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- merged minimap.json into terrains.json
- removed no longer used fields from Graphics + portraits.json - work on pregame: - - new code for map options window icons + popups - - fixed bugs related to new towns - - less hardcoded magic numbers
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@@ -136,12 +136,9 @@ Graphics::Graphics()
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tasks += boost::bind(&Graphics::loadTrueType,this);
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tasks += boost::bind(&Graphics::loadPaletteAndColors,this);
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tasks += boost::bind(&Graphics::loadHeroFlags,this);
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tasks += boost::bind(&Graphics::loadHeroPortraits,this);
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tasks += boost::bind(&Graphics::initializeBattleGraphics,this);
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tasks += boost::bind(&Graphics::loadErmuToPicture,this);
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tasks += GET_DEF_ESS(artDefs,"ARTIFACT.DEF");
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tasks += GET_DEF_ESS(un44,"UN44.DEF");
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tasks += GET_DEF_ESS(smallIcons,"ITPA.DEF");
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tasks += GET_DEF_ESS(resources32,"RESOURCE.DEF");
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tasks += GET_DEF(smi,"CPRSMALL.DEF");
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tasks += GET_DEF(smi2,"TWCRPORT.DEF");
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@@ -175,31 +172,6 @@ Graphics::Graphics()
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bigImgs[71]->format->palette->colors[7] = green;
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delete smi2;
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}
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void Graphics::loadHeroPortraits()
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{
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const JsonNode config(ResourceID("config/portraits.json"));
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BOOST_FOREACH(const JsonNode &portrait_node, config["hero_portrait"].Vector()) {
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std::string filename = portrait_node["filename"].String();
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/* Small portrait. */
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portraitSmall.push_back(BitmapHandler::loadBitmap(filename));
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/* Large portrait. Alter the filename. Size letter is usually
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* third one, but there are exceptions and it should fix the
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* problem. */
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for (int ff=0; ff<filename.size(); ++ff)
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{
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if (filename[ff]=='S') {
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filename[ff]='L';
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break;
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}
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}
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portraitLarge.push_back(BitmapHandler::loadBitmap(filename));
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SDL_SetColorKey(portraitLarge[portraitLarge.size()-1],SDL_SRCCOLORKEY,SDL_MapRGB(portraitLarge[portraitLarge.size()-1]->format,0,255,255));
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}
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}
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void Graphics::loadHeroAnims()
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{
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@@ -334,23 +306,6 @@ void Graphics::loadHeroFlags()
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grupa.join_all();
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tlog0 << "Loading and transforming heroes' flags: "<<th.getDiff()<<std::endl;
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}
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SDL_Surface * Graphics::getPic(int ID, bool fort, bool builded)
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{
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if (ID==-1)
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return smallIcons->ourImages[0].bitmap;
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else if (ID==-2)
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return smallIcons->ourImages[1].bitmap;
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else if (ID==-3)
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return smallIcons->ourImages[2+GameConstants::F_NUMBER*4].bitmap;
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else
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{
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assert(vstd::contains(CGI->townh->towns, ID));
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int pom = CGI->townh->towns[ID].clientInfo.icons[fort][builded];
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if (smallIcons->ourImages.size() > pom + 2)
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return smallIcons->ourImages[pom + 2].bitmap;
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return nullptr;
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}
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}
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void Graphics::blueToPlayersAdv(SDL_Surface * sur, int player)
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{
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