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- #include "CBattleInterface.h"
- #include "CGameInfo.h"
- #include "hch\CLodHandler.h"
- #include "SDL_Extensions.h"
- #include "CAdvmapInterface.h"
- #include "AdventureMapButton.h"
- #include "hch\CHeroHandler.h"
- #include "hch\CDefHandler.h"
- extern SDL_Surface * screen;
- CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2) : printCellBorders(true)
- {
- //initializing armies
- this->army1 = army1;
- this->army2 = army2;
- for(std::map<int,std::pair<CCreature*,int> >::iterator i=army1->slots.begin(); i!=army1->slots.end(); ++i)
- {
- //creAnim1.push_back(new CCreatureAnimation(i->second.first->animDefName));
- creAnim1.push_back(new CCreatureAnimation(i->second.first->animDefName));
- creAnim1[creAnim1.size()-1]->setType(2);
- }
- for(std::map<int,std::pair<CCreature*,int> >::iterator i=army2->slots.begin(); i!=army2->slots.end(); ++i)
- {
- creAnim2.push_back(new CCreatureAnimation(i->second.first->animDefName));
- creAnim2[creAnim2.size()-1]->setType(2);
- }
- //preparing menu background and terrain
- std::vector< std::string > & backref = CGI->mh->battleBacks[ CGI->mh->ttiles[tile.x][tile.y][tile.z].terType ];
- background = CGI->bitmaph->loadBitmap(backref[ rand() % backref.size()] );
- menu = CGI->bitmaph->loadBitmap("CBAR.BMP");
- CSDL_Ext::blueToPlayersAdv(menu, hero1->tempOwner);
- //blitting menu background and terrain
- blitAt(background, 0, 0);
- blitAt(menu, 0, 556);
- CSDL_Ext::update();
-
- //preparing buttons
- bOptions = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bOptionsf, 3, 561, "icm003.def", this, false, NULL, false);
- bSurrender = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bSurrenderf, 54, 561, "icm001.def", this, false, NULL, false);
- bFlee = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bFleef, 105, 561, "icm002.def", this, false, NULL, false);
- bAutofight = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bAutofightf, 157, 561, "icm004.def", this, false, NULL, false);
- bSpell = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bSpellf, 645, 561, "icm005.def", this, false, NULL, false);
- bWait = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bWaitf, 696, 561, "icm006.def", this, false, NULL, false);
- bDefence = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bDefencef, 747, 561, "icm007.def", this, false, NULL, false);
- bConsoleUp = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bConsoleUpf, 624, 561, "ComSlide.def", this, false, NULL, false);
- bConsoleDown = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bConsoleDownf, 624, 580, "ComSlide.def", this, false, NULL, false);
- bConsoleDown->bitmapOffset = 2;
-
- //loading hero animations
- if(hero1) // attacking hero
- {
- attackingHero = new CBattleHero(CGI->mh->battleHeroes[hero1->type->heroType], 0, 0, false, hero1->tempOwner);
- attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, -40, 0);
- }
- else
- {
- attackingHero = NULL;
- }
- if(hero2) // defending hero
- {
- defendingHero = new CBattleHero(CGI->mh->battleHeroes[hero2->type->heroType], 0, 0, true, hero2->tempOwner);
- defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, 690, 0);
- }
- else
- {
- defendingHero = NULL;
- }
- //preparing cells and hexes
- cellBorder = CGI->bitmaph->loadBitmap("CCELLGRD.BMP");
- cellBorder = CSDL_Ext::alphaTransform(cellBorder);
- cellShade = CGI->bitmaph->loadBitmap("CCELLSHD.BMP");
- cellShade = CSDL_Ext::alphaTransform(cellShade);
- }
- CBattleInterface::~CBattleInterface()
- {
- SDL_FreeSurface(background);
- SDL_FreeSurface(menu);
- delete bOptions;
- delete bSurrender;
- delete bFlee;
- delete bAutofight;
- delete bSpell;
- delete bWait;
- delete bDefence;
- delete bConsoleUp;
- delete bConsoleDown;
- delete attackingHero;
- delete defendingHero;
- SDL_FreeSurface(cellBorder);
- SDL_FreeSurface(cellShade);
- for(int g=0; g<creAnim1.size(); ++g)
- delete creAnim1[g];
- for(int g=0; g<creAnim2.size(); ++g)
- delete creAnim2[g];
- }
- void CBattleInterface::activate()
- {
- bOptions->activate();
- bSurrender->activate();
- bFlee->activate();
- bAutofight->activate();
- bSpell->activate();
- bWait->activate();
- bDefence->activate();
- bConsoleUp->activate();
- bConsoleDown->activate();
- }
- void CBattleInterface::deactivate()
- {
- bOptions->deactivate();
- bSurrender->deactivate();
- bFlee->deactivate();
- bAutofight->deactivate();
- bSpell->deactivate();
- bWait->deactivate();
- bDefence->deactivate();
- bConsoleUp->deactivate();
- bConsoleDown->deactivate();
- }
- void CBattleInterface::show(SDL_Surface * to)
- {
- if(!to) //"evaluating" to
- to = screen;
- //showing background
- blitAt(background, 0, 0, to);
- if(printCellBorders) //printing cell borders
- {
- for(int i=0; i<11; ++i) //rows
- {
- for(int j=0; j<15; ++j) //columns
- {
- int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
- int y = 86 + 42 * i;
- CSDL_Ext::blit8bppAlphaTo24bpp(cellBorder, NULL, to, &genRect(cellBorder->h, cellBorder->w, x, y));
- }
- }
- }
- //showing menu background
- blitAt(menu, 0, 556, to);
- //showing buttons
- bOptions->show(to);
- bSurrender->show(to);
- bFlee->show(to);
- bAutofight->show(to);
- bSpell->show(to);
- bWait->show(to);
- bDefence->show(to);
- bConsoleUp->show(to);
- bConsoleDown->show(to);
- //showing hero animations
- if(attackingHero)
- attackingHero->show(to);
- if(defendingHero)
- defendingHero->show(to);
- //showing units //a lot of work...
- creAnim1[0]->nextFrame(to, -94, -139);
- //units shown
- CSDL_Ext::update();
- }
- void CBattleInterface::bOptionsf()
- {
- }
- void CBattleInterface::bSurrenderf()
- {
- }
- void CBattleInterface::bFleef()
- {
- }
- void CBattleInterface::bAutofightf()
- {
- }
- void CBattleInterface::bSpellf()
- {
- }
- void CBattleInterface::bWaitf()
- {
- }
- void CBattleInterface::bDefencef()
- {
- }
- void CBattleInterface::bConsoleUpf()
- {
- }
- void CBattleInterface::bConsoleDownf()
- {
- }
- void CBattleHero::show(SDL_Surface *to)
- {
- 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;
- }
- }
- 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));
- }
- //++flagAnimCount;
- //if(flagAnimCount%4==0)
- {
- ++flagAnim;
- flagAnim %= flag->ourImages.size();
- }
- }
- 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");
- 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;
- }
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