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Initial refactoring to encapsulate adventure map
This commit is contained in:
@@ -15,7 +15,6 @@
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#include "mapView/mapHandler.h"
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#include "adventureMap/CList.h"
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#include "adventureMap/CInfoBar.h"
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#include "adventureMap/CMinimap.h"
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#include "battle/BattleInterface.h"
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#include "battle/BattleEffectsController.h"
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#include "battle/BattleFieldController.h"
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@@ -161,8 +160,7 @@ void HeroPathStorage::removeLastNode(const CGHeroInstance *h)
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void HeroPathStorage::erasePath(const CGHeroInstance *h)
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{
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paths.erase(h);
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adventureInt->updateMoveHero(h, false);
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adventureInt->onHeroChanged(h);
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}
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void HeroPathStorage::verifyPath(const CGHeroInstance *h)
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@@ -258,7 +256,6 @@ void CPlayerInterface::yourTurn()
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LOCPLINT = this;
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GH.curInt = this;
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adventureInt->selection = nullptr;
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NotificationHandler::notify("Your turn");
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@@ -267,7 +264,7 @@ void CPlayerInterface::yourTurn()
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if (firstCall)
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{
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if(CSH->howManyPlayerInterfaces() == 1)
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adventureInt->setPlayer(playerID);
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adventureInt->onCurrentPlayerChanged(playerID);
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autosaveCount = getLastIndex(prefix + "Autosave_");
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@@ -285,7 +282,7 @@ void CPlayerInterface::yourTurn()
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autosaveCount %= 5;
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}
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adventureInt->setPlayer(playerID);
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adventureInt->onCurrentPlayerChanged(playerID);
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if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
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{
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@@ -324,15 +321,15 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
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if (!hero)
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return;
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adventureInt->infoBar->requestPopAll();
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if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
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{
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if(hero->getRemovalSound() && hero->tempOwner == playerID)
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CCS->soundh->playSound(hero->getRemovalSound().value());
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}
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adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.start));
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adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.end));
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adventureInt->onMapTileChanged(hero->convertToVisitablePos(details.start));
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adventureInt->onMapTileChanged(hero->convertToVisitablePos(details.end));
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bool directlyAttackingCreature = details.attackedFrom && paths.hasPath(hero) && paths.getPath(hero).endPos() == *details.attackedFrom;
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@@ -375,16 +372,14 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
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if(details.stopMovement()) //hero failed to move
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{
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stillMoveHero.setn(STOP_MOVE);
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adventureInt->heroList->update(hero);
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adventureInt->onHeroChanged(hero);
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return;
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}
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adventureInt->heroList->redraw();
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CGI->mh->waitForOngoingAnimations();
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//move finished
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adventureInt->heroList->update(hero);
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adventureInt->onHeroChanged(hero);
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//check if user cancelled movement
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{
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@@ -427,33 +422,8 @@ void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
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const CArmedInstance *newSelection = nullptr;
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if (makingTurn)
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{
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//find new object for selection: either hero
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int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
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if (next >= 0)
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newSelection = wanderingHeroes[next];
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//or town
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if (!newSelection || newSelection == hero)
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{
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if (towns.empty())
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newSelection = nullptr;
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else
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newSelection = towns.front();
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}
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}
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wanderingHeroes -= hero;
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adventureInt->heroList->update(hero);
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if (makingTurn && newSelection)
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adventureInt->select(newSelection, true);
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else if (adventureInt->selection == hero)
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adventureInt->selection = nullptr;
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adventureInt->onHeroChanged(hero);
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paths.erasePath(hero);
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}
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@@ -471,7 +441,7 @@ void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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wanderingHeroes.push_back(hero);
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adventureInt->heroList->update(hero);
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adventureInt->onHeroChanged(hero);
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}
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void CPlayerInterface::openTownWindow(const CGTownInstance * town)
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{
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@@ -486,9 +456,7 @@ void CPlayerInterface::openTownWindow(const CGTownInstance * town)
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void CPlayerInterface::activateForSpectator()
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{
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adventureInt->state = CAdvMapInt::INGAME;
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adventureInt->activate();
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adventureInt->minimap->activate();
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}
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void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
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@@ -499,8 +467,8 @@ void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int
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if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
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ctw->setExpToLevel();
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}
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else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
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updateInfo(hero);
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else
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adventureInt->onHeroChanged(hero);
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}
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void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
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@@ -516,15 +484,15 @@ void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, in
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void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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updateInfo(hero);
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adventureInt->onHeroChanged(hero);
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if (makingTurn && hero->tempOwner == playerID)
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adventureInt->heroList->update(hero);
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adventureInt->onHeroChanged(hero);
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}
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void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if (makingTurn && hero->tempOwner == playerID)
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adventureInt->heroList->update(hero);
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adventureInt->onHeroChanged(hero);
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}
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void CPlayerInterface::receivedResource()
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{
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@@ -560,7 +528,6 @@ void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander,
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void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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updateInfo(town);
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if (town->garrisonHero) //wandering hero moved to the garrison
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{
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@@ -573,8 +540,8 @@ void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
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if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
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wanderingHeroes.push_back(town->visitingHero);
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}
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adventureInt->heroList->update();
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adventureInt->updateNextHero(nullptr);
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adventureInt->onHeroChanged(nullptr);
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adventureInt->onTownChanged(town);
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if(castleInt)
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{
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@@ -627,7 +594,15 @@ void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> ob
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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for (auto object : objs)
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updateInfo(object);
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{
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auto * hero = dynamic_cast<const CGHeroInstance*>(object);
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auto * town = dynamic_cast<const CGTownInstance*>(object);
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if (hero)
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adventureInt->onHeroChanged(hero);
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if (town)
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adventureInt->onTownChanged(town);
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}
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for (auto & elem : GH.listInt)
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{
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@@ -653,15 +628,6 @@ void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
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void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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switch (buildingID)
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{
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case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
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case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
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case BuildingID::RESOURCE_SILO:
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updateInfo(town);
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break;
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}
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if (castleInt)
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{
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castleInt->townlist->update(town);
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@@ -680,7 +646,7 @@ void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID build
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}
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}
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}
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adventureInt->townList->update(town);
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adventureInt->onTownChanged(town);
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}
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void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
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@@ -709,7 +675,6 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
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isAutoFightOn = true;
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cb->registerBattleInterface(autofightingAI);
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// Player shouldn't be able to move on adventure map if quick combat is going
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adventureInt->quickCombatLock();
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allowBattleReplay = true;
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}
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@@ -920,7 +885,6 @@ void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
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// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
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// Otherwise NewTurn causes freeze.
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waitWhileDialog();
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adventureInt->quickCombatUnlock();
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return;
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}
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}
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@@ -928,7 +892,6 @@ void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
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BATTLE_EVENT_POSSIBLE_RETURN;
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battleInt->battleFinished(*br, queryID);
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adventureInt->quickCombatUnlock();
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}
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void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
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@@ -1070,7 +1033,7 @@ void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &t
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if(autoTryHover || type == EInfoWindowMode::INFO)
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{
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waitWhileDialog(); //Fix for mantis #98
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adventureInt->infoBar->pushComponents(components, text, timer);
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adventureInt->showInfoBoxMessage(components, text, timer);
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if (makingTurn && GH.listInt.size() && LOCPLINT == this)
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CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
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@@ -1235,14 +1198,14 @@ void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &p
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EVENT_HANDLER_CALLED_BY_CLIENT;
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//FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
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for (auto & po : pos)
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adventureInt->minimap->updateTile(po);
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adventureInt->onMapTileChanged(po);
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}
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void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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for (auto & po : pos)
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adventureInt->minimap->updateTile(po);
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adventureInt->onMapTileChanged(po);
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}
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void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
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@@ -1286,7 +1249,7 @@ void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus
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if (bonus.type == Bonus::NONE)
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return;
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updateInfo(hero);
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adventureInt->onHeroChanged(hero);
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if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
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{
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//recalculate paths because hero has lost bonus influencing pathfinding
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@@ -1330,14 +1293,8 @@ void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
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setMovementStatus(true);
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if (adventureInt && adventureInt->isHeroSleeping(h))
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{
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adventureInt->sleepWake->clickLeft(true, false);
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adventureInt->sleepWake->clickLeft(false, true);
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//could've just called
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//adventureInt->fsleepWake();
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//but no authentic button click/sound ;-)
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}
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if (adventureInt)
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adventureInt->onHeroWokeUp(h);
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boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
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}
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@@ -1415,6 +1372,7 @@ void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanc
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void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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//redraw minimap if owner changed
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if (sop->what == ObjProperty::OWNER)
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{
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@@ -1424,17 +1382,19 @@ void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
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for(auto & po : pos)
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{
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if(cb->isVisible(po))
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adventureInt->minimap->updateTile(po);
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adventureInt->onMapTileChanged(po);
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}
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if(obj->ID == Obj::TOWN)
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{
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auto town = static_cast<const CGTownInstance *>(obj);
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if(obj->tempOwner == playerID)
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towns.push_back(static_cast<const CGTownInstance *>(obj));
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towns.push_back(town);
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else
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towns -= obj;
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adventureInt->townList->update();
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adventureInt->minimap->update();
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adventureInt->onTownChanged(town);
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adventureInt->onMapTilesChanged();
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}
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assert(cb->getTownsInfo().size() == towns.size());
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}
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@@ -1456,7 +1416,7 @@ void CPlayerInterface::initializeHeroTownList()
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towns = cb->getTownsInfo();
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if(adventureInt)
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adventureInt->updateNextHero(nullptr);
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adventureInt->onHeroChanged(nullptr);
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}
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void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
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@@ -1545,7 +1505,7 @@ void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
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void CPlayerInterface::objectRemovedAfter()
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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adventureInt->minimap->update();
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adventureInt->onMapTilesChanged();
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}
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void CPlayerInterface::playerBlocked(int reason, bool start)
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@@ -1558,8 +1518,7 @@ void CPlayerInterface::playerBlocked(int reason, bool start)
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boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
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LOCPLINT = this;
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GH.curInt = this;
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adventureInt->selection = nullptr;
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adventureInt->setPlayer(playerID);
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adventureInt->onCurrentPlayerChanged(playerID);
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std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
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boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
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std::vector<std::shared_ptr<CComponent>> cmp;
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@@ -1810,21 +1769,6 @@ void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
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showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
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}
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void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
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{
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bool isHero = dynamic_cast<const CGHeroInstance *>(specific) != nullptr;
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bool changedHero = dynamic_cast<const CGHeroInstance *>(specific) != adventureInt->curHero();
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bool isTown = dynamic_cast<const CGTownInstance *>(specific) != nullptr;
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bool update = (isHero && changedHero) || (isTown);
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// If infobar is showing components and we request an update to hero
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// do not force infobar tick here, it will prevents us to show components just picked up
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if(adventureInt->infoBar->showingComponents() && !update)
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return;
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adventureInt->infoBar->showSelection();
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}
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void CPlayerInterface::battleNewRoundFirst( int round )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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@@ -1933,14 +1877,14 @@ void CPlayerInterface::artifactPut(const ArtifactLocation &al)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
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updateInfo(hero);
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adventureInt->onHeroChanged(hero);
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}
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void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
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updateInfo(hero);
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adventureInt->onHeroChanged(hero);
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for(auto isa : GH.listInt)
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{
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auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
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@@ -1955,7 +1899,7 @@ void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const Artifact
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
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updateInfo(hero);
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adventureInt->onHeroChanged(hero);
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bool redraw = true;
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// If a bulk transfer has arrived, then redrawing only the last art movement.
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@@ -1984,7 +1928,7 @@ void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
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updateInfo(hero);
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adventureInt->onHeroChanged(hero);
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for(auto isa : GH.listInt)
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{
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auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
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@@ -1997,7 +1941,7 @@ void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
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{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
|
||||
updateInfo(hero);
|
||||
adventureInt->onHeroChanged(hero);
|
||||
for(auto isa : GH.listInt)
|
||||
{
|
||||
auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
|
||||
@@ -2016,8 +1960,6 @@ void CPlayerInterface::playerStartsTurn(PlayerColor player)
|
||||
}
|
||||
else
|
||||
{
|
||||
if (player == playerID)
|
||||
adventureInt->infoBar->showSelection();
|
||||
while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get())) //don't remove dialogs that expect query answer
|
||||
GH.popInts(1);
|
||||
}
|
||||
@@ -2057,7 +1999,7 @@ CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
|
||||
|
||||
bool CPlayerInterface::capturedAllEvents()
|
||||
{
|
||||
if (duringMovement)
|
||||
if(duringMovement)
|
||||
{
|
||||
//just inform that we are capturing events. they will be processed by heroMoved() in client thread.
|
||||
return true;
|
||||
@@ -2065,7 +2007,7 @@ bool CPlayerInterface::capturedAllEvents()
|
||||
|
||||
bool needToLockAdventureMap = adventureInt && adventureInt->active && CGI->mh->hasOngoingAnimations();
|
||||
|
||||
if (ignoreEvents || needToLockAdventureMap)
|
||||
if (ignoreEvents || needToLockAdventureMap || isAutoFightOn)
|
||||
{
|
||||
boost::unique_lock<boost::mutex> un(eventsM);
|
||||
while(!SDLEventsQueue.empty())
|
||||
@@ -2245,15 +2187,6 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
|
||||
if (!showingDialog->get())
|
||||
GH.fakeMouseMove();
|
||||
|
||||
|
||||
//todo: this should be in main thread
|
||||
if (adventureInt)
|
||||
{
|
||||
// (i == 0) means hero went through all the path
|
||||
adventureInt->updateMoveHero(h, (i != 0));
|
||||
adventureInt->updateNextHero(h);
|
||||
}
|
||||
|
||||
CGI->mh->waitForOngoingAnimations();
|
||||
setMovementStatus(false);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user