engine/magic/source/TargetSelfShapeProcessor.cpp
// Ignore the direction provided, and just target the starting coordinates.
Ignore the direction provided, and just target the starting coordinates.
Ignore the direction provided and just target the starting coordinates .
pair<vector<pair<Coordinate, TilePtr>>, Animation> TargetSelfShapeProcessor::get_affected_tiles_and_animation_for_spell(MapPtr map, const Coordinate& caster_coord, const Direction d, const Spell& spell)
{
  vector<pair<Coordinate, TilePtr>> affected_coords_and_tiles;
  Animation animation; 
  TilePtr caster_tile = map->at(caster_coord);
  affected_coords_and_tiles.push_back(make_pair(caster_coord, caster_tile));
  std::pair<std::vector<std::pair<Coordinate, TilePtr>>, Animation> tiles_and_animation(affected_coords_and_tiles, animation);
  return tiles_and_animation;
}
pair < vector < pair < Coordinate , TilePtr > > , Animation > TargetSelfShapeProcessor :: get_affected_tiles_and_animation_for_spell ( MapPtr map , const Coordinate & caster_coord , const Direction d , const Spell & spell ) { vector < pair < Coordinate , TilePtr > > affected_coords_and_tiles ; Animation animation ; TilePtr caster_tile = map -> at ( caster_coord ) ; affected_coords_and_tiles . push_back ( make_pair ( caster_coord , caster_tile ) ) ; std :: pair < std :: vector < std :: pair < Coordinate , TilePtr > > , Animation > tiles_and_animation ( affected_coords_and_tiles , animation ) ; return tiles_and_animation ; }
Ignore the direction provided, and just target the starting coordinates.
Ignore the direction provided and just target the starting coordinates .
// No animation for self-targetted spells.