1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-06-17 00:07:41 +02:00

Revert "Merge pull request #124 from vcmi/issue/1372"

This reverts commit da01af319b, reversing
changes made to 8b6b4e2e0b.
This commit is contained in:
AlexVinS
2015-11-07 11:35:02 +03:00
parent bd12989ad6
commit e645b46aed
6 changed files with 31 additions and 105 deletions

View File

@ -651,8 +651,8 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
sendAndApply(&cs);
}
cab1.updateArmy(this);
cab2.updateArmy(this); //take casualties after battle is deleted
cab1.takeFromArmy(this);
cab2.takeFromArmy(this); //take casualties after battle is deleted
//if one hero has lost we will erase him
if(battleResult.data->winner!=0 && hero1)
@ -3848,16 +3848,18 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
//TODO: From Strategija:
//Summon Demon is a level 2 spell.
{
StartAction start_action(ba);
sendAndApply(&start_action);
const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
*destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
BattleStackAdded bsa;
bsa.attacker = summoner->attackerOwned;
bsa.creID = summonedType;
bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;//todo: ignore AGE effect
ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
ui64 canRiseHp = std::min(targetHealth, risedHp);
ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
@ -3869,9 +3871,6 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
if (bsa.amount) //there's rare possibility single creature cannot rise desired type
{
StartAction start_action(ba);
sendAndApply(&start_action);
BattleStacksRemoved bsr; //remove body
bsr.stackIDs.insert(destStack->ID);
sendAndApply(&bsr);
@ -3883,9 +3882,9 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
ssp.val = -1;
ssp.absolute = false;
sendAndApply(&ssp);
sendAndApply(&end_action);
}
sendAndApply(&end_action);
break;
}
case Battle::MONSTER_SPELL:
@ -5805,52 +5804,13 @@ void CGameHandler::duelFinished()
return;
}
CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
army(_army)
CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
{
heroWithDeadCommander = ObjectInstanceID();
PlayerColor color = army->tempOwner;
if(color == PlayerColor::UNFLAGGABLE)
color = PlayerColor::NEUTRAL;
auto killStack = [&, this](const SlotID slot, const CStackInstance * instance)
{
StackLocation sl(army, slot);
newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
if(nullptr == instance)
return;
auto c = dynamic_cast <const CCommanderInstance *>(instance);
if (c) //switch commander status to dead
{
auto h = dynamic_cast <const CGHeroInstance *>(army);
if (h && h->commander == c)
heroWithDeadCommander = army->id; //TODO: unify commander handling
}
};
//1. Find removed stacks.
for(const auto & slotInfo : army->stacks)
{
const SlotID slot = slotInfo.first;
const CStackInstance * instance = slotInfo.second;
if(nullptr != instance)//just in case
{
bool found = false;
for(const CStack * sta : bat->stacks)
{
if(sta->base == instance)
{
found = true;
break;
}
}
//stack in this slot was removed == it is dead
if(!found)
killStack(slot, instance);
}
}
for(CStack *st : bat->stacks)
{
@ -5862,7 +5822,7 @@ CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, Battl
//FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
st->count = std::max (0, st->count - st->resurrected);
if (!st->count && !st->base) //we can imagine stacks of war machines that are not spawned by artifacts?
if (!st->count && !st->base) //we can imagine stacks of war mahcines that are not spawned by artifacts?
{
auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
if (warMachine != ArtifactID::NONE)
@ -5872,32 +5832,29 @@ CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, Battl
removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
}
}
if(army->slotEmpty(st->slot))
if(!army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
{
if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER && !vstd::contains(st->state, EBattleStackState::SUMMONED) && st->alive() && st->count > 0)
{
//this stack was permanently summoned
const CreatureID summonedType = st->type->idNumber;
summoned[summonedType] += st->count;
}
StackLocation sl(army, st->slot);
if(st->alive())
newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
else
newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
}
else
if (st->base && !st->count)
{
if(st->count == 0 || !st->alive())
auto c = dynamic_cast <const CCommanderInstance *>(st->base);
if (c) //switch commander status to dead
{
killStack(st->slot, st->base);
}
else if(st->count < army->getStackCount(st->slot))
{
StackLocation sl(army, st->slot);
newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
auto h = dynamic_cast <const CGHeroInstance *>(army);
if (h && h->commander == c)
heroWithDeadCommander = army->id; //TODO: unify commander handling
}
}
}
}
void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
{
for(TStackAndItsNewCount &ncount : newStackCounts)
{
@ -5906,21 +5863,6 @@ void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
else
gh->eraseStack(ncount.first, true);
}
for(auto summoned_iter : summoned)
{
SlotID slot = army->getSlotFor(summoned_iter.first);
if(slot.validSlot())
{
StackLocation location(army, slot);
gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
}
else
{
//even if it will be possible to summon anything permanently it should be checked for free slot
//necromancy is handled separately
gh->complain("No free slot to put summoned creature");
}
}
for (auto al : removedWarMachines)
{
gh->removeArtifact(al);