finish the "heal_unit" action...

...(i.e add a healers filter, choose if the animation must be played
and clean the unused variable)
This commit is contained in:
Jérôme Brongniart 2008-05-19 20:45:19 +00:00
parent b48116df19
commit a1aefe1807

View file

@ -2771,28 +2771,48 @@ void event_handler::handle_event_command(const queued_event& event_info,
else if(cmd== "heal_unit") {
const vconfig filter = cfg.child("filter");
const bool animated = utils::string_bool(cfg["animate"],false);
const vconfig healed_filter = cfg.child("filter");
unit_map::iterator u;
if (filter.null()) {
if (healed_filter.null()) {
// Try to take the unit at loc1
u = units->find(event_info.loc1);
}
else {
for(u = units->begin(); u != units->end(); ++u) {
if(game_events::unit_matches_filter(u, filter))
if(game_events::unit_matches_filter(u, healed_filter))
break;
}
}
const vconfig healers_filter = cfg.child("secondary_unit_filter");
unit_map::iterator v;
std::vector<unit_map::iterator> healers;
if (!healers_filter.null()) {
for(v = units->begin(); v != units->end(); ++v) {
if(game_events::unit_matches_filter(v, healers_filter) &&
v->second.has_ability_type("heals")) {
healers.push_back(v);
}
}
}
// We have found a unit
if(u != units->end()) {
int amount = lexical_cast_default<int>(cfg["amount"],1);
int amount = lexical_cast_default<int>(cfg["amount"],0);
int real_amount = u->second.hitpoints();
u->second.heal(amount);
real_amount = u->second.hitpoints() - real_amount;
gamemap::location healed_loc = u->second.get_interrupted_move();
unit_display::unit_healing(u->second,u->first,std::vector<unit_map::iterator>(),real_amount);
if (animated) {
unit_display::unit_healing(u->second,u->first,
healers,
real_amount);
}
state_of_game->set_variable("heal_amount",
str_cast<int>(real_amount));
}