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Unified CStack ammo, casts and counterattacks

* it is possible now to add casts and shoots OTF (f.e. with spell bonus)

Centralized stack 'ammo' loading from bonus system.
* introduced small proxy class for local bonus cache
(no need to use global cache if particular selector used on node only in one place)
* handle killing resurrected creatures
* use IBonusBearer::MaxHealth() where possible
* Fixed https://bugs.vcmi.eu/view.php?id=2486
* Possible fix for 0 HP after resurrection.
* Hack-fixed https://bugs.vcmi.eu/view.php?id=2584
* Unified CStack health API
* Use CHealth for CStack count and health points
* increased SERIALIZATION_VERSION
This commit is contained in:
AlexVinS
2017-07-04 14:24:46 +03:00
parent 3634af10ba
commit 4f14f22d3a
33 changed files with 1128 additions and 636 deletions

View File

@@ -568,7 +568,7 @@ void CSpellWindow::SpellArea::clickLeft(tribool down, bool previousState)
{
return s->owner == player
&& vstd::contains(s->state, EBattleStackState::SUMMONED)
&& !vstd::contains(s->state, EBattleStackState::CLONED);
&& !s->isClone();
});
for(const CStack * s : stacks)
{