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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-27 21:49:10 +02:00

another piece of battles

Yifeng, your blitting optimizations are good enough for now (and work for me ;]). If you want to do something simple and developing, you could write sound handling - especially a function to play sounds directly from lod files (atm it requires unpacking to a file and opening it). It may require a small patch to SDL_mixer, but will significantly contribute to this project.
This commit is contained in:
mateuszb 2008-03-04 17:25:58 +00:00
parent 4f3ca5613e
commit ffd3742e3d
2 changed files with 95 additions and 34 deletions

View File

@ -9,7 +9,7 @@
extern SDL_Surface * screen;
CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2)
CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2) : printCellBorders(true)
{
//preparing menu background and terrain
std::vector< std::string > & backref = CGI->mh->battleBacks[ CGI->mh->ttiles[tile.x][tile.y][tile.z].terType ];
@ -37,17 +37,8 @@ CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, i
//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));
attackingHero = new CBattleHero(CGI->mh->battleHeroes[hero1->type->heroType], 0, 0, false, hero1->tempOwner);
attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, -40, 0);
}
else
{
@ -55,23 +46,19 @@ CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, i
}
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));
defendingHero = new CBattleHero(CGI->mh->battleHeroes[hero2->type->heroType], 0, 0, true, hero2->tempOwner);
defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, 690, 0);
}
else
{
defendingHero = NULL;
}
//preparing cells and hexes
cellBorder = CGI->bitmaph->loadBitmap("CCELLGRD.BMP");
cellBorder = CSDL_Ext::alphaTransform(cellBorder);
cellShade = CGI->bitmaph->loadBitmap("CCELLSHD.BMP");
cellShade = CSDL_Ext::alphaTransform(cellShade);
}
CBattleInterface::~CBattleInterface()
@ -90,6 +77,9 @@ CBattleInterface::~CBattleInterface()
delete attackingHero;
delete defendingHero;
SDL_FreeSurface(cellBorder);
SDL_FreeSurface(cellShade);
}
void CBattleInterface::activate()
@ -125,7 +115,20 @@ void CBattleInterface::show(SDL_Surface * to)
//showing background
blitAt(background, 0, 0, to);
//blitAt(menu, 0, 556, to);
if(printCellBorders) //printing cell borders
{
for(int i=0; i<11; ++i) //rows
{
for(int j=0; j<15; ++j) //columns
{
int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
int y = 86 + 42 * i;
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorder, NULL, to, &genRect(cellBorder->h, cellBorder->w, x, y));
}
}
}
//showing menu background
blitAt(menu, 0, 556, to);
//showing buttons
bOptions->show(to);
@ -190,7 +193,8 @@ void CBattleHero::show(SDL_Surface *to)
++tick;
if(tick==image)
{
CSDL_Ext::blit8bppAlphaTo24bpp(dh->ourImages[i].bitmap, NULL, to, &pos);
SDL_Rect posb = pos;
CSDL_Ext::blit8bppAlphaTo24bpp(dh->ourImages[i].bitmap, NULL, to, &posb);
++image;
if(dh->ourImages[i+1].groupNumber!=phase) //back to appropriate frame
{
@ -199,9 +203,47 @@ void CBattleHero::show(SDL_Surface *to)
break;
}
}
if(flip)
{
CSDL_Ext::blit8bppAlphaTo24bpp(flag->ourImages[flagAnim].bitmap, NULL, screen, &genRect(flag->ourImages[flagAnim].bitmap->h, flag->ourImages[flagAnim].bitmap->w, 752, 39));
}
else
{
CSDL_Ext::blit8bppAlphaTo24bpp(flag->ourImages[flagAnim].bitmap, NULL, screen, &genRect(flag->ourImages[flagAnim].bitmap->h, flag->ourImages[flagAnim].bitmap->w, 31, 39));
}
++flagAnimCount;
if(flagAnimCount%4==0)
{
++flagAnim;
flagAnim %= flag->ourImages.size();
}
}
CBattleHero::CBattleHero(std::string defName, int phaseG, int imageG, bool flipG, unsigned char player): phase(phaseG), image(imageG), flip(flipG), flagAnim(0)
{
dh = CGI->spriteh->giveDef( defName );
for(int i=0; i<dh->ourImages.size(); ++i) //transforming images
{
if(flip)
dh->ourImages[i].bitmap = CSDL_Ext::rotate01(dh->ourImages[i].bitmap);
dh->ourImages[i].bitmap = CSDL_Ext::alphaTransform(dh->ourImages[i].bitmap);
}
dh->alphaTransformed = true;
if(flip)
flag = CGI->spriteh->giveDef("CMFLAGR.DEF");
else
flag = CGI->spriteh->giveDef("CMFLAGL.DEF");
for(int i=0; i<flag->ourImages.size(); ++i)
{
flag->ourImages[i].bitmap = CSDL_Ext::alphaTransform(flag->ourImages[i].bitmap);
CSDL_Ext::blueToPlayersAdv(flag->ourImages[i].bitmap, player);
}
}
CBattleHero::~CBattleHero()
{
delete dh;
delete flag;
}

View File

@ -5,18 +5,34 @@
class CCreatureSet;
class CGHeroInstance;
class CDefHandler;
class CStack;
template <typename T> class AdventureMapButton;
class CBattleHero : public IShowable, public CIntObject
{
public:
CDefHandler * dh;
int phase;
int image;
void show(SDL_Surface * to);
bool flip; //false if it's attacking hero, true otherwise
CDefHandler * dh, *flag; //animation and flag
int phase; //stage of animation
int image; //frame of animation
unsigned char flagAnim, flagAnimCount; //for flag animation
void show(SDL_Surface * to); //prints next frame of animation to to
CBattleHero(std::string defName, int phaseG, int imageG, bool filpG, unsigned char player); //c-tor
~CBattleHero(); //d-tor
};
class CBattleHex
{
unsigned int myNumber;
bool accesible;
CStack * ourStack;
};
class CBattleObstacle
{
std::vector<int> lockedHexes;
};
class CBattleInterface : public IActivable, public IShowable
{
private:
@ -24,12 +40,15 @@ private:
AdventureMapButton<CBattleInterface> * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
* bWait, * bDefence, * bConsoleUp, * bConsoleDown;
CBattleHero * attackingHero, * defendingHero;
SDL_Surface * cellBorder, * cellShade;
public:
CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2);
~CBattleInterface();
CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2); //c-tor
~CBattleInterface(); //d-tor
//std::vector<TimeInterested*> timeinterested; //animation handling
bool printCellBorders; //if true, cell borders will be printed
CBattleHex bfield[187]; //11 lines, 17 hexes on each
std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
//button handle funcs:
void bOptionsf();
@ -46,4 +65,4 @@ public:
void activate();
void deactivate();
void show(SDL_Surface * to);
};
};