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@@ -10,20 +10,22 @@
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#include "CGameState.h"
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extern SDL_Surface * screen;
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+SDL_Surface * CBattleInterface::cellBorder, * CBattleInterface::cellShade;
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-CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CCallback * callback, CGHeroInstance *hero1, CGHeroInstance *hero2, const std::vector< CStack* > & stcks)
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-: printCellBorders(true), cb(callback), stacks(stcks), attackingHeroInstance(hero1), defendingHeroInstance(hero2)
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+CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2)
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+: printCellBorders(true), attackingHeroInstance(hero1), defendingHeroInstance(hero2)
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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(int b=0; b<stacks.size(); ++b)
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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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- creAnims.push_back(new CCreatureAnimation(stacks[b]->creature->animDefName));
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- creAnims[b]->setType(2);
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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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}
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//preparing menu background and terrain
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- std::vector< std::string > & backref = CGI->mh->battleBacks[ cb->battleGetBattlefieldType() ];
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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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@@ -188,10 +190,11 @@ void CBattleInterface::show(SDL_Surface * to)
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defendingHero->show(to);
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//showing units //a lot of work...
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- for(int j=0; j<creAnims.size(); ++j)
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+ std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks();
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+ for(std::map<int, CCreatureAnimation*>::iterator j=creAnims.begin(); j!=creAnims.end(); ++j)
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{
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- std::pair <int, int> coords = CBattleHex::getXYUnitAnim(stacks[j]->position, stacks[j]->owner == attackingHeroInstance->tempOwner);
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- creAnims[j]->nextFrame(to, coords.first, coords.second, stacks[j]->owner == attackingHeroInstance->tempOwner);
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+ std::pair <int, int> coords = CBattleHex::getXYUnitAnim(stacks[j->first].position, stacks[j->first].owner == attackingHeroInstance->tempOwner);
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+ j->second->nextFrame(to, coords.first, coords.second, stacks[j->first].owner == attackingHeroInstance->tempOwner);
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}
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//units shown
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@@ -245,6 +248,18 @@ 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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+}
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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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+
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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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