1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-07-13 01:20:34 +02:00

MSVC compile fix #997.

CClickableHex apparently can't be held by value in vector anymore.
This commit is contained in:
Michał W. Urbańczyk
2012-06-09 16:45:45 +00:00
parent 5dff7d64f6
commit f378e5be31
4 changed files with 31 additions and 27 deletions

View File

@ -94,7 +94,7 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe
: queue(NULL), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
activeStack(NULL), stackToActivate(NULL), selectedStack(NULL), mouseHoveredStack(-1), lastMouseHoveredStackAnimationTime(-1), previouslyHoveredHex(-1),
currentlyHoveredHex(-1), attackingHex(-1), tacticianInterface(NULL), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellSelMode(NO_LOCATION), spellToCast(NULL), sp(NULL),
siegeH(NULL), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0), bfield(GameConstants::BFIELD_SIZE),
siegeH(NULL), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0),
givenCommand(NULL), myTurn(false), resWindow(NULL), moveStarted(false), moveSh(-1), bresult(NULL)
{
@ -267,17 +267,19 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe
CSDL_Ext::alphaTransform(cellBorder);
cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
CSDL_Ext::alphaTransform(cellShade);
for(int h = 0; h < bfield.size(); ++h)
for(int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
{
bfield[h].myNumber = h;
bfield[h].pos = hexPosition(h);
bfield[h].accessible = true;
bfield[h].myInterface = this;
CClickableHex *hex = new CClickableHex();
hex->myNumber = h;
hex->pos = hexPosition(h);
hex->accessible = true;
hex->myInterface = this;
bfield.push_back(hex);
}
//locking occupied positions on batlefield
BOOST_FOREACH(const CStack *s, stacks) //stacks gained at top of this function
if(s->position >= 0) //turrets have position < 0
bfield[s->position].accessible = false;
bfield[s->position]->accessible = false;
//loading projectiles for units
BOOST_FOREACH(const CStack *s, stacks)
@ -361,10 +363,8 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe
smallForceField[0] = CDefHandler::giveDef("C15SPE1.DEF");
smallForceField[1] = CDefHandler::giveDef("C15SPE4.DEF");
for (int i = 0; i < bfield.size(); i++)
{
addChild(&bfield[i]);
}
BOOST_FOREACH(auto hex, bfield)
addChild(hex);
if(tacticsMode)
bTacticNextStack();
@ -405,6 +405,10 @@ CBattleInterface::~CBattleInterface()
delete bSpell;
delete bWait;
delete bDefence;
BOOST_FOREACH(auto hex, bfield)
delete hex;
delete bConsoleUp;
delete bConsoleDown;
delete console;
@ -481,10 +485,10 @@ void CBattleInterface::activate()
bSpell->activate();
bWait->activate();
bDefence->activate();
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
{
bfield[b].activate();
}
BOOST_FOREACH(auto hex, bfield)
hex->activate();
if(attackingHero)
attackingHero->activate();
if(defendingHero)
@ -517,10 +521,10 @@ void CBattleInterface::deactivate()
bSpell->deactivate();
bWait->deactivate();
bDefence->deactivate();
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
{
bfield[b].deactivate();
}
BOOST_FOREACH(auto hex, bfield)
hex->deactivate();
if(attackingHero)
attackingHero->deactivate();
if(defendingHero)
@ -579,7 +583,7 @@ void CBattleInterface::show(SDL_Surface * to)
//printing hovered cell
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
{
if(bfield[b].strictHovered && bfield[b].hovered)
if(bfield[b]->strictHovered && bfield[b]->hovered)
{
if(previouslyHoveredHex == -1) previouslyHoveredHex = b; //something to start with
if(currentlyHoveredHex == -1) currentlyHoveredHex = b; //something to start with
@ -972,17 +976,17 @@ void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
}
void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
{
auto hexItr = std::find_if(bfield.begin(), bfield.end(), [](const CClickableHex &hex)
auto hexItr = std::find_if(bfield.begin(), bfield.end(), [](const CClickableHex *hex)
{
return hex.hovered && hex.strictHovered;
return hex->hovered && hex->strictHovered;
});
handleHex(hexItr == bfield.end() ? -1 : hexItr->myNumber, MOVE);
handleHex(hexItr == bfield.end() ? -1 : (*hexItr)->myNumber, MOVE);
}
void CBattleInterface::setBattleCursor(const int myNumber)
{
const CClickableHex & hoveredHex = bfield[myNumber];
const CClickableHex & hoveredHex = *bfield[myNumber];
CCursorHandler *cursor = CCS->curh;
const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.