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Proper handling of cursor.
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parent
f1f416c890
commit
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@ -2028,50 +2028,53 @@ void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
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{
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if(!vstd::contains(occupyableHexes, myNumber) || activeStack->coversPos(myNumber))
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{
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const CStack *shere = curInt->cb->battleGetStackByPos(myNumber);
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const CStack *shere = curInt->cb->battleGetStackByPos(myNumber, false);
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const CStack *sactive = activeStack;
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if(shere)
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{
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if(shere->owner == curInt->playerID) //our stack
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{
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if(sactive->hasBonusOfType(Bonus::HEALER))
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if (shere->alive())
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{
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//display the possibility to heal this creature
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CCS->curh->changeGraphic(1,17);
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}
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else if (sactive->hasBonusOfType(Bonus::DAEMON_SUMMONING))
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if(sactive->hasBonusOfType(Bonus::HEALER))
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{
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//display the possibility to heal this creature
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CCS->curh->changeGraphic(1,17);
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}
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else if (stackCanCastSpell && spellSelMode > STACK_SPELL_CANCELLED) //player did not decide to cancel this spell
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{
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//spellDestSelectMode
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if (curInt->cb->battleCanCastThisSpell(creatureSpellToCast, THex(myNumber)) == SpellCasting::OK)
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CCS->curh->changeGraphic(3, 0);
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//if (battleIsImmune(NULL, spellToCast, SpellCasting::CREATURE_ACTIVE_CASTING, myNumber) == SpellCasting::OK)
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//if (battleCanCastThisSpell(curInt->playerID, spellToCast, SpellCasting::CREATURE_ACTIVE_CASTING))
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}
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else
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{
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//info about creature
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CCS->curh->changeGraphic(1,5);
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}
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//setting console text
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char buf[500];
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sprintf(buf, CGI->generaltexth->allTexts[297].c_str(), shere->count == 1 ? shere->getCreature()->nameSing.c_str() : shere->getCreature()->namePl.c_str());
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console->alterTxt = buf;
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console->whoSetAlter = 0;
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const time_t curTime = time(NULL);
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if(shere->ID != lastMouseHoveredStack &&
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curTime > lastMouseHoveredStackAnimationTime + HOVER_ANIM_DELTA &&
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creAnims[shere->ID]->getType() == CCreatureAnim::HOLDING &&
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creAnims[shere->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
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{
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creAnims[shere->ID]->playOnce(CCreatureAnim::MOUSEON);
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lastMouseHoveredStackAnimationTime = curTime;
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}
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} //end of alive
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else if (sactive->hasBonusOfType(Bonus::DAEMON_SUMMONING) && sactive->casts)
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{
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CCS->curh->changeGraphic(3, 0);
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}
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else if (stackCanCastSpell && spellSelMode > STACK_SPELL_CANCELLED) //player did not decide to cancel this spell
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{
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//spellDestSelectMode
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if (curInt->cb->battleCanCastThisSpell(creatureSpellToCast, THex(myNumber)) == SpellCasting::OK)
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CCS->curh->changeGraphic(3, 0);
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//if (battleIsImmune(NULL, spellToCast, SpellCasting::CREATURE_ACTIVE_CASTING, myNumber) == SpellCasting::OK)
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//if (battleCanCastThisSpell(curInt->playerID, spellToCast, SpellCasting::CREATURE_ACTIVE_CASTING))
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}
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else
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{
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//info about creature
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CCS->curh->changeGraphic(1,5);
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}
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//setting console text
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char buf[500];
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sprintf(buf, CGI->generaltexth->allTexts[297].c_str(), shere->count == 1 ? shere->getCreature()->nameSing.c_str() : shere->getCreature()->namePl.c_str());
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console->alterTxt = buf;
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console->whoSetAlter = 0;
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const time_t curTime = time(NULL);
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if(shere->ID != lastMouseHoveredStack &&
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curTime > lastMouseHoveredStackAnimationTime + HOVER_ANIM_DELTA &&
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creAnims[shere->ID]->getType() == CCreatureAnim::HOLDING &&
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creAnims[shere->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
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{
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creAnims[shere->ID]->playOnce(CCreatureAnim::MOUSEON);
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lastMouseHoveredStackAnimationTime = curTime;
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}
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mouseHoveredStack = shere->ID;
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}
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mouseHoveredStack = shere->ID; //for dead also?
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} //not our stack
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else if(curInt->cb->battleCanShoot(activeStack,myNumber)) //we can shoot enemy
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{
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if(curInt->cb->battleHasDistancePenalty(activeStack, myNumber) ||
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@ -3504,7 +3507,7 @@ void CBattleInterface::activateStack()
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bSurrender->block(curInt->cb->battleGetSurrenderCost() < 0);
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//set casting flag to true if creature can use it to not check it every time
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if (s->casts && s->hasBonus(Selector::type(Bonus::SPELLCASTER) || Selector::type(Bonus::DAEMON_SUMMONING)))
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if (s->casts && s->hasBonus(Selector::type(Bonus::SPELLCASTER)))
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{
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stackCanCastSpell = true;
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@ -3516,6 +3519,8 @@ void CBattleInterface::activateStack()
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if (stackSpells.size())
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creatureSpellToCast = stackSpells[111 % stackSpells.size()]; //TODO: randomize? weighted chance?
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}
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else
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stackCanCastSpell = false;
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GH.fakeMouseMove();
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