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* redone stack queue algorithm

* recalculating paths only after finished movement / switching selection
* moving hero uses "new" pathfinder
* moving hero by arrow keys / numpad
* VCMI window should start centered
* fixed pairing Subterranean Gates
* fixed issues with creatures sounds after loading
* several minor changes and improvements
This commit is contained in:
Michał W. Urbańczyk
2009-09-07 02:29:44 +00:00
parent 1772f52554
commit 956a87f264
26 changed files with 613 additions and 258 deletions

View File

@@ -646,6 +646,7 @@ DLL_EXPORT void BattleSetActiveStack::applyGs( CGameState *gs )
{
gs->curB->activeStack = stack;
CStack *st = gs->curB->getStack(stack);
st->state -= WAITING; //if stack was waiting it'll now make move, so it won't be "waiting" anymore
if(vstd::contains(st->state,MOVED)) //if stack is moving second time this turn it must had a high morale bonus
st->state.insert(HAD_MORALE);
}
@@ -719,6 +720,7 @@ DLL_EXPORT void BattleAttack::applyGs( CGameState *gs )
DLL_EXPORT void StartAction::applyGs( CGameState *gs )
{
CStack *st = gs->curB->getStack(ba.stackNumber);
assert(st);
switch(ba.actionType)
{
case 3: