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Fix uninitialized scrolling state

This commit is contained in:
Vadim Markovtsev 2016-10-22 10:18:57 +02:00
parent baa7a84db3
commit d51c9a1ff0

View File

@ -476,19 +476,16 @@ CAdvMapInt::CAdvMapInt():
statusbar(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG), statusbar(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG),
heroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD), heroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD),
townList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD), townList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD),
infoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192) ), infoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192)), state(NA),
activeMapPanel(nullptr) spellBeingCasted(nullptr), position(int3(0, 0, 0)), selection(nullptr),
updateScreen(false), anim(0), animValHitCount(0), heroAnim(0), heroAnimValHitCount(0),
activeMapPanel(nullptr), duringAITurn(false), scrollingDir(0), scrollingState(false)
{ {
duringAITurn = false; adventureInt = this;
state = NA;
spellBeingCasted = nullptr;
pos.x = pos.y = 0; pos.x = pos.y = 0;
pos.w = screen->w; pos.w = screen->w;
pos.h = screen->h; pos.h = screen->h;
position = int3(0,0,0);
selection = nullptr;
townList.onSelect = std::bind(&CAdvMapInt::selectionChanged,this); townList.onSelect = std::bind(&CAdvMapInt::selectionChanged,this);
adventureInt=this;
bg = BitmapHandler::loadBitmap(ADVOPT.mainGraphic); bg = BitmapHandler::loadBitmap(ADVOPT.mainGraphic);
if (ADVOPT.worldViewGraphic != "") if (ADVOPT.worldViewGraphic != "")
{ {
@ -499,13 +496,6 @@ CAdvMapInt::CAdvMapInt():
bgWorldView = nullptr; bgWorldView = nullptr;
logGlobal->warn("ADVOPT.worldViewGraphic is empty => bitmap not loaded"); logGlobal->warn("ADVOPT.worldViewGraphic is empty => bitmap not loaded");
} }
scrollingDir = 0;
updateScreen = false;
anim=0;
animValHitCount=0; //animation frame
heroAnim=0;
heroAnimValHitCount=0; // hero animation frame
if (!bgWorldView) if (!bgWorldView)
{ {
logGlobal->warn("bgWorldView not defined in resolution config; fallback to VWorld.bmp"); logGlobal->warn("bgWorldView not defined in resolution config; fallback to VWorld.bmp");