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https://github.com/vcmi/vcmi.git
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commit
4949b98ed3
@ -466,6 +466,9 @@ void CInteractableTownTooltip::init(const CGTownInstance * town)
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if(town->id == townId && town->builtBuildings.count(BuildingID::TAVERN))
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LOCPLINT->showTavernWindow(town, nullptr, QueryID::NONE);
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}
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}, [&]{
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if(!town->town->faction->getDescriptionTranslated().empty())
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CRClickPopup::createAndPush(town->town->faction->getDescriptionTranslated());
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});
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fastMarket = std::make_shared<LRClickableArea>(Rect(143, 31, 30, 34), []()
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{
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@ -1351,6 +1351,9 @@ void CCastleInterface::recreateIcons()
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{
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if(town->builtBuildings.count(BuildingID::TAVERN))
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LOCPLINT->showTavernWindow(town, nullptr, QueryID::NONE);
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}, [&]{
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if(!town->town->faction->getDescriptionTranslated().empty())
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CRClickPopup::createAndPush(town->town->faction->getDescriptionTranslated());
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});
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creainfo.clear();
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@ -22,6 +22,7 @@
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#include "../widgets/Images.h"
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#include "../widgets/TextControls.h"
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#include "../widgets/ObjectLists.h"
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#include "../windows/InfoWindows.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/Shortcut.h"
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@ -517,6 +518,10 @@ CStackWindow::MainSection::MainSection(CStackWindow * owner, int yOffset, bool s
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};
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animation = std::make_shared<CCreaturePic>(5, 41, parent->info->creature);
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animationArea = std::make_shared<LRClickableArea>(Rect(5, 41, 100, 130), nullptr, [&]{
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if(!parent->info->creature->getDescriptionTranslated().empty())
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CRClickPopup::createAndPush(parent->info->creature->getDescriptionTranslated());
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});
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if(parent->info->stackNode != nullptr && parent->info->commander == nullptr)
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{
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@ -29,6 +29,7 @@ class CButton;
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class CMultiLineLabel;
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class CListBox;
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class CCommanderArtPlace;
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class LRClickableArea;
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class CCommanderSkillIcon : public LRClickableAreaWText //TODO: maybe bring commander skill button initialization logic inside?
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{
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@ -132,6 +133,7 @@ class CStackWindow : public CWindowObject
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};
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std::shared_ptr<CCreaturePic> animation;
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std::shared_ptr<LRClickableArea> animationArea;
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std::shared_ptr<CLabel> name;
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std::shared_ptr<CPicture> icons;
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std::shared_ptr<MoraleLuckBox> morale;
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@ -811,6 +811,9 @@ CTownItem::CTownItem(const CGTownInstance * Town)
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{
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if(town->builtBuildings.count(BuildingID::TAVERN))
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LOCPLINT->showTavernWindow(town, nullptr, QueryID::NONE);
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}, [&]{
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if(!town->town->faction->getDescriptionTranslated().empty())
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CRClickPopup::createAndPush(town->town->faction->getDescriptionTranslated());
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});
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fastMarket = std::make_shared<LRClickableArea>(Rect(153, 6, 65, 64), []()
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{
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@ -41,6 +41,10 @@
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}
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}
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},
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"description" : {
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"type" : "string",
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"description" : "Description of creature"
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},
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"faction" : {
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"type" : "string",
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"description" : "Faction this creature belongs to. Examples: castle, rampart"
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@ -40,6 +40,10 @@
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"type" : "string",
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"description" : "Localizable faction name, e.g. Rampart"
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},
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"description" : {
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"type" : "string",
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"description" : "Description about the faction"
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},
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"alignment" : {
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"type" : "string",
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"enum" : [ "good", "neutral", "evil" ],
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@ -29,6 +29,10 @@ In order to make functional creature you also need:
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"singular" : "Creature",
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"plural" : "Creatures"
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},
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// Description of creature
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"description" : "",
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"level" : 0,
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// Marks this object as special and not available by default
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@ -57,6 +57,9 @@ Each town requires a set of buildings (Around 30-45 buildings)
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// Localizable faction name, e.g. "Rampart"
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"name" : "",
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// Description of town (e.g. history or story about town)
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"description" : "",
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// Faction alignment. Can be good, neutral (default) or evil.
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"alignment" : "",
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@ -199,6 +199,11 @@ std::string CCreature::getNameTextID() const
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return getNameSingularTextID();
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}
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std::string CCreature::getDescriptionTranslated() const
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{
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return VLC->generaltexth->translate(getDescriptionTextID());
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}
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std::string CCreature::getNamePluralTextID() const
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{
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return TextIdentifier("creatures", modScope, identifier, "name", "plural" ).get();
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@ -209,6 +214,11 @@ std::string CCreature::getNameSingularTextID() const
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return TextIdentifier("creatures", modScope, identifier, "name", "singular" ).get();
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}
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std::string CCreature::getDescriptionTextID() const
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{
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return TextIdentifier("creatures", modScope, identifier, "description").get();
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}
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CCreature::CreatureQuantityId CCreature::getQuantityID(const int & quantity)
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{
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if (quantity<5)
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@ -600,6 +610,7 @@ CCreature * CCreatureHandler::loadFromJson(const std::string & scope, const Json
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VLC->generaltexth->registerString(scope, cre->getNameSingularTextID(), node["name"]["singular"].String());
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VLC->generaltexth->registerString(scope, cre->getNamePluralTextID(), node["name"]["plural"].String());
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VLC->generaltexth->registerString(scope, cre->getDescriptionTextID(), node["description"].String());
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cre->addBonus(node["hitPoints"].Integer(), BonusType::STACK_HEALTH);
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cre->addBonus(node["speed"].Integer(), BonusType::STACKS_SPEED);
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@ -51,6 +51,9 @@ class DLL_LINKAGE CCreature : public Creature, public CBonusSystemNode
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TResources cost; //cost[res_id] - amount of that resource required to buy creature from dwelling
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public:
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std::string getDescriptionTranslated() const;
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std::string getDescriptionTextID() const;
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ui32 ammMin; // initial size of stack of these creatures on adventure map (if not set in editor)
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ui32 ammMax;
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@ -188,6 +188,16 @@ std::string CFaction::getNameTextID() const
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return TextIdentifier("faction", modScope, identifier, "name").get();
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}
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std::string CFaction::getDescriptionTranslated() const
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{
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return VLC->generaltexth->translate(getDescriptionTextID());
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}
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std::string CFaction::getDescriptionTextID() const
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{
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return TextIdentifier("faction", modScope, identifier, "description").get();
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}
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FactionID CFaction::getId() const
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{
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return FactionID(index);
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@ -1037,6 +1047,7 @@ CFaction * CTownHandler::loadFromJson(const std::string & scope, const JsonNode
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faction->identifier = identifier;
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VLC->generaltexth->registerString(scope, faction->getNameTextID(), source["name"].String());
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VLC->generaltexth->registerString(scope, faction->getDescriptionTranslated(), source["description"].String());
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faction->creatureBg120 = ImagePath::fromJson(source["creatureBackground"]["120px"]);
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faction->creatureBg130 = ImagePath::fromJson(source["creatureBackground"]["130px"]);
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@ -192,6 +192,8 @@ public:
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std::string getNameTranslated() const override;
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std::string getNameTextID() const override;
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std::string getDescriptionTranslated() const;
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std::string getDescriptionTextID() const;
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bool hasTown() const override;
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TerrainId getNativeTerrain() const override;
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