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* battle should now end automatically when last stack of one of sides is killed by a spell

* minor changes
This commit is contained in:
mateuszb
2009-09-28 14:21:48 +00:00
parent 03f2137cab
commit 7382314dfd
8 changed files with 39 additions and 16 deletions

View File

@ -318,6 +318,9 @@ static CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInf
void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town)
{
battleEndCallback = new boost::function<void(BattleResult*)>(cb);
bEndArmy1 = army1;
bEndArmy2 = army2;
{
BattleInfo *curB = new BattleInfo;
curB->side1 = army1->tempOwner;
@ -465,20 +468,26 @@ askInterfaceForMove:
}
}
endBattle(tile, hero1, hero2);
}
void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
{
BattleResultsApplied resultsApplied;
resultsApplied.player1 = army1->tempOwner;
resultsApplied.player2 = army2->tempOwner;
resultsApplied.player1 = bEndArmy1->tempOwner;
resultsApplied.player2 = bEndArmy2->tempOwner;
//unblock engaged players
if(army1->tempOwner<PLAYER_LIMIT)
states.setFlag(army1->tempOwner,&PlayerStatus::engagedIntoBattle,false);
if(army2 && army2->tempOwner<PLAYER_LIMIT)
states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,false);
if(bEndArmy1->tempOwner<PLAYER_LIMIT)
states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
if(bEndArmy2 && bEndArmy2->tempOwner<PLAYER_LIMIT)
states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
//casualties among heroes armies
SetGarrisons sg;
sg.garrs[army1->id] = takeCasualties(army1->tempOwner,army1->army,gs->curB);
sg.garrs[army2->id] = takeCasualties(army2->tempOwner,army2->army,gs->curB);
sg.garrs[bEndArmy1->id] = takeCasualties(bEndArmy1->tempOwner, bEndArmy1->army, gs->curB);
sg.garrs[bEndArmy2->id] = takeCasualties(bEndArmy2->tempOwner, bEndArmy2->army, gs->curB);
sendAndApply(&sg);
//end battle, remove all info, free memory
@ -503,8 +512,12 @@ askInterfaceForMove:
if(battleResult.data->exp[1] && hero2)
changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
if(cb)
cb(battleResult.data);
if(battleEndCallback && *battleEndCallback)
{
(*battleEndCallback)(battleResult.data);
delete battleEndCallback;
battleEndCallback = 0;
}
sendAndApply(&resultsApplied);
@ -3150,6 +3163,11 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
}
}
sendAndApply(&EndAction());
checkForBattleEnd(gs->curB->stacks);
if(battleResult.get())
{
endBattle(gs->curB->tile, getHero(gs->curB->hero1), getHero(gs->curB->hero2));
}
return true;
}
}