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https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Initialize the change:
1. Make color shifter for CAnimation, and use that in the clone effect. 2. Update the original position of the cloned object.
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8341ba3c27
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@ -739,6 +739,10 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
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if(unit->alive() && animation->isDead())
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animation->setType(CCreatureAnim::HOLDING);
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if (unit->isClone())
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{
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animation->shiftColor(ColorShifterDeepBlue::create());
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}
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//TODO: handle more cases
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}
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break;
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@ -90,6 +90,12 @@ CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * owner, const CSt
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assert(myAnim);
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}
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void CBattleStackAnimation::shiftColor(ColorShifter * shifter)
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{
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assert(myAnim);
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myAnim->shiftColor(shifter);
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}
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void CAttackAnimation::nextFrame()
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{
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if(myAnim->getType() != group)
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@ -43,6 +43,8 @@ public:
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const CStack * stack; //id of stack whose animation it is
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CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack);
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void shiftColor(ColorShifter * shifter);
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};
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/// This class is responsible for managing the battle attack animation
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@ -142,6 +142,19 @@ void CCreatureAnimation::setType(CCreatureAnim::EAnimType type)
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play();
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}
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void CCreatureAnimation::shiftColor(ColorShifter * shifter)
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{
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if (forward)
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{
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forward->shiftColor(shifter);
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}
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if (reverse)
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{
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reverse->shiftColor(shifter);
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}
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}
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CCreatureAnimation::CCreatureAnimation(const std::string & name_, TSpeedController controller)
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: name(name_),
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speed(0.1),
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@ -104,6 +104,9 @@ public:
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bool incrementFrame(float timePassed);
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void setBorderColor(SDL_Color palette);
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// tint color effect
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void shiftColor(ColorShifter* shifter);
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float getCurrentFrame() const; // Gets the current frame ID relative to frame group.
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void playOnce(CCreatureAnim::EAnimType type); //plays once given stage of animation, then resets to 2
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@ -11,6 +11,7 @@
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#include "CAnimation.h"
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#include <SDL_image.h>
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#include <SDL.h>
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#include "../CBitmapHandler.h"
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#include "../Graphics.h"
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@ -87,6 +88,9 @@ public:
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SDLImage(SDL_Surface * from, bool extraRef);
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~SDLImage();
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// Keep the original palette, in order to do color switching operation
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void savePalette();
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void draw(SDL_Surface * where, int posX=0, int posY=0, Rect *src=nullptr, ui8 alpha=255) const override;
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void draw(SDL_Surface * where, SDL_Rect * dest, SDL_Rect * src, ui8 alpha=255) const override;
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std::shared_ptr<IImage> scaleFast(float scale) const override;
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@ -100,10 +104,15 @@ public:
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void verticalFlip() override;
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void shiftPalette(int from, int howMany) override;
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void adjustPalette(ColorShifter * shifter) override;
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void resetPalette() override;
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void setBorderPallete(const BorderPallete & borderPallete) override;
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friend class SDLImageLoader;
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private:
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SDL_Palette * originalPalette;
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};
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class SDLImageLoader
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@ -552,6 +561,8 @@ SDLImage::SDLImage(CDefFile * data, size_t frame, size_t group)
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{
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SDLImageLoader loader(this);
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data->loadFrame(frame, group, loader);
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savePalette();
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}
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SDLImage::SDLImage(SDL_Surface * from, bool extraRef)
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@ -560,6 +571,11 @@ SDLImage::SDLImage(SDL_Surface * from, bool extraRef)
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fullSize(0, 0)
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{
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surf = from;
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if (surf == nullptr)
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return;
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savePalette();
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if (extraRef)
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surf->refcount++;
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fullSize.x = surf->w;
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@ -578,6 +594,8 @@ SDLImage::SDLImage(const JsonNode & conf)
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if(surf == nullptr)
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return;
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savePalette();
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const JsonNode & jsonMargins = conf["margins"];
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margins.x = jsonMargins["left"].Integer();
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@ -611,6 +629,7 @@ SDLImage::SDLImage(std::string filename)
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}
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else
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{
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savePalette();
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fullSize.x = surf->w;
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fullSize.y = surf->h;
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}
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@ -736,6 +755,13 @@ void SDLImage::verticalFlip()
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surf = flipped;
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}
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// Keep the original palette, in order to do color switching operation
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void SDLImage::savePalette()
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{
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originalPalette = new SDL_Palette();
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memcpy(originalPalette, surf->format->palette, sizeof(SDL_Palette));
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}
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void SDLImage::shiftPalette(int from, int howMany)
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{
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//works with at most 16 colors, if needed more -> increase values
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@ -753,6 +779,24 @@ void SDLImage::shiftPalette(int from, int howMany)
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}
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}
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void SDLImage::adjustPalette(ColorShifter * shifter)
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{
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SDL_Palette* palette = surf->format->palette;
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for (int i = 0; i < 255; i++)
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{
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palette->colors[i] = shifter->shiftColor(originalPalette->colors[i]);
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}
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}
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void SDLImage::resetPalette()
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{
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SDL_Palette * pal = new SDL_Palette();
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memcpy(pal, originalPalette, sizeof(SDL_Palette));
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// Always keept the original palette not changed, copy a new palette to assign to surface
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SDL_SetPaletteColors(surf->format->palette, originalPalette->colors, 0, 255);
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}
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void SDLImage::setBorderPallete(const IImage::BorderPallete & borderPallete)
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{
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if(surf->format->palette)
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@ -1014,6 +1058,18 @@ void CAnimation::duplicateImage(const size_t sourceGroup, const size_t sourceFra
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load(index, targetGroup);
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}
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void CAnimation::shiftColor(ColorShifter * shifter)
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{
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for (auto groupIter = images.begin(); groupIter != images.end(); groupIter++)
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{
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for (auto frameIter = groupIter->second.begin(); frameIter != groupIter->second.end(); frameIter++)
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{
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std::shared_ptr<IImage> image = frameIter->second;
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image->adjustPalette(shifter);
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}
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}
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}
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void CAnimation::setCustom(std::string filename, size_t frame, size_t group)
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{
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if (source[group].size() <= frame)
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@ -16,6 +16,7 @@
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struct SDL_Surface;
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class JsonNode;
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class CDefFile;
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class ColorShifter;
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/*
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* Base class for images, can be used for non-animation pictures as well
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@ -44,6 +45,8 @@ public:
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//only indexed bitmaps, 16 colors maximum
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virtual void shiftPalette(int from, int howMany) = 0;
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virtual void adjustPalette(ColorShifter * shifter) = 0;
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virtual void resetPalette() = 0;
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//only indexed bitmaps, colors 5,6,7 must be special
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virtual void setBorderPallete(const BorderPallete & borderPallete) = 0;
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@ -98,6 +101,9 @@ public:
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//and loads it if animation is preloaded
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void duplicateImage(const size_t sourceGroup, const size_t sourceFrame, const size_t targetGroup);
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// adjust the color of the animation, used in battle spell effects, e.g. Cloned objects
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void shiftColor(ColorShifter* shifter);
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//add custom surface to the selected position.
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void setCustom(std::string filename, size_t frame, size_t group=0);
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@ -152,6 +152,57 @@ struct ColorPutter
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typedef void (*BlitterWithRotationVal)(SDL_Surface *src,SDL_Rect srcRect, SDL_Surface * dst, SDL_Rect dstRect, ui8 rotation);
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class ColorShifter
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{
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public:
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virtual SDL_Color shiftColor(SDL_Color clr) = 0;
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};
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class ColorShifterLightBlue : public ColorShifter
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{
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public:
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static ColorShifterLightBlue* create()
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{
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return new ColorShifterLightBlue();
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}
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SDL_Color shiftColor(SDL_Color clr) override
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{
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clr.b = clr.b + (255 - clr.b) / 2;
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return clr;
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}
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};
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class ColorShifterDeepBlue : public ColorShifter
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{
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public:
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static ColorShifterDeepBlue* create()
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{
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return new ColorShifterDeepBlue();
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}
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SDL_Color shiftColor(SDL_Color clr) override
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{
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clr.b = 255;
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return clr;
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}
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};
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class ColorShifterDeepRed : public ColorShifter
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{
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public:
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static ColorShifterDeepRed* create()
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{
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return new ColorShifterDeepRed();
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}
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SDL_Color shiftColor(SDL_Color clr) override
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{
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clr.r = 255;
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return clr;
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}
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};
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namespace CSDL_Ext
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{
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/// helper that will safely set and un-set ClipRect for SDL_Surface
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@ -51,7 +51,7 @@ void Clone::apply(BattleStateProxy * battleState, RNG & rng, const Mechanics * m
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if(clonedStack->getCount() < 1)
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continue;
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auto hex = m->cb->getAvaliableHex(clonedStack->creatureId(), m->casterSide);
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auto hex = m->cb->getAvaliableHex(clonedStack->creatureId(), m->casterSide, clonedStack->getPosition());
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if(!hex.isValid())
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{
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