Fix windows build, add changelog entry about new bling.
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e768383629
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2 changed files with 16 additions and 14 deletions
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@ -37,6 +37,7 @@ SVN trunk (1.1.2+svn):
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frenzy, lance, mace, morning star, mud glob, orcish dagger, orcish
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greatsword, orcish sword, pincers, plaguestaff, string, thorns, torch,
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touch, wail, zombie touch
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* hitpoint distribution graphs under Damage Calculations
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* multiplayer maps:
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* revised multiplayer maps: Blitz, Charge, Cynsaun Battlefield, Den of Onis,
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Hornshark Island, Silverhead Crossing, Sullas Ruins, Island of the Horatii,
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@ -119,10 +119,10 @@ namespace{
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const unit& defender_;
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// Layout constants.
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static const int inter_line_gap_ = 3;
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static const int inter_column_gap_ = 30;
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static const int inter_units_gap_ = 30;
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static const int max_hp_distrib_rows_ = 10;
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static const int inter_line_gap_;
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static const int inter_column_gap_;
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static const int inter_units_gap_;
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static const int max_hp_distrib_rows_;
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// Layout computations.
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std::string attacker_label_, defender_label_;
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@ -187,10 +187,10 @@ namespace{
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Uint32 blend_rgb(const surface& surf, unsigned char r, unsigned char g, unsigned char b, unsigned char drop);
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};
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const int battle_prediction_pane::inter_line_gap_;
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const int battle_prediction_pane::inter_column_gap_;
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const int battle_prediction_pane::inter_units_gap_;
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const int battle_prediction_pane::max_hp_distrib_rows_;
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const int battle_prediction_pane::inter_line_gap_ = 3;
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const int battle_prediction_pane::inter_column_gap_ = 30;
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const int battle_prediction_pane::inter_units_gap_ = 30;
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const int battle_prediction_pane::max_hp_distrib_rows_ = 10;
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battle_prediction_pane::battle_prediction_pane(display &disp, const battle_context& bc, const gamemap& map,
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const std::vector<team>& teams, const std::map<gamemap::location,unit>& units,
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@ -280,7 +280,8 @@ namespace{
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// Get the SET damage modifier, if any.
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const unit_abilities::individual_effect *set_dmg_effect = NULL;
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for(unit_abilities::effect_list::const_iterator i = dmg_effect.begin(); i != dmg_effect.end(); ++i) {
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unit_abilities::effect_list::const_iterator i;
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for(i = dmg_effect.begin(); i != dmg_effect.end(); ++i) {
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if(i->type == unit_abilities::SET) {
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set_dmg_effect = &*i;
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break;
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@ -301,7 +302,7 @@ namespace{
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}
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// Process the MUL damage modifiers.
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for(unit_abilities::effect_list::const_iterator i = dmg_effect.begin(); i != dmg_effect.end(); ++i) {
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for(i = dmg_effect.begin(); i != dmg_effect.end(); ++i) {
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if(i->type == unit_abilities::MUL) {
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left_strings.push_back((*i->ability)["name"]);
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str.str("");
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@ -353,7 +354,7 @@ namespace{
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}
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// Process the ADD damage modifiers.
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for(unit_abilities::effect_list::const_iterator i = dmg_effect.begin(); i != dmg_effect.end(); ++i) {
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for(i = dmg_effect.begin(); i != dmg_effect.end(); ++i) {
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if(i->type == unit_abilities::ADD) {
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left_strings.push_back((*i->ability)["name"]);
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str.str("");
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@ -419,7 +420,7 @@ namespace{
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prob_hp_vector.push_back(std::pair<double, int>(prob, i));
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}
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sort(prob_hp_vector.begin(), prob_hp_vector.end());
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std::sort(prob_hp_vector.begin(), prob_hp_vector.end());
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// We store a few of the highest probability hitpoint values.
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int nb_elem = minimum<int>(max_hp_distrib_rows_, prob_hp_vector.size());
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@ -428,7 +429,7 @@ namespace{
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hp_prob_vector.push_back(std::pair<int, double>(prob_hp_vector[i].second, prob_hp_vector[i].first));
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// Then, we sort the hitpoint values in ascending order.
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sort(hp_prob_vector.begin(), hp_prob_vector.end());
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std::sort(hp_prob_vector.begin(), hp_prob_vector.end());
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}
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void battle_prediction_pane::draw_contents()
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@ -489,7 +490,7 @@ namespace{
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y_off += damage_line_skip * (font::SIZE_NORMAL + inter_line_gap_) + 14;
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// Draw total damage and unscathed probability.
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for(int i = 0; i < 2; i++) {
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for(i = 0; i < 2; i++) {
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const std::string& left_string = left_strings[left_strings.size() - 2 + i];
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const std::string& right_string = right_strings[right_strings.size() - 2 + i];
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