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https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
* better code handling attack animation in battles
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92525f6d31
commit
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@ -18,7 +18,7 @@ extern SDL_Color zwykly;
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SDL_Surface * CBattleInterface::cellBorder, * CBattleInterface::cellShade;
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CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2)
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: printCellBorders(true), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1), givenCommand(NULL)
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: printCellBorders(true), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1), givenCommand(NULL), attackingInfo(NULL)
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{
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//initializing armies
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this->army1 = army1;
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@ -243,6 +243,9 @@ void CBattleInterface::show(SDL_Surface * to)
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{
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stackByHex[j->second.position] = j->second.ID;
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}
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attackingShowHelper(); // handle attack animation
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for(int b=0; b<187; ++b)
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{
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if(stackByHex[b]!=-1)
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@ -559,134 +562,97 @@ void CBattleInterface::stackAttacking(int ID, int dest)
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switch(CBattleHex::mutualPosition(aStack.position, dest)) //attack direction
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{
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case 0:
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//reverseCreature(ID, aStack.position, true);
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creAnims[ID]->setType(10);
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for(int i=0; i<creAnims[ID]->framesInGroup(10); ++i)
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{
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show();
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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//reverseCreature(ID, aStack.position, true);
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break;
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case 1:
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creAnims[ID]->setType(10);
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for(int i=0; i<creAnims[ID]->framesInGroup(10); ++i)
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{
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show();
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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break;
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case 2:
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creAnims[ID]->setType(11);
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for(int i=0; i<creAnims[ID]->framesInGroup(11); ++i)
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{
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show();
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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break;
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case 3:
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creAnims[ID]->setType(12);
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for(int i=0; i<creAnims[ID]->framesInGroup(12); ++i)
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{
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show();
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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break;
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case 4:
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//reverseCreature(ID, aStack.position, true);
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creAnims[ID]->setType(12);
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for(int i=0; i<creAnims[ID]->framesInGroup(12); ++i)
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{
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show();
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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//reverseCreature(ID, aStack.position, true);
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break;
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case 5:
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reverseCreature(ID, aStack.position, true);
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creAnims[ID]->setType(11);
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for(int i=0; i<creAnims[ID]->framesInGroup(11); ++i)
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{
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show();
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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reverseCreature(ID, aStack.position, true);
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break;
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}
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creAnims[ID]->setType(2);
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}
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else //else for if(aStack.creature->isDoubleWide())
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{
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switch(CBattleHex::mutualPosition(aStack.position, dest)) //attack direction
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{
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case 0:
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reverseCreature(ID, aStack.position, true);
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creAnims[ID]->setType(10);
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for(int i=0; i<creAnims[ID]->framesInGroup(10); ++i)
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{
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show();
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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reverseCreature(ID, aStack.position, true);
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break;
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case 1:
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creAnims[ID]->setType(10);
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for(int i=0; i<creAnims[ID]->framesInGroup(10); ++i)
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{
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show();
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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break;
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case 2:
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creAnims[ID]->setType(11);
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for(int i=0; i<creAnims[ID]->framesInGroup(11); ++i)
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{
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show();
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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break;
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case 3:
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creAnims[ID]->setType(12);
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for(int i=0; i<creAnims[ID]->framesInGroup(12); ++i)
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{
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show();
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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break;
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case 4:
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reverseCreature(ID, aStack.position, true);
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creAnims[ID]->setType(12);
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for(int i=0; i<creAnims[ID]->framesInGroup(12); ++i)
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{
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show();
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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reverseCreature(ID, aStack.position, true);
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break;
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case 5:
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reverseCreature(ID, aStack.position, true);
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creAnims[ID]->setType(11);
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for(int i=0; i<creAnims[ID]->framesInGroup(11); ++i)
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{
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show();
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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reverseCreature(ID, aStack.position, true);
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break;
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}
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creAnims[ID]->setType(2);
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}
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attackingInfo = new CAttHelper;
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attackingInfo->dest = dest;
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attackingInfo->frame = 0;
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attackingInfo->ID = ID;
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attackingInfo->reversing = false;
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if(aStack.creature->isDoubleWide())
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{
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switch(CBattleHex::mutualPosition(aStack.position, dest)) //attack direction
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{
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case 0:
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attackingInfo->maxframe = creAnims[ID]->framesInGroup(10);
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break;
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case 1:
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attackingInfo->maxframe = creAnims[ID]->framesInGroup(10);
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break;
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case 2:
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attackingInfo->maxframe = creAnims[ID]->framesInGroup(11);
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break;
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case 3:
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attackingInfo->maxframe = creAnims[ID]->framesInGroup(12);
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break;
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case 4:
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attackingInfo->maxframe = creAnims[ID]->framesInGroup(12);
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break;
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case 5:
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attackingInfo->maxframe = creAnims[ID]->framesInGroup(11);
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break;
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}
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}
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else //else for if(aStack.creature->isDoubleWide())
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{
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switch(CBattleHex::mutualPosition(aStack.position, dest)) //attack direction
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{
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case 0:
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attackingInfo->maxframe = creAnims[ID]->framesInGroup(10);
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break;
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case 1:
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attackingInfo->maxframe = creAnims[ID]->framesInGroup(10);
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break;
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case 2:
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attackingInfo->maxframe = creAnims[ID]->framesInGroup(11);
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break;
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case 3:
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attackingInfo->maxframe = creAnims[ID]->framesInGroup(12);
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break;
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case 4:
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attackingInfo->maxframe = creAnims[ID]->framesInGroup(12);
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break;
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case 5:
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attackingInfo->maxframe = creAnims[ID]->framesInGroup(11);
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break;
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}
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}
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}
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@ -729,6 +695,121 @@ void CBattleInterface::showRange(SDL_Surface * to, int ID)
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}
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}
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void CBattleInterface::attackingShowHelper()
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{
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if(attackingInfo && !attackingInfo->reversing)
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{
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if(attackingInfo->frame == 0)
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{
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CStack aStack = LOCPLINT->cb->battleGetStackByID(attackingInfo->ID); //attacking stack
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if(aStack.creature->isDoubleWide())
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{
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switch(CBattleHex::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction
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{
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case 0:
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creAnims[attackingInfo->ID]->setType(10);
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break;
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case 1:
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creAnims[attackingInfo->ID]->setType(10);
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break;
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case 2:
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creAnims[attackingInfo->ID]->setType(11);
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break;
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case 3:
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creAnims[attackingInfo->ID]->setType(12);
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break;
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case 4:
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creAnims[attackingInfo->ID]->setType(12);
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break;
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case 5:
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creAnims[attackingInfo->ID]->setType(11);
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break;
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}
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}
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else //else for if(aStack.creature->isDoubleWide())
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{
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switch(CBattleHex::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction
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{
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case 0:
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creAnims[attackingInfo->ID]->setType(10);
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break;
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case 1:
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creAnims[attackingInfo->ID]->setType(10);
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break;
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case 2:
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creAnims[attackingInfo->ID]->setType(11);
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break;
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case 3:
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creAnims[attackingInfo->ID]->setType(12);
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break;
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case 4:
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creAnims[attackingInfo->ID]->setType(12);
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break;
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case 5:
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creAnims[attackingInfo->ID]->setType(11);
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break;
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}
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}
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}
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else if(attackingInfo->frame == (attackingInfo->maxframe - 1))
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{
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attackingInfo->reversing = true;
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CStack aStack = LOCPLINT->cb->battleGetStackByID(attackingInfo->ID); //attacking stack
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if(aStack.creature->isDoubleWide())
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{
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switch(CBattleHex::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction
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{
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case 0:
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//reverseCreature(ID, aStack.position, true);
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break;
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case 1:
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break;
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case 2:
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break;
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case 3:
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break;
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case 4:
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//reverseCreature(ID, aStack.position, true);
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break;
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case 5:
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reverseCreature(attackingInfo->ID, aStack.position, true);
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break;
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}
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}
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else //else for if(aStack.creature->isDoubleWide())
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{
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switch(CBattleHex::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction
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{
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case 0:
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reverseCreature(attackingInfo->ID, aStack.position, true);
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break;
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case 1:
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break;
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case 2:
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break;
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case 3:
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break;
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case 4:
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reverseCreature(attackingInfo->ID, aStack.position, true);
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break;
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case 5:
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reverseCreature(attackingInfo->ID, aStack.position, true);
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break;
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}
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}
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attackingInfo->reversing = false;
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creAnims[attackingInfo->ID]->setType(2);
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delete attackingInfo;
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attackingInfo = NULL;
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}
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if(attackingInfo)
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{
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attackingInfo->frame++;
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}
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}
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}
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void CBattleHero::show(SDL_Surface *to)
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{
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//animation of flag
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@ -81,6 +81,16 @@ private:
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int activeStack; //number of active stack; -1 - no one
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void showRange(SDL_Surface * to, int ID); //show helper funtion ot mark range of a unit
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class CAttHelper
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{
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public:
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int ID; //attacking stack
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int dest; //atacked hex
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int frame, maxframe; //frame of animation, number of frames of animation
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bool reversing;
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} * attackingInfo;
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void attackingShowHelper();
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public:
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CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2); //c-tor
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~CBattleInterface(); //d-tor
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