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Reduced scope of CBattleInterface spellSelMode

AlexVinS 9 years ago
parent
commit
8d2aa2c8c7
2 changed files with 7 additions and 8 deletions
  1. 2 2
      client/battle/CBattleInterface.cpp
  2. 5 6
      client/battle/CBattleInterface.h

+ 2 - 2
client/battle/CBattleInterface.cpp

@@ -98,7 +98,7 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe
 								   std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen)
 	: background(nullptr), queue(nullptr), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
       activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), previouslyHoveredHex(-1),
-	  currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellSelMode(NO_LOCATION), spellToCast(nullptr), sp(nullptr),
+	  currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellToCast(nullptr), sp(nullptr),
 	  siegeH(nullptr), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0),
 	  givenCommand(nullptr), myTurn(false), resWindow(nullptr), moveStarted(false), moveSoundHander(-1), bresult(nullptr)
 {
@@ -1385,7 +1385,7 @@ void CBattleInterface::castThisSpell(SpellID spellID)
 	const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
 	assert(castingHero); // code below assumes non-null hero
 	sp = spellID.toSpell();
-	spellSelMode = ANY_LOCATION;
+	PossibleActions spellSelMode = ANY_LOCATION;
 
 	const CSpell::TargetInfo ti(sp, castingHero->getSpellSchoolLevel(sp));
 

+ 5 - 6
client/battle/CBattleInterface.h

@@ -158,7 +158,6 @@ private:
 	bool stackCanCastSpell; //if true, active stack could possibly cast some target spell
 	bool creatureCasting; //if true, stack currently aims to cats a spell
 	bool spellDestSelectMode; //if true, player is choosing destination for his spell - only for GUI / console
-	PossibleActions spellSelMode;
 	BattleAction * spellToCast; //spell for which player is choosing destination
 	const CSpell * sp; //spell pointer for convenience
 	si32 creatureSpellToCast;
@@ -194,7 +193,7 @@ private:
 		const CBattleInterface * owner;
 	public:
 		const CGTownInstance * town; //besieged town
-		
+
 		SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
 		~SiegeHelper(); //d-tor
 
@@ -335,13 +334,13 @@ public:
 	void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
 	void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook
 	void displayEffect(ui32 effect, int destTile, bool areaEffect = true); //displays custom effect on the battlefield
-	
+
 	void displaySpellCast(SpellID spellID, BattleHex destinationTile, bool areaEffect = true); //displays spell`s cast animation
 	void displaySpellEffect(SpellID spellID, BattleHex destinationTile, bool areaEffect = true); //displays spell`s affected animation
 	void displaySpellHit(SpellID spellID, BattleHex destinationTile, bool areaEffect = true); //displays spell`s affected animation
-		
+
 	void displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile, bool areaEffect = true);
-	
+
 	void battleTriggerEffect(const BattleTriggerEffect & bte);
 	void setBattleCursor(const int myNumber); //really complex and messy, sets attackingHex
 	void endAction(const BattleAction* action);
@@ -365,7 +364,7 @@ public:
 	friend class CPlayerInterface;
 	friend class CButton;
 	friend class CInGameConsole;
-	
+
 	friend class CBattleResultWindow;
 	friend class CBattleHero;
 	friend class CSpellEffectAnimation;