diff --git a/client/battle/CBattleInterface.cpp b/client/battle/CBattleInterface.cpp index cc486c89d..97ff133c8 100644 --- a/client/battle/CBattleInterface.cpp +++ b/client/battle/CBattleInterface.cpp @@ -98,7 +98,7 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe std::shared_ptr att, std::shared_ptr defen) : background(nullptr), queue(nullptr), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), previouslyHoveredHex(-1), - currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellSelMode(NO_LOCATION), spellToCast(nullptr), sp(nullptr), + currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellToCast(nullptr), sp(nullptr), siegeH(nullptr), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0), givenCommand(nullptr), myTurn(false), resWindow(nullptr), moveStarted(false), moveSoundHander(-1), bresult(nullptr) { @@ -1385,7 +1385,7 @@ void CBattleInterface::castThisSpell(SpellID spellID) const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance; assert(castingHero); // code below assumes non-null hero sp = spellID.toSpell(); - spellSelMode = ANY_LOCATION; + PossibleActions spellSelMode = ANY_LOCATION; const CSpell::TargetInfo ti(sp, castingHero->getSpellSchoolLevel(sp)); diff --git a/client/battle/CBattleInterface.h b/client/battle/CBattleInterface.h index dbf33913c..363a2895e 100644 --- a/client/battle/CBattleInterface.h +++ b/client/battle/CBattleInterface.h @@ -158,7 +158,6 @@ private: bool stackCanCastSpell; //if true, active stack could possibly cast some target spell bool creatureCasting; //if true, stack currently aims to cats a spell bool spellDestSelectMode; //if true, player is choosing destination for his spell - only for GUI / console - PossibleActions spellSelMode; BattleAction * spellToCast; //spell for which player is choosing destination const CSpell * sp; //spell pointer for convenience si32 creatureSpellToCast; @@ -194,7 +193,7 @@ private: const CBattleInterface * owner; public: const CGTownInstance * town; //besieged town - + SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor ~SiegeHelper(); //d-tor @@ -335,13 +334,13 @@ public: void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook void displayEffect(ui32 effect, int destTile, bool areaEffect = true); //displays custom effect on the battlefield - + void displaySpellCast(SpellID spellID, BattleHex destinationTile, bool areaEffect = true); //displays spell`s cast animation void displaySpellEffect(SpellID spellID, BattleHex destinationTile, bool areaEffect = true); //displays spell`s affected animation void displaySpellHit(SpellID spellID, BattleHex destinationTile, bool areaEffect = true); //displays spell`s affected animation - + void displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile, bool areaEffect = true); - + void battleTriggerEffect(const BattleTriggerEffect & bte); void setBattleCursor(const int myNumber); //really complex and messy, sets attackingHex void endAction(const BattleAction* action); @@ -365,7 +364,7 @@ public: friend class CPlayerInterface; friend class CButton; friend class CInGameConsole; - + friend class CBattleResultWindow; friend class CBattleHero; friend class CSpellEffectAnimation;