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635 lines
18 KiB
C++
635 lines
18 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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#include "CCallback.h"
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#include "CGameState.h"
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#include <queue>
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#include <sstream>
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extern SDL_Surface * screen;
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extern TTF_Font * GEOR13;
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extern SDL_Color zwykly;
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SDL_Surface * CBattleInterface::cellBorder, * CBattleInterface::cellShade;
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CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2)
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: printCellBorders(true), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1), givenCommand(NULL)
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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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std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks();
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for(std::map<int, CStack>::iterator b=stacks.begin(); b!=stacks.end(); ++b)
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{
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std::pair <int, int> coords = CBattleHex::getXYUnitAnim(b->second.position, b->second.owner == attackingHeroInstance->tempOwner, b->second.creature);
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creAnims[b->second.ID] = (new CCreatureAnimation(b->second.creature->animDefName));
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creAnims[b->second.ID]->setType(2);
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creAnims[b->second.ID]->pos = genRect(creAnims[b->second.ID]->fullHeight, creAnims[b->second.ID]->fullWidth, coords.first, coords.second);
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creDir[b->second.ID] = b->second.owner==attackingHeroInstance->tempOwner;
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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[ LOCPLINT->cb->battleGetBattlefieldType() ];
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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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//preparing graphics for displaying amounts of creatures
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amountBasic = CGI->bitmaph->loadBitmap("CMNUMWIN.BMP");
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amountNormal = CGI->bitmaph->loadBitmap("CMNUMWIN.BMP");
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CSDL_Ext::alphaTransform(amountNormal);
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for(int g=0; g<amountNormal->format->palette->ncolors; ++g)
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{
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if((amountNormal->format->palette->colors+g)->b != 132 &&
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(amountNormal->format->palette->colors+g)->g != 231 &&
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(amountNormal->format->palette->colors+g)->r != 255) //it's not yellow border
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{
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(amountNormal->format->palette->colors+g)->r = (float)((amountNormal->format->palette->colors+g)->r) * 0.54f;
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(amountNormal->format->palette->colors+g)->g = (float)((amountNormal->format->palette->colors+g)->g) * 0.19f;
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(amountNormal->format->palette->colors+g)->b = (float)((amountNormal->format->palette->colors+g)->b) * 0.93f;
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}
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}
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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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for(int h=0; h<187; ++h)
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{
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bfield[h].myNumber = h;
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int x = 14 + ((h/17)%2==0 ? 22 : 0) + 44*(h%17);
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int y = 86 + 42 * (h/17);
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bfield[h].pos = genRect(cellShade->h, cellShade->w, x, y);
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bfield[h].accesible = true;
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bfield[h].myInterface = this;
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}
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//locking occupied positions on batlefield
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for(std::map<int, CStack>::iterator it = stacks.begin(); it!=stacks.end(); ++it) //stacks gained at top of this function
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{
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bfield[it->second.position].accesible = false;
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}
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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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SDL_FreeSurface(amountBasic);
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SDL_FreeSurface(amountNormal);
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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<creAnims.size(); ++g)
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delete creAnims[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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for(int b=0; b<187; ++b)
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{
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bfield[b].activate();
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}
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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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for(int b=0; b<187; ++b)
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{
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bfield[b].deactivate();
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}
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}
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void CBattleInterface::show(SDL_Surface * to)
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{
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std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks(); //used in a few places
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++animCount;
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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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//printing hovered cell
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for(int b=0; b<187; ++b)
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{
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if(bfield[b].strictHovered && bfield[b].hovered)
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{
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int x = 14 + ((b/17)%2==0 ? 22 : 0) + 44*(b%17);
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int y = 86 + 42 * (b/17);
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CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &genRect(cellShade->h, cellShade->w, x, y));
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}
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}
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//showing selected unit's range
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showRange(to, activeStack);
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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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int stackByHex[187];
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for(int b=0; b<187; ++b)
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stackByHex[b] = -1;
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for(std::map<int, CStack>::iterator j=stacks.begin(); j!=stacks.end(); ++j)
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{
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stackByHex[j->second.position] = j->second.ID;
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}
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for(int b=0; b<187; ++b)
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{
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if(stackByHex[b]!=-1)
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{
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creAnims[stackByHex[b]]->nextFrame(to, creAnims[stackByHex[b]]->pos.x, creAnims[stackByHex[b]]->pos.y, creDir[stackByHex[b]], animCount%2==0 || creAnims[stackByHex[b]]->getType()==0, stackByHex[b]==activeStack); //increment always when moving
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//printing amount
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if(stacks[stackByHex[b]].attackerOwned)
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{
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CSDL_Ext::blit8bppAlphaTo24bpp(amountNormal, NULL, to, &genRect(amountNormal->h, amountNormal->w, creAnims[stackByHex[b]]->pos.x + 220, creAnims[stackByHex[b]]->pos.y + 260));
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std::stringstream ss;
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ss<<stacks[stackByHex[b]].amount;
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CSDL_Ext::printAtMiddleWB(ss.str(), creAnims[stackByHex[b]]->pos.x + 220 + 14, creAnims[stackByHex[b]]->pos.y + 260 + 4, GEOR13, 20, zwykly, to);
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}
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else
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{
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CSDL_Ext::blit8bppAlphaTo24bpp(amountNormal, NULL, to, &genRect(amountNormal->h, amountNormal->w, creAnims[stackByHex[b]]->pos.x + 202, creAnims[stackByHex[b]]->pos.y + 260));
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std::stringstream ss;
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ss<<stacks[stackByHex[b]].amount;
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CSDL_Ext::printAtMiddleWB(ss.str(), creAnims[stackByHex[b]]->pos.x + 202 + 14, creAnims[stackByHex[b]]->pos.y + 260 + 4, GEOR13, 20, zwykly, to);
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}
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}
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}
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//units shown
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CSDL_Ext::update();
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}
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bool CBattleInterface::reverseCreature(int number, int hex)
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{
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if(creAnims[number]==NULL)
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return false; //there is no such creature
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creAnims[number]->setType(8);
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for(int g=0; g<creAnims[number]->framesInGroup(8); ++g)
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{
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show();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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creDir[number] = !creDir[number];
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CStack curs = LOCPLINT->cb->battleGetStackByID(number);
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std::pair <int, int> coords = CBattleHex::getXYUnitAnim(hex, creDir[number], curs.creature);
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creAnims[number]->pos.x = coords.first;
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creAnims[number]->pos.y = coords.second;
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creAnims[number]->setType(7);
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for(int g=0; g<creAnims[number]->framesInGroup(7); ++g)
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{
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show();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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creAnims[number]->setType(2);
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return true;
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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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BattleAction * ba = new BattleAction;
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ba->actionType = 4;
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givenCommand = ba;
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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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BattleAction * ba = new BattleAction;
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ba->actionType = 3;
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ba->stackNumber = activeStack;
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givenCommand = ba;
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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 CBattleInterface::newStack(CStack stack)
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{
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creAnims[stack.ID] = new CCreatureAnimation(stack.creature->animDefName);
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creAnims[stack.ID]->setType(2);
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creDir[stack.ID] = stack.owner==attackingHeroInstance->tempOwner;
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}
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void CBattleInterface::stackRemoved(CStack stack)
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{
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delete creAnims[stack.ID];
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creAnims.erase(stack.ID);
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}
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void CBattleInterface::stackActivated(int number)
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{
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givenCommand = NULL;
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activeStack = number;
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}
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void CBattleInterface::stackMoved(int number, int destHex, bool startMoving, bool endMoving)
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{
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int curStackPos = LOCPLINT->cb->battleGetPos(number);
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int steps = creAnims[number]->framesInGroup(0);
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int hexWbase = 44, hexHbase = 42;
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if(startMoving) //animation of starting move
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{
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for(int i=0; i<creAnims[number]->framesInGroup(20); ++i)
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{
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show();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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}
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switch(CBattleHex::mutualPosition(curStackPos, destHex)) //reverse unit if necessary
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{
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case 0:
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if(creDir[number] == true)
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reverseCreature(number, curStackPos);
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break;
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case 1:
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if(creDir[number] == false)
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reverseCreature(number, curStackPos);
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break;
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case 2:
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if(creDir[number] == false)
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reverseCreature(number, curStackPos);
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break;
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case 3:
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if(creDir[number] == false)
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reverseCreature(number, curStackPos);
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break;
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case 4:
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if(creDir[number] == true)
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reverseCreature(number, curStackPos);
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break;
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case 5:
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if(creDir[number] == true)
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reverseCreature(number, curStackPos);
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break;
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}
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//moving instructions
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creAnims[number]->setType(0);
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for(int i=0; i<steps; ++i)
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{
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switch(CBattleHex::mutualPosition(curStackPos, destHex))
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{
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case 0:
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creAnims[number]->pos.x -= hexWbase/(2*steps);
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creAnims[number]->pos.y -= hexHbase/steps;
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break;
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case 1:
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creAnims[number]->pos.x += hexWbase/(2*steps);
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creAnims[number]->pos.y -= hexHbase/steps;
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break;
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case 2:
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creAnims[number]->pos.x += hexWbase/steps;
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break;
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case 3:
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creAnims[number]->pos.x += hexWbase/(2*steps);
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creAnims[number]->pos.y += hexHbase/steps;
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break;
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case 4:
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creAnims[number]->pos.x -= hexWbase/(2*steps);
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creAnims[number]->pos.y += hexHbase/steps;
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break;
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case 5:
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creAnims[number]->pos.x -= hexWbase/steps;
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break;
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}
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show();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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if(endMoving) //animation of starting move
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{
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for(int i=0; i<creAnims[number]->framesInGroup(21); ++i)
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{
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show();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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}
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creAnims[number]->setType(2); //resetting to default
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CStack curs = LOCPLINT->cb->battleGetStackByID(number);
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if(endMoving) //resetting to default
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{
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if(creDir[number] != (curs.owner == attackingHeroInstance->tempOwner))
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reverseCreature(number, destHex);
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//creDir[number] = (curs.owner == attackingHeroInstance->tempOwner);
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}
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std::pair <int, int> coords = CBattleHex::getXYUnitAnim(destHex, creDir[number], curs.creature);
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creAnims[number]->pos.x = coords.first;
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creAnims[number]->pos.y = coords.second;
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}
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void CBattleInterface::stackAttacking(int ID, int dest)
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{
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}
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void CBattleInterface::hexLclicked(int whichOne)
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{
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if((whichOne%17)!=0 && (whichOne%17)!=16) //if player is trying to attack enemey unit or move creature stack
|
|
{
|
|
BattleAction * ba = new BattleAction(); //to be deleted by engine
|
|
ba->actionType = 6;
|
|
ba->destinationTile = whichOne;
|
|
ba->stackNumber = activeStack;
|
|
givenCommand = ba;
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showRange(SDL_Surface * to, int ID)
|
|
{
|
|
std::vector<int> shadedHexes = LOCPLINT->cb->battleGetAvailableHexes(ID);
|
|
for(int i=0; i<shadedHexes.size(); ++i)
|
|
{
|
|
CSDL_Ext::blit8bppAlphaTo24bpp(CBattleInterface::cellShade, NULL, to, &bfield[shadedHexes[i]].pos);
|
|
}
|
|
}
|
|
|
|
void CBattleHero::show(SDL_Surface *to)
|
|
{
|
|
//animation of flag
|
|
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));
|
|
}
|
|
{
|
|
++flagAnim;
|
|
flagAnim %= flag->ourImages.size();
|
|
}
|
|
//animation of hero
|
|
int tick=-1;
|
|
for(int 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);
|
|
++image;
|
|
if(dh->ourImages[i+1].groupNumber!=phase) //back to appropriate frame
|
|
{
|
|
image = 0;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
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");
|
|
|
|
//coloring flag and adding transparency
|
|
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;
|
|
}
|
|
|
|
std::pair<int, int> CBattleHex::getXYUnitAnim(int hexNum, bool attacker, CCreature * creature)
|
|
{
|
|
std::pair<int, int> ret = std::make_pair(-500, -500); //returned value
|
|
ret.second = -139 + 42 * (hexNum/17); //counting y
|
|
//counting x
|
|
if(attacker)
|
|
{
|
|
ret.first = -160 + 22 * ( ((hexNum/17) + 1)%2 ) + 44 * (hexNum % 17);
|
|
}
|
|
else
|
|
{
|
|
ret.first = -219 + 22 * ( ((hexNum/17) + 1)%2 ) + 44 * (hexNum % 17);
|
|
}
|
|
//shifting position for double - hex creatures
|
|
if(creature->isDoubleWide())
|
|
{
|
|
if(attacker)
|
|
{
|
|
ret.first -= 42;
|
|
}
|
|
else
|
|
{
|
|
ret.first += 42;
|
|
}
|
|
}
|
|
//returning
|
|
return ret;
|
|
}
|
|
|
|
signed char CBattleHex::mutualPosition(int hex1, int hex2)
|
|
{
|
|
if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
|
|
return 0;
|
|
if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
|
|
return 1;
|
|
if(hex2 == hex1 - 1 && hex1%17 != 0) //left
|
|
return 5;
|
|
if(hex2 == hex1 + 1 && hex1%17 != 16) //right
|
|
return 2;
|
|
if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
|
|
return 4;
|
|
if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
|
|
return 3;
|
|
return -1;
|
|
}
|
|
|
|
void CBattleHex::activate()
|
|
{
|
|
Hoverable::activate();
|
|
MotionInterested::activate();
|
|
ClickableL::activate();
|
|
}
|
|
|
|
void CBattleHex::deactivate()
|
|
{
|
|
Hoverable::deactivate();
|
|
MotionInterested::deactivate();
|
|
ClickableL::deactivate();
|
|
}
|
|
|
|
void CBattleHex::hover(bool on)
|
|
{
|
|
hovered = on;
|
|
Hoverable::hover(on);
|
|
}
|
|
|
|
CBattleHex::CBattleHex() : myNumber(-1), accesible(true), hovered(false), strictHovered(false), myInterface(NULL)
|
|
{
|
|
}
|
|
|
|
void CBattleHex::mouseMoved(SDL_MouseMotionEvent &sEvent)
|
|
{
|
|
if(CBattleInterface::cellShade)
|
|
{
|
|
if(CSDL_Ext::SDL_GetPixel(CBattleInterface::cellShade, sEvent.x-pos.x, sEvent.y-pos.y) == 0) //hovered pixel is outside hex
|
|
{
|
|
strictHovered = false;
|
|
}
|
|
else //hovered pixel is inside hex
|
|
{
|
|
strictHovered = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBattleHex::clickLeft(boost::logic::tribool down)
|
|
{
|
|
if(!down && hovered && strictHovered) //we've been really clicked!
|
|
{
|
|
myInterface->hexLclicked(myNumber);
|
|
}
|
|
}
|