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Spell_levels are not necessary in the end.

Fixes. Game won't crash when displaying info for war machines. However, they should be handled as regular stacks during battle.
This commit is contained in:
DjWarmonger
2011-05-13 14:33:48 +00:00
parent b02527566c
commit db386915d1
4 changed files with 11 additions and 36 deletions

View File

@@ -2935,9 +2935,8 @@ void CBattleInterface::spellCast( const BattleSpellCast * sc )
else
text = "";
break;
case 81:
break; //handled as hero spell - display damage
default:
text = CGI->generaltexth->allTexts[565]; //The %s casts %s
boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //casting stack
}
if (plural)
@@ -2955,7 +2954,7 @@ void CBattleInterface::spellCast( const BattleSpellCast * sc )
}
}
if (!customSpell)
boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name);
boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name); //simple spell name
if (text.size())
console->addText(text);
}
@@ -2968,7 +2967,7 @@ void CBattleInterface::spellCast( const BattleSpellCast * sc )
}
else
{
boost::algorithm::replace_first(text, "%s", "Creature"); //TODO: better fix
boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //creature caster
}
boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name);
console->addText(text);