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* another part of Battle interface
This commit is contained in:
parent
c3249d3fd7
commit
b95551a0be
@ -6,27 +6,24 @@
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#include "AdventureMapButton.h"
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#include "hch\CHeroHandler.h"
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#include "hch\CDefHandler.h"
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#include "CCallback.h"
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#include "CGameState.h"
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extern SDL_Surface * screen;
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CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2) : printCellBorders(true)
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CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CCallback * callback, CGHeroInstance *hero1, CGHeroInstance *hero2, const std::vector< CStack* > & stcks)
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: printCellBorders(true), cb(callback), stacks(stcks), attackingHeroInstance(hero1), defendingHeroInstance(hero2)
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{
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//initializing armies
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this->army1 = army1;
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this->army2 = army2;
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for(std::map<int,std::pair<CCreature*,int> >::iterator i=army1->slots.begin(); i!=army1->slots.end(); ++i)
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for(int b=0; b<stacks.size(); ++b)
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{
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//creAnim1.push_back(new CCreatureAnimation(i->second.first->animDefName));
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creAnim1.push_back(new CCreatureAnimation(i->second.first->animDefName));
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creAnim1[creAnim1.size()-1]->setType(2);
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}
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for(std::map<int,std::pair<CCreature*,int> >::iterator i=army2->slots.begin(); i!=army2->slots.end(); ++i)
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{
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creAnim2.push_back(new CCreatureAnimation(i->second.first->animDefName));
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creAnim2[creAnim2.size()-1]->setType(2);
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creAnims.push_back(new CCreatureAnimation(stacks[b]->creature->animDefName));
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creAnims[b]->setType(2);
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}
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//preparing menu background and terrain
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std::vector< std::string > & backref = CGI->mh->battleBacks[ CGI->mh->ttiles[tile.x][tile.y][tile.z].terType ];
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std::vector< std::string > & backref = CGI->mh->battleBacks[ cb->battleGetBattlefieldType() ];
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background = CGI->bitmaph->loadBitmap(backref[ rand() % backref.size()] );
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menu = CGI->bitmaph->loadBitmap("CBAR.BMP");
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CSDL_Ext::blueToPlayersAdv(menu, hero1->tempOwner);
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@ -73,6 +70,14 @@ CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, i
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cellBorder = CSDL_Ext::alphaTransform(cellBorder);
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cellShade = CGI->bitmaph->loadBitmap("CCELLSHD.BMP");
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cellShade = CSDL_Ext::alphaTransform(cellShade);
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for(int h=0; h<187; ++h)
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{
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bfield[h].myNumber = h;
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int x = 14 + ((h/17)%2==0 ? 22 : 0) + 44*(h%17);
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int y = 86 + 42 * (h/17);
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bfield[h].pos = genRect(cellShade->h, cellShade->w, x, y);
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}
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}
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CBattleInterface::~CBattleInterface()
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@ -95,10 +100,8 @@ CBattleInterface::~CBattleInterface()
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SDL_FreeSurface(cellBorder);
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SDL_FreeSurface(cellShade);
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for(int g=0; g<creAnim1.size(); ++g)
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delete creAnim1[g];
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for(int g=0; g<creAnim2.size(); ++g)
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delete creAnim2[g];
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for(int g=0; g<creAnims.size(); ++g)
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delete creAnims[g];
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}
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void CBattleInterface::activate()
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@ -112,6 +115,10 @@ void CBattleInterface::activate()
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bDefence->activate();
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bConsoleUp->activate();
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bConsoleDown->activate();
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for(int b=0; b<187; ++b)
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{
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bfield[b].activate();
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}
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}
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void CBattleInterface::deactivate()
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@ -125,6 +132,10 @@ void CBattleInterface::deactivate()
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bDefence->deactivate();
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bConsoleUp->deactivate();
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bConsoleDown->deactivate();
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for(int b=0; b<187; ++b)
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{
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bfield[b].deactivate();
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}
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}
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void CBattleInterface::show(SDL_Surface * to)
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@ -146,6 +157,16 @@ void CBattleInterface::show(SDL_Surface * to)
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}
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}
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}
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//printing hovered cell
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for(int b=0; b<187; ++b)
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{
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if(bfield[b].hovered)
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{
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int x = 14 + ((b/17)%2==0 ? 22 : 0) + 44*(b%17);
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int y = 86 + 42 * (b/17);
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CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &genRect(cellShade->h, cellShade->w, x, y));
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}
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}
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//showing menu background
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blitAt(menu, 0, 556, to);
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@ -167,107 +188,11 @@ void CBattleInterface::show(SDL_Surface * to)
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defendingHero->show(to);
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//showing units //a lot of work...
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switch(creAnim1.size()) //for attacker
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for(int j=0; j<creAnims.size(); ++j)
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{
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case 0:
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break;
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case 1:
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creAnim1[0]->nextFrame(to, -116, 71, true); //6
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break;
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case 2:
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creAnim1[0]->nextFrame(to, -94, -55, true); //3
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creAnim1[1]->nextFrame(to, -94, 197, true); //9
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break;
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case 3:
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creAnim1[0]->nextFrame(to, -94, -55, true); //3
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creAnim1[1]->nextFrame(to, -116, 71, true); //6
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creAnim1[2]->nextFrame(to, -94, 197, true); //9
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break;
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case 4:
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creAnim1[0]->nextFrame(to, -94, -139, true); //1
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creAnim1[1]->nextFrame(to, -94, 29, true); //5
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creAnim1[2]->nextFrame(to, -94, 113, true); //7
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creAnim1[3]->nextFrame(to, -94, 281, true); //11
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break;
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case 5:
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creAnim1[0]->nextFrame(to, -94, -139, true); //1
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creAnim1[1]->nextFrame(to, -94, -55, true); //3
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creAnim1[2]->nextFrame(to, -116, 71, true); //6
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creAnim1[3]->nextFrame(to, -94, 197, true); //9
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creAnim1[4]->nextFrame(to, -94, 281, true); //11
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break;
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case 6:
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creAnim1[0]->nextFrame(to, -94, -139, true); //1
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creAnim1[1]->nextFrame(to, -94, -55, true); //3
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creAnim1[2]->nextFrame(to, -94, 29, true); //5
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creAnim1[3]->nextFrame(to, -94, 113, true); //7
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creAnim1[4]->nextFrame(to, -94, 197, true); //9
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creAnim1[5]->nextFrame(to, -94, 281, true); //11
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break;
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case 7:
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creAnim1[0]->nextFrame(to, -94, -139, true); //1
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creAnim1[1]->nextFrame(to, -94, -55, true); //3
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creAnim1[2]->nextFrame(to, -94, 29, true); //5
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creAnim1[3]->nextFrame(to, -116, 71, true); //6
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creAnim1[4]->nextFrame(to, -94, 113, true); //7
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creAnim1[5]->nextFrame(to, -94, 197, true); //9
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creAnim1[6]->nextFrame(to, -94, 281, true); //11
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break;
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default: //fault
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break;
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//creAnim1[0]->nextFrame(to, -94, -139);
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std::pair <int, int> coords = CBattleHex::getXYUnitAnim(stacks[j]->position, stacks[j]->owner == attackingHeroInstance->tempOwner);
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creAnims[j]->nextFrame(to, coords.first, coords.second, stacks[j]->owner == attackingHeroInstance->tempOwner);
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}
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switch(creAnim2.size()) //for defender
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{
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case 0:
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break;
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case 1:
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creAnim2[0]->nextFrame(to, 441, 71, false); //6
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break;
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case 2:
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creAnim2[0]->nextFrame(to, 463, -55, false); //3
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creAnim2[1]->nextFrame(to, 463, 197, false); //9
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break;
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case 3:
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creAnim2[0]->nextFrame(to, 463, -55, false); //3
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creAnim2[1]->nextFrame(to, 441, 71, false); //6
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creAnim2[2]->nextFrame(to, 463, 197, false); //9
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break;
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case 4:
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creAnim2[0]->nextFrame(to, 463, -139, false); //1
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creAnim2[1]->nextFrame(to, 463, 29, false); //5
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creAnim2[2]->nextFrame(to, 463, 113, false); //7
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creAnim2[3]->nextFrame(to, 463, 281, false); //11
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break;
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case 5:
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creAnim2[0]->nextFrame(to, 463, -139, false); //1
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creAnim2[1]->nextFrame(to, 463, -55, false); //3
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creAnim2[2]->nextFrame(to, 441, 71, false); //6
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creAnim2[3]->nextFrame(to, 463, 197, false); //9
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creAnim2[4]->nextFrame(to, 463, 281, false); //11
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break;
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case 6:
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creAnim2[0]->nextFrame(to, 463, -139, false); //1
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creAnim2[1]->nextFrame(to, 463, -55, false); //3
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creAnim2[2]->nextFrame(to, 463, 29, false); //5
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creAnim2[3]->nextFrame(to, 463, 113, false); //7
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creAnim2[4]->nextFrame(to, 463, 197, false); //9
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creAnim2[5]->nextFrame(to, 463, 281, false); //11
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break;
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case 7:
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creAnim2[0]->nextFrame(to, 463, -139, false); //1
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creAnim2[1]->nextFrame(to, 463, -55, false); //3
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creAnim2[2]->nextFrame(to, 463, 29, false); //5
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creAnim2[3]->nextFrame(to, 441, 71, false); //6
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creAnim2[4]->nextFrame(to, 463, 113, false); //7
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creAnim2[5]->nextFrame(to, 463, 197, false); //9
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creAnim2[6]->nextFrame(to, 463, 281, false); //11
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break;
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default: //fault
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break;
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//creAnim2[0]->nextFrame(to, 463, -139);
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}
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//units shown
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CSDL_Ext::update();
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@ -347,8 +272,6 @@ void CBattleHero::show(SDL_Surface *to)
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{
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CSDL_Ext::blit8bppAlphaTo24bpp(flag->ourImages[flagAnim].bitmap, NULL, screen, &genRect(flag->ourImages[flagAnim].bitmap->h, flag->ourImages[flagAnim].bitmap->w, 31, 39));
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}
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//++flagAnimCount;
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//if(flagAnimCount%4==0)
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{
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++flagAnim;
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flagAnim %= flag->ourImages.size();
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@ -371,6 +294,7 @@ CBattleHero::CBattleHero(std::string defName, int phaseG, int imageG, bool flipG
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else
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flag = CGI->spriteh->giveDef("CMFLAGL.DEF");
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//coloring flag and adding transparency
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for(int i=0; i<flag->ourImages.size(); ++i)
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{
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flag->ourImages[i].bitmap = CSDL_Ext::alphaTransform(flag->ourImages[i].bitmap);
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@ -383,3 +307,40 @@ CBattleHero::~CBattleHero()
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delete dh;
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delete flag;
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}
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std::pair<int, int> CBattleHex::getXYUnitAnim(int hexNum, bool attacker)
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{
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std::pair<int, int> ret = std::make_pair(-500, -500); //returned value
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ret.second = -139 + 42 * (hexNum/17); //counting y
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//counting x
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if(attacker)
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{
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ret.first = -160 + 22 * ( ((hexNum/17) + 1)%2 ) + 44 * (hexNum % 17);
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}
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else
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{
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ret.first = -219 + 22 * ( ((hexNum/17) + 1)%2 ) + 44 * (hexNum % 17);
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}
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//returning
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return ret;
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}
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void CBattleHex::activate()
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{
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Hoverable::activate();
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}
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void CBattleHex::deactivate()
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{
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Hoverable::activate();
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}
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void CBattleHex::hover(bool on)
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{
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hovered = on;
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Hoverable::hover(on);
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}
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CBattleHex::CBattleHex() : myNumber(-1), accesible(true), hovered(false)
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{
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}
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@ -6,6 +6,7 @@ class CCreatureSet;
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class CGHeroInstance;
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class CDefHandler;
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class CStack;
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class CCallback;
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template <typename T> class AdventureMapButton;
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class CBattleHero : public IShowable, public CIntObject
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@ -21,11 +22,19 @@ public:
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~CBattleHero(); //d-tor
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};
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class CBattleHex
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class CBattleHex : public Hoverable
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{
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public:
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unsigned int myNumber;
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bool accesible;
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CStack * ourStack;
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//CStack * ourStack;
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bool hovered;
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static std::pair<int, int> getXYUnitAnim(int hexNum, bool attacker); //returns (x, y) of left top corner of animation
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//for user interactions
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void hover (bool on);
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void activate();
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void deactivate();
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CBattleHex();
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};
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class CBattleObstacle
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@ -42,9 +51,13 @@ private:
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CBattleHero * attackingHero, * defendingHero;
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SDL_Surface * cellBorder, * cellShade;
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CCreatureSet * army1, * army2; //fighting armies
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std::vector< CCreatureAnimation * > creAnim1, creAnim2; //animations of creatures from fighting armies
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CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
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std::vector< CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order like in BattleInfo's stacks)
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CCallback * cb; //our callback for getting info about different things
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const std::vector< CStack* > & stacks; //fighting stacks
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public:
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CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2); //c-tor
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CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CCallback * callback, CGHeroInstance *hero1, CGHeroInstance *hero2, const std::vector< CStack* > & stcks); //c-tor
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~CBattleInterface(); //d-tor
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//std::vector<TimeInterested*> timeinterested; //animation handling
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@ -513,6 +513,11 @@ bool CCallback::swapArifacts(const CGHeroInstance * hero1, bool worn1, int pos1,
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return true;
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}
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int CCallback::battleGetBattlefieldType()
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{
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return CGI->mh->ttiles[CGI->state->curB->tile.x][CGI->state->curB->tile.y][CGI->state->curB->tile.z].terType;
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}
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int3 CScriptCallback::getPos(CGObjectInstance * ob)
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{
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return ob->pos;
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103
CGameState.cpp
103
CGameState.cpp
@ -30,8 +30,107 @@ void CGameState::battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, C
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curB->round = -2;
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for(std::map<int,std::pair<CCreature*,int> >::iterator i = army1->slots.begin(); i!=army1->slots.end(); i++)
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stacks.push_back(new CStack(i->second.first,i->second.second,0, stacks.size()));
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//initialization of positions
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switch(army1->slots.size()) //for attacker
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{
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case 0:
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break;
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case 1:
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stacks[0]->position = 86; //6
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break;
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case 2:
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stacks[0]->position = 35; //3
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stacks[1]->position = 137; //9
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break;
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case 3:
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stacks[0]->position = 35; //3
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stacks[1]->position = 86; //6
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stacks[2]->position = 137; //9
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break;
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case 4:
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stacks[0]->position = 1; //1
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stacks[1]->position = 69; //5
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stacks[2]->position = 103; //7
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stacks[3]->position = 171; //11
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break;
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case 5:
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stacks[0]->position = 1; //1
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stacks[1]->position = 35; //3
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stacks[2]->position = 86; //6
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stacks[3]->position = 137; //9
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stacks[4]->position = 171; //11
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break;
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case 6:
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stacks[0]->position = 1; //1
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stacks[1]->position = 35; //3
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stacks[2]->position = 69; //5
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stacks[3]->position = 103; //7
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stacks[4]->position = 137; //9
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stacks[5]->position = 171; //11
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break;
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case 7:
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stacks[0]->position = 1; //1
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stacks[1]->position = 35; //3
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stacks[2]->position = 69; //5
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stacks[3]->position = 86; //6
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stacks[4]->position = 103; //7
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stacks[5]->position = 137; //9
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stacks[6]->position = 171; //11
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break;
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default: //fault
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break;
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}
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for(std::map<int,std::pair<CCreature*,int> >::iterator i = army2->slots.begin(); i!=army2->slots.end(); i++)
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stacks.push_back(new CStack(i->second.first,i->second.second,1, stacks.size()));
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switch(army2->slots.size()) //for attacker
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{
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case 0:
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break;
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case 1:
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stacks[0+army1->slots.size()]->position = 100; //6
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break;
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case 2:
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stacks[0+army1->slots.size()]->position = 49; //3
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stacks[1+army1->slots.size()]->position = 151; //9
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break;
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case 3:
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stacks[0+army1->slots.size()]->position = 49; //3
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stacks[1+army1->slots.size()]->position = 100; //6
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stacks[2+army1->slots.size()]->position = 151; //9
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break;
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case 4:
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stacks[0+army1->slots.size()]->position = 15; //1
|
||||
stacks[1+army1->slots.size()]->position = 83; //5
|
||||
stacks[2+army1->slots.size()]->position = 117; //7
|
||||
stacks[3+army1->slots.size()]->position = 185; //11
|
||||
break;
|
||||
case 5:
|
||||
stacks[0+army1->slots.size()]->position = 15; //1
|
||||
stacks[1+army1->slots.size()]->position = 49; //3
|
||||
stacks[2+army1->slots.size()]->position = 100; //6
|
||||
stacks[3+army1->slots.size()]->position = 151; //9
|
||||
stacks[4+army1->slots.size()]->position = 185; //11
|
||||
break;
|
||||
case 6:
|
||||
stacks[0+army1->slots.size()]->position = 15; //1
|
||||
stacks[1+army1->slots.size()]->position = 49; //3
|
||||
stacks[2+army1->slots.size()]->position = 83; //5
|
||||
stacks[3+army1->slots.size()]->position = 117; //7
|
||||
stacks[4+army1->slots.size()]->position = 151; //9
|
||||
stacks[5+army1->slots.size()]->position = 185; //11
|
||||
break;
|
||||
case 7:
|
||||
stacks[0+army1->slots.size()]->position = 15; //1
|
||||
stacks[1+army1->slots.size()]->position = 49; //3
|
||||
stacks[2+army1->slots.size()]->position = 83; //5
|
||||
stacks[3+army1->slots.size()]->position = 100; //6
|
||||
stacks[4+army1->slots.size()]->position = 117; //7
|
||||
stacks[5+army1->slots.size()]->position = 151; //9
|
||||
stacks[6+army1->slots.size()]->position = 185; //11
|
||||
break;
|
||||
default: //fault
|
||||
break;
|
||||
}
|
||||
std::stable_sort(stacks.begin(),stacks.end(),cmpst);
|
||||
|
||||
//for start inform players about battle
|
||||
@ -50,7 +149,7 @@ 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);
|
||||
((CPlayerInterface*)( CGI->playerint[j->second.serial] ))->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side, curB->stacks);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -104,4 +203,4 @@ void CGameState::battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, C
|
||||
delete stacks[i];
|
||||
delete curB;
|
||||
curB = NULL;
|
||||
}
|
||||
}
|
||||
|
12
CGameState.h
12
CGameState.h
@ -1,8 +1,10 @@
|
||||
#ifndef CGAMESTATE_H
|
||||
#define CGAMESTATE_H
|
||||
|
||||
#include "mapHandler.h"
|
||||
#include <set>
|
||||
#include <tchar.h>
|
||||
|
||||
class CScriptCallback;
|
||||
class CCallback;
|
||||
class CLuaCallback;
|
||||
@ -11,6 +13,7 @@ class CCreatureSet;
|
||||
class CStack;
|
||||
class CGHeroInstance;
|
||||
class CArmedInstance;
|
||||
|
||||
struct PlayerState
|
||||
{
|
||||
public:
|
||||
@ -22,6 +25,7 @@ public:
|
||||
std::vector<CGTownInstance *> towns;
|
||||
PlayerState():color(-1){};
|
||||
};
|
||||
|
||||
struct BattleInfo
|
||||
{
|
||||
int side1, side2;
|
||||
@ -32,17 +36,19 @@ struct BattleInfo
|
||||
CCreatureSet * army1, * army2;
|
||||
std::vector<CStack*> stacks;
|
||||
};
|
||||
|
||||
class CStack
|
||||
{
|
||||
public:
|
||||
int ID;
|
||||
int ID; //type of creature
|
||||
CCreature * creature;
|
||||
int amount;
|
||||
int owner;
|
||||
int position;
|
||||
bool alive;
|
||||
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){};
|
||||
};
|
||||
|
||||
class CGameState
|
||||
{
|
||||
private:
|
||||
|
@ -1851,10 +1851,10 @@ void CPlayerInterface::garrisonChanged(const CGObjectInstance * obj)
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
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
|
||||
{
|
||||
curint->deactivate();
|
||||
curint = new CBattleInterface(army1,army2,tile,hero1,hero2);
|
||||
curint = new CBattleInterface(army1,army2,cb,hero1,hero2,stacks);
|
||||
curint->activate();
|
||||
LOCPLINT->objsToBlit.push_back(dynamic_cast<IShowable*>(curint));
|
||||
}
|
||||
|
@ -11,6 +11,7 @@ class CDefEssential;
|
||||
class CGHeroInstance;
|
||||
class CAdvMapInt;
|
||||
class CCastleInterface;
|
||||
class CStack;
|
||||
class IShowable
|
||||
{
|
||||
public:
|
||||
@ -303,7 +304,7 @@ public:
|
||||
void garrisonChanged(const CGObjectInstance * obj);
|
||||
|
||||
//battles
|
||||
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 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 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
|
||||
|
@ -1150,7 +1150,7 @@ SDL_Surface * CMapHandler::getVisBitmap(int x, int y, PseudoV< PseudoV< PseudoV<
|
||||
//return CSDL_Ext::rotate01(partialHide->ourImages[12].bitmap); //visible left, left - bottom, bottom; right top corner hidden
|
||||
return partialHide->ourImages[38].bitmap;
|
||||
}
|
||||
else if(visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl] && visibilityMap[x-1][y-1][lvl] && visibilityMap[x+1][y+1][lvl] && visibilityMap[x+1][y-1][lvl] && visibilityMap[x-1][y+1][lvl])
|
||||
else if(visibilityMap[x][y+1][lvl] && visibilityMap[x+1][y][lvl] && visibilityMap[x-1][y][lvl] && visibilityMap[x][y-1][lvl])
|
||||
{
|
||||
return partialHide->ourImages[10].bitmap; //visible left, right, bottom and top
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user