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- Fixed random crashes after creature spellcasting

- Added dummy projectiles to Commanders
This commit is contained in:
DjWarmonger
2012-04-28 15:38:34 +00:00
parent 192de453af
commit f5e47474c5
2 changed files with 23 additions and 12 deletions

View File

@ -697,7 +697,7 @@ void CBattleInterface::show(SDL_Surface * to)
activate();
//activation of next stack
if(pendingAnims.size() == 0 && stackToActivate != NULL) //FIXME: Faerie Dragon's Chain Lightning doesn't have animation ATM
if(pendingAnims.size() == 0 && stackToActivate != NULL)
{
activateStack();
}
@ -2474,6 +2474,8 @@ void CBattleInterface::showQueue()
void CBattleInterface::startAction(const BattleAction* action)
{
possibleActions.clear(); //no random interface calls for inactive stack
if(action->actionType == BattleAction::END_TACTIC_PHASE)
{
SDL_FreeSurface(menu);
@ -2733,7 +2735,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
if(curInt->cb->battleCanShoot (activeStack, myNumber))
legalAction = true;
break;
case HOSTILE_CREATURE_SPELL: //TODO: check spell immunity
case HOSTILE_CREATURE_SPELL:
if (shere && shere->alive() && !ourStack && isCastingPossibleHere (sactive, shere, myNumber))
legalAction = true;
break;
@ -2759,7 +2761,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
break;
case OBSTACLE:
if (isCastingPossibleHere (sactive, shere, myNumber))
legalAction = true; //TODO
legalAction = true;
break;
case TELEPORT:
{