1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-12-01 23:12:49 +02:00

Version for development release 0.73c

* version set to 0.73c, bumped save format version, updated changelog
* new stack queue for higher resolutions (needs new graphics!)
* improved stack ordering during battle
* many minor fixes
* temporarily disabled AI
This commit is contained in:
Michał W. Urbańczyk
2009-09-20 12:47:40 +00:00
parent 14ee503056
commit ee3c318ed9
24 changed files with 539 additions and 194 deletions

View File

@@ -1085,22 +1085,7 @@ void CPlayerInterface::actionFinished(const BattleAction* action)
boost::unique_lock<boost::recursive_mutex> un(*pim);
delete curAction;
curAction = NULL;
//if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))) //activating interface when move is finished
{
battleInt->activate();
}
if(action->actionType == 1)
{
if(action->side)
battleInt->defendingHero->setPhase(0);
else
battleInt->attackingHero->setPhase(0);
}
if(action->actionType == 2 && battleInt->creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack
{
battleInt->pendingAnims.push_back(std::make_pair(new CBattleMoveEnd(battleInt, action->stackNumber, action->destinationTile), false));
}
battleInt->endAction(action);
}
BattleAction CPlayerInterface::activeStack(int stackID) //called when it's turn of that stack