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* added spells: shield, air shield, bless, curse, bloodlust, weakness, stone skin, prayer
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@ -1135,6 +1135,7 @@ void CBattleInterface::newRound(int number)
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void CBattleInterface::giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional)
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{
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BattleAction * ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
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ba->side = defendingHeroInstance ? (LOCPLINT->playerID == defendingHeroInstance->tempOwner) : false;
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ba->actionType = action;
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ba->destinationTile = tile;
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ba->stackNumber = stack;
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@ -1395,6 +1396,46 @@ void CBattleInterface::spellCasted(SpellCasted * sc)
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displayEffect(10, sc->tile);
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break;
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}
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case 27: //shield
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{
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displayEffect(27, sc->tile);
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break;
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}
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case 28: //air shield
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{
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displayEffect(2, sc->tile);
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break;
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}
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case 41: //bless
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{
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displayEffect(36, sc->tile);
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break;
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}
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case 42: //curse
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{
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displayEffect(40, sc->tile);
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break;
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}
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case 43: //bloodlust
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{
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displayEffect(4, sc->tile); //TODO: give better animation for this spell
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break;
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}
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case 45: //weakness
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{
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displayEffect(56, sc->tile); //TODO: give better animation for this spell
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break;
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}
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case 46: //stone skin
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{
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displayEffect(54, sc->tile);
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break;
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}
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case 48: //prayer
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{
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displayEffect(0, sc->tile);
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break;
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}
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case 53: //haste
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{
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displayEffect(31, sc->tile);
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@ -1453,7 +1494,7 @@ void CBattleInterface::displayEffect(ui32 effect, int destTile)
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be.x = 22 * ( ((destTile/BFIELD_WIDTH) + 1)%2 ) + 44 * (destTile % BFIELD_WIDTH) + 45;
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be.y = 105 + 42 * (destTile/BFIELD_WIDTH);
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if(effect != 1)
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if(effect != 1 && effect != 0)
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{
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be.x -= be.anim->ourImages[0].bitmap->w/2;
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be.y -= be.anim->ourImages[0].bitmap->h/2;
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@ -1463,6 +1504,11 @@ void CBattleInterface::displayEffect(ui32 effect, int destTile)
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be.x -= be.anim->ourImages[0].bitmap->w;
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be.y -= be.anim->ourImages[0].bitmap->h;
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}
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else if (effect == 0)
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{
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be.x -= be.anim->ourImages[0].bitmap->w/2;
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be.y -= be.anim->ourImages[0].bitmap->h;
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}
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battleEffects.push_back(be);
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}
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