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https://github.com/vcmi/vcmi.git
synced 2025-11-06 09:09:40 +02:00
* added fast graphical cursor :)
* building structures should work
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@@ -957,7 +957,7 @@ void CPlayerInterface::yourTurn()
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//initializing framerate keeper
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mainFPSmng = new FPSmanager;
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SDL_initFramerate(mainFPSmng);
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SDL_setFramerate(mainFPSmng, 24);
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SDL_setFramerate(mainFPSmng, 48);
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SDL_Event sEvent;
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//framerate keeper initialized
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timeHandler th;
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@@ -993,7 +993,7 @@ void CPlayerInterface::yourTurn()
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// }
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//}
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//water tiles updated
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CGI->screenh->updateScreen();
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//CGI->screenh->updateScreen();
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pim->lock();
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@@ -1016,7 +1016,7 @@ void CPlayerInterface::yourTurn()
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if (!castleInt) //stuff for advMapInt
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{
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++LOCPLINT->adventureInt->animValHitCount; //for animations
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if(LOCPLINT->adventureInt->animValHitCount == 4)
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if(LOCPLINT->adventureInt->animValHitCount == 8)
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{
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LOCPLINT->adventureInt->animValHitCount = 0;
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++animVal;
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@@ -1074,9 +1074,9 @@ void CPlayerInterface::yourTurn()
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for(int i=0;i<objsToBlit.size();i++)
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objsToBlit[i]->show();
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pim->unlock();
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//SDL_Flip(screen);
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CGI->curh->draw1();
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CSDL_Ext::update(screen);
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SDL_Delay(5); //give time for other apps
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CGI->curh->draw2();
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SDL_framerateDelay(mainFPSmng);
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}
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adventureInt->hide();
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@@ -1146,7 +1146,6 @@ void CPlayerInterface::heroMoved(const HeroMoveDetails & details)
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//initializing objects and performing first step of move
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CGHeroInstance * ho = details.ho; //object representing this hero
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int3 hp = details.src;
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boost::unique_lock<boost::mutex> un(*pim);
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if (!details.successful)
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{
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ho->moveDir = getDir(details.src,details.dst);
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@@ -1486,7 +1485,7 @@ void CPlayerInterface::heroMoved(const HeroMoveDetails & details)
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}
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LOCPLINT->adventureInt->update(); //updating screen
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CSDL_Ext::update(screen);
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CGI->screenh->updateScreen();
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//CGI->screenh->updateScreen();
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++LOCPLINT->adventureInt->animValHitCount; //for animations
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if(LOCPLINT->adventureInt->animValHitCount == 4)
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