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Rename DEAD_CLONE -> GHOST, as this will be possible for any stack

AlexVinS 9 years ago
parent
commit
5d5ad99436
4 changed files with 10 additions and 10 deletions
  1. 5 5
      lib/BattleState.h
  2. 1 1
      lib/GameConstants.h
  3. 3 3
      lib/NetPacksLib.cpp
  4. 1 1
      server/CGameHandler.cpp

+ 5 - 5
lib/BattleState.h

@@ -110,9 +110,9 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallb
 	CStack * getStackT(BattleHex tileID, bool onlyAlive = true);
 	CStack * getStack(int stackID, bool onlyAlive = true);
 	using CBattleInfoEssentials::battleGetArmyObject;
-	CArmedInstance * battleGetArmyObject(ui8 side) const; 
+	CArmedInstance * battleGetArmyObject(ui8 side) const;
 	using CBattleInfoEssentials::battleGetFightingHero;
-	CGHeroInstance * battleGetFightingHero(ui8 side) const; 
+	CGHeroInstance * battleGetFightingHero(ui8 side) const;
 
 	const CStack * getNextStack() const; //which stack will have turn after current one
 	//void getStackQueue(std::vector<const CStack *> &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action
@@ -247,7 +247,7 @@ public:
 	int getEffectValue(const CSpell * spell) const override;
 
 	const PlayerColor getOwner() const override;
-	
+
 	template <typename Handler> void serialize(Handler &h, const int version)
 	{
 		assert(isIndependentNode());
@@ -288,9 +288,9 @@ public:
 	{
 		return vstd::contains(state,EBattleStackState::ALIVE);
 	}
-	bool idDeadClone() const //determines if stack is alive
+	bool isGhost() const //determines if stack was removed
 	{
-		return vstd::contains(state,EBattleStackState::DEAD_CLONE);
+		return vstd::contains(state,EBattleStackState::GHOST);
 	}
 	bool isValidTarget(bool allowDead = false) const; //alive non-turret stacks (can be attacked or be object of magic effect)
 };

+ 1 - 1
lib/GameConstants.h

@@ -471,7 +471,7 @@ namespace EBattleStackState
 	{
 		ALIVE = 180,
 		SUMMONED, CLONED,
-		DEAD_CLONE,
+		GHOST, //stack was removed from battlefield
 		HAD_MORALE,
 		WAITING,
 		MOVED,

+ 3 - 3
lib/NetPacksLib.cpp

@@ -1312,7 +1312,7 @@ DLL_LINKAGE void BattleStackAttacked::applyGs( CGameState *gs )
 		{
 			//remove clone as well
 			CStack * clone = gs->curB->getStack(at->cloneID);
-			clone->state.insert(EBattleStackState::DEAD_CLONE);
+			clone->state.insert(EBattleStackState::GHOST);
 			at->cloneID = -1;
 		}
 	}
@@ -1329,7 +1329,7 @@ DLL_LINKAGE void BattleStackAttacked::applyGs( CGameState *gs )
 	if (cloneKilled())
 	{
 		//"hide" killed creatures instead so we keep info about it
-		at->state.insert(EBattleStackState::DEAD_CLONE);
+		at->state.insert(EBattleStackState::GHOST);
 
 		for(CStack * s : gs->curB->stacks)
 		{
@@ -1340,7 +1340,7 @@ DLL_LINKAGE void BattleStackAttacked::applyGs( CGameState *gs )
 
 	//killed summoned creature should be removed like clone
 	if(killed() && vstd::contains(at->state, EBattleStackState::SUMMONED))
-		at->state.insert(EBattleStackState::DEAD_CLONE);
+		at->state.insert(EBattleStackState::GHOST);
 }
 
 DLL_LINKAGE void BattleAttack::applyGs( CGameState *gs )

+ 1 - 1
server/CGameHandler.cpp

@@ -5610,7 +5610,7 @@ void CGameHandler::runBattle()
 		std::set <const CStack*> stacksToRemove;
 		for (auto stack : curB.stacks)
 		{
-			if (stack->idDeadClone())
+			if (stack->isGhost())
 				stacksToRemove.insert(stack);
 		}
 		for (auto stack : stacksToRemove)