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Merge pull request #2546 from vcmi/fix_crash_after_battle
Fix crash at battle end
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commit
b2de5d32d1
@ -38,6 +38,8 @@
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VCMI_LIB_NAMESPACE_BEGIN
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#define THROW_IF_NO_BATTLE if (!gs->curB) throw std::runtime_error("Trying to apply pack when no battle!");
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void CPack::visit(ICPackVisitor & visitor)
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{
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visitBasic(visitor);
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@ -2127,16 +2129,19 @@ void BattleStart::applyGs(CGameState * gs) const
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void BattleNextRound::applyGs(CGameState * gs) const
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{
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THROW_IF_NO_BATTLE
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gs->curB->nextRound(round);
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}
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void BattleSetActiveStack::applyGs(CGameState * gs) const
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{
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THROW_IF_NO_BATTLE
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gs->curB->nextTurn(stack);
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}
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void BattleTriggerEffect::applyGs(CGameState * gs) const
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{
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THROW_IF_NO_BATTLE
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CStack * st = gs->curB->getStack(stackID);
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assert(st);
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switch(static_cast<BonusType>(effect))
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@ -2232,6 +2237,7 @@ void BattleLogMessage::applyBattle(IBattleState * battleState)
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void BattleStackMoved::applyGs(CGameState *gs)
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{
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THROW_IF_NO_BATTLE
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applyBattle(gs->curB);
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}
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@ -2242,6 +2248,7 @@ void BattleStackMoved::applyBattle(IBattleState * battleState)
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void BattleStackAttacked::applyGs(CGameState * gs)
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{
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THROW_IF_NO_BATTLE
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applyBattle(gs->curB);
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}
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@ -2252,6 +2259,7 @@ void BattleStackAttacked::applyBattle(IBattleState * battleState)
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void BattleAttack::applyGs(CGameState * gs)
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{
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THROW_IF_NO_BATTLE
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CStack * attacker = gs->curB->getStack(stackAttacking);
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assert(attacker);
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@ -2265,6 +2273,8 @@ void BattleAttack::applyGs(CGameState * gs)
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void StartAction::applyGs(CGameState *gs)
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{
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THROW_IF_NO_BATTLE
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CStack *st = gs->curB->getStack(ba.stackNumber);
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if(ba.actionType == EActionType::END_TACTIC_PHASE)
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@ -2313,7 +2323,7 @@ void StartAction::applyGs(CGameState *gs)
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void BattleSpellCast::applyGs(CGameState * gs) const
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{
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assert(gs->curB);
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THROW_IF_NO_BATTLE
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if(castByHero)
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{
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@ -2326,6 +2336,7 @@ void BattleSpellCast::applyGs(CGameState * gs) const
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void SetStackEffect::applyGs(CGameState *gs)
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{
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THROW_IF_NO_BATTLE
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applyBattle(gs->curB);
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}
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@ -2344,6 +2355,7 @@ void SetStackEffect::applyBattle(IBattleState * battleState)
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void StacksInjured::applyGs(CGameState *gs)
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{
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THROW_IF_NO_BATTLE
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applyBattle(gs->curB);
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}
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@ -2355,6 +2367,7 @@ void StacksInjured::applyBattle(IBattleState * battleState)
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void BattleUnitsChanged::applyGs(CGameState *gs)
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{
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THROW_IF_NO_BATTLE
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applyBattle(gs->curB);
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}
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@ -2385,8 +2398,8 @@ void BattleUnitsChanged::applyBattle(IBattleState * battleState)
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void BattleObstaclesChanged::applyGs(CGameState * gs)
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{
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if(gs->curB)
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applyBattle(gs->curB);
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THROW_IF_NO_BATTLE;
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applyBattle(gs->curB);
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}
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void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
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@ -2417,8 +2430,8 @@ CatapultAttack::~CatapultAttack() = default;
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void CatapultAttack::applyGs(CGameState * gs)
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{
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if(gs->curB)
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applyBattle(gs->curB);
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THROW_IF_NO_BATTLE
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applyBattle(gs->curB);
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}
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void CatapultAttack::visitTyped(ICPackVisitor & visitor)
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@ -2444,6 +2457,7 @@ void CatapultAttack::applyBattle(IBattleState * battleState)
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void BattleSetStackProperty::applyGs(CGameState * gs) const
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{
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THROW_IF_NO_BATTLE
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CStack * stack = gs->curB->getStack(stackID);
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switch(which)
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{
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