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https://github.com/vcmi/vcmi.git
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277 lines
8.1 KiB
C++
277 lines
8.1 KiB
C++
#include "CBattleInterface.h"
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#include "CGameInfo.h"
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#include "hch\CLodHandler.h"
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#include "SDL_Extensions.h"
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#include "CAdvmapInterface.h"
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#include "AdventureMapButton.h"
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#include "hch\CHeroHandler.h"
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#include "hch\CDefHandler.h"
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extern SDL_Surface * screen;
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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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//initializing armies
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this->army1 = army1;
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this->army2 = army2;
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for(std::map<int,std::pair<CCreature*,int> >::iterator i=army1->slots.begin(); i!=army1->slots.end(); ++i)
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{
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//creAnim1.push_back(new CCreatureAnimation(i->second.first->animDefName));
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creAnim1.push_back(new CCreatureAnimation(i->second.first->animDefName));
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creAnim1[creAnim1.size()-1]->setType(2);
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}
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for(std::map<int,std::pair<CCreature*,int> >::iterator i=army2->slots.begin(); i!=army2->slots.end(); ++i)
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{
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creAnim2.push_back(new CCreatureAnimation(i->second.first->animDefName));
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creAnim2[creAnim2.size()-1]->setType(2);
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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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background = CGI->bitmaph->loadBitmap(backref[ rand() % backref.size()] );
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menu = CGI->bitmaph->loadBitmap("CBAR.BMP");
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CSDL_Ext::blueToPlayersAdv(menu, hero1->tempOwner);
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//blitting menu background and terrain
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blitAt(background, 0, 0);
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blitAt(menu, 0, 556);
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CSDL_Ext::update();
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//preparing buttons
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bOptions = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bOptionsf, 3, 561, "icm003.def", this, false, NULL, false);
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bSurrender = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bSurrenderf, 54, 561, "icm001.def", this, false, NULL, false);
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bFlee = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bFleef, 105, 561, "icm002.def", this, false, NULL, false);
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bAutofight = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bAutofightf, 157, 561, "icm004.def", this, false, NULL, false);
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bSpell = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bSpellf, 645, 561, "icm005.def", this, false, NULL, false);
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bWait = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bWaitf, 696, 561, "icm006.def", this, false, NULL, false);
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bDefence = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bDefencef, 747, 561, "icm007.def", this, false, NULL, false);
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bConsoleUp = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bConsoleUpf, 624, 561, "ComSlide.def", this, false, NULL, false);
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bConsoleDown = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bConsoleDownf, 624, 580, "ComSlide.def", this, false, NULL, false);
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bConsoleDown->bitmapOffset = 2;
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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(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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attackingHero = NULL;
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}
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if(hero2) // defending hero
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{
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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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{
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SDL_FreeSurface(background);
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SDL_FreeSurface(menu);
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delete bOptions;
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delete bSurrender;
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delete bFlee;
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delete bAutofight;
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delete bSpell;
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delete bWait;
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delete bDefence;
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delete bConsoleUp;
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delete bConsoleDown;
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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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for(int g=0; g<creAnim1.size(); ++g)
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delete creAnim1[g];
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for(int g=0; g<creAnim2.size(); ++g)
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delete creAnim2[g];
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}
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void CBattleInterface::activate()
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{
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bOptions->activate();
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bSurrender->activate();
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bFlee->activate();
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bAutofight->activate();
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bSpell->activate();
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bWait->activate();
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bDefence->activate();
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bConsoleUp->activate();
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bConsoleDown->activate();
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}
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void CBattleInterface::deactivate()
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{
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bOptions->deactivate();
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bSurrender->deactivate();
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bFlee->deactivate();
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bAutofight->deactivate();
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bSpell->deactivate();
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bWait->deactivate();
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bDefence->deactivate();
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bConsoleUp->deactivate();
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bConsoleDown->deactivate();
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}
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void CBattleInterface::show(SDL_Surface * to)
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{
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if(!to) //"evaluating" to
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to = screen;
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//showing background
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blitAt(background, 0, 0, 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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bSurrender->show(to);
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bFlee->show(to);
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bAutofight->show(to);
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bSpell->show(to);
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bWait->show(to);
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bDefence->show(to);
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bConsoleUp->show(to);
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bConsoleDown->show(to);
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//showing hero animations
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if(attackingHero)
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attackingHero->show(to);
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if(defendingHero)
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defendingHero->show(to);
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//showing units //a lot of work...
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creAnim1[0]->nextFrame(to, -94, -139);
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//units shown
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CSDL_Ext::update();
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}
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void CBattleInterface::bOptionsf()
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{
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}
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void CBattleInterface::bSurrenderf()
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{
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}
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void CBattleInterface::bFleef()
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{
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}
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void CBattleInterface::bAutofightf()
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{
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}
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void CBattleInterface::bSpellf()
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{
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}
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void CBattleInterface::bWaitf()
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{
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}
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void CBattleInterface::bDefencef()
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{
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}
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void CBattleInterface::bConsoleUpf()
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{
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}
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void CBattleInterface::bConsoleDownf()
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{
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}
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void CBattleHero::show(SDL_Surface *to)
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{
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int tick=-1;
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for(int i=0; i<dh->ourImages.size(); ++i)
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{
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if(dh->ourImages[i].groupNumber==phase)
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++tick;
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if(tick==image)
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{
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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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image = 0;
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}
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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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