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