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* minor refactoring
* minor improvements in battle interface
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@@ -322,7 +322,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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BattleResultsApplied resultsApplied;
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const CArmedInstance *bEndArmy1 = gs->curB->belligerents[0];
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const CArmedInstance *bEndArmy2 = gs->curB->belligerents[0];
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const CArmedInstance *bEndArmy2 = gs->curB->belligerents[1];
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resultsApplied.player1 = bEndArmy1->tempOwner;
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resultsApplied.player2 = bEndArmy2->tempOwner;
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@@ -343,8 +343,10 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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battleResult.data->exp[1] *= (100+hero2->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0f;
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ui8 sides[2];
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sides[0] = gs->curB->side1;
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sides[1] = gs->curB->side2;
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for(int i=0; i<2; ++i)
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{
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sides[i] = gs->curB->sides[i];
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}
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ui8 loser = sides[!battleResult.data->winner];
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CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
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@@ -616,7 +618,7 @@ int CGameHandler::moveStack(int stack, int dest)
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//if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
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// return false;
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std::pair< std::vector<int>, int > path = gs->curB->getPath(curStack->position, dest, accessibilityWithOccupyable, curStack->hasBonusOfType(Bonus::FLYING), curStack->doubleWide(), curStack->attackerOwned);
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std::pair< std::vector<THex>, int > path = gs->curB->getPath(curStack->position, dest, accessibilityWithOccupyable, curStack->hasBonusOfType(Bonus::FLYING), curStack->doubleWide(), curStack->attackerOwned);
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ret = path.second;
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@@ -3039,7 +3041,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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}
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case BattleAction::RETREAT: //retreat/flee
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{
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if( !gs->curB->battleCanFlee(ba.side ? gs->curB->side2 : gs->curB->side1) )
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if( !gs->curB->battleCanFlee(ba.side ? gs->curB->sides[1] : gs->curB->sides[0]) )
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break;
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//TODO: remove retreating hero from map and place it in recruitment list
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BattleResult *br = new BattleResult;
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