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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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@@ -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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