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Fixed issue where cursed ground obstacles were appearing on holy ground (and vice versa).
Fixed battle interface blocking itself up after clicking on owned stack to open creature window.
This commit is contained in:
Michał W. Urbańczyk 2012-05-26 11:01:31 +00:00
parent 470885d719
commit 77e7a25ed7
2 changed files with 9 additions and 3 deletions

View File

@ -2727,7 +2727,11 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
}
if(eventType == LCLICK && realizeAction)
{
myTurn = false; //tends to crash with empty calls
//opening creature window shouldn't affect myTurn...
if(currentAction != CREATURE_INFO)
{
myTurn = false; //tends to crash with empty calls
}
realizeAction();
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
this->console->alterText("");
@ -3448,7 +3452,7 @@ Point CBattleInterface::whereToBlitObstacleImage(SDL_Surface *image, const CObst
int offset = image->h % 42;
if(obstacle.obstacleType == CObstacleInstance::USUAL)
{
if(obstacle.getInfo().blockedTiles.front() < 0)
if(obstacle.getInfo().blockedTiles.front() < 0 || offset > 37) //second or part is for holy ground ID=62,65,63
offset -= 42;
}
else if(obstacle.obstacleType == CObstacleInstance::QUICKSAND)

View File

@ -233,8 +233,10 @@ namespace BattlefieldBI
{
NONE = -1,
COASTAL,
CURSED_GROUND,
//Discrepency from ERM BI description - we have magic plains and cursed gronds swapped
MAGIC_PLAINS,
CURSED_GROUND,
//
HOLY_GROUND,
EVIL_FOG,
CLOVER_FIELD,