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* added slow spell
* a few mistakes in AC_desc.txt fixed * appropriate spells cannot be casted at any tile * small memory optimizations in CDefHandler * minor fixes
This commit is contained in:
@ -7,6 +7,7 @@
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#include "hch/CObjectHandler.h"
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#include "hch/CHeroHandler.h"
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#include "hch/CDefHandler.h"
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#include "hch/CSpellHandler.h"
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#include "CCursorHandler.h"
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#include "CCallback.h"
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#include "CGameState.h"
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@ -410,7 +411,7 @@ void CBattleInterface::show(SDL_Surface * to)
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std::vector< std::list<SBattleEffect>::iterator > toErase;
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for(std::list<SBattleEffect>::iterator it = battleEffects.begin(); it!=battleEffects.end(); ++it)
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{
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blitAt(it->anim->ourImages[it->frame].bitmap, it->x, it->y, to);
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blitAt(it->anim->ourImages[(it->frame)%it->anim->ourImages.size()].bitmap, it->x, it->y, to);
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++(it->frame);
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if(it->frame == it->maxFrame)
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@ -565,6 +566,51 @@ void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
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}
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}
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}
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else if(spellDestSelectMode)
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{
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int myNumber = -1; //number of hovered tile
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for(int g=0; g<BFIELD_SIZE; ++g)
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{
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if(bfield[g].hovered && bfield[g].strictHovered)
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{
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myNumber = g;
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break;
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}
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}
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if(myNumber == -1)
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{
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CGI->curh->changeGraphic(1, 0);
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}
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else
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{
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switch(spellSelMode)
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{
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case 0:
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CGI->curh->changeGraphic(3, 0);
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break;
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case 1:
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if(LOCPLINT->cb->battleGetStackByPos(myNumber) && LOCPLINT->playerID == LOCPLINT->cb->battleGetStackByPos(myNumber)->owner )
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CGI->curh->changeGraphic(3, 0);
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else
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CGI->curh->changeGraphic(1, 0);
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break;
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case 2:
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if(LOCPLINT->cb->battleGetStackByPos(myNumber) && LOCPLINT->playerID != LOCPLINT->cb->battleGetStackByPos(myNumber)->owner )
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CGI->curh->changeGraphic(3, 0);
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else
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CGI->curh->changeGraphic(1, 0);
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break;
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case 3:
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if(LOCPLINT->cb->battleGetStackByPos(myNumber))
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CGI->curh->changeGraphic(3, 0);
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else
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CGI->curh->changeGraphic(1, 0);
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break;
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case 4: //TODO: implement this case
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break;
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}
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}
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}
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}
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bool CBattleInterface::reverseCreature(int number, int hex, bool wideTrick)
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@ -1077,12 +1123,35 @@ void CBattleInterface::hexLclicked(int whichOne)
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return; //we are not permit to do anything
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if(spellDestSelectMode)
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{
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spellToCast->destinationTile = whichOne;
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LOCPLINT->cb->battleMakeAction(spellToCast);
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delete spellToCast;
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spellToCast = NULL;
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spellDestSelectMode = false;
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CGI->curh->changeGraphic(1, 6);
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//checking destination
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bool allowCasting = true;
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switch(spellSelMode)
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{
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case 1:
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if(!LOCPLINT->cb->battleGetStackByPos(whichOne) || LOCPLINT->playerID != LOCPLINT->cb->battleGetStackByPos(whichOne)->owner )
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allowCasting = false;
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break;
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case 2:
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if(!LOCPLINT->cb->battleGetStackByPos(whichOne) || LOCPLINT->playerID == LOCPLINT->cb->battleGetStackByPos(whichOne)->owner )
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allowCasting = false;
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break;
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case 3:
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if(!LOCPLINT->cb->battleGetStackByPos(whichOne))
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allowCasting = false;
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break;
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case 4: //TODO: implement this case
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break;
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}
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//destination checked
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if(allowCasting)
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{
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spellToCast->destinationTile = whichOne;
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LOCPLINT->cb->battleMakeAction(spellToCast);
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delete spellToCast;
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spellToCast = NULL;
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spellDestSelectMode = false;
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CGI->curh->changeGraphic(1, 6);
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}
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}
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else
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{
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@ -1282,11 +1351,16 @@ void CBattleInterface::spellCasted(SpellCasted * sc)
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displayEffect(1, sc->tile);
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break;
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}
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case 53://haste
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case 53: //haste
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{
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displayEffect(31, sc->tile);
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break;
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}
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case 54: //slow
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{
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displayEffect(19, sc->tile);
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break;
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}
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}
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}
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@ -1300,6 +1374,22 @@ void CBattleInterface::castThisSpell(int spellID)
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ba->side = defendingHeroInstance ? (LOCPLINT->playerID == defendingHeroInstance->tempOwner) : false;
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spellToCast = ba;
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spellDestSelectMode = true;
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//choosing possible tragets
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const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == LOCPLINT->playerID) ? attackingHeroInstance : attackingHeroInstance;
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spellSelMode = 0;
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if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET") != std::string::npos)
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{
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spellSelMode = 3;
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}
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if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET_2") != std::string::npos)
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{
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if(castingHero && castingHero->getSpellSecLevel(spellID) < 3)
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spellSelMode = 3;
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else //TODO: no destination chould apply in this case
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{
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}
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}
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CGI->curh->changeGraphic(3, 0);
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}
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@ -1311,8 +1401,8 @@ void CBattleInterface::displayEffect(ui32 effect, int destTile)
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be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
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be.frame = 0;
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be.maxFrame = be.anim->ourImages.size();
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be.x = 22 * ( ((destTile/BFIELD_WIDTH) + 1)%2 ) + 44 * (destTile % BFIELD_WIDTH) + 50;
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be.y = 100 + 42 * (destTile/BFIELD_WIDTH);
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be.x = 22 * ( ((destTile/BFIELD_WIDTH) + 1)%2 ) + 44 * (destTile % BFIELD_WIDTH) + 45;
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be.y = 105 + 42 * (destTile/BFIELD_WIDTH);
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if(effect != 1)
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{
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