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Fixed crash occurring after casting Armageddon and killing all stacks.

Removed some commented-out code.
This commit is contained in:
Michał W. Urbańczyk 2012-08-31 16:33:30 +00:00
parent 6c84bd9c71
commit 5a157290d9
3 changed files with 17 additions and 236 deletions

View File

@ -614,9 +614,16 @@ void CStackQueue::update()
{
stacksSorted.clear();
owner->curInt->cb->battleGetStackQueue(stacksSorted, stackBoxes.size());
for (int i = 0; i < stackBoxes.size() ; i++)
if(stacksSorted.size())
{
stackBoxes[i]->setStack(stacksSorted[i]);
for (int i = 0; i < stackBoxes.size() ; i++)
{
stackBoxes[i]->setStack(stacksSorted[i]);
}
}
else
{
//no stacks on battlefield... what to do with queue?
}
}

View File

@ -36,157 +36,6 @@ const CStack * BattleInfo::getNextStack() const
return NULL;
}
// const CStack * BattleInfo::getStackT(BattleHex tileID, bool onlyAlive) const
// {
// return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
// }
// void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<BattleHex> & occupyable, bool flying, const CStack * stackToOmmit) const
// {
// memset(accessibility, 1, GameConstants::BFIELD_SIZE); //initialize array with trues
//
// //removing accessibility for side columns of hexes
// for(int v = 0; v < GameConstants::BFIELD_SIZE; ++v)
// {
// if( v % GameConstants::BFIELD_WIDTH == 0 || v % GameConstants::BFIELD_WIDTH == (GameConstants::BFIELD_WIDTH - 1) )
// accessibility[v] = false;
// }
//
// for(ui32 g=0; g<stacks.size(); ++g)
// {
// if(!stacks[g]->alive() || (stackToOmmit && stacks[g]->ID==stackToOmmit->ID) || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret)
// continue;
//
// accessibility[stacks[g]->position] = false;
// if(stacks[g]->doubleWide()) //if it's a double hex creature
// {
// if(stacks[g]->attackerOwned)
// accessibility[stacks[g]->position-1] = false;
// else
// accessibility[stacks[g]->position+1] = false;
// }
// }
// //obstacles
// BOOST_FOREACH(const auto &obstacle, obstacles)
// {
// BOOST_FOREACH(BattleHex hex, obstacle->getBlockedTiles())
// {
// assert(hex.isValid());
// accessibility[hex] = false;
// }
// }
//
// //walls
// if(siege > 0)
// {
// static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
// for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
// {
// accessibility[permanentlyLocked[b]] = false;
// }
//
// static const std::pair<int, BattleHex> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
// {std::make_pair(2, BattleHex(182)), std::make_pair(3, BattleHex(130)),
// std::make_pair(4, BattleHex(62)), std::make_pair(5, BattleHex(29))};
// for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
// {
// if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
// {
// accessibility[lockedIfNotDestroyed[b].second] = false;
// }
// }
//
// //gate
// if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
// {
// accessibility[95] = accessibility[96] = false; //block gate's hexes
// }
// }
//
// //occupyability
// if(addOccupiable && twoHex)
// {
// std::set<BattleHex> rem; //tiles to unlock
// for(int h=0; h<GameConstants::BFIELD_HEIGHT; ++h)
// {
// for(int w=1; w<GameConstants::BFIELD_WIDTH-1; ++w)
// {
// BattleHex hex(w, h);
// if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
// && (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
// )
// rem.insert(hex);
// }
// }
// occupyable = rem;
// /*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
// {
// accessibility[*it] = true;
// }*/
// }
// }
// bool BattleInfo::isAccessible(BattleHex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
// {
// if(flying && !lastPos)
// return true;
//
// if(twoHex)
// {
// //if given hex is accessible and appropriate adjacent one is free too
// return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
// }
// else
// {
// return accessibility[hex];
// }
// }
// void BattleInfo::makeBFS(BattleHex start, bool *accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays
// {
// std::set<BattleHex> quicksands = getStoppers(!attackerOwned);
//
// //inits
// for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
// predecessor[b] = -1;
// for(int g=0; g<GameConstants::BFIELD_SIZE; ++g)
// dists[g] = 100000000;
//
// std::queue< std::pair<BattleHex, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
// hexq.push(std::make_pair(start, true));
// dists[hexq.front().first] = 0;
// int curNext = -1; //for bfs loop only (helper var)
// while(!hexq.empty()) //bfs loop
// {
// std::pair<BattleHex, bool> curHex = hexq.front();
// std::vector<BattleHex> neighbours = curHex.first.neighbouringTiles();
// hexq.pop();
// if(curHex.first != start && !flying && vstd::contains(quicksands, curHex.first)) //walking stack can't step past the quicksands
// continue;
//
// for(ui32 nr=0; nr<neighbours.size(); nr++)
// {
// curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
// bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
// if( dists[curHex.first]+1 >= dists[curNext] )
// continue;
// if(accessible && curHex.second)
// {
// hexq.push(std::make_pair(curNext, true));
// dists[curNext] = dists[curHex.first] + 1;
// }
// else if(fillPredecessors && !(accessible && !curHex.second))
// {
// hexq.push(std::make_pair(curNext, false));
// dists[curNext] = dists[curHex.first] + 1;
// }
// predecessor[curNext] = curHex.first;
// }
// }
// };
//
BattleHex BattleInfo::getClosestTile(bool attackerOwned, BattleHex initialPos, std::set<BattleHex> & possibilities) const
{
std::vector<BattleHex> sortedTiles (possibilities.begin(), possibilities.end()); //set can't be sorted properly :(
@ -460,56 +309,6 @@ CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, bool at
return ret;
}
// std::pair<const CStack *, BattleHex> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
// {
// bool ac[GameConstants::BFIELD_SIZE];
// std::set<BattleHex> occupyable;
//
// getAccessibilityMap(ac, closest->doubleWide(), closest->attackerOwned, false, occupyable, closest->hasBonusOfType(Bonus::FLYING), closest);
//
// BattleHex predecessor[GameConstants::BFIELD_SIZE];
// int dist[GameConstants::BFIELD_SIZE];
// makeBFS(closest->position, ac, predecessor, dist, closest->doubleWide(), closest->attackerOwned, closest->hasBonusOfType(Bonus::FLYING), true);
//
// std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
// for(int g=0; g<GameConstants::BFIELD_SIZE; ++g)
// {
// const CStack * atG = getStackT(g);
// if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
// continue;
// if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
// {
// if(predecessor[g] == -1) //TODO: is it really the best solution?
// continue;
// stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
// }
// }
//
// if(stackPairs.size() > 0)
// {
// std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
// minimalPairs.push_back(stackPairs[0]);
//
// for(int b=1; b<stackPairs.size(); ++b)
// {
// if(stackPairs[b].first.first < minimalPairs[0].first.first)
// {
// minimalPairs.clear();
// minimalPairs.push_back(stackPairs[b]);
// }
// else if(stackPairs[b].first.first == minimalPairs[0].first.first)
// {
// minimalPairs.push_back(stackPairs[b]);
// }
// }
//
// std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
//
// return std::make_pair(minPair.second, predecessor[minPair.first.second]);
// }
//
// return std::make_pair<const CStack * , BattleHex>(NULL, BattleHex::INVALID);
// }
ui32 BattleInfo::calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
{
ui32 ret = baseDamage;

View File

@ -405,39 +405,6 @@ si8 CBattleInfoCallback::battleCanTeleportTo(const CStack * stack, BattleHex des
return true;
}
// std::vector<int> CBattleInfoCallback::battleGetDistances(const CStack * stack, BattleHex hex /*= BattleHex::INVALID*/, BattleHex * predecessors /*= NULL*/)
// {
// // FIXME - This method is broken, hex argument is not used. However AI depends on that wrong behaviour.
//
// if(!hex.isValid())
// hex = stack->position;
//
// std::vector<int> ret(GameConstants::BFIELD_SIZE, -1); //fill initial ret with -1's
//
// if(!hex.isValid()) //stack has bad position? probably castle turret, return initial values (they can't move)
// return ret;
//
// bool ac[GameConstants::BFIELD_SIZE] = {0};
// std::set<BattleHex> occupyable;
// getBattle()->getAccessibilityMap(ac, stack->doubleWide(), stack->attackerOwned, false, occupyable, stack->hasBonusOfType(Bonus::FLYING), stack);
// BattleHex pr[GameConstants::BFIELD_SIZE];
// int dist[GameConstants::BFIELD_SIZE];
// getBattle()->makeBFS(stack->position, ac, pr, dist, stack->doubleWide(), stack->attackerOwned, stack->hasBonusOfType(Bonus::FLYING), false);
//
// for(int i=0; i<GameConstants::BFIELD_SIZE; ++i)
// {
// if(pr[i] != -1)
// ret[i] = dist[i];
// }
//
// if(predecessors)
// {
// memcpy(predecessors, pr, GameConstants::BFIELD_SIZE * sizeof(BattleHex));
// }
//
// return ret;
// }
std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos /*= BattleHex::INVALID*/) const
{
std::set<BattleHex> attackedHexes;
@ -564,6 +531,14 @@ void CBattleInfoCallback::battleGetStackQueue(std::vector<const CStack *> &out,
return;
}
auto allStacks = battleGetAllStacks();
if(!vstd::contains_if(allStacks, [](const CStack *stack) { return stack->willMove(100000); })) //little evil, but 100000 should be enough for all effects to disappear
{
//No stack will be able to move, battle is over.
out.clear();
return;
}
BOOST_FOREACH(auto s, battleGetAllStacks())
{
if((turn <= 0 && !s->willMove()) //we are considering current round and stack won't move