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Fixed crashes when clone dies #1357, #1441.

This commit is contained in:
DjWarmonger 2013-09-08 17:43:10 +00:00
parent e13dc872e0
commit 99352a7220
5 changed files with 26 additions and 7 deletions

View File

@ -1201,7 +1201,7 @@ bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defen
}
bool CStack::ableToRetaliate() const
bool CStack::ableToRetaliate() const //FIXME: crash after clone is killed
{
return alive()
&& (counterAttacks > 0 || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))

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@ -264,6 +264,10 @@ public:
{
return vstd::contains(state,EBattleStackState::ALIVE);
}
bool idDeadClone() const //determines if stack is alive
{
return vstd::contains(state,EBattleStackState::DEAD_CLONE);
}
bool isValidTarget(bool allowDead = false) const; //alive non-turret stacks (can be attacked or be object of magic effect)
};

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@ -429,7 +429,7 @@ namespace EMarketMode
namespace EBattleStackState
{
enum EBattleStackState{ALIVE = 180, SUMMONED, CLONED, HAD_MORALE, WAITING, MOVED, DEFENDING, FEAR,
enum EBattleStackState{ALIVE = 180, SUMMONED, CLONED, DEAD_CLONE, HAD_MORALE, WAITING, MOVED, DEFENDING, FEAR,
DRAINED_MANA /*remember to drain mana only once per turn*/};
}

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@ -1185,9 +1185,9 @@ DLL_LINKAGE void BattleStackAttacked::applyGs( CGameState *gs )
}
if (cloneKilled())
{
BattleStacksRemoved bsr; //remove body
bsr.stackIDs.insert(at->ID);
bsr.applyGs(gs);
//"hide" killed creatures instead so we keep info about it
at->state.insert(EBattleStackState::DEAD_CLONE);
}
}

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@ -3433,7 +3433,8 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
}
//counterattack
if (!stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
if (stackAtEnd
&& !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
&& stackAtEnd->ableToRetaliate()
&& stack->alive()) //attacker may have died (fire shield)
{
@ -3451,6 +3452,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
moveStack(ba.stackNumber, startingPos);
//NOTE: curStack->ID == ba.stackNumber (rev 1431)
}
sendAndApply(&end_action);
break;
}
@ -3773,7 +3775,6 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, nullptr, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
}
sendAndApply(&end_action);
break;
}
@ -5895,7 +5896,21 @@ void CGameHandler::runBattle()
const BattleInfo & curB = *gs->curB;
//remove clones after all mechanics and animations are handled!
std::set <const CStack*> stacksToRemove;
for (auto stack : curB.stacks)
{
if (stack->idDeadClone())
stacksToRemove.insert(stack);
}
for (auto stack : stacksToRemove)
{
BattleStacksRemoved bsr;
bsr.stackIDs.insert(stack->ID);
sendAndApply(&bsr);
}
//stack loop
const CStack *next;
while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
{