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1. Better way to disable stack / cursor glitches

2. An attempt to handle looting artifacts after battle
This commit is contained in:
DjWarmonger
2012-05-01 08:52:22 +00:00
parent d479341a5a
commit 2fbc57e140
5 changed files with 71 additions and 8 deletions

View File

@ -1989,6 +1989,8 @@ void CBattleInterface::endCastingSpell()
CCS->curh->changeGraphic(1, 6);
//restore actions for current stack
if (!activeStack)
activateStack();
getPossibleActionsForStack (activeStack);
}
@ -2476,8 +2478,6 @@ void CBattleInterface::showQueue()
void CBattleInterface::startAction(const BattleAction* action)
{
possibleActions.clear(); //no random interface calls for inactive stack
if(action->actionType == BattleAction::END_TACTIC_PHASE)
{
SDL_FreeSurface(menu);
@ -2528,7 +2528,7 @@ void CBattleInterface::startAction(const BattleAction* action)
char txt[400];
if(action->actionType == BattleAction::HERO_SPELL) //when hero casts spell
if (action->actionType == BattleAction::HERO_SPELL) //when hero casts spell
{
if(action->side)
defendingHero->setPhase(4);
@ -3039,6 +3039,8 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
spellToCast->destinationTile = myNumber;
break;
}
activeStack = NULL; //disable interface checks for active stack
curInt->cb->battleMakeAction(spellToCast);
endCastingSpell();
}