Beispiel #1
0
char BattleHex::getDistance(BattleHex hex1, BattleHex hex2)
{	
	int y1 = hex1.getY(), 
		y2 = hex2.getY();

	int x1 = hex1.getX() + y1 / 2.0, 
		x2 = hex2.getX() + y2 / 2.0;

	int xDst = x2 - x1,
		yDst = y2 - y1;

	if ((xDst >= 0 && yDst >= 0) || (xDst < 0 && yDst < 0)) 
		return std::max(std::abs(xDst), std::abs(yDst));
	else 
		return std::abs(xDst) + std::abs(yDst);
}
Point CClickableHex::getXYUnitAnim(BattleHex hexNum, const CStack * stack, CBattleInterface * cbi)
{
	assert(cbi);

	Point ret(-500, -500); //returned value
	if(stack && stack->position < 0) //creatures in turrets
	{
		switch(stack->position)
		{
		case -2: //keep
			ret = cbi->siegeH->town->town->clientInfo.siegePositions[18];
			break;
		case -3: //lower turret
			ret = cbi->siegeH->town->town->clientInfo.siegePositions[19];
			break;
		case -4: //upper turret
			ret = cbi->siegeH->town->town->clientInfo.siegePositions[20];
			break;	
		}
	}
	else
	{
		static const Point basePos(-190, -139); // position of creature in topleft corner
		static const int imageShiftX = 30; // X offset to base pos for facing right stacks, negative for facing left

		ret.x = basePos.x + 22 * ( (hexNum.getY() + 1)%2 ) + 44 * hexNum.getX();
		ret.y = basePos.y + 42 * hexNum.getY();

		if (stack)
		{
			if(cbi->creDir[stack->ID])
				ret.x += imageShiftX;
			else
				ret.x -= imageShiftX;

			//shifting position for double - hex creatures
			if(stack->doubleWide())
			{
				if(stack->attackerOwned)
				{
					if(cbi->creDir[stack->ID])
						ret.x -= 44;
				}
				else
				{
					if(!cbi->creDir[stack->ID])
						ret.x += 44;
				}
			}
		}
	}
	//returning
	return ret +CPlayerInterface::battleInt->pos;
}