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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.
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@ -9,7 +9,7 @@
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extern SDL_Surface * screen;
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CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2)
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CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2) : printCellBorders(true)
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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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@ -37,17 +37,8 @@ CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, i
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//loading hero animations
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if(hero1) // attacking hero
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{
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attackingHero = new CBattleHero;
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attackingHero->dh = CGI->spriteh->giveDef( CGI->mh->battleHeroes[hero1->type->heroType] );
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for(int i=0; i<attackingHero->dh->ourImages.size(); ++i) //transforming images
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{
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attackingHero->dh->ourImages[i].bitmap = CSDL_Ext::alphaTransform(attackingHero->dh->ourImages[i].bitmap);
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}
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attackingHero->dh->alphaTransformed = true;
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attackingHero->phase = 0;
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attackingHero->image = 0;
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attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, 0, 0);
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//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));
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attackingHero = new CBattleHero(CGI->mh->battleHeroes[hero1->type->heroType], 0, 0, false, hero1->tempOwner);
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attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, -40, 0);
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}
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else
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{
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@ -55,23 +46,19 @@ CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, i
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}
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if(hero2) // defending hero
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{
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defendingHero = new CBattleHero;
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defendingHero->dh = CGI->spriteh->giveDef( CGI->mh->battleHeroes[hero2->type->heroType] );
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for(int i=0; i<defendingHero->dh->ourImages.size(); ++i) //transforming and flipping images
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{
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defendingHero->dh->ourImages[i].bitmap = CSDL_Ext::rotate01(defendingHero->dh->ourImages[i].bitmap);
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defendingHero->dh->ourImages[i].bitmap = CSDL_Ext::alphaTransform(defendingHero->dh->ourImages[i].bitmap);
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}
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defendingHero->dh->alphaTransformed = true;
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defendingHero->phase = 0;
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defendingHero->image = 0;
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defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, 650, 0);
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//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));
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defendingHero = new CBattleHero(CGI->mh->battleHeroes[hero2->type->heroType], 0, 0, true, hero2->tempOwner);
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defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, 690, 0);
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}
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else
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{
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defendingHero = NULL;
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}
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//preparing cells and hexes
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cellBorder = CGI->bitmaph->loadBitmap("CCELLGRD.BMP");
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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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}
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CBattleInterface::~CBattleInterface()
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@ -90,6 +77,9 @@ CBattleInterface::~CBattleInterface()
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delete attackingHero;
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delete defendingHero;
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SDL_FreeSurface(cellBorder);
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SDL_FreeSurface(cellShade);
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}
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void CBattleInterface::activate()
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@ -125,7 +115,20 @@ void CBattleInterface::show(SDL_Surface * to)
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//showing background
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blitAt(background, 0, 0, to);
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//blitAt(menu, 0, 556, to);
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if(printCellBorders) //printing cell borders
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{
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for(int i=0; i<11; ++i) //rows
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{
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for(int j=0; j<15; ++j) //columns
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{
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int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
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int y = 86 + 42 * i;
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CSDL_Ext::blit8bppAlphaTo24bpp(cellBorder, NULL, to, &genRect(cellBorder->h, cellBorder->w, x, y));
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}
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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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//showing buttons
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bOptions->show(to);
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@ -190,7 +193,8 @@ void CBattleHero::show(SDL_Surface *to)
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++tick;
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if(tick==image)
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{
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CSDL_Ext::blit8bppAlphaTo24bpp(dh->ourImages[i].bitmap, NULL, to, &pos);
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SDL_Rect posb = pos;
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CSDL_Ext::blit8bppAlphaTo24bpp(dh->ourImages[i].bitmap, NULL, to, &posb);
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++image;
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if(dh->ourImages[i+1].groupNumber!=phase) //back to appropriate frame
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{
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@ -199,9 +203,47 @@ void CBattleHero::show(SDL_Surface *to)
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break;
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}
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}
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if(flip)
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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, 752, 39));
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}
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else
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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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}
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}
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CBattleHero::CBattleHero(std::string defName, int phaseG, int imageG, bool flipG, unsigned char player): phase(phaseG), image(imageG), flip(flipG), flagAnim(0)
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{
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dh = CGI->spriteh->giveDef( defName );
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for(int i=0; i<dh->ourImages.size(); ++i) //transforming images
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{
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if(flip)
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dh->ourImages[i].bitmap = CSDL_Ext::rotate01(dh->ourImages[i].bitmap);
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dh->ourImages[i].bitmap = CSDL_Ext::alphaTransform(dh->ourImages[i].bitmap);
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}
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dh->alphaTransformed = true;
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if(flip)
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flag = CGI->spriteh->giveDef("CMFLAGR.DEF");
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else
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flag = CGI->spriteh->giveDef("CMFLAGL.DEF");
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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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CSDL_Ext::blueToPlayersAdv(flag->ourImages[i].bitmap, player);
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}
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}
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CBattleHero::~CBattleHero()
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{
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delete dh;
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delete flag;
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}
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@ -5,18 +5,34 @@
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class CCreatureSet;
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class CGHeroInstance;
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class CDefHandler;
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class CStack;
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template <typename T> class AdventureMapButton;
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class CBattleHero : public IShowable, public CIntObject
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{
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public:
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CDefHandler * dh;
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int phase;
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int image;
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void show(SDL_Surface * to);
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bool flip; //false if it's attacking hero, true otherwise
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CDefHandler * dh, *flag; //animation and flag
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int phase; //stage of animation
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int image; //frame of animation
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unsigned char flagAnim, flagAnimCount; //for flag animation
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void show(SDL_Surface * to); //prints next frame of animation to to
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CBattleHero(std::string defName, int phaseG, int imageG, bool filpG, unsigned char player); //c-tor
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~CBattleHero(); //d-tor
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};
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class CBattleHex
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{
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unsigned int myNumber;
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bool accesible;
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CStack * ourStack;
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};
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class CBattleObstacle
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{
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std::vector<int> lockedHexes;
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};
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class CBattleInterface : public IActivable, public IShowable
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{
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private:
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@ -24,12 +40,15 @@ private:
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AdventureMapButton<CBattleInterface> * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
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* bWait, * bDefence, * bConsoleUp, * bConsoleDown;
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CBattleHero * attackingHero, * defendingHero;
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SDL_Surface * cellBorder, * cellShade;
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public:
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CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2);
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~CBattleInterface();
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CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2); //c-tor
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~CBattleInterface(); //d-tor
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//std::vector<TimeInterested*> timeinterested; //animation handling
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bool printCellBorders; //if true, cell borders will be printed
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CBattleHex bfield[187]; //11 lines, 17 hexes on each
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std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
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//button handle funcs:
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void bOptionsf();
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@ -46,4 +65,4 @@ public:
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void activate();
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void deactivate();
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void show(SDL_Surface * to);
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};
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};
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