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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

another piece of battles (with code reorganization)

This commit is contained in:
mateuszb 2008-03-14 18:24:37 +00:00
parent eed2a2b54c
commit 7b88f4a70b
8 changed files with 55 additions and 19 deletions

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@ -10,20 +10,22 @@
#include "CGameState.h"
extern SDL_Surface * screen;
SDL_Surface * CBattleInterface::cellBorder, * CBattleInterface::cellShade;
CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CCallback * callback, CGHeroInstance *hero1, CGHeroInstance *hero2, const std::vector< CStack* > & stcks)
: printCellBorders(true), cb(callback), stacks(stcks), attackingHeroInstance(hero1), defendingHeroInstance(hero2)
CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2)
: printCellBorders(true), attackingHeroInstance(hero1), defendingHeroInstance(hero2)
{
//initializing armies
this->army1 = army1;
this->army2 = army2;
for(int b=0; b<stacks.size(); ++b)
std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks();
for(std::map<int, CStack>::iterator b=stacks.begin(); b!=stacks.end(); ++b)
{
creAnims.push_back(new CCreatureAnimation(stacks[b]->creature->animDefName));
creAnims[b]->setType(2);
creAnims[b->second.ID] = (new CCreatureAnimation(b->second.creature->animDefName));
creAnims[b->second.ID]->setType(2);
}
//preparing menu background and terrain
std::vector< std::string > & backref = CGI->mh->battleBacks[ cb->battleGetBattlefieldType() ];
std::vector< std::string > & backref = CGI->mh->battleBacks[ LOCPLINT->cb->battleGetBattlefieldType() ];
background = CGI->bitmaph->loadBitmap(backref[ rand() % backref.size()] );
menu = CGI->bitmaph->loadBitmap("CBAR.BMP");
CSDL_Ext::blueToPlayersAdv(menu, hero1->tempOwner);
@ -188,10 +190,11 @@ void CBattleInterface::show(SDL_Surface * to)
defendingHero->show(to);
//showing units //a lot of work...
for(int j=0; j<creAnims.size(); ++j)
std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks();
for(std::map<int, CCreatureAnimation*>::iterator j=creAnims.begin(); j!=creAnims.end(); ++j)
{
std::pair <int, int> coords = CBattleHex::getXYUnitAnim(stacks[j]->position, stacks[j]->owner == attackingHeroInstance->tempOwner);
creAnims[j]->nextFrame(to, coords.first, coords.second, stacks[j]->owner == attackingHeroInstance->tempOwner);
std::pair <int, int> coords = CBattleHex::getXYUnitAnim(stacks[j->first].position, stacks[j->first].owner == attackingHeroInstance->tempOwner);
j->second->nextFrame(to, coords.first, coords.second, stacks[j->first].owner == attackingHeroInstance->tempOwner);
}
//units shown
@ -245,6 +248,18 @@ void CBattleInterface::bConsoleDownf()
{
}
void CBattleInterface::newStack(CStack stack)
{
creAnims[stack.ID] = new CCreatureAnimation(stack.creature->animDefName);
creAnims[stack.ID]->setType(2);
}
void CBattleInterface::stackRemoved(CStack stack)
{
delete creAnims[stack.ID];
creAnims.erase(stack.ID);
}
void CBattleHero::show(SDL_Surface *to)
{
int tick=-1;

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@ -49,21 +49,19 @@ private:
AdventureMapButton<CBattleInterface> * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
* bWait, * bDefence, * bConsoleUp, * bConsoleDown;
CBattleHero * attackingHero, * defendingHero;
SDL_Surface * cellBorder, * cellShade;
CCreatureSet * army1, * army2; //fighting armies
CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
std::vector< CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order like in BattleInfo's stacks)
std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order like in BattleInfo's stacks)
CCallback * cb; //our callback for getting info about different things
const std::vector< CStack* > & stacks; //fighting stacks
public:
CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CCallback * callback, CGHeroInstance *hero1, CGHeroInstance *hero2, const std::vector< CStack* > & stcks); //c-tor
CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2); //c-tor
~CBattleInterface(); //d-tor
//std::vector<TimeInterested*> timeinterested; //animation handling
bool printCellBorders; //if true, cell borders will be printed
CBattleHex bfield[187]; //11 lines, 17 hexes on each
std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
static SDL_Surface * cellBorder, * cellShade;
//button handle funcs:
void bOptionsf();
@ -80,4 +78,8 @@ public:
void activate();
void deactivate();
void show(SDL_Surface * to);
//call-ins
void newStack(CStack stack);
void stackRemoved(CStack stack);
};

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@ -12,7 +12,9 @@
#include "hch/CGeneralTextHandler.h"
#include "CAdvmapInterface.h"
#include "CPlayerInterface.h"
LUALIB_API int (luaL_error) (lua_State *L, const char *fmt, ...);
int CCallback::lowestSpeed(CGHeroInstance * chi)
{
int min = 150;
@ -518,6 +520,16 @@ int CCallback::battleGetBattlefieldType()
return CGI->mh->ttiles[CGI->state->curB->tile.x][CGI->state->curB->tile.y][CGI->state->curB->tile.z].terType;
}
std::map<int, CStack> CCallback::battleGetStacks()
{
std::map<int, CStack> ret;
for(int g=0; g<CGI->state->curB->stacks.size(); ++g)
{
ret[CGI->state->curB->stacks[g]->ID] = *(CGI->state->curB->stacks[g]);
}
return ret;
}
int3 CScriptCallback::getPos(CGObjectInstance * ob)
{
return ob->pos;

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@ -3,6 +3,8 @@
#include "mapHandler.h"
#include "tchar.h"
#include "CGameState.h"
class CGameState;
class CPath;
class CGObjectInstance;
@ -96,6 +98,7 @@ public:
int battleGetStack(int pos); //returns ID of stack on the tile
int battleGetPos(int stack); //returns position (tile ID) of stack
int battleMakeAction(Action* action);//perform action with an active stack (or custom action)
std::map<int, CStack> battleGetStacks(); //returns stacks on battlefield
//friends

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@ -29,7 +29,10 @@ void CGameState::battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, C
curB->side2=(hero2)?(hero2->tempOwner):(-1);
curB->round = -2;
for(std::map<int,std::pair<CCreature*,int> >::iterator i = army1->slots.begin(); i!=army1->slots.end(); i++)
{
stacks.push_back(new CStack(i->second.first,i->second.second,0, stacks.size()));
stacks[stacks.size()-1]->ID = stacks.size()-1;
}
//initialization of positions
switch(army1->slots.size()) //for attacker
{
@ -149,7 +152,7 @@ void CGameState::battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, C
return; //no witnesses
if(CGI->playerint[j->second.serial]->human)
{
((CPlayerInterface*)( CGI->playerint[j->second.serial] ))->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side, curB->stacks);
((CPlayerInterface*)( CGI->playerint[j->second.serial] ))->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
}
else
{

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@ -40,13 +40,14 @@ struct BattleInfo
class CStack
{
public:
int ID; //type of creature
int ID; //unique ID of stack
CCreature * creature;
int amount;
int owner;
int position; //position on battlefield
bool alive; //true if it is alive
CStack(CCreature * C, int A, int O, int I):creature(C),amount(A),owner(O), alive(true), position(-1), ID(I){};
CStack() : creature(NULL),amount(-1),owner(255), alive(true), position(-1), ID(-1){};
};
class CGameState

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@ -1850,10 +1850,10 @@ void CPlayerInterface::garrisonChanged(const CGObjectInstance * obj)
}
}
void CPlayerInterface::battleStart(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, tribool side, std::vector< CStack* > & stacks) //called by engine when battle starts; side=0 - left, side=1 - right
void CPlayerInterface::battleStart(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, tribool side) //called by engine when battle starts; side=0 - left, side=1 - right
{
curint->deactivate();
curint = new CBattleInterface(army1,army2,cb,hero1,hero2,stacks);
curint = new CBattleInterface(army1,army2,hero1,hero2);
curint->activate();
LOCPLINT->objsToBlit.push_back(dynamic_cast<IShowable*>(curint));
}

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@ -304,7 +304,7 @@ public:
void garrisonChanged(const CGObjectInstance * obj);
//battles
void battleStart(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, tribool side, std::vector< CStack* > & stacks); //called by engine when battle starts; side=0 - left, side=1 - right
void battleStart(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, tribool side); //called by engine when battle starts; side=0 - left, side=1 - right
void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void actionStarted(Action action);//occurs BEFORE every action taken by any stack or by the hero