enum class - Merged two different BattleSide enum's into one - Merged BattlePerspective enum into BattleSide enum - Changed all places that use integers to represent battle side to use BattleSide enum - Added BattleSideArray convenience wrapper for std::array that is always 2-elements in size and allows access to its elements using BattleSide enum
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@@ -52,7 +52,7 @@ std::vector<BattleHex> CObstacleInstance::getAffectedTiles() const
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}
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}
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bool CObstacleInstance::visibleForSide(ui8 side, bool hasNativeStack) const
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bool CObstacleInstance::visibleForSide(BattleSide side, bool hasNativeStack) const
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{
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//by default obstacle is visible for everyone
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return true;
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@@ -134,7 +134,7 @@ SpellCreatedObstacle::SpellCreatedObstacle()
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: turnsRemaining(-1),
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casterSpellPower(0),
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spellLevel(0),
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casterSide(0),
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casterSide(BattleSide::NONE),
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hidden(false),
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passable(false),
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trigger(false),
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@@ -148,7 +148,7 @@ SpellCreatedObstacle::SpellCreatedObstacle()
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obstacleType = SPELL_CREATED;
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}
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bool SpellCreatedObstacle::visibleForSide(ui8 side, bool hasNativeStack) const
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bool SpellCreatedObstacle::visibleForSide(BattleSide side, bool hasNativeStack) const
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{
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//we hide mines and not discovered quicksands
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//quicksands are visible to the caster or if owned unit stepped into that particular patch
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