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vcmi/client/BattleInterface/CBattleHero.cpp
beegee1 2f5d6f2684 * CHexField renamed to CBattleHex
* CHexFieldControl renamed to CClickableHex
* CCreatureAnimation.cpp/.h moved to BattleInterface/CCreatureAnimation.cpp/.h
* Removed unused project files
* Added VCMI_client filters file for VS 2010
* Gathered common parts of StdInc.h in Global.h
* Boost.Spirit has been included in PCH for ERM project
* StopWatch renamed to CStopWatch
* GuiBase.cpp split up in UIFramework/...
2011-12-17 18:59:59 +00:00

154 lines
3.7 KiB
C++

#include "StdInc.h"
#include "CBattleHero.h"
#include "CBattleInterface.h"
#include "../CGameInfo.h"
#include "../CDefHandler.h"
#include "../CCursorHandler.h"
#include "../CPlayerInterface.h"
#include "../../CCallback.h"
#include "../SDL_Extensions.h"
#include "../CSpellWindow.h"
#include "../Graphics.h"
#include "../CConfigHandler.h"
#include "../UIFramework/CGuiHandler.h"
void CBattleHero::show(SDL_Surface *to)
{
//animation of flag
if(flip)
{
SDL_Rect temp_rect = genRect(
flag->ourImages[flagAnim].bitmap->h,
flag->ourImages[flagAnim].bitmap->w,
pos.x + 61,
pos.y + 39);
CSDL_Ext::blit8bppAlphaTo24bpp(
flag->ourImages[flagAnim].bitmap,
NULL,
screen,
&temp_rect);
}
else
{
SDL_Rect temp_rect = genRect(
flag->ourImages[flagAnim].bitmap->h,
flag->ourImages[flagAnim].bitmap->w,
pos.x + 72,
pos.y + 39);
CSDL_Ext::blit8bppAlphaTo24bpp(
flag->ourImages[flagAnim].bitmap,
NULL,
screen,
&temp_rect);
}
++flagAnimCount;
if(flagAnimCount%4==0)
{
++flagAnim;
flagAnim %= flag->ourImages.size();
}
//animation of hero
int tick=-1;
for(size_t i = 0; i < dh->ourImages.size(); ++i)
{
if(dh->ourImages[i].groupNumber==phase)
++tick;
if(tick==image)
{
SDL_Rect posb = pos;
CSDL_Ext::blit8bppAlphaTo24bpp(dh->ourImages[i].bitmap, NULL, to, &posb);
if(phase != 4 || nextPhase != -1 || image < 4)
{
if(flagAnimCount%2==0)
{
++image;
}
if(dh->ourImages[(i+1)%dh->ourImages.size()].groupNumber!=phase) //back to appropriate frame
{
image = 0;
}
}
if(phase == 4 && nextPhase != -1 && image == 7)
{
phase = nextPhase;
nextPhase = -1;
image = 0;
}
break;
}
}
}
void CBattleHero::activate()
{
activateLClick();
}
void CBattleHero::deactivate()
{
deactivateLClick();
}
void CBattleHero::setPhase(int newPhase)
{
if(phase != 4)
{
phase = newPhase;
image = 0;
}
else
{
nextPhase = newPhase;
}
}
void CBattleHero::clickLeft(tribool down, bool previousState)
{
if(myOwner->spellDestSelectMode) //we are casting a spell
return;
if(!down && myHero != NULL && myOwner->myTurn && myOwner->curInt->cb->battleCanCastSpell()) //check conditions
{
for(int it=0; it<GameConstants::BFIELD_SIZE; ++it) //do nothing when any hex is hovered - hero's animation overlaps battlefield
{
if(myOwner->bfield[it].hovered && myOwner->bfield[it].strictHovered)
return;
}
CCS->curh->changeGraphic(0,0);
CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), myHero, myOwner->curInt);
GH.pushInt(spellWindow);
}
}
CBattleHero::CBattleHero(const std::string & defName, int phaseG, int imageG, bool flipG, ui8 player, const CGHeroInstance * hero, const CBattleInterface * owner): flip(flipG), myHero(hero), myOwner(owner), phase(phaseG), nextPhase(-1), image(imageG), flagAnim(0), flagAnimCount(0)
{
dh = CDefHandler::giveDef( defName );
for(size_t i = 0; i < dh->ourImages.size(); ++i) //transforming images
{
if(flip)
{
SDL_Surface * hlp = CSDL_Ext::rotate01(dh->ourImages[i].bitmap);
SDL_FreeSurface(dh->ourImages[i].bitmap);
dh->ourImages[i].bitmap = hlp;
}
CSDL_Ext::alphaTransform(dh->ourImages[i].bitmap);
}
if(flip)
flag = CDefHandler::giveDef("CMFLAGR.DEF");
else
flag = CDefHandler::giveDef("CMFLAGL.DEF");
//coloring flag and adding transparency
for(size_t i = 0; i < flag->ourImages.size(); ++i)
{
CSDL_Ext::alphaTransform(flag->ourImages[i].bitmap);
graphics->blueToPlayersAdv(flag->ourImages[i].bitmap, player);
}
}
CBattleHero::~CBattleHero()
{
delete dh;
delete flag;
}