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https://github.com/vcmi/vcmi.git
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Merge pull request #1110 from Nordsoft91/whereshouldbeattached
#1754 Fix crash with objects belonging players without state
This commit is contained in:
commit
5222ea8c25
@ -729,7 +729,7 @@ CArtifactInstance::CArtifactInstance( CArtifact *Art)
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void CArtifactInstance::setType( CArtifact *Art )
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{
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artType = Art;
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attachTo(Art);
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attachTo(*Art);
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}
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std::string CArtifactInstance::nodeName() const
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@ -852,7 +852,7 @@ void CArtifactInstance::putAt(ArtifactLocation al)
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al.getHolderArtSet()->setNewArtSlot(al.slot, this, false);
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if(al.slot < GameConstants::BACKPACK_START)
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al.getHolderNode()->attachTo(this);
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al.getHolderNode()->attachTo(*this);
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}
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void CArtifactInstance::removeFrom(ArtifactLocation al)
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@ -860,7 +860,7 @@ void CArtifactInstance::removeFrom(ArtifactLocation al)
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assert(al.getHolderArtSet()->getArt(al.slot) == this);
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al.getHolderArtSet()->eraseArtSlot(al.slot);
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if(al.slot < GameConstants::BACKPACK_START)
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al.getHolderNode()->detachFrom(this);
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al.getHolderNode()->detachFrom(*this);
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//TODO delete me?
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}
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@ -1054,7 +1054,7 @@ void CCombinedArtifactInstance::addAsConstituent(CArtifactInstance *art, Artifac
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assert(vstd::contains(*artType->constituents, art->artType.get()));
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assert(art->getParentNodes().size() == 1 && art->getParentNodes().front() == art->artType);
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constituentsInfo.push_back(ConstituentInfo(art, slot));
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attachTo(art);
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attachTo(*art);
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}
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void CCombinedArtifactInstance::putAt(ArtifactLocation al)
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@ -1143,7 +1143,7 @@ CArtifactInstance * CCombinedArtifactInstance::figureMainConstituent(const Artif
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void CCombinedArtifactInstance::deserializationFix()
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{
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for(ConstituentInfo &ci : constituentsInfo)
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attachTo(ci.art);
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attachTo(*ci.art);
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}
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bool CCombinedArtifactInstance::isPart(const CArtifactInstance *supposedPart) const
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@ -1350,7 +1350,7 @@ void CArtifactSet::artDeserializationFix(CBonusSystemNode *node)
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{
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for(auto & elem : artifactsWorn)
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if(elem.second.artifact && !elem.second.locked)
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node->attachTo(elem.second.artifact);
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node->attachTo(*elem.second.artifact);
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}
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void CArtifactSet::serializeJsonArtifacts(JsonSerializeFormat & handler, const std::string & fieldName, CMap * map)
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@ -1345,12 +1345,12 @@ void CCreatureHandler::buildBonusTreeForTiers()
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for(CCreature * c : objects)
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{
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if(vstd::isbetween(c->level, 0, ARRAY_COUNT(creaturesOfLevel)))
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c->attachTo(&creaturesOfLevel[c->level]);
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c->attachTo(creaturesOfLevel[c->level]);
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else
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c->attachTo(&creaturesOfLevel[0]);
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c->attachTo(creaturesOfLevel[0]);
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}
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for(CBonusSystemNode &b : creaturesOfLevel)
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b.attachTo(&allCreatures);
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b.attachTo(allCreatures);
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}
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void CCreatureHandler::afterLoadFinalization()
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@ -773,7 +773,7 @@ void CStackInstance::setType(const CCreature *c)
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{
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if(type)
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{
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detachFrom(const_cast<CCreature*>(type));
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detachFrom(const_cast<CCreature&>(*type));
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if (type->isMyUpgrade(c) && VLC->modh->modules.STACK_EXP)
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experience = static_cast<TExpType>(experience * VLC->creh->expAfterUpgrade / 100.0);
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}
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@ -781,7 +781,7 @@ void CStackInstance::setType(const CCreature *c)
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CStackBasicDescriptor::setType(c);
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if(type)
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attachTo(const_cast<CCreature*>(type));
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attachTo(const_cast<CCreature&>(*type));
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}
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std::string CStackInstance::bonusToString(const std::shared_ptr<Bonus>& bonus, bool description) const
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{
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@ -804,12 +804,12 @@ std::string CStackInstance::bonusToGraphics(const std::shared_ptr<Bonus>& bonus)
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void CStackInstance::setArmyObj(const CArmedInstance * ArmyObj)
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{
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if(_armyObj)
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detachFrom(const_cast<CArmedInstance*>(_armyObj));
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detachFrom(const_cast<CArmedInstance&>(*_armyObj));
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_armyObj = ArmyObj;
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if(ArmyObj)
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attachTo(const_cast<CArmedInstance*>(_armyObj));
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attachTo(const_cast<CArmedInstance&>(*_armyObj));
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}
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std::string CStackInstance::getQuantityTXT(bool capitalized) const
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@ -2724,13 +2724,13 @@ void CGameState::buildGlobalTeamPlayerTree()
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for(auto k=teams.begin(); k!=teams.end(); ++k)
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{
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TeamState *t = &k->second;
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t->attachTo(&globalEffects);
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t->attachTo(globalEffects);
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for(PlayerColor teamMember : k->second.players)
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{
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PlayerState *p = getPlayerState(teamMember);
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assert(p);
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p->attachTo(t);
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p->attachTo(*t);
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}
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}
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}
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@ -2740,7 +2740,9 @@ void CGameState::attachArmedObjects()
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for(CGObjectInstance *obj : map->objects)
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{
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if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))
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armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this));
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{
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armed->whatShouldBeAttached().attachTo(armed->whereShouldBeAttached(this));
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}
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}
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}
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@ -82,13 +82,14 @@ void CStack::localInit(BattleInfo * battleInfo)
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exportBonuses();
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if(base) //stack originating from "real" stack in garrison -> attach to it
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{
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attachTo(const_cast<CStackInstance *>(base));
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attachTo(const_cast<CStackInstance&>(*base));
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}
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else //attach directly to obj to which stack belongs and creature type
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{
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CArmedInstance * army = battle->battleGetArmyObject(side);
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attachTo(army);
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attachTo(const_cast<CCreature *>(type));
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assert(army);
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attachTo(*army);
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attachTo(const_cast<CCreature&>(*type));
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}
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nativeTerrain = type->getNativeTerrain(); //save nativeTerrain in the variable on the battle start to avoid dead lock
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CUnitState::localInit(this); //it causes execution of the CStack::isOnNativeTerrain where nativeTerrain will be considered
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@ -1150,53 +1150,53 @@ CBonusSystemNode::~CBonusSystemNode()
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if(children.size())
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{
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while(children.size())
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children.front()->detachFrom(this);
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children.front()->detachFrom(*this);
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}
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}
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void CBonusSystemNode::attachTo(CBonusSystemNode *parent)
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void CBonusSystemNode::attachTo(CBonusSystemNode & parent)
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{
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assert(!vstd::contains(parents, parent));
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parents.push_back(parent);
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assert(!vstd::contains(parents, &parent));
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parents.push_back(&parent);
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if(!isHypothetic())
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{
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if(parent->actsAsBonusSourceOnly())
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parent->newRedDescendant(this);
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if(parent.actsAsBonusSourceOnly())
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parent.newRedDescendant(*this);
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else
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newRedDescendant(parent);
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parent->newChildAttached(this);
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parent.newChildAttached(*this);
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}
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CBonusSystemNode::treeHasChanged();
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}
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void CBonusSystemNode::detachFrom(CBonusSystemNode *parent)
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void CBonusSystemNode::detachFrom(CBonusSystemNode & parent)
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{
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assert(vstd::contains(parents, parent));
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assert(vstd::contains(parents, &parent));
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if(!isHypothetic())
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{
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if(parent->actsAsBonusSourceOnly())
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parent->removedRedDescendant(this);
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if(parent.actsAsBonusSourceOnly())
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parent.removedRedDescendant(*this);
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else
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removedRedDescendant(parent);
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}
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if (vstd::contains(parents, parent))
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if (vstd::contains(parents, &parent))
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{
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parents -= parent;
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parents -= &parent;
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}
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else
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{
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logBonus->error("Error on Detach. Node %s (nodeType=%d) has not parent %s (nodeType=%d)"
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, nodeShortInfo(), nodeType, parent->nodeShortInfo(), parent->nodeType);
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, nodeShortInfo(), nodeType, parent.nodeShortInfo(), parent.nodeType);
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}
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if(!isHypothetic())
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{
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parent->childDetached(this);
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parent.childDetached(*this);
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}
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CBonusSystemNode::treeHasChanged();
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}
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@ -1304,27 +1304,27 @@ void CBonusSystemNode::unpropagateBonus(std::shared_ptr<Bonus> b)
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child->unpropagateBonus(b);
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}
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void CBonusSystemNode::newChildAttached(CBonusSystemNode *child)
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void CBonusSystemNode::newChildAttached(CBonusSystemNode & child)
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{
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assert(!vstd::contains(children, child));
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children.push_back(child);
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assert(!vstd::contains(children, &child));
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children.push_back(&child);
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}
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void CBonusSystemNode::childDetached(CBonusSystemNode *child)
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void CBonusSystemNode::childDetached(CBonusSystemNode & child)
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{
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if(vstd::contains(children, child))
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children -= child;
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if(vstd::contains(children, &child))
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children -= &child;
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else
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{
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logBonus->error("Error on Detach. Node %s (nodeType=%d) is not a child of %s (nodeType=%d)"
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, child->nodeShortInfo(), child->nodeType, nodeShortInfo(), nodeType);
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, child.nodeShortInfo(), child.nodeType, nodeShortInfo(), nodeType);
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}
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}
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void CBonusSystemNode::detachFromAll()
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{
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while(parents.size())
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detachFrom(parents.front());
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detachFrom(*parents.front());
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}
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bool CBonusSystemNode::isIndependentNode() const
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@ -1393,12 +1393,12 @@ void CBonusSystemNode::getRedChildren(TNodes &out)
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}
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}
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void CBonusSystemNode::newRedDescendant(CBonusSystemNode * descendant)
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void CBonusSystemNode::newRedDescendant(CBonusSystemNode & descendant)
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{
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for(auto b : exportedBonuses)
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{
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if(b->propagator)
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descendant->propagateBonus(b, *this);
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descendant.propagateBonus(b, *this);
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}
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TNodes redParents;
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getRedAncestors(redParents); //get all red parents recursively
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@ -1408,16 +1408,16 @@ void CBonusSystemNode::newRedDescendant(CBonusSystemNode * descendant)
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for(auto b : parent->exportedBonuses)
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{
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if(b->propagator)
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descendant->propagateBonus(b, *this);
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descendant.propagateBonus(b, *this);
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}
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}
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}
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void CBonusSystemNode::removedRedDescendant(CBonusSystemNode *descendant)
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void CBonusSystemNode::removedRedDescendant(CBonusSystemNode & descendant)
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{
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for(auto b : exportedBonuses)
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if(b->propagator)
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descendant->unpropagateBonus(b);
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descendant.unpropagateBonus(b);
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TNodes redParents;
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getRedAncestors(redParents); //get all red parents recursively
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@ -1426,7 +1426,7 @@ void CBonusSystemNode::removedRedDescendant(CBonusSystemNode *descendant)
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{
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for(auto b : parent->exportedBonuses)
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if(b->propagator)
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descendant->unpropagateBonus(b);
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descendant.unpropagateBonus(b);
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}
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}
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@ -791,21 +791,21 @@ public:
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static PlayerColor retrieveNodeOwner(const CBonusSystemNode * node);
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std::shared_ptr<Bonus> getBonusLocalFirst(const CSelector & selector);
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void attachTo(CBonusSystemNode *parent);
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void detachFrom(CBonusSystemNode *parent);
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void attachTo(CBonusSystemNode & parent);
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void detachFrom(CBonusSystemNode & parent);
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void detachFromAll();
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virtual void addNewBonus(const std::shared_ptr<Bonus>& b);
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void accumulateBonus(const std::shared_ptr<Bonus>& b); //add value of bonus with same type/subtype or create new
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void newChildAttached(CBonusSystemNode *child);
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void childDetached(CBonusSystemNode *child);
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void newChildAttached(CBonusSystemNode & child);
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void childDetached(CBonusSystemNode & child);
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void propagateBonus(std::shared_ptr<Bonus> b, const CBonusSystemNode & source);
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void unpropagateBonus(std::shared_ptr<Bonus> b);
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void removeBonus(const std::shared_ptr<Bonus>& b);
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void removeBonuses(const CSelector & selector);
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void removeBonusesRecursive(const CSelector & s);
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void newRedDescendant(CBonusSystemNode *descendant); //propagation needed
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void removedRedDescendant(CBonusSystemNode *descendant); //de-propagation needed
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void newRedDescendant(CBonusSystemNode & descendant); //propagation needed
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void removedRedDescendant(CBonusSystemNode & descendant); //de-propagation needed
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bool isIndependentNode() const; //node is independent when it has no parents nor children
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bool actsAsBonusSourceOnly() const;
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@ -414,7 +414,7 @@ DLL_LINKAGE void RemoveObject::applyGs(CGameState *gs)
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PlayerState * p = gs->getPlayerState(beatenHero->tempOwner);
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gs->map->heroesOnMap -= beatenHero;
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p->heroes -= beatenHero;
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beatenHero->detachFrom(beatenHero->whereShouldBeAttachedOnSiege(gs));
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beatenHero->detachFrom(*beatenHero->whereShouldBeAttachedOnSiege(gs));
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beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
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vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
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{
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@ -683,7 +683,7 @@ DLL_LINKAGE void HeroRecruited::applyGs(CGameState *gs)
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gs->map->heroesOnMap.push_back(h);
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p->heroes.push_back(h);
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h->attachTo(p);
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h->attachTo(*p);
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if(fresh)
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{
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h->initObj(gs->getRandomGenerator());
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@ -701,8 +701,8 @@ DLL_LINKAGE void GiveHero::applyGs(CGameState *gs)
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CGHeroInstance *h = gs->getHero(id);
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//bonus system
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h->detachFrom(&gs->globalEffects);
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h->attachTo(gs->getPlayerState(player));
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h->detachFrom(gs->globalEffects);
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h->attachTo(*gs->getPlayerState(player));
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h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
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gs->map->removeBlockVisTiles(h,true);
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@ -1153,7 +1153,7 @@ DLL_LINKAGE void DisassembledArtifact::applyGs(CGameState *gs)
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{
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ArtifactLocation constituentLoc = al;
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constituentLoc.slot = (ci.slot >= 0 ? ci.slot : al.slot); //-1 is slot of main constituent -> it'll replace combined artifact in its pos
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disassembled->detachFrom(ci.art);
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disassembled->detachFrom(*ci.art);
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ci.art->putAt(constituentLoc);
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}
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@ -1281,10 +1281,10 @@ DLL_LINKAGE void SetObjectProperty::applyGs(CGameState *gs)
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}
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}
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CBonusSystemNode *nodeToMove = cai->whatShouldBeAttached();
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nodeToMove->detachFrom(cai->whereShouldBeAttached(gs));
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CBonusSystemNode & nodeToMove = cai->whatShouldBeAttached();
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nodeToMove.detachFrom(cai->whereShouldBeAttached(gs));
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obj->setProperty(what,val);
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nodeToMove->attachTo(cai->whereShouldBeAttached(gs));
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nodeToMove.attachTo(cai->whereShouldBeAttached(gs));
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}
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else //not an armed instance
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{
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|
@ -84,7 +84,7 @@ void BattleInfo::localInit()
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{
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auto armyObj = battleGetArmyObject(i);
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armyObj->battle = this;
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armyObj->attachTo(this);
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armyObj->attachTo(*this);
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}
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for(CStack * s : stacks)
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|
@ -142,17 +142,18 @@ void CArmedInstance::armyChanged()
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updateMoraleBonusFromArmy();
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}
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CBonusSystemNode * CArmedInstance::whereShouldBeAttached(CGameState *gs)
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CBonusSystemNode & CArmedInstance::whereShouldBeAttached(CGameState * gs)
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{
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if(tempOwner < PlayerColor::PLAYER_LIMIT)
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return gs->getPlayerState(tempOwner);
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else
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return &gs->globalEffects;
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if(auto * where = gs->getPlayerState(tempOwner))
|
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return *where;
|
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|
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return gs->globalEffects;
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}
|
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CBonusSystemNode * CArmedInstance::whatShouldBeAttached()
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CBonusSystemNode & CArmedInstance::whatShouldBeAttached()
|
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{
|
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return this;
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return *this;
|
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}
|
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VCMI_LIB_NAMESPACE_END
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|
@ -33,8 +33,8 @@ public:
|
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|
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//////////////////////////////////////////////////////////////////////////
|
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// int valOfGlobalBonuses(CSelector selector) const; //used only for castle interface ???
|
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virtual CBonusSystemNode *whereShouldBeAttached(CGameState *gs);
|
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virtual CBonusSystemNode *whatShouldBeAttached();
|
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virtual CBonusSystemNode & whereShouldBeAttached(CGameState * gs);
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virtual CBonusSystemNode & whatShouldBeAttached();
|
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//////////////////////////////////////////////////////////////////////////
|
||||
|
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CArmedInstance();
|
||||
|
@ -1062,17 +1062,17 @@ CBonusSystemNode * CGHeroInstance::whereShouldBeAttachedOnSiege(CGameState * gs)
|
||||
if(visitedTown)
|
||||
return whereShouldBeAttachedOnSiege(visitedTown->isBattleOutsideTown(this));
|
||||
|
||||
return CArmedInstance::whereShouldBeAttached(gs);
|
||||
return &CArmedInstance::whereShouldBeAttached(gs);
|
||||
}
|
||||
|
||||
CBonusSystemNode * CGHeroInstance::whereShouldBeAttached(CGameState * gs)
|
||||
CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
|
||||
{
|
||||
if(visitedTown)
|
||||
{
|
||||
if(inTownGarrison)
|
||||
return visitedTown;
|
||||
return *visitedTown;
|
||||
else
|
||||
return &visitedTown->townAndVis;
|
||||
return visitedTown->townAndVis;
|
||||
}
|
||||
else
|
||||
return CArmedInstance::whereShouldBeAttached(gs);
|
||||
|
@ -240,7 +240,7 @@ public:
|
||||
ArtBearer::ArtBearer bearerType() const override;
|
||||
|
||||
///IBonusBearer
|
||||
CBonusSystemNode * whereShouldBeAttached(CGameState *gs) override;
|
||||
CBonusSystemNode & whereShouldBeAttached(CGameState * gs) override;
|
||||
std::string nodeName() const override;
|
||||
|
||||
CBonusSystemNode * whereShouldBeAttachedOnSiege(const bool isBattleOutsideTown) const;
|
||||
|
@ -1146,7 +1146,7 @@ std::string CGTownInstance::nodeName() const
|
||||
|
||||
void CGTownInstance::deserializationFix()
|
||||
{
|
||||
attachTo(&townAndVis);
|
||||
attachTo(townAndVis);
|
||||
|
||||
//Hero is already handled by CGameState::attachArmedObjects
|
||||
|
||||
@ -1216,8 +1216,8 @@ void CGTownInstance::setVisitingHero(CGHeroInstance *h)
|
||||
{
|
||||
PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
|
||||
assert(p);
|
||||
h->detachFrom(p);
|
||||
h->attachTo(&townAndVis);
|
||||
h->detachFrom(*p);
|
||||
h->attachTo(townAndVis);
|
||||
visitingHero = h;
|
||||
h->visitedTown = this;
|
||||
h->inTownGarrison = false;
|
||||
@ -1226,8 +1226,8 @@ void CGTownInstance::setVisitingHero(CGHeroInstance *h)
|
||||
{
|
||||
PlayerState *p = cb->gameState()->getPlayerState(visitingHero->tempOwner);
|
||||
visitingHero->visitedTown = nullptr;
|
||||
visitingHero->detachFrom(&townAndVis);
|
||||
visitingHero->attachTo(p);
|
||||
visitingHero->detachFrom(townAndVis);
|
||||
visitingHero->attachTo(*p);
|
||||
visitingHero = nullptr;
|
||||
}
|
||||
}
|
||||
@ -1239,8 +1239,8 @@ void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
|
||||
{
|
||||
PlayerState *p = cb->gameState()->getPlayerState(h->tempOwner);
|
||||
assert(p);
|
||||
h->detachFrom(p);
|
||||
h->attachTo(this);
|
||||
h->detachFrom(*p);
|
||||
h->attachTo(*this);
|
||||
garrisonHero = h;
|
||||
h->visitedTown = this;
|
||||
h->inTownGarrison = true;
|
||||
@ -1250,8 +1250,8 @@ void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
|
||||
PlayerState *p = cb->gameState()->getPlayerState(garrisonHero->tempOwner);
|
||||
garrisonHero->visitedTown = nullptr;
|
||||
garrisonHero->inTownGarrison = false;
|
||||
garrisonHero->detachFrom(this);
|
||||
garrisonHero->attachTo(p);
|
||||
garrisonHero->detachFrom(*this);
|
||||
garrisonHero->attachTo(*p);
|
||||
garrisonHero = nullptr;
|
||||
}
|
||||
updateMoraleBonusFromArmy(); //avoid giving morale bonus for same army twice
|
||||
@ -1290,9 +1290,9 @@ int CGTownInstance::getTownLevel() const
|
||||
return level;
|
||||
}
|
||||
|
||||
CBonusSystemNode * CGTownInstance::whatShouldBeAttached()
|
||||
CBonusSystemNode & CGTownInstance::whatShouldBeAttached()
|
||||
{
|
||||
return &townAndVis;
|
||||
return townAndVis;
|
||||
}
|
||||
|
||||
const CArmedInstance * CGTownInstance::getUpperArmy() const
|
||||
|
@ -274,7 +274,7 @@ public:
|
||||
}
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
CBonusSystemNode *whatShouldBeAttached() override;
|
||||
CBonusSystemNode & whatShouldBeAttached() override;
|
||||
std::string nodeName() const override;
|
||||
void updateMoraleBonusFromArmy() override;
|
||||
void deserializationFix();
|
||||
|
Loading…
Reference in New Issue
Block a user