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* CBonusSelection will now work on CCampaignState instead of CCampaign; unfortunately there seems to be no elegant way to move that state between bonus selection screen and CGameState::init, so it's not yet moved.

This commit is contained in:
mateuszb 2010-08-04 11:18:13 +00:00
parent fdad7e34e1
commit 52319f5713
9 changed files with 120 additions and 105 deletions

View File

@ -1210,10 +1210,10 @@ townList(ADVOPT.tlistSize,ADVOPT.tlistX,ADVOPT.tlistY,ADVOPT.tlistAU,ADVOPT.tlis
heroWindow = new CHeroWindow(LOCPLINT->playerID);
gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[0]));
gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[1]));
gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[2]));
gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[3]));
for (int g=0; g<ADVOPT.gemG.size(); ++g)
{
gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[g]));
}
setPlayer(LOCPLINT->playerID);

View File

@ -1109,7 +1109,7 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe
//create stack queue
bool embedQueue = screen->h < 700;
queue = new CStackQueue(embedQueue, this);
if(!embedQueue && curInt->sysOpts.showQueue)
if(!embedQueue && curInt->sysOpts.showQueue)
{
pos.y += queue->pos.h / 2; //center whole window
queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
@ -1117,7 +1117,7 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe
// queue->pos.y = pos.y - queue->pos.h;
// pos.h += queue->pos.h;
// center();
}
}
queue->update();
//preparing siege info
@ -2188,7 +2188,7 @@ void CBattleInterface::bDefencef()
return;
if(activeStack != -1)
giveCommand(3,0,activeStack);
giveCommand(3,0,activeStack);
}
void CBattleInterface::bConsoleUpf()
@ -3028,7 +3028,7 @@ void CBattleInterface::showAliveStack(int ID, const std::map<int, CStack> & stac
FONT_TINY,
zwykly,
to
);
);
}
}

View File

@ -522,7 +522,8 @@ void CSelectionScreen::updateStartInfo( const CMapInfo * to, StartInfo & sInfo,
void CSelectionScreen::startCampaign()
{
CCampaign * ourCampaign = CCampaignHandler::getCampaign(curMap->filename, curMap->lodCmpgn);
GH.pushInt( new CBonusSelection(ourCampaign, 0) );
CCampaignState * campState = new CCampaignState();
GH.pushInt( new CBonusSelection(campState) );
}
void CSelectionScreen::startGame()
@ -731,7 +732,7 @@ SelectionTab::SelectionTab(CMenuScreen::EState Type, const boost::function<void(
txt = NULL;
tabType = Type;
if (Type != CMenuScreen::campaignList)
if (Type != CMenuScreen::campaignList)
{
bg = new CPicture(BitmapHandler::loadBitmap("SCSELBCK.bmp"), 0, 0, true);
pos.w = bg->pos.w;
@ -1446,46 +1447,46 @@ void OptionsTab::nextCastle( int player, int dir )
si32 &cur = s.castle;
ui32 allowed = curMap->mapHeader->players[s.color].allowedFactions;
if (cur == -2) //no castle - no change
return;
if (cur == -2) //no castle - no change
return;
if (cur == -1) //random => first/last available
{
int pom = (dir>0) ? (0) : (F_NUMBER-1); // last or first
for (;pom >= 0 && pom < F_NUMBER; pom+=dir)
{
if((1 << pom) & allowed)
{
cur=pom;
break;
}
}
}
else // next/previous available
{
for (;;)
{
if (cur == -1) //random => first/last available
{
int pom = (dir>0) ? (0) : (F_NUMBER-1); // last or first
for (;pom >= 0 && pom < F_NUMBER; pom+=dir)
{
if((1 << pom) & allowed)
{
cur=pom;
break;
}
}
}
else // next/previous available
{
for (;;)
{
cur+=dir;
if ((1 << cur) & allowed)
break;
break;
if (cur >= F_NUMBER || cur<0)
{
double p1 = log((double)allowed) / log(2.0f)+0.000001f;
double check = p1 - ((int)p1);
if (check < 0.001)
cur = (int)p1;
else
cur = -1;
break;
}
}
}
if (cur >= F_NUMBER || cur<0)
{
double p1 = log((double)allowed) / log(2.0f)+0.000001f;
double check = p1 - ((int)p1);
if (check < 0.001)
cur = (int)p1;
else
cur = -1;
break;
}
}
}
if(s.hero >= 0)
s.hero = -1;
if(cur < 0 && s.bonus == PlayerSettings::bresource)
s.bonus = PlayerSettings::brandom;
if(cur < 0 && s.bonus == PlayerSettings::bresource)
s.bonus = PlayerSettings::brandom;
entries[player]->selectButtons();
redraw();
@ -1628,15 +1629,15 @@ void OptionsTab::flagPressed( int player )
? vstd::findPos(playerNames, clicked.name)
: -1;
if(curNameID >= 0 && playerToRestore.second == curNameID) //player to restore is about to being replaced -> put him back to the old place
if(curNameID >= 0 && playerToRestore.second == curNameID) //player to restore is about to being replaced -> put him back to the old place
{
PlayerSettings &restPos = curOpts->playerInfos[playerToRestore.first];
setPlayer(restPos, playerToRestore.second);
setPlayer(restPos, playerToRestore.second);
playerToRestore.first = playerToRestore.second = 0;
}
//who will be put here?
if(curNameID < 0) //if possible replace computer with unallocated player
//who will be put here?
if(curNameID < 0) //if possible replace computer with unallocated player
{
for(int i = 0; i < playerNames.size(); i++)
{
@ -1648,7 +1649,7 @@ void OptionsTab::flagPressed( int player )
}
}
setPlayer(clicked, ++curNameID); //simply next player
setPlayer(clicked, ++curNameID); //simply next player
//if that player was somewhere else, we need to replace him with computer
if(curNameID < playerNames.size())
@ -2199,18 +2200,18 @@ void CHotSeatPlayers::enterSelectionScreen()
GH.pushInt(new CSelectionScreen(CMenuScreen::newGame));
}
CBonusSelection::CBonusSelection( const CCampaign * _ourCampaign, int _whichMap )
: ourCampaign(_ourCampaign), whichMap(_whichMap), highlightedRegion(NULL), ourHeader(NULL), bonuses(NULL),
CBonusSelection::CBonusSelection( CCampaignState * _ourCampaign )
: ourCampaign(_ourCampaign), highlightedRegion(NULL), ourHeader(NULL), bonuses(NULL),
diffLb(NULL), diffRb(NULL)
{
OBJ_CONSTRUCTION;
static const std::string bgNames [] = {"E1_BG.BMP", "G2_BG.BMP", "E2_BG.BMP", "G1_BG.BMP", "G3_BG.BMP", "N1_BG.BMP",
"S1_BG.BMP", "BR_BG.BMP", "IS_BG.BMP", "KR_BG.BMP", "NI_BG.BMP", "TA_BG.BMP", "AR_BG.BMP", "HS_BG.BMP",
"BB_BG.BMP", "NB_BG.BMP", "EL_BG.BMP", "RN_BG.BMP", "UA_BG.BMP", "SP_BG.BMP"};
loadPositionsOfGraphics();
background = BitmapHandler::loadBitmap(bgNames[ourCampaign->header.mapVersion]);
background = BitmapHandler::loadBitmap(bgNames[ourCampaign->camp->header.mapVersion]);
SDL_Surface * panel = BitmapHandler::loadBitmap("CAMPBRF.BMP");
@ -2220,8 +2221,8 @@ CBonusSelection::CBonusSelection( const CCampaign * _ourCampaign, int _whichMap
backB = new AdventureMapButton("", "", bind(&CBonusSelection::goBack, this), 624, 536, "CBCANCB.DEF", SDLK_ESCAPE);
//campaign name
if (ourCampaign->header.name.length())
printAtLoc(ourCampaign->header.name, 481, 28, FONT_BIG, tytulowy, background);
if (ourCampaign->camp->header.name.length())
printAtLoc(ourCampaign->camp->header.name, 481, 28, FONT_BIG, tytulowy, background);
else
printAtLoc("Unnamed", 481, 28, FONT_BIG, tytulowy, background);
@ -2232,7 +2233,7 @@ CBonusSelection::CBonusSelection( const CCampaign * _ourCampaign, int _whichMap
//campaign description
printAtLoc(CGI->generaltexth->allTexts[38], 481, 63, FONT_SMALL, tytulowy, background);
cmpgDesc = new CTextBox(ourCampaign->header.description, Rect(480, 86, 286, 117), 1);
cmpgDesc = new CTextBox(ourCampaign->camp->header.description, Rect(480, 86, 286, 117), 1);
cmpgDesc->showAll(background);
//map description
@ -2243,25 +2244,31 @@ CBonusSelection::CBonusSelection( const CCampaign * _ourCampaign, int _whichMap
bonuses = new CHighlightableButtonsGroup(bind(&CBonusSelection::selectBonus, this, _1));
//set left part of window
for (int g=0; g<ourCampaign->scenarios.size(); ++g)
for (int g=0; g<ourCampaign->camp->scenarios.size(); ++g)
{
if(ourCampaign->conquerable(g))
if(ourCampaign->camp->conquerable(g))
{
regions.push_back(new CRegion(this, true, true, g));
regions[regions.size()-1]->rclickText = ourCampaign->scenarios[g].regionText;
regions[regions.size()-1]->rclickText = ourCampaign->camp->scenarios[g].regionText;
if (highlightedRegion == NULL)
{
highlightedRegion = regions.back();
selectMap(g);
}
}
else if (ourCampaign->scenarios[g].conquered) //display as striped
else if (ourCampaign->camp->scenarios[g].conquered) //display as striped
{
regions.push_back(new CRegion(this, false, false, g));
regions[regions.size()-1]->rclickText = ourCampaign->scenarios[g].regionText;
regions[regions.size()-1]->rclickText = ourCampaign->camp->scenarios[g].regionText;
}
}
//init campaign state if necessary
if (ourCampaign->campaignName.size() == 0)
{
ourCampaign->initNewCampaign(sInfo);
}
//allies / enemies
printAtLoc(CGI->generaltexth->allTexts[390] + ":", 486, 407, FONT_SMALL, zwykly, background); //Allies
printAtLoc(CGI->generaltexth->allTexts[391] + ":", 619, 407, FONT_SMALL, zwykly, background); //Enemies
@ -2282,7 +2289,7 @@ CBonusSelection::CBonusSelection( const CCampaign * _ourCampaign, int _whichMap
}
}
//difficulty selection buttons
if (ourCampaign->header.difficultyChoosenByPlayer)
if (ourCampaign->camp->header.difficultyChoosenByPlayer)
{
diffLb = new AdventureMapButton("", "", bind(&CBonusSelection::changeDiff, this, false), 694, 508, "SCNRBLF.DEF");
diffRb = new AdventureMapButton("", "", bind(&CBonusSelection::changeDiff, this, true), 738, 508, "SCNRBRT.DEF");
@ -2352,15 +2359,15 @@ void CBonusSelection::loadPositionsOfGraphics()
void CBonusSelection::selectMap( int whichOne )
{
sInfo.difficulty = ourCampaign->scenarios[whichOne].difficulty;
sInfo.mapname = ourCampaign->header.filename;
sInfo.difficulty = ourCampaign->camp->scenarios[whichOne].difficulty;
sInfo.mapname = ourCampaign->camp->header.filename;
sInfo.mode = 2;
//get header
int i = 0;
delete ourHeader;
ourHeader = new CMapHeader();
ourHeader->initFromMemory((const unsigned char*)ourCampaign->mapPieces.find(whichOne)->second.c_str(), i);
ourHeader->initFromMemory((const unsigned char*)ourCampaign->camp->mapPieces.find(whichOne)->second.c_str(), i);
CMapInfo *mapInfo = const_cast<CMapInfo *>(curMap);
mapInfo->mapHeader = ourHeader;
mapInfo->countPlayers();
@ -2369,7 +2376,9 @@ void CBonusSelection::selectMap( int whichOne )
CSelectionScreen::updateStartInfo(curMap, sInfo, ourHeader);
sInfo.turnTime = 0;
sInfo.whichMapInCampaign = whichOne;
sInfo.difficulty = ourCampaign->scenarios[whichOne].difficulty;
sInfo.difficulty = ourCampaign->camp->scenarios[whichOne].difficulty;
ourCampaign->currentMap = whichOne;
mapDesc->setTxt(ourHeader->description);
@ -2444,7 +2453,7 @@ void CBonusSelection::updateBonusSelection()
//resource - BORES.DEF
//player - ?
//hero -?
const CCampaignScenario &scenario = ourCampaign->scenarios[sInfo.whichMapInCampaign];
const CCampaignScenario &scenario = ourCampaign->camp->scenarios[sInfo.whichMapInCampaign];
const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
CDefEssential * twcp = CDefHandler::giveDefEss("TWCRPORT.DEF"); //for yellow border
@ -2624,7 +2633,7 @@ void CBonusSelection::startMap()
{
StartInfo *si = new StartInfo(sInfo);
//don't pop - we should get back to this screen
GH.popInts(3);
//GH.popInts(3);
curOpts = NULL;
::startGame(si);
}
@ -2656,7 +2665,7 @@ CBonusSelection::CRegion::CRegion( CBonusSelection * _owner, bool _accessible, b
{"R", "B", "N", "G", "O", "V", "T", "P"},
{"Re", "Bl", "Br", "Gr", "Or", "Vi", "Te", "Pi"}};
const SCampPositions & campDsc = owner->campDescriptions[owner->ourCampaign->header.mapVersion];
const SCampPositions & campDsc = owner->campDescriptions[owner->ourCampaign->camp->header.mapVersion];
const SCampPositions::SRegionDesc & desc = campDsc.regions[myNumber];
pos.x = desc.xpos;
pos.y = desc.ypos;
@ -2664,7 +2673,7 @@ CBonusSelection::CRegion::CRegion( CBonusSelection * _owner, bool _accessible, b
//loading of graphics
std::string prefix = campDsc.campPrefix + desc.infix + "_";
std::string suffix = colors[campDsc.colorSuffixLength - 1][owner->ourCampaign->scenarios[myNumber].regionColor];
std::string suffix = colors[campDsc.colorSuffixLength - 1][owner->ourCampaign->camp->scenarios[myNumber].regionColor];
static const std::string infix [] = {"En", "Se", "Co"};
for (int g = 0; g < ARRAY_COUNT(infix); g++)
@ -2710,7 +2719,7 @@ void CBonusSelection::CRegion::clickRight( tribool down, bool previousState )
void CBonusSelection::CRegion::show( SDL_Surface * to )
{
const SCampPositions::SRegionDesc & desc = owner->campDescriptions[owner->ourCampaign->header.mapVersion].regions[myNumber];
const SCampPositions::SRegionDesc & desc = owner->campDescriptions[owner->ourCampaign->camp->header.mapVersion].regions[myNumber];
if (!accessible)
{
//show as striped

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@ -24,6 +24,7 @@ class CTextInput;
class CCampaign;
class CGStatusBar;
class CTextBox;
class CCampaignState;
class CMapInfo
{
@ -316,13 +317,12 @@ class CBonusSelection : public CIntObject
CRegion * highlightedRegion;
void loadPositionsOfGraphics();
const CCampaign * ourCampaign;
CCampaignState * ourCampaign;
CMapHeader *ourHeader;
CDefHandler *sizes; //icons of map sizes
SDL_Surface * diffPics[5]; //pictures of difficulties, user-selectable (or not if campaign locks this)
AdventureMapButton * diffLb, * diffRb; //buttons for changing difficulty
void changeDiff(bool increase); //if false, then decrease
int whichMap;
//bonus selection
void updateBonusSelection();
@ -335,7 +335,7 @@ public:
void selectMap(int whichOne);
void selectBonus(int id);
CBonusSelection(const CCampaign * _ourCampaign, int _whichMap);
CBonusSelection(CCampaignState * _ourCampaign);
~CBonusSelection();
void showAll(SDL_Surface * to);

View File

@ -7,6 +7,7 @@
#include "CLodHandler.h"
#include "../lib/VCMI_Lib.h"
#include "CGeneralTextHandler.h"
#include "../StartInfo.h"
namespace fs = boost::filesystem;
@ -466,3 +467,17 @@ bool CScenarioTravel::STravelBonus::isBonusForHero() const
{
return type == 0 || type == 1 || type == 3 || type == 4 || type == 5 || type == 6;
}
void CCampaignState::initNewCampaign( const StartInfo &si )
{
assert(si.mode == 2);
campaignName = si.mapname;
currentMap = si.whichMapInCampaign;
//check if campaign is in lod or not
bool inLod = campaignName.find('/') == std::string::npos;
camp = CCampaignHandler::getCampaign(campaignName, inLod); //TODO lod???
for (ui8 i = 0; i < camp->mapPieces.size(); i++)
mapsRemaining.push_back(i);
}

View File

@ -15,6 +15,8 @@
*
*/
struct StartInfo;
class DLL_EXPORT CCampaignHeader
{
public:
@ -122,6 +124,22 @@ public:
CCampaign();
};
class DLL_EXPORT CCampaignState
{
public:
CCampaign *camp;
std::string campaignName;
std::vector<ui8> mapsConquered, mapsRemaining;
ui8 currentMap;
void initNewCampaign(const StartInfo &si);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & camp & campaignName & mapsRemaining & mapsConquered & currentMap;
}
};
class DLL_EXPORT CCampaignHandler
{
static CCampaignHeader readHeaderFromMemory( const unsigned char *buffer, int & outIt );

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@ -4233,16 +4233,4 @@ InfoAboutHero & InfoAboutHero::operator=( const InfoAboutHero & iah )
return *this;
}
void CCampaignState::initNewCampaign( const StartInfo &si )
{
assert(si.mode == 2);
campaignName = si.mapname;
currentMap = si.whichMapInCampaign;
//check if campaign is in lod or not
bool inLod = campaignName.find('/') == std::string::npos;
camp = CCampaignHandler::getCampaign(campaignName, inLod); //TODO lod???
for (ui8 i = 0; i < camp->mapPieces.size(); i++)
mapsRemaining.push_back(i);
}

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@ -60,6 +60,7 @@ class CSpell;
struct TerrainTile;
class CHeroClass;
class CCampaign;
class CCampaignState;
namespace boost
{
@ -374,22 +375,6 @@ struct DLL_EXPORT CPathsInfo
~CPathsInfo();
};
class DLL_EXPORT CCampaignState
{
public:
CCampaign *camp;
std::string campaignName;
std::vector<ui8> mapsConquered, mapsRemaining;
ui8 currentMap;
void initNewCampaign(const StartInfo &si);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & camp & campaignName & mapsRemaining & mapsConquered & currentMap;
}
};
class DLL_EXPORT CGameState
{
public:

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@ -274,10 +274,10 @@ struct DLL_EXPORT Bonus
{
return hb.source==source && (id==0xffffff || hb.id==id);
}
inline bool operator == (const BonusType & cf) const
{
return type == cf;
}
inline bool operator == (const BonusType & cf) const
{
return type == cf;
}
inline void ChangeBonusVal (const ui32 newVal)
{
val = newVal;