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compile fix, fixes blit order of heroes in siege

This commit is contained in:
Ivan Savenko 2013-09-30 08:45:26 +00:00
parent 5cd17cd338
commit d09294e40a
2 changed files with 8 additions and 6 deletions

View File

@ -3234,11 +3234,6 @@ void CBattleInterface::showBattlefieldObjects(SDL_Surface * to)
showBattleEffects(to, hex.effects);
};
if(attackingHero)
attackingHero->show(to);
if(defendingHero)
defendingHero->show(to);
BattleObjectsByHex objects = sortObjectsByHex();
// dead stacks should be blit first
@ -3249,6 +3244,13 @@ void CBattleInterface::showBattlefieldObjects(SDL_Surface * to)
// display objects that must be blit before anything else (e.g. topmost walls)
showHexEntry(objects.beforeAll);
// show heroes after "beforeAll" - e.g. topmost wall in siege
if(attackingHero)
attackingHero->show(to);
if(defendingHero)
defendingHero->show(to);
// actual blit of most of objects, hex by hex
// NOTE: row-by-row blitting may be a better approach
for( auto & data : objects.hex )

View File

@ -2278,7 +2278,7 @@ si8 CBattleInfoCallback::battleMaxSpellLevel() const
boost::optional<int> CBattleInfoCallback::battleIsFinished() const
{
auto &stacks = battleGetAllStacks();
auto stacks = battleGetAllStacks();
//checking winning condition
bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarly