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* hero is displayed in battle window

* battle console buttons added
* blit8bppAlphaTo24bpp bad working fixed (to be optimized)
* maybe something else
This commit is contained in:
mateuszb 2008-03-03 19:41:10 +00:00
parent ab3d7fccb5
commit 9b9a9b455f
8 changed files with 160 additions and 30 deletions

View File

@ -4,18 +4,25 @@
#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)
{
//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);
@ -23,7 +30,48 @@ CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, i
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);
//bOptions->activate();
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;
attackingHero->dh = CGI->spriteh->giveDef( CGI->mh->battleHeroes[hero1->type->heroType] );
for(int i=0; i<attackingHero->dh->ourImages.size(); ++i) //transforming images
{
attackingHero->dh->ourImages[i].bitmap = CSDL_Ext::alphaTransform(attackingHero->dh->ourImages[i].bitmap);
}
attackingHero->dh->alphaTransformed = true;
attackingHero->phase = 0;
attackingHero->image = 0;
attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, 0, 0);
//CSDL_Ext::blit8bppAlphaTo24bpp(attackingHero->ourImages[0].bitmap, &attackingHero->ourImages[0].bitmap->clip_rect, screen, &genRect(attackingHero->ourImages[0].bitmap->h, attackingHero->ourImages[0].bitmap->w, 0, 0));
}
else
{
attackingHero = NULL;
}
if(hero2) // defending hero
{
defendingHero = new CBattleHero;
defendingHero->dh = CGI->spriteh->giveDef( CGI->mh->battleHeroes[hero2->type->heroType] );
for(int i=0; i<defendingHero->dh->ourImages.size(); ++i) //transforming and flipping images
{
defendingHero->dh->ourImages[i].bitmap = CSDL_Ext::rotate01(defendingHero->dh->ourImages[i].bitmap);
defendingHero->dh->ourImages[i].bitmap = CSDL_Ext::alphaTransform(defendingHero->dh->ourImages[i].bitmap);
}
defendingHero->dh->alphaTransformed = true;
defendingHero->phase = 0;
defendingHero->image = 0;
defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, 650, 0);
//CSDL_Ext::blit8bppAlphaTo24bpp(defendingHero->ourImages[0].bitmap, &defendingHero->ourImages[0].bitmap->clip_rect, screen, &genRect(defendingHero->ourImages[0].bitmap->h, defendingHero->ourImages[0].bitmap->w, 650, 0));
}
else
{
defendingHero = NULL;
}
}
CBattleInterface::~CBattleInterface()
@ -37,6 +85,11 @@ CBattleInterface::~CBattleInterface()
delete bSpell;
delete bWait;
delete bDefence;
delete bConsoleUp;
delete bConsoleDown;
delete attackingHero;
delete defendingHero;
}
void CBattleInterface::activate()
@ -48,6 +101,8 @@ void CBattleInterface::activate()
bSpell->activate();
bWait->activate();
bDefence->activate();
bConsoleUp->activate();
bConsoleDown->activate();
}
void CBattleInterface::deactivate()
@ -59,13 +114,35 @@ void CBattleInterface::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);
blitAt(menu, 0, 556, to);
//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()
@ -103,3 +180,28 @@ 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)
{
CSDL_Ext::blit8bppAlphaTo24bpp(dh->ourImages[i].bitmap, NULL, to, &pos);
++image;
if(dh->ourImages[i+1].groupNumber!=phase) //back to appropriate frame
{
image = 0;
}
break;
}
}
}
CBattleHero::~CBattleHero()
{
delete dh;
}

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@ -4,18 +4,33 @@
class CCreatureSet;
class CGHeroInstance;
class CDefHandler;
template <typename T> class AdventureMapButton;
class CBattleHero : public IShowable, public CIntObject
{
public:
CDefHandler * dh;
int phase;
int image;
void show(SDL_Surface * to);
~CBattleHero(); //d-tor
};
class CBattleInterface : public IActivable, public IShowable
{
private:
SDL_Surface * background, * menu;
AdventureMapButton<CBattleInterface> * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
* bWait, * bDefence, * bConsoleUp, * bConsoleDown;
CBattleHero * attackingHero, * defendingHero;
public:
CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2);
~CBattleInterface();
//std::vector<TimeInterested*> timeinterested; //animation handling
//button handle funcs:
void bOptionsf();
void bSurrenderf();

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@ -26,21 +26,6 @@ public:
}
} cmpst ;
int battleEventThread(void * pointer)
{
while(true)
{
SDL_Event sEvent;
while (SDL_PollEvent(&sEvent)) //wait for event...
{
LOCPLINT->handleEvent(&sEvent);
}
CSDL_Ext::update();
SDL_Delay(100);
}
return 0;
}
void CGameState::battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2)
{
curB = new BattleInfo();

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@ -1884,7 +1884,19 @@ void CPlayerInterface::activeStack(int stackID) //called when it's turn of that
objsToBlit[i]->show();
//SDL_Flip(ekran);
CSDL_Ext::update(ekran);
SDL_Delay(5); //give time for other apps
/*timeHandler th;
th.getDif();
int tv = th.getDif();
for (int i=0;i<((CBattleInterface*)this->curint)->timeinterested.size();i++)
{
if (timeinterested[i]->toNextTick>=0)
timeinterested[i]->toNextTick-=tv;
if (timeinterested[i]->toNextTick<0)
timeinterested[i]->tick();
}*/
SDL_Delay(1); //give time for other apps
SDL_framerateDelay(mainFPSmng);
}
}

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@ -597,12 +597,12 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su
case 255:
break;
default:
p[0] = ((((Uint32)tbc.r-(Uint32)p[0])*(Uint32)tbc.unused) >> 8 + p[0]) & 0xFF;
p[1] = ((((Uint32)tbc.g-(Uint32)p[1])*(Uint32)tbc.unused) >> 8 + p[1]) & 0xFF;
p[2] = ((((Uint32)tbc.b-(Uint32)p[2])*(Uint32)tbc.unused) >> 8 + p[2]) & 0xFF;
//p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
//p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green
//p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue
//p[0] = ((((Uint32)tbc.r-(Uint32)p[0])*(Uint32)tbc.unused) >> 8 + p[0]) & 0xFF;
//p[1] = ((((Uint32)tbc.g-(Uint32)p[1])*(Uint32)tbc.unused) >> 8 + p[1]) & 0xFF;
//p[2] = ((((Uint32)tbc.b-(Uint32)p[2])*(Uint32)tbc.unused) >> 8 + p[2]) & 0xFF;
p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green
p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue
break;
}
}
@ -630,12 +630,12 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su
case 255:
break;
default:
//p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
//p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green
//p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue
p[2] = ((((Uint32)tbc.r-(Uint32)p[2])*(Uint32)tbc.unused) >> 8 + p[2]) & 0xFF;
p[1] = ((((Uint32)tbc.g-(Uint32)p[1])*(Uint32)tbc.unused) >> 8 + p[1]) & 0xFF;
p[0] = ((((Uint32)tbc.b-(Uint32)p[0])*(Uint32)tbc.unused) >> 8 + p[0]) & 0xFF;
p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green
p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue
//p[2] = ((((Uint32)tbc.r-(Uint32)p[2])*(Uint32)tbc.unused) >> 8 + p[2]) & 0xFF;
//p[1] = ((((Uint32)tbc.g-(Uint32)p[1])*(Uint32)tbc.unused) >> 8 + p[1]) & 0xFF;
//p[0] = ((((Uint32)tbc.b-(Uint32)p[0])*(Uint32)tbc.unused) >> 8 + p[0]) & 0xFF;
break;
}
}

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@ -377,6 +377,11 @@ CDefHandler * CLodHandler::giveDef(std::string defName)
{
std::transform(defName.begin(), defName.end(), defName.begin(), (int(*)(int))toupper);
Entry * ourEntry = entries.znajdz(Entry(defName));
if(!ourEntry) //nothing's been found
{
std::cerr<<"No def: "<<defName;
throw(std::string("Bad def name!"));
}
CDefHandler * ret;
fseek(FLOD, ourEntry->offset, 0);
unsigned char * outp;

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@ -828,6 +828,16 @@ void CMapHandler::init()
bback>>battleBacks[i][f];
}
}
//initializing battle hero animation
std::ifstream bher("config/battleHeroes.txt");
int numberofh;
bher>>numberofh;
battleHeroes.resize(numberofh);
for(int i=0; i<numberofh; ++i) //9 - number of terrains battle can be fought on
{
bher>>battleHeroes[i];
}
}
SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level, unsigned char anim, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, SDL_Rect * extRect)

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@ -74,6 +74,7 @@ public:
std::map<std::string, CDefHandler*> loadedDefs; //pointers to loaded defs (key is filename, uppercase)
std::map<int, CGDefInfo*> villages, forts, capitols;
std::vector< std::vector< std::string > > battleBacks; //battleBacks[terType] - vector of possible names for certain terrain type
std::vector< std::string > battleHeroes; //battleHeroes[hero type] - name of def that has hero animation for battle
PseudoV< PseudoV< PseudoV<unsigned char> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile