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https://github.com/vcmi/vcmi.git
synced 2025-11-29 23:07:48 +02:00
Significant changes to saving system. Now both client and server store their lib part.
Desync detection upon loading. Fixed many desyncs. (more remain) Monsters won't have creature count 0 even if that is set as creature properties.
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@@ -646,7 +646,7 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
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else //blit normal object
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{
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const std::vector<Cimage> &ourImages = graphics->getDef(obj)->ourImages;
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SDL_Surface *bitmap = ourImages[(anim+obj->animPhaseShift)%ourImages.size()].bitmap;
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SDL_Surface *bitmap = ourImages[(anim+getPhaseShift(obj))%ourImages.size()].bitmap;
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//setting appropriate flag color
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if(color < 8 || color==255)
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@@ -1101,6 +1101,19 @@ void CMapHandler::getTerrainDescr( const int3 &pos, std::string & out, bool terN
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out = CGI->generaltexth->terrainNames[t.terType];
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}
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ui8 CMapHandler::getPhaseShift(const CGObjectInstance *object) const
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{
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auto i = animationPhase.find(object);
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if(i == animationPhase.end())
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{
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ui8 ret = rand() % 255;
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animationPhase[object] = ret;
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return ret;
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}
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return i->second;
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}
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TerrainTile2::TerrainTile2()
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:terbitmap(0)
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{}
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