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Fixes
( http://vcmi.antypika.aplus.pl/forum/viewtopic.php?p=3635#3635 )
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@ -630,6 +630,7 @@ void CBattleStackMoved::endAnim()
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else if(!endMoving && twoTiles && (! bool(movedStack->attackerOwned) ) && (owner->creDir[stackID] != bool(movedStack->attackerOwned) )) //big defender creature is reversed
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owner->creAnims[stackID]->pos.x += 44;
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owner->creAnims[stackID]->pos.y = coords.second;
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owner->creAnims[stackID]->pos += LOCPLINT->battleInt->pos;
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}
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if(owner->moveSh >= 0)
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@ -1059,7 +1060,7 @@ CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, C
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//preparing menu background and terrain
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if(siegeH)
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{
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background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0) );
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background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
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ui8 siegeLevel = LOCPLINT->cb->battleGetSiegeLevel();
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if(siegeLevel >= 2) //citadel or castle
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{
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@ -1082,7 +1083,7 @@ CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, C
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else
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{
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std::vector< std::string > & backref = graphics->battleBacks[ LOCPLINT->cb->battleGetBattlefieldType() ];
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background = BitmapHandler::loadBitmap(backref[ rand() % backref.size()] );
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background = BitmapHandler::loadBitmap(backref[ rand() % backref.size()], false );
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}
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//preparing menu background
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@ -1235,6 +1236,11 @@ CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, C
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SDL_SetColorKey(idToObstacle[obst[t].ID]->ourImages[n].bitmap, SDL_SRCCOLORKEY, SDL_MapRGB(idToObstacle[obst[t].ID]->ourImages[n].bitmap->format,0,255,255));
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}
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}
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for (int i = 0; i < ARRAY_COUNT(bfield); i++)
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{
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children.push_back(&bfield[i]);
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}
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}
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CBattleInterface::~CBattleInterface()
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@ -2056,7 +2062,7 @@ void CBattleInterface::newStack(int stackID)
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creAnims[stackID] = new CCreatureAnimation(newStack->creature->animDefName);
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}
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creAnims[stackID]->setType(2);
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creAnims[stackID]->pos = genRect(creAnims[newStack->ID]->fullHeight, creAnims[newStack->ID]->fullWidth, coords.first, coords.second);
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creAnims[stackID]->pos = Rect(coords.first, coords.second, creAnims[newStack->ID]->fullWidth, creAnims[newStack->ID]->fullHeight) + pos;
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creDir[stackID] = newStack->attackerOwned;
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}
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@ -2682,7 +2688,7 @@ void CBattleInterface::showAliveStack(int ID, const std::map<int, CStack> & stac
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}
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}
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creAnims[ID]->nextFrame(to, creAnims[ID]->pos.x + pos.x, creAnims[ID]->pos.y + pos.y, creDir[ID], animCount, incrementFrame, ID==activeStack, ID==mouseHoveredStack); //increment always when moving, never if stack died
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creAnims[ID]->nextFrame(to, creAnims[ID]->pos.x, creAnims[ID]->pos.y, creDir[ID], animCount, incrementFrame, ID==activeStack, ID==mouseHoveredStack); //increment always when moving, never if stack died
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//printing amount
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if(curStack.amount > 0 //don't print if stack is not alive
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@ -2723,12 +2729,12 @@ void CBattleInterface::showAliveStack(int ID, const std::map<int, CStack> & stac
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amountBG = amountEffNeutral;
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}
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}
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SDL_BlitSurface(amountBG, NULL, to, &genRect(amountNormal->h, amountNormal->w, creAnims[ID]->pos.x + xAdd + pos.x, creAnims[ID]->pos.y + 260 + pos.y));
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SDL_BlitSurface(amountBG, NULL, to, &genRect(amountNormal->h, amountNormal->w, creAnims[ID]->pos.x + xAdd, creAnims[ID]->pos.y + 260));
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//blitting amount
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CSDL_Ext::printAtMiddle(
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makeNumberShort(curStack.amount),
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creAnims[ID]->pos.x + xAdd + 15 + pos.x,
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creAnims[ID]->pos.y + 260 + 5 + pos.y,
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creAnims[ID]->pos.x + xAdd + 15,
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creAnims[ID]->pos.y + 260 + 5,
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FONT_TINY,
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zwykly,
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to
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@ -3813,7 +3819,7 @@ void CStackQueue::StackBox::showAll( SDL_Surface *to )
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if(bg)
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{
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graphics->blueToPlayersAdv(bg, my->owner);
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//SDL_UpdateRect(bg, 0, 0, 0, 0);
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SDL_UpdateRect(bg, 0, 0, 0, 0);
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blitAt(bg, pos, to);
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blitAt(graphics->bigImgs[my->creature->idNumber], pos.x +9, pos.y + 1, to);
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printAtMiddleLoc(makeNumberShort(my->amount), pos.w/2, pos.h - 12, FONT_MEDIUM, zwykly, to);
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@ -142,6 +142,7 @@ void RemoveObject::applyFirstCl( CClient *cl )
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void RemoveObject::applyCl( CClient *cl )
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{
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GS(cl)->calculatePaths(cl->pathInfo->hero, *cl->pathInfo);
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}
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void TryMoveHero::applyFirstCl( CClient *cl )
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