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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00

Various fixes. Subtitles for choosen hero/town/bonus in pregame. Fixed arrows behavior. Really fixed shortcuts. Fixed map scrolling. Fixed disappearing battle interface.

This commit is contained in:
Michał W. Urbańczyk 2009-08-18 08:22:56 +00:00
parent a3b6bb4892
commit 3915b71869
8 changed files with 151 additions and 27 deletions

View File

@ -1336,6 +1336,9 @@ endTurn(CGI->generaltexth->zelp[302].first,CGI->generaltexth->zelp[302].second,
heroList(ADVOPT.hlistSize),
townList(ADVOPT.tlistSize,ADVOPT.tlistX,ADVOPT.tlistY,ADVOPT.tlistAU,ADVOPT.tlistAD)//(5,&genRect(192,48,747,196),747,196,747,372),
{
pos.x = pos.y = 0;
pos.w = screen->w;
pos.h = screen->h;
active = 0;
selection = NULL;
townList.fun = boost::bind(&CAdvMapInt::selectionChanged,this);

View File

@ -80,6 +80,7 @@ struct OCM_HLP_CGIN
CPlayerInterface::CPlayerInterface(int Player, int serial)
{
GH.defActionsDef = 0;
LOCPLINT = this;
curAction = NULL;
playerID=Player;

View File

@ -858,8 +858,9 @@ void OptionsTab::showAll( SDL_Surface * to )
void OptionsTab::nextCastle( int player, int dir )
{
si32 &cur = curOpts->playerInfos[player].castle;
ui32 allowed = curMap->players[curOpts->playerInfos[player].color].allowedFactions;
PlayerSettings &s = curOpts->playerInfos[player];
si32 &cur = s.castle;
ui32 allowed = curMap->players[s.color].allowedFactions;
if (cur == -2) //no castle - no change
return;
@ -897,6 +898,12 @@ void OptionsTab::nextCastle( int player, int dir )
}
}
if(s.hero >= 0)
s.hero = -1;
if(s.bonus == bresource)
s.bonus = brandom;
entries[player]->selectButtons();
redraw();
}
@ -1013,10 +1020,19 @@ void OptionsTab::setTurnLength( int npos )
void OptionsTab::flagPressed( int player )
{
PlayerSettings &s = curOpts->playerInfos[player];
std::swap(curOpts->playerInfos[playerColor].human, s.human);
std::swap(curOpts->playerInfos[playerColor].name, s.name);
int playerSerial = playerColor; //curMap->players[playerColor].serial;
PlayerSettings &s = curOpts->playerInfos[player],
&old = curOpts->playerInfos[playerSerial];
std::swap(old.human, s.human);
std::swap(old.name, s.name);
playerColor = s.color;
if(!entries[playerSerial]->fixedHero)
old.hero = -1;
entries[s.serial]->selectButtons();
entries[old.serial]->selectButtons();
GH.totalRedraw();
}
@ -1040,6 +1056,10 @@ OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry( OptionsTab *owner, PlayerSet
btns[4] = new AdventureMapButton(CGI->generaltexth->zelp[164], bind(&OptionsTab::nextBonus, owner, s.serial, -1), 259, 5, "ADOPLFA.DEF");
btns[5] = new AdventureMapButton(CGI->generaltexth->zelp[165], bind(&OptionsTab::nextBonus, owner, s.serial, +1), 320, 5, "ADOPRTA.DEF");
fixedHero = s.hero != -1; //if we doesn't start with "random hero" it must be fixed or none
selectButtons(false);
if(curMap->players[s.color].canHumanPlay)
{
flag = new AdventureMapButton(CGI->generaltexth->zelp[180], bind(&OptionsTab::flagPressed, owner, s.serial), -43, 2, flags[s.color]);
@ -1062,52 +1082,92 @@ void OptionsTab::PlayerOptionsEntry::showAll( SDL_Surface * to )
printAtMiddleLoc(s.name, 55, 10, FONT_SMALL, zwykly, to);
}
void OptionsTab::PlayerOptionsEntry::selectButtons(bool onlyHero)
{
if(!onlyHero && s.castle != -1)
{
btns[0]->disable();
btns[1]->disable();
}
if(fixedHero || !s.human || s.castle < 0)
{
btns[2]->disable();
btns[3]->disable();
}
else
{
btns[2]->enable(active);
btns[3]->enable(active);
}
}
void OptionsTab::SelectedBox::showAll( SDL_Surface * to )
{
PlayerSettings &s = curOpts->playerInfos[player];
SDL_Surface *toBlit = NULL;
const std::string *toPrint = NULL;
switch(which)
{
case TOWN:
{
if (s.castle < F_NUMBER && s.castle >= 0)
blitAt(graphics->getPic(s.castle, true, false), pos, to);
{
toBlit = graphics->getPic(s.castle, true, false);
toPrint = &CGI->townh->towns[s.castle].Name();
}
else if (s.castle == -1)
blitAt(CGP->rTown, pos, to);
{
toBlit = CGP->rTown;
toPrint = &CGI->generaltexth->allTexts[522];
}
else if (s.castle == -2)
blitAt(CGP->nTown, pos, to);
{
toBlit = CGP->nTown;
toPrint = &CGI->generaltexth->allTexts[523];
}
}
break;
case HERO:
{
if (s.hero == -1)
{
blitAt(CGP->rHero, pos, to);
toBlit = CGP->rHero;
toPrint = &CGI->generaltexth->allTexts[522];
}
else if (s.hero == -2)
{
if(s.heroPortrait >= 0)
{
blitAt(graphics->portraitSmall[s.heroPortrait], pos, to);
toBlit = graphics->portraitSmall[s.heroPortrait];
if(s.heroName.length())
toPrint = &s.heroName;
else
toPrint = &CGI->heroh->heroes[s.heroPortrait]->name;
}
else
{
blitAt(CGP->nHero, pos, to);
toBlit = CGP->nHero;
toPrint = &CGI->generaltexth->allTexts[523];
}
}
else
{
blitAt(graphics->portraitSmall[s.hero], pos, to);
toBlit = graphics->portraitSmall[s.hero];
toPrint = &s.heroName;
}
}
break;
case BONUS:
{
int pom;
toPrint = &CGI->generaltexth->arraytxt[214 + s.bonus];
switch (s.bonus)
{
case -1:
pom=10;
toPrint = &CGI->generaltexth->allTexts[522];
break;
case 0:
pom=9;
@ -1119,10 +1179,13 @@ void OptionsTab::SelectedBox::showAll( SDL_Surface * to )
pom=CGI->townh->towns[s.castle].bonus;
break;
}
blitAt(CGP->bonuses->ourImages[pom].bitmap, pos, to);
toBlit = CGP->bonuses->ourImages[pom].bitmap;
}
break;
}
blitAt(toBlit, pos, to);
printAtMiddleLoc(*toPrint, 23, 39, FONT_TINY, zwykly, to);
}
OptionsTab::SelectedBox::SelectedBox( SelType Which, ui8 Player )

View File

@ -119,8 +119,10 @@ public:
SelectedBox *town;
SelectedBox *hero;
SelectedBox *bonus;
bool fixedHero;
PlayerOptionsEntry(OptionsTab *owner, PlayerSettings &S);
void selectButtons(bool onlyHero = true); //hides unavailable buttons
void showAll(SDL_Surface * to);
};
CPicture *bg;

View File

@ -23,12 +23,15 @@ void KeyShortcut::keyPressed(const SDL_KeyboardEvent & key)
{
if(vstd::contains(assignedKeys,key.keysym.sym))
{
if(key.state == SDL_PRESSED) {
clickLeft(true, pressedL);
bool prev = pressedL;
if(key.state == SDL_PRESSED)
{
pressedL = true;
} else {
clickLeft(false, pressedL);
clickLeft(true, prev);
} else
{
pressedL = false;
clickLeft(false, prev);
}
}
}
@ -517,6 +520,22 @@ void CIntObject::printToLoc( const std::string & text, int x, int y, EFonts font
CSDL_Ext::printTo(text, pos.x + x, pos.y + y, font, kolor, dst, refresh);
}
void CIntObject::disable()
{
if(active)
deactivate();
recActions = DISPOSE;
}
void CIntObject::enable(bool activation)
{
if(!active && activation)
activate();
recActions = 255;
}
CPicture::CPicture( SDL_Surface *BG, int x, int y, bool Free )
{
bg = BG;

View File

@ -317,6 +317,8 @@ public:
ui8 defActions; //which calls will be tried to be redirected to children
ui8 recActions; //which calls we allow te receive from parent
void disable(); //deactivates if needed, blocks all automatic activity, allows only disposal
void enable(bool activation = true); //activates if needed, all activity enabled (Warning: may not be symetric with disable if recActions was limited!)
void defActivate();
void defDeactivate();
void activate();

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@ -93,7 +93,9 @@ void CObjectHandler::loadObjects()
tlog5 << "\t\tDone loading objects!\n";
}
int i = 0;
std::string banksConfig = bitmaph->getTextFile("ZCRBANK.TXT");
//TODO: parse to banksInfo
}
int CGObjectInstance::getOwner() const

View File

@ -1299,19 +1299,51 @@ unsigned char CMapHandler::getHeroFrameNum(unsigned char dir, bool isMoving) con
{
if(isMoving)
{
std::map<int, unsigned char> dirToFrame = boost::assign::map_list_of(1, 10)(2, 5)(3, 6)(4, 7)(5, 8)(6, 9)(7, 12)(8, 11);
if(dir >= 1 && dir <= 10)
return dirToFrame[dir];
throw std::string("Something very wrong1.");
switch(dir)
{
case 1:
return 10;
case 2:
return 5;
case 3:
return 6;
case 4:
return 7;
case 5:
return 8;
case 6:
return 9;
case 7:
return 12;
case 8:
return 11;
default:
throw std::string("Something very wrong1.");
}
}
else //if(isMoving)
{
std::map<int, unsigned char> dirToFrame = boost::assign::map_list_of(1, 13)(2, 0)(3, 1)(4, 2)(5, 3)(6, 4)(7, 15)(8, 14);
if(dir >= 1 && dir <= 10)
return dirToFrame[dir];
throw std::string("Something very wrong1.");
switch(dir)
{
case 1:
return 13;
case 2:
return 0;
case 3:
return 1;
case 4:
return 2;
case 5:
return 3;
case 6:
return 4;
case 7:
return 15;
case 8:
return 14;
default:
throw std::string("Something very wrong2.");
}
}
}