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Fixed #1207. Some tweaks.
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@ -1700,6 +1700,11 @@ void CBattleInterface::spellCast( const BattleSpellCast * sc )
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break;
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} //switch(sc->id)
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if (spell.isDamageSpell() && sc->affectedCres.empty()) //for example Inferno that causes no BattleStackAttacked
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{
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displayEffect (spell.mainEffectAnim, sc->tile);
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}
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//support for resistance
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for(size_t j = 0; j < sc->resisted.size(); ++j)
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{
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@ -393,7 +393,7 @@ void CCampaignScenario::prepareCrossoverHeroes( std::vector<CGHeroInstance *> he
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//trimming creatures
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BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
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{
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vstd::erase_if(cgh->stacks, [&](const std::pair<SlotID, CStackInstance *> & j)
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vstd::erase_if(cgh->stacks, [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
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{
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CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();
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return !(travelOptions.monstersKeptByHero[crid / 8] & (1 << (crid % 8)) );
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@ -3994,14 +3994,10 @@ void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex
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}
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//calculating affected creatures for all spells
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std::set<const CStack*> attackedCres;
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std::set<const CStack*> attackedCres; //what is that and what is sc.afectedCres?
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if (mode != ECastingMode::ENCHANTER_CASTING)
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{
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attackedCres = gs->curB->getAffectedCreatures(spell, spellLvl, casterColor, destination);
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for(std::set<const CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
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{
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sc.affectedCres.insert((*it)->ID);
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}
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}
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else //enchanter - hit all possible stacks
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{
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@ -4018,16 +4014,20 @@ void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex
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}
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}
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}
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BOOST_FOREACH (auto cre, attackedCres)
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{
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sc.affectedCres.insert (cre->ID);
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}
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//checking if creatures resist
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sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode, usedSpellPower, spellLvl);
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//calculating dmg to display
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for(std::set<const CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
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BOOST_FOREACH (auto cre, attackedCres)
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{
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if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
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if(vstd::contains(sc.resisted, cre->ID)) //this creature resisted the spell
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continue;
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sc.dmgToDisplay += gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
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sc.dmgToDisplay += gs->curB->calculateSpellDmg(spell, caster, cre, spellLvl, usedSpellPower);
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}
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if (spellID == SpellID::DEATH_STARE || spellID == SpellID::ACID_BREATH_DAMAGE)
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{
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@ -4062,6 +4062,7 @@ void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex
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BattleStackAttacked bsa;
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if ((destination > -1 && (*it)->coversPos(destination)) || (spell->range[spellLvl] == "X" || mode == ECastingMode::ENCHANTER_CASTING))
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//display effect only upon primary target of area spell
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//FIXME: if no stack is attacked, ther eis no animation and interface freezes
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{
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bsa.flags |= BattleStackAttacked::EFFECT;
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bsa.effect = spell->mainEffectAnim;
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