mirror of
https://github.com/vcmi/vcmi.git
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9b9a9b455f
* battle console buttons added * blit8bppAlphaTo24bpp bad working fixed (to be optimized) * maybe something else
208 lines
6.4 KiB
C++
208 lines
6.4 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)
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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;
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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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}
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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;
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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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}
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else
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{
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defendingHero = NULL;
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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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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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}
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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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//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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attackingHero->show(to);
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defendingHero->show(to);
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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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CSDL_Ext::blit8bppAlphaTo24bpp(dh->ourImages[i].bitmap, NULL, to, &pos);
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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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}
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CBattleHero::~CBattleHero()
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{
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delete dh;
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}
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