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vcmi/CBattleInterface.cpp

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#include "CBattleInterface.h"
#include "CGameInfo.h"
#include "hch\CLodHandler.h"
#include "SDL_Extensions.h"
#include "CAdvmapInterface.h"
#include "AdventureMapButton.h"
#include "hch\CHeroHandler.h"
#include "hch\CDefHandler.h"
extern SDL_Surface * screen;
CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2) : printCellBorders(true)
{
//preparing menu background and terrain
std::vector< std::string > & backref = CGI->mh->battleBacks[ CGI->mh->ttiles[tile.x][tile.y][tile.z].terType ];
background = CGI->bitmaph->loadBitmap(backref[ rand() % backref.size()] );
menu = CGI->bitmaph->loadBitmap("CBAR.BMP");
CSDL_Ext::blueToPlayersAdv(menu, hero1->tempOwner);
//blitting menu background and terrain
blitAt(background, 0, 0);
blitAt(menu, 0, 556);
CSDL_Ext::update();
//preparing buttons
bOptions = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bOptionsf, 3, 561, "icm003.def", this, false, NULL, false);
bSurrender = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bSurrenderf, 54, 561, "icm001.def", this, false, NULL, false);
bFlee = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bFleef, 105, 561, "icm002.def", this, false, NULL, false);
bAutofight = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bAutofightf, 157, 561, "icm004.def", this, false, NULL, false);
bSpell = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bSpellf, 645, 561, "icm005.def", this, false, NULL, false);
bWait = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bWaitf, 696, 561, "icm006.def", this, false, NULL, false);
bDefence = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bDefencef, 747, 561, "icm007.def", this, false, NULL, false);
bConsoleUp = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bConsoleUpf, 624, 561, "ComSlide.def", this, false, NULL, false);
bConsoleDown = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bConsoleDownf, 624, 580, "ComSlide.def", this, false, NULL, false);
bConsoleDown->bitmapOffset = 2;
//loading hero animations
if(hero1) // attacking hero
{
attackingHero = new CBattleHero(CGI->mh->battleHeroes[hero1->type->heroType], 0, 0, false, hero1->tempOwner);
attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, -40, 0);
}
else
{
attackingHero = NULL;
}
if(hero2) // defending hero
{
defendingHero = new CBattleHero(CGI->mh->battleHeroes[hero2->type->heroType], 0, 0, true, hero2->tempOwner);
defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, 690, 0);
}
else
{
defendingHero = NULL;
}
//preparing cells and hexes
cellBorder = CGI->bitmaph->loadBitmap("CCELLGRD.BMP");
cellBorder = CSDL_Ext::alphaTransform(cellBorder);
cellShade = CGI->bitmaph->loadBitmap("CCELLSHD.BMP");
cellShade = CSDL_Ext::alphaTransform(cellShade);
}
CBattleInterface::~CBattleInterface()
{
SDL_FreeSurface(background);
SDL_FreeSurface(menu);
delete bOptions;
delete bSurrender;
delete bFlee;
delete bAutofight;
delete bSpell;
delete bWait;
delete bDefence;
delete bConsoleUp;
delete bConsoleDown;
delete attackingHero;
delete defendingHero;
SDL_FreeSurface(cellBorder);
SDL_FreeSurface(cellShade);
}
void CBattleInterface::activate()
{
bOptions->activate();
bSurrender->activate();
bFlee->activate();
bAutofight->activate();
bSpell->activate();
bWait->activate();
bDefence->activate();
bConsoleUp->activate();
bConsoleDown->activate();
}
void CBattleInterface::deactivate()
{
bOptions->deactivate();
bSurrender->deactivate();
bFlee->deactivate();
bAutofight->deactivate();
bSpell->deactivate();
bWait->deactivate();
bDefence->deactivate();
bConsoleUp->deactivate();
bConsoleDown->deactivate();
}
void CBattleInterface::show(SDL_Surface * to)
{
if(!to) //"evaluating" to
to = screen;
//showing background
blitAt(background, 0, 0, to);
if(printCellBorders) //printing cell borders
{
for(int i=0; i<11; ++i) //rows
{
for(int j=0; j<15; ++j) //columns
{
int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
int y = 86 + 42 * i;
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorder, NULL, to, &genRect(cellBorder->h, cellBorder->w, x, y));
}
}
}
//showing menu background
blitAt(menu, 0, 556, to);
//showing buttons
bOptions->show(to);
bSurrender->show(to);
bFlee->show(to);
bAutofight->show(to);
bSpell->show(to);
bWait->show(to);
bDefence->show(to);
bConsoleUp->show(to);
bConsoleDown->show(to);
//showing hero animations
attackingHero->show(to);
defendingHero->show(to);
CSDL_Ext::update();
}
void CBattleInterface::bOptionsf()
{
}
void CBattleInterface::bSurrenderf()
{
}
void CBattleInterface::bFleef()
{
}
void CBattleInterface::bAutofightf()
{
}
void CBattleInterface::bSpellf()
{
}
void CBattleInterface::bWaitf()
{
}
void CBattleInterface::bDefencef()
{
}
void CBattleInterface::bConsoleUpf()
{
}
void CBattleInterface::bConsoleDownf()
{
}
void CBattleHero::show(SDL_Surface *to)
{
int tick=-1;
for(int i=0; i<dh->ourImages.size(); ++i)
{
if(dh->ourImages[i].groupNumber==phase)
++tick;
if(tick==image)
{
SDL_Rect posb = pos;
CSDL_Ext::blit8bppAlphaTo24bpp(dh->ourImages[i].bitmap, NULL, to, &posb);
++image;
if(dh->ourImages[i+1].groupNumber!=phase) //back to appropriate frame
{
image = 0;
}
break;
}
}
if(flip)
{
CSDL_Ext::blit8bppAlphaTo24bpp(flag->ourImages[flagAnim].bitmap, NULL, screen, &genRect(flag->ourImages[flagAnim].bitmap->h, flag->ourImages[flagAnim].bitmap->w, 752, 39));
}
else
{
CSDL_Ext::blit8bppAlphaTo24bpp(flag->ourImages[flagAnim].bitmap, NULL, screen, &genRect(flag->ourImages[flagAnim].bitmap->h, flag->ourImages[flagAnim].bitmap->w, 31, 39));
}
++flagAnimCount;
if(flagAnimCount%4==0)
{
++flagAnim;
flagAnim %= flag->ourImages.size();
}
}
CBattleHero::CBattleHero(std::string defName, int phaseG, int imageG, bool flipG, unsigned char player): phase(phaseG), image(imageG), flip(flipG), flagAnim(0)
{
dh = CGI->spriteh->giveDef( defName );
for(int i=0; i<dh->ourImages.size(); ++i) //transforming images
{
if(flip)
dh->ourImages[i].bitmap = CSDL_Ext::rotate01(dh->ourImages[i].bitmap);
dh->ourImages[i].bitmap = CSDL_Ext::alphaTransform(dh->ourImages[i].bitmap);
}
dh->alphaTransformed = true;
if(flip)
flag = CGI->spriteh->giveDef("CMFLAGR.DEF");
else
flag = CGI->spriteh->giveDef("CMFLAGL.DEF");
for(int i=0; i<flag->ourImages.size(); ++i)
{
flag->ourImages[i].bitmap = CSDL_Ext::alphaTransform(flag->ourImages[i].bitmap);
CSDL_Ext::blueToPlayersAdv(flag->ourImages[i].bitmap, player);
}
}
CBattleHero::~CBattleHero()
{
delete dh;
delete flag;
}