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@@ -25,6 +25,7 @@
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#include "../windows/InfoWindows.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/Shortcut.h"
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+#include "../battle/BattleInterface.h"
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#include "../../CCallback.h"
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#include "../../lib/ArtifactUtils.h"
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@@ -525,6 +526,7 @@ CStackWindow::MainSection::MainSection(CStackWindow * owner, int yOffset, bool s
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CRClickPopup::createAndPush(parent->info->creature->getDescriptionTranslated());
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});
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+
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if(parent->info->stackNode != nullptr && parent->info->commander == nullptr)
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{
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//normal stack, not a commander and not non-existing stack (e.g. recruitment dialog)
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@@ -533,14 +535,22 @@ CStackWindow::MainSection::MainSection(CStackWindow * owner, int yOffset, bool s
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name = std::make_shared<CLabel>(215, 12, FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, parent->info->getName());
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+ const BattleInterface* battleInterface = LOCPLINT->battleInt.get();
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+ const CStack* battleStack = parent->info->stack;
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+
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int dmgMultiply = 1;
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- if(parent->info->owner && parent->info->stackNode->hasBonusOfType(BonusType::SIEGE_WEAPON))
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- dmgMultiply += parent->info->owner->getPrimSkillLevel(PrimarySkill::ATTACK);
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+ if (battleInterface && battleInterface->getBattle() != nullptr && battleStack->hasBonusOfType(BonusType::SIEGE_WEAPON))
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+ {
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+ // Determine the relevant hero based on the unit side
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+ const auto hero = (battleStack->unitSide() == BattleSide::ATTACKER)
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+ ? battleInterface->attackingHeroInstance
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+ : battleInterface->defendingHeroInstance;
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+ dmgMultiply += hero->getPrimSkillLevel(PrimarySkill::ATTACK);
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+ }
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+
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icons = std::make_shared<CPicture>(ImagePath::builtin("stackWindow/icons"), 117, 32);
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- const CStack * battleStack = parent->info->stack;
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-
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morale = std::make_shared<MoraleLuckBox>(true, Rect(Point(321, 110), Point(42, 42) ));
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luck = std::make_shared<MoraleLuckBox>(false, Rect(Point(375, 110), Point(42, 42) ));
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@@ -568,7 +578,7 @@ CStackWindow::MainSection::MainSection(CStackWindow * owner, int yOffset, bool s
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addStatLabel(EStat::ATTACK, parent->info->creature->getAttack(shooter), parent->info->stackNode->getAttack(shooter));
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addStatLabel(EStat::DEFENCE, parent->info->creature->getDefense(shooter), parent->info->stackNode->getDefense(shooter));
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- addStatLabel(EStat::DAMAGE, parent->info->stackNode->getMinDamage(shooter) * dmgMultiply, parent->info->stackNode->getMaxDamage(shooter) * dmgMultiply);
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+ addStatLabel(EStat::DAMAGE, parent->info->stackNode->getMinDamage(shooter), parent->info->stackNode->getMaxDamage(shooter));
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addStatLabel(EStat::HEALTH, parent->info->creature->getMaxHealth(), parent->info->stackNode->getMaxHealth());
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addStatLabel(EStat::SPEED, parent->info->creature->getMovementRange(), parent->info->stackNode->getMovementRange());
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