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https://github.com/vcmi/vcmi.git
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* removed unnecessary include in .h -- they should be avoided
* fixed bug 1074 * fixed starting new custom campaign * fixed building of ERM project
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@ -92,7 +92,7 @@
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<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PrecompiledHeader>Use</PrecompiledHeader>
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<PrecompiledHeader>Use</PrecompiledHeader>
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<PrecompiledHeaderFile>StdInc.h</PrecompiledHeaderFile>
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<PrecompiledHeaderFile>StdInc.h</PrecompiledHeaderFile>
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<AdditionalOptions>/Zm207 %(AdditionalOptions)</AdditionalOptions>
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<AdditionalOptions>/Zm218 %(AdditionalOptions)</AdditionalOptions>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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@ -6,7 +6,6 @@
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#include "ResourceSet.h"
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#include "ResourceSet.h"
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#include "GameConstants.h"
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#include "GameConstants.h"
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#include "JsonNode.h"
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#include "JsonNode.h"
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#include "../client/CMusicHandler.h"
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/*
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/*
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* CCreatureHandler.h, part of VCMI engine
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* CCreatureHandler.h, part of VCMI engine
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@ -383,9 +383,8 @@ void CGeneralTextHandler::load()
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do
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do
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{
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{
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text = parser.readString();
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text = parser.readString();
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parser.endLine();
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if (!text.empty())
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if (!text.empty())
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campaignMapNames.push_back(parser.readString());
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campaignMapNames.push_back(text);
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}
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}
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while (parser.endLine() && !text.empty());
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while (parser.endLine() && !text.empty());
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@ -401,9 +400,8 @@ void CGeneralTextHandler::load()
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do
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do
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{
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{
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text = parser.readString();
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text = parser.readString();
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parser.endLine();
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if (!text.empty())
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if (!text.empty())
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campaignRegionNames.back().push_back(parser.readString());
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campaignRegionNames.back().push_back(text);
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}
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}
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while (parser.endLine() && !text.empty());
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while (parser.endLine() && !text.empty());
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}
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}
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@ -3356,8 +3356,8 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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break;
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break;
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}
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}
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BattleHex startingPos = stack->position;
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int distance = moveStack(ba.stackNumber, ba.destinationTile);
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int distance = moveStack(ba.stackNumber, ba.destinationTile);
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int startingPos = stack->position;
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tlog5 << stack->nodeName() << " will attack " << stackAtEnd->nodeName() << std::endl;
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tlog5 << stack->nodeName() << " will attack " << stackAtEnd->nodeName() << std::endl;
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@ -3418,7 +3418,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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}
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}
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//second attack
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//second attack
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if(stack //FIXME: clones tend to dissapear during actions
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if(stack //FIXME: clones tend to disapear during actions
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&& stack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0
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&& stack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0
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&& !stack->hasBonusOfType(Bonus::SHOOTER)
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&& !stack->hasBonusOfType(Bonus::SHOOTER)
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&& stack->alive()
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&& stack->alive()
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