AlexVinS 9 gadi atpakaļ
vecāks
revīzija
be002f6576
2 mainītis faili ar 15 papildinājumiem un 16 dzēšanām
  1. 10 11
      client/battle/CBattleInterface.cpp
  2. 5 5
      client/battle/CBattleInterface.h

+ 10 - 11
client/battle/CBattleInterface.cpp

@@ -1272,7 +1272,7 @@ void CBattleInterface::spellCast( const BattleSpellCast * sc )
 	}
 
 	//todo: play custom cast animation
-	displaySpellCast(spellID, BattleHex::INVALID, false);
+	displaySpellCast(spellID, BattleHex::INVALID);
 
 	//playing projectile animation
 	if(sc->tile.isValid())
@@ -1415,13 +1415,12 @@ void CBattleInterface::castThisSpell(SpellID spellID)
 	}
 }
 
-void CBattleInterface::displayEffect(ui32 effect, int destTile, bool areaEffect)
+void CBattleInterface::displayEffect(ui32 effect, int destTile)
 {
-	//todo: recheck areaEffect usage
 	addNewAnim(new CSpellEffectAnimation(this, effect, destTile, 0, 0, false));
 }
 
-void CBattleInterface::displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile, bool areaEffect)
+void CBattleInterface::displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile)
 {
 	if(animation.pause > 0)
 	{
@@ -1433,7 +1432,7 @@ void CBattleInterface::displaySpellAnimation(const CSpell::TAnimation & animatio
 	}
 }
 
-void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile, bool areaEffect)
+void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile)
 {
 	const CSpell * spell = spellID.toSpell();
 
@@ -1442,11 +1441,11 @@ void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTi
 
 	for(const CSpell::TAnimation & animation : spell->animationInfo.cast)
 	{
-		displaySpellAnimation(animation, destinationTile, areaEffect);
+		displaySpellAnimation(animation, destinationTile);
 	}
 }
 
-void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile, bool areaEffect)
+void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile)
 {
 	const CSpell * spell = spellID.toSpell();
 
@@ -1455,11 +1454,11 @@ void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destination
 
 	for(const CSpell::TAnimation & animation : spell->animationInfo.affect)
 	{
-		displaySpellAnimation(animation, destinationTile, areaEffect);
+		displaySpellAnimation(animation, destinationTile);
 	}
 }
 
-void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile, bool areaEffect)
+void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile)
 {
 	const CSpell * spell = spellID.toSpell();
 
@@ -1468,7 +1467,7 @@ void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTil
 
 	for(const CSpell::TAnimation & animation : spell->animationInfo.hit)
 	{
-		displaySpellAnimation(animation, destinationTile, areaEffect);
+		displaySpellAnimation(animation, destinationTile);
 	}
 }
 
@@ -1633,7 +1632,7 @@ void CBattleInterface::getPossibleActionsForStack(const CStack * stack)
 				for (Bonus * spellBonus : spellBonuses)
 				{
 					spell = CGI->spellh->objects[spellBonus->subtype];
-					switch (spellBonus->subtype)
+					switch (spell->id)
 					{
 						case SpellID::REMOVE_OBSTACLE:
 							possibleActions.push_back (OBSTACLE);

+ 5 - 5
client/battle/CBattleInterface.h

@@ -334,13 +334,13 @@ public:
 	void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
 	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 displayEffect(ui32 effect, int destTile); //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 displaySpellCast(SpellID spellID, BattleHex destinationTile); //displays spell`s cast animation
+	void displaySpellEffect(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation
+	void displaySpellHit(SpellID spellID, BattleHex destinationTile); //displays spell`s affected animation
 
-	void displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile, bool areaEffect = true);
+	void displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile);
 
 	void battleTriggerEffect(const BattleTriggerEffect & bte);
 	void setBattleCursor(const int myNumber); //really complex and messy, sets attackingHex