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https://github.com/vcmi/vcmi.git
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d8c2055809
* Melee cursor in battle now works like it should for 2-hex creatures.
113 lines
2.2 KiB
C++
113 lines
2.2 KiB
C++
#include "../stdafx.h"
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#include "CCursorHandler.h"
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#include "SDL.h"
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#include "SDL_Extensions.h"
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#include "CGameInfo.h"
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#include "../hch/CDefHandler.h"
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/*
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* CCursorHandler.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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extern SDL_Surface * screen;
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void CCursorHandler::initCursor()
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{
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mode = number = xpos = ypos = 0;
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help = CSDL_Ext::newSurface(32,32);
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cursors.push_back(CDefHandler::giveDef("CRADVNTR.DEF"));
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cursors.push_back(CDefHandler::giveDef("CRCOMBAT.DEF"));
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cursors.push_back(CDefHandler::giveDef("CRDEFLT.DEF"));
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cursors.push_back(CDefHandler::giveDef("CRSPELL.DEF"));
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SDL_ShowCursor(SDL_DISABLE);
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}
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void CCursorHandler::changeGraphic(const int & type, const int & no)
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{
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mode = type;
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number = no;
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}
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void CCursorHandler::cursorMove(const int & x, const int & y)
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{
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xpos = x;
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ypos = y;
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}
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void CCursorHandler::draw1()
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{
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if(!Show) return;
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int x = xpos, y = ypos;
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if((mode==1 && number!=6) || mode ==3)
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{
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x-=16;
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y-=16;
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// Properly align the melee attack cursors.
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if (mode == 1) {
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switch (number) {
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case 7: // Bottom left
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x -= 6;
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y += 16;
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break;
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case 8: // Left
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x -= 16;
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y += 10;
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break;
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case 9: // Top left
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x -= 6;
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y -= 6;
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break;
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case 10: // Top right
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x += 16;
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y -= 6;
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break;
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case 11: // Right
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x += 16;
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y += 11;
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break;
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case 12: // Bottom right
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x += 16;
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y += 16;
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break;
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case 13: // Below
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x += 9;
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y += 16;
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break;
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case 14: // Above
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x += 9;
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y -= 15;
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break;
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}
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}
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}
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else if(mode==0 && number>0)
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{
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x-=12;
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y-=10;
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}
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SDL_BlitSurface(screen, &genRect(32,32,x,y), help, &genRect(32,32,0,0));
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blitAt(cursors[mode]->ourImages[number].bitmap,x,y);
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}
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void CCursorHandler::draw2()
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{
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if(!Show) return;
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int x = xpos, y = ypos;
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if((mode==1 && number!=6) || mode == 3)
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{
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x-=16;
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y-=16;
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}
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else if(mode==0 && number>0)
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{
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x-=12;
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y-=10;
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}
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blitAt(help,x,y);
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}
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