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* VCMI no longer needs h3bitmap and h3sprite folders - delete them. Now everything is readed directly from lod files
* names of lods changed - rename your lod files to h3sprite.lod and h3bitmap.lod and place them in \Data subfolder (as in H3). * added several clickable buttons to adv. map interface * underground/surface switch button is functional * reading more text from ZELP.txt, added CPreGameTextHandler to CGameInfo * a lot of minor improvements/fixes(/bugs)
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@@ -28,12 +28,12 @@ public:
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void deactivate(); // makes button inactive (but don't deletes)
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AdventureMapButton(); //c-tor
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AdventureMapButton( std::string Name, std::string HelpBox, void(CAdvMapInt::*Function)() );//c-tor
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AdventureMapButton( std::string Name, std::string HelpBox, void(CAdvMapInt::*Function)(), int x, int y, std::string defName, bool activ=false );//c-tor
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};
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/*****************************/
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class CList
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: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public CIntObject
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: public ClickableL, public ClickableR, public Hoverable, public KeyInterested, public virtual CIntObject
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{
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SDL_Surface * bg;
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//arrow up, arrow down
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@@ -75,8 +75,14 @@ class CStatusBar
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{
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public:
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SDL_Surface * bg;
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SDL_Surface * temp;
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int tx, ty;
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std::string current;
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CStatusBar(int x, int y)
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{bg=CGI->bitmaph->loadBitmap("ADROLLVR.bmp");pos.x=x;pos.y=y;pos.w=bg->w;pos.h=bg->h;temp=NULL;}
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void print(std::string text);
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void show();
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};
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class CMinimap
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: public ClickableL, public ClickableR, public Hoverable, public CIntObject
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@@ -138,11 +144,24 @@ public:
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endTurn;//- end turn
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//CHeroList herolist;
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CTerrainRect terrain;
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void show();
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CTerrainRect terrain; //visible terrain
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void update();
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CStatusBar statusbar;
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//fuctions binded to buttons
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void fshowOverview();
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void fswitchLevel();
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void fshowQuestlog();
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void fsleepWake();
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void fmoveHero();
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void fshowSpellbok();
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void fadventureOPtions();
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void fsystemOptions();
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void fnextHero();
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void fendTurn();
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void show(); //shows and activates adv. map interface
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void update(); //redraws terrain
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};
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