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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-12 02:28:11 +02:00

Rename DEAD_CLONE -> GHOST, as this will be possible for any stack

This commit is contained in:
AlexVinS 2016-02-28 00:13:34 +03:00
parent d2a5e64542
commit 5d5ad99436
4 changed files with 10 additions and 10 deletions

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@ -110,9 +110,9 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallb
CStack * getStackT(BattleHex tileID, bool onlyAlive = true); CStack * getStackT(BattleHex tileID, bool onlyAlive = true);
CStack * getStack(int stackID, bool onlyAlive = true); CStack * getStack(int stackID, bool onlyAlive = true);
using CBattleInfoEssentials::battleGetArmyObject; using CBattleInfoEssentials::battleGetArmyObject;
CArmedInstance * battleGetArmyObject(ui8 side) const; CArmedInstance * battleGetArmyObject(ui8 side) const;
using CBattleInfoEssentials::battleGetFightingHero; using CBattleInfoEssentials::battleGetFightingHero;
CGHeroInstance * battleGetFightingHero(ui8 side) const; CGHeroInstance * battleGetFightingHero(ui8 side) const;
const CStack * getNextStack() const; //which stack will have turn after current one const CStack * getNextStack() const; //which stack will have turn after current one
//void getStackQueue(std::vector<const CStack *> &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action //void getStackQueue(std::vector<const CStack *> &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action
@ -247,7 +247,7 @@ public:
int getEffectValue(const CSpell * spell) const override; int getEffectValue(const CSpell * spell) const override;
const PlayerColor getOwner() const override; const PlayerColor getOwner() const override;
template <typename Handler> void serialize(Handler &h, const int version) template <typename Handler> void serialize(Handler &h, const int version)
{ {
assert(isIndependentNode()); assert(isIndependentNode());
@ -288,9 +288,9 @@ public:
{ {
return vstd::contains(state,EBattleStackState::ALIVE); return vstd::contains(state,EBattleStackState::ALIVE);
} }
bool idDeadClone() const //determines if stack is alive bool isGhost() const //determines if stack was removed
{ {
return vstd::contains(state,EBattleStackState::DEAD_CLONE); return vstd::contains(state,EBattleStackState::GHOST);
} }
bool isValidTarget(bool allowDead = false) const; //alive non-turret stacks (can be attacked or be object of magic effect) bool isValidTarget(bool allowDead = false) const; //alive non-turret stacks (can be attacked or be object of magic effect)
}; };

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@ -471,7 +471,7 @@ namespace EBattleStackState
{ {
ALIVE = 180, ALIVE = 180,
SUMMONED, CLONED, SUMMONED, CLONED,
DEAD_CLONE, GHOST, //stack was removed from battlefield
HAD_MORALE, HAD_MORALE,
WAITING, WAITING,
MOVED, MOVED,

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@ -1312,7 +1312,7 @@ DLL_LINKAGE void BattleStackAttacked::applyGs( CGameState *gs )
{ {
//remove clone as well //remove clone as well
CStack * clone = gs->curB->getStack(at->cloneID); CStack * clone = gs->curB->getStack(at->cloneID);
clone->state.insert(EBattleStackState::DEAD_CLONE); clone->state.insert(EBattleStackState::GHOST);
at->cloneID = -1; at->cloneID = -1;
} }
} }
@ -1329,7 +1329,7 @@ DLL_LINKAGE void BattleStackAttacked::applyGs( CGameState *gs )
if (cloneKilled()) if (cloneKilled())
{ {
//"hide" killed creatures instead so we keep info about it //"hide" killed creatures instead so we keep info about it
at->state.insert(EBattleStackState::DEAD_CLONE); at->state.insert(EBattleStackState::GHOST);
for(CStack * s : gs->curB->stacks) for(CStack * s : gs->curB->stacks)
{ {
@ -1340,7 +1340,7 @@ DLL_LINKAGE void BattleStackAttacked::applyGs( CGameState *gs )
//killed summoned creature should be removed like clone //killed summoned creature should be removed like clone
if(killed() && vstd::contains(at->state, EBattleStackState::SUMMONED)) if(killed() && vstd::contains(at->state, EBattleStackState::SUMMONED))
at->state.insert(EBattleStackState::DEAD_CLONE); at->state.insert(EBattleStackState::GHOST);
} }
DLL_LINKAGE void BattleAttack::applyGs( CGameState *gs ) DLL_LINKAGE void BattleAttack::applyGs( CGameState *gs )

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@ -5610,7 +5610,7 @@ void CGameHandler::runBattle()
std::set <const CStack*> stacksToRemove; std::set <const CStack*> stacksToRemove;
for (auto stack : curB.stacks) for (auto stack : curB.stacks)
{ {
if (stack->idDeadClone()) if (stack->isGhost())
stacksToRemove.insert(stack); stacksToRemove.insert(stack);
} }
for (auto stack : stacksToRemove) for (auto stack : stacksToRemove)