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battle improvements
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@ -13,7 +13,7 @@ extern SDL_Surface * screen;
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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)
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: printCellBorders(true), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0)
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{
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//initializing armies
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this->army1 = army1;
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@ -142,6 +142,7 @@ void CBattleInterface::deactivate()
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void CBattleInterface::show(SDL_Surface * to)
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{
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++animCount;
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if(!to) //"evaluating" to
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to = screen;
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@ -162,7 +163,7 @@ void CBattleInterface::show(SDL_Surface * to)
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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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if(bfield[b].strictHovered && 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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@ -194,7 +195,7 @@ void CBattleInterface::show(SDL_Surface * to)
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for(std::map<int, CCreatureAnimation*>::iterator j=creAnims.begin(); j!=creAnims.end(); ++j)
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{
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std::pair <int, int> coords = CBattleHex::getXYUnitAnim(stacks[j->first].position, stacks[j->first].owner == attackingHeroInstance->tempOwner);
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j->second->nextFrame(to, coords.first, coords.second, stacks[j->first].owner == attackingHeroInstance->tempOwner);
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j->second->nextFrame(to, coords.first, coords.second, stacks[j->first].owner == attackingHeroInstance->tempOwner, animCount%2==0);
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}
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//units shown
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@ -343,11 +344,13 @@ std::pair<int, int> CBattleHex::getXYUnitAnim(int hexNum, bool attacker)
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void CBattleHex::activate()
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{
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Hoverable::activate();
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MotionInterested::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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Hoverable::deactivate();
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MotionInterested::deactivate();
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}
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void CBattleHex::hover(bool on)
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@ -356,6 +359,21 @@ void CBattleHex::hover(bool 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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CBattleHex::CBattleHex() : myNumber(-1), accesible(true), hovered(false), strictHovered(false)
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{
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}
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void CBattleHex::mouseMoved(SDL_MouseMotionEvent &sEvent)
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{
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if(CBattleInterface::cellShade)
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{
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if(CSDL_Ext::SDL_GetPixel(CBattleInterface::cellShade, sEvent.x-pos.x, sEvent.y-pos.y) == 0) //hovered pixel is outside hex
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{
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strictHovered = false;
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}
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else //hovered pixel is inside hex
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{
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strictHovered = true;
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}
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}
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}
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@ -22,18 +22,19 @@ public:
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~CBattleHero(); //d-tor
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};
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class CBattleHex : public Hoverable
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class CBattleHex : public Hoverable, public MotionInterested
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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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bool hovered;
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bool hovered, strictHovered;
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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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void mouseMoved (SDL_MouseMotionEvent & sEvent);
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CBattleHex();
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};
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@ -52,6 +53,7 @@ private:
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CCreatureSet * army1, * army2; //fighting armies
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CGHeroInstance * attackingHeroInstance, * defendingHeroInstance;
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std::map< int, CCreatureAnimation * > creAnims; //animations of creatures from fighting armies (order like in BattleInfo's stacks)
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unsigned char animCount;
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public:
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CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2); //c-tor
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@ -114,7 +114,7 @@ void CBuildingRect::mouseMoved (SDL_MouseMotionEvent & sEvent)
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{
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if(area)
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{
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if(CSDL_Ext::SDL_GetPixel(area,sEvent.x-pos.x,sEvent.y-pos.y) == 0) //najechany piksel jest poza polem
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if(CSDL_Ext::SDL_GetPixel(area,sEvent.x-pos.x,sEvent.y-pos.y) == 0) //hovered pixel is inside this building
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{
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if(LOCPLINT->castleInt->hBuild == this)
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{
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@ -122,11 +122,11 @@ void CBuildingRect::mouseMoved (SDL_MouseMotionEvent & sEvent)
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LOCPLINT->statusbar->clear();
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}
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}
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else //w polu
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else //inside the area of this building
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{
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if(LOCPLINT->castleInt->hBuild) //jakis budynek jest zaznaczony
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if(LOCPLINT->castleInt->hBuild) //a building is hovered
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{
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if((*LOCPLINT->castleInt->hBuild)<(*this)) //ustawiamy sie, jesli jestesmy na wierzchu
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if((*LOCPLINT->castleInt->hBuild)<(*this)) //set if we are on top
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{
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LOCPLINT->castleInt->hBuild = this;
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if(CGI->buildh->buildings[str->townID][str->ID] && CGI->buildh->buildings[str->townID][str->ID]->name.length())
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@ -135,7 +135,7 @@ void CBuildingRect::mouseMoved (SDL_MouseMotionEvent & sEvent)
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LOCPLINT->statusbar->print(str->name);
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}
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}
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else //nie ma budynku, wiec damy nasz
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else //no building hovered
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{
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LOCPLINT->castleInt->hBuild = this;
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if(CGI->buildh->buildings[str->townID][str->ID] && CGI->buildh->buildings[str->townID][str->ID]->name.length())
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@ -1876,16 +1876,16 @@ void CPlayerInterface::actionFinished(Action action)//occurs AFTER every action
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void CPlayerInterface::activeStack(int stackID) //called when it's turn of that stack
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{
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unsigned int av=0;
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unsigned char showCount = 0;
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while(true)
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{
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++av;
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++showCount;
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SDL_Event sEvent;
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while (SDL_PollEvent(&sEvent)) //wait for event...
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{
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LOCPLINT->handleEvent(&sEvent);
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}
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if(av%3==0)
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if(showCount%2==0)
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for(int i=0;i<objsToBlit.size();i++)
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objsToBlit[i]->show();
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//SDL_Flip(ekran);
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@ -743,34 +743,42 @@ int CCreatureAnimation::readNormalNr (int pos, int bytCon, unsigned char * str,
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return ret;
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}
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int CCreatureAnimation::nextFrame(SDL_Surface *dest, int x, int y, bool attacker)
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int CCreatureAnimation::nextFrame(SDL_Surface *dest, int x, int y, bool attacker, bool incrementFrame)
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{
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if(dest->format->BytesPerPixel<3)
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return -1; //not enough depth
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//increasing frame numer
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int SIndex = curFrame++;
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if(type!=-1)
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int SIndex = -1;
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if(incrementFrame)
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{
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if(SEntries[curFrame].group!=type) //rewind
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SIndex = curFrame++;
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if(type!=-1)
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{
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int j=-1; //first frame in displayed group
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for(int g=0; g<SEntries.size(); ++g)
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if(SEntries[curFrame].group!=type) //rewind
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{
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if(SEntries[g].group==type && j==-1)
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int j=-1; //first frame in displayed group
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for(int g=0; g<SEntries.size(); ++g)
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{
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j = g;
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break;
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if(SEntries[g].group==type && j==-1)
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{
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j = g;
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break;
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}
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}
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if(curFrame!=-1)
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curFrame = j;
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}
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if(curFrame!=-1)
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curFrame = j;
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}
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else
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{
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if(curFrame>=frames)
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curFrame = 0;
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}
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}
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else
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{
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if(curFrame>=frames)
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curFrame = 0;
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SIndex = curFrame;
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}
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//frame number increased
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@ -781,8 +789,6 @@ int CCreatureAnimation::nextFrame(SDL_Surface *dest, int x, int y, bool attacker
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TotalRowLength, // dlugosc przeczytanego segmentu
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NextSpriteOffset, RowAdd;
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unsigned char SegmentType, SegmentLength;
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std::string FTemp;
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i=BaseOffset=SEntries[SIndex].offset;
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int prSize=readNormalNr(i,4,FDef);i+=4;
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@ -819,8 +825,7 @@ int CCreatureAnimation::nextFrame(SDL_Surface *dest, int x, int y, bool attacker
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{
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for (int i=0;i<TopMargin;i++)
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{
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for (int j=0;j<FullWidth+add;j++)
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ftcp++;
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ftcp+=FullWidth+add;
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}
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}
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RLEntries = new int[SpriteHeight];
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@ -833,8 +838,7 @@ int CCreatureAnimation::nextFrame(SDL_Surface *dest, int x, int y, bool attacker
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BaseOffset=BaseOffsetor+RLEntries[i];
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if (LeftMargin>0)
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{
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for (int j=0;j<LeftMargin;j++)
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ftcp++;
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ftcp+=LeftMargin;
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}
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TotalRowLength=0;
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do
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@ -846,6 +850,7 @@ int CCreatureAnimation::nextFrame(SDL_Surface *dest, int x, int y, bool attacker
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for (int k=0;k<=SegmentLength;k++)
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{
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((char*)(hlps->pixels))[ftcp++]=FDef[BaseOffset+k];
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//putPixel(dest, ftcp++, palette[FDef[BaseOffset+k]], FDef[BaseOffset+k]);
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if ((TotalRowLength+k+1)>=SpriteWidth)
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break;
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}
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@ -857,6 +862,7 @@ int CCreatureAnimation::nextFrame(SDL_Surface *dest, int x, int y, bool attacker
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for (int k=0;k<SegmentLength+1;k++)
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{
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((char*)(hlps->pixels))[ftcp++]=SegmentType;
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//putPixel(dest, ftcp++, palette[SegmentType], SegmentType);
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}
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TotalRowLength+=SegmentLength+1;
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}
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@ -864,24 +870,18 @@ int CCreatureAnimation::nextFrame(SDL_Surface *dest, int x, int y, bool attacker
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RowAdd=SpriteWidth-TotalRowLength;
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if (RightMargin>0)
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{
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for (int j=0;j<RightMargin;j++)
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ftcp++;
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ftcp+=RightMargin;
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}
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if (add>0)
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{
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for (int j=0;j<add+RowAdd;j++)
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ftcp++;
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ftcp+=add+RowAdd;
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}
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}
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delete [] RLEntries;
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RLEntries = NULL;
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if (BottomMargin>0)
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{
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for (int i=0;i<BottomMargin;i++)
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{
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for (int j=0;j<FullWidth+add;j++)
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ftcp++;
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}
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ftcp += BottomMargin * (FullWidth+add);
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}
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}
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if(!attacker)
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@ -941,3 +941,14 @@ CCreatureAnimation::~CCreatureAnimation()
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if (RLEntries)
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delete [] RLEntries;
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}
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void CCreatureAnimation::putPixel(SDL_Surface * dest, const int & ftcp, const BMPPalette & color, const unsigned char & palc)
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{
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if(palc!=0)
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{
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Uint8 * p = (Uint8*)dest->pixels + ftcp*3 ;
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p[0] = color.R;
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p[1] = color.G;
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p[2] = color.B;
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}
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}
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@ -82,6 +82,7 @@ private:
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char id[2];
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std::string defName, curDir;
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int readNormalNr (int pos, int bytCon, unsigned char * str=NULL, bool cyclic=false);
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void putPixel(SDL_Surface * dest, const int & ftcp, const BMPPalette & color, const unsigned char & palc);
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////////////
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@ -96,7 +97,7 @@ public:
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void setType(int type); //sets type of animation and cleares framecount
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int getType() const; //returns type of animation
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int nextFrame(SDL_Surface * dest, int x, int y, bool attacker); //0 - success, any other - error //print next
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int nextFrame(SDL_Surface * dest, int x, int y, bool attacker, bool incrementFrame = true); //0 - success, any other - error //print next
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};
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#endif //CCREATUREHANDLER_H
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