mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Several minor fixes/features
- moved all traslatable strings into one json file, removed threats.txt file - implemented "spellbook animation" option - fixed missing central tower when attacking fort
This commit is contained in:
parent
9237e6d97d
commit
6cb3cb006d
@ -284,6 +284,9 @@ void CSpellWindow::selectSchool(int school)
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{
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if (selectedTab != school)
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{
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if (selectedTab < school)
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turnPageLeft();
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else
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turnPageRight();
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selectedTab = school;
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currentPage = 0;
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@ -507,11 +510,13 @@ void CSpellWindow::deactivate()
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void CSpellWindow::turnPageLeft()
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{
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if (settings["video"]["spellbookAnimation"].Bool())
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CCS->videoh->openAndPlayVideo("PGTRNLFT.SMK", pos.x+13, pos.y+15, screen);
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}
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void CSpellWindow::turnPageRight()
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{
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if (settings["video"]["spellbookAnimation"].Bool())
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CCS->videoh->openAndPlayVideo("PGTRNRGH.SMK", pos.x+13, pos.y+15, screen);
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}
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@ -3457,23 +3457,17 @@ CSystemOptionsWindow::CSystemOptionsWindow():
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CWindowObject(PLAYER_COLORED, "SysOpBck"),
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onFullscreenChanged(settings.listen["video"]["fullscreen"])
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{
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//TODO: translation and\or config file
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static const std::string fsLabel = "Fullscreen";
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static const std::string fsHelp = "{Fullscreen}\n\n If selected, VCMI will run in fullscreen mode, othervice VCMI will run in window";
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static const std::string cwLabel = "Classic creature window";
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static const std::string cwHelp = "{Classic creature window}\n\n Enable original Heroes 3 creature window instead of new window from VCMI";
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static const std::string rsLabel = "Resolution";
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static const std::string rsHelp = "{Select resolution}\n\n Change in-game screen resolution. Will only affect adventure map. Game restart required to apply new resolution.";
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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title = new CLabel(242, 32, FONT_BIG, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[568]);
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const JsonNode & texts = CGI->generaltexth->localizedTexts["systemOptions"];
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//left window section
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leftGroup = new CLabelGroup(FONT_MEDIUM, CENTER, Colors::YELLOW);
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leftGroup->add(122, 64, CGI->generaltexth->allTexts[569]);
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leftGroup->add(122, 130, CGI->generaltexth->allTexts[570]);
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leftGroup->add(122, 196, CGI->generaltexth->allTexts[571]);
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leftGroup->add(122, 262, rsLabel); //CGI->generaltexth->allTexts[20]
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leftGroup->add(122, 262, texts["resolutionButton"]["label"].String());
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leftGroup->add(122, 347, CGI->generaltexth->allTexts[394]);
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leftGroup->add(122, 412, CGI->generaltexth->allTexts[395]);
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@ -3482,9 +3476,9 @@ CSystemOptionsWindow::CSystemOptionsWindow():
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rightGroup->add(282, 57, CGI->generaltexth->allTexts[572]);
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rightGroup->add(282, 89, CGI->generaltexth->allTexts[573]);
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rightGroup->add(282, 121, CGI->generaltexth->allTexts[574]);
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rightGroup->add(282, 153, CGI->generaltexth->allTexts[575]);
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rightGroup->add(282, 185, cwLabel); //CGI->generaltexth->allTexts[576]
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rightGroup->add(282, 217, fsLabel); //CGI->generaltexth->allTexts[577]
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rightGroup->add(282, 153, CGI->generaltexth->allTexts[577]);
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rightGroup->add(282, 185, texts["creatureWindowButton"]["label"].String());
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rightGroup->add(282, 217, texts["fullscreenButton"]["label"].String());
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//setting up buttons
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load = new CAdventureMapButton (CGI->generaltexth->zelp[321].first, CGI->generaltexth->zelp[321].second,
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@ -3554,22 +3548,29 @@ CSystemOptionsWindow::CSystemOptionsWindow():
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boost::bind(&CSystemOptionsWindow::toggleQuickCombat, this, true), boost::bind(&CSystemOptionsWindow::toggleQuickCombat, this, false),
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std::map<int,std::string>(), CGI->generaltexth->zelp[362].second, false, "sysopchk.def", nullptr, 246, 87+32, false);
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spellbookAnim = new CHighlightableButton(
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boost::bind(&CSystemOptionsWindow::toggleSpellbookAnim, this, true), boost::bind(&CSystemOptionsWindow::toggleSpellbookAnim, this, false),
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std::map<int,std::string>(), CGI->generaltexth->zelp[364].second, false, "sysopchk.def", nullptr, 246, 87+64, false);
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newCreatureWin = new CHighlightableButton(
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boost::bind(&CSystemOptionsWindow::toggleCreatureWin, this, true), boost::bind(&CSystemOptionsWindow::toggleCreatureWin, this, false),
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std::map<int,std::string>(), cwHelp, false, "sysopchk.def", nullptr, 246, 183, false);
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std::map<int,std::string>(), texts["creatureWindowButton"]["help"].String(), false, "sysopchk.def", nullptr, 246, 183, false);
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fullscreen = new CHighlightableButton(
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boost::bind(&CSystemOptionsWindow::toggleFullscreen, this, true), boost::bind(&CSystemOptionsWindow::toggleFullscreen, this, false),
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std::map<int,std::string>(), fsHelp, false, "sysopchk.def", nullptr, 246, 215, false);
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std::map<int,std::string>(), texts["fullscreenButton"]["help"].String(), false, "sysopchk.def", nullptr, 246, 215, false);
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showReminder->select(settings["adventure"]["heroReminder"].Bool());
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quickCombat->select(settings["adventure"]["quickCombat"].Bool());
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spellbookAnim->select(settings["video"]["spellbookAnimation"].Bool());
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newCreatureWin->select(settings["general"]["classicCreatureWindow"].Bool());
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fullscreen->select(settings["video"]["fullscreen"].Bool());
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onFullscreenChanged([&](const JsonNode &newState){ fullscreen->select(newState.Bool());});
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gameResButton = new CAdventureMapButton("", rsHelp, boost::bind(&CSystemOptionsWindow::selectGameRes, this), 28, 275,"SYSOB12", SDLK_g);
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gameResButton = new CAdventureMapButton("", texts["resolutionButton"]["help"].String(),
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boost::bind(&CSystemOptionsWindow::selectGameRes, this),
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28, 275,"SYSOB12", SDLK_g);
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std::string resText;
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resText += boost::lexical_cast<std::string>(settings["video"]["screenRes"]["width"].Float());
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@ -3581,11 +3582,8 @@ CSystemOptionsWindow::CSystemOptionsWindow():
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void CSystemOptionsWindow::selectGameRes()
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{
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//TODO: translation and\or config file
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static const std::string rsLabel = "Select resolution";
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static const std::string rsHelp = "Change in-game screen resolution.";
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std::vector<std::string> items;
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const JsonNode & texts = CGI->generaltexth->localizedTexts["systemOptions"]["resolutionMenu"];
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for( config::CConfigHandler::GuiOptionsMap::value_type& value : conf.guiOptions)
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{
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@ -3594,7 +3592,7 @@ void CSystemOptionsWindow::selectGameRes()
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items.push_back(resX + 'x' + resY);
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}
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GH.pushInt(new CObjectListWindow(items, nullptr, rsLabel, rsHelp,
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GH.pushInt(new CObjectListWindow(items, nullptr, texts["label"].String(), texts["help"].String(),
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boost::bind(&CSystemOptionsWindow::setGameRes, this, _1)));
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}
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@ -3629,6 +3627,12 @@ void CSystemOptionsWindow::toggleQuickCombat(bool on)
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quickCombat->Bool() = on;
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}
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void CSystemOptionsWindow::toggleSpellbookAnim(bool on)
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{
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Settings quickCombat = settings.write["video"]["spellbookAnimation"];
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quickCombat->Bool() = on;
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}
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void CSystemOptionsWindow::toggleCreatureWin(bool on)
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{
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Settings classicCreatureWindow = settings.write["general"]["classicCreatureWindow"];
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@ -745,7 +745,7 @@ private:
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//CHighlightableButton * showPath;
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CHighlightableButton * showReminder;
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CHighlightableButton * quickCombat;
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//CHighlightableButton * videoSubs;
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CHighlightableButton * spellbookAnim;
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CHighlightableButton * newCreatureWin;
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CHighlightableButton * fullscreen;
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@ -770,6 +770,7 @@ private:
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//functions for checkboxes
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void toggleReminder(bool on);
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void toggleQuickCombat(bool on);
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void toggleSpellbookAnim(bool on);
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void toggleCreatureWin(bool on);
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void toggleFullscreen(bool on);
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@ -3487,6 +3487,7 @@ BattleObjectsByHex CBattleInterface::sortObjectsByHex()
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if (siegeH)
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{
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sorted.beforeAll.walls.push_back(1); // 1. background wall
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sorted.hex[135].walls.push_back(2); // 2. keep
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sorted.afterAll.walls.push_back(3); // 3. bottom tower
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sorted.hex[182].walls.push_back(4); // 4. bottom wall
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sorted.hex[130].walls.push_back(5); // 5. wall below gate,
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@ -3497,11 +3498,11 @@ BattleObjectsByHex CBattleInterface::sortObjectsByHex()
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sorted.hex[112].walls.push_back(10); // 10. gate arch
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sorted.hex[165].walls.push_back(11); // 11. bottom static wall
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sorted.hex[45].walls.push_back(12); // 12. upper static wall
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if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
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{
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sorted.beforeAll.walls.push_back(13); // 13. moat
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//sorted.beforeAll.walls.push_back(14); // 14. mlip (moat background terrain), blit as absolute obstacle
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sorted.hex[135].walls.push_back(2); // 2. keep
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sorted.hex[135].walls.push_back(15); // 15. keep turret cover
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}
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if (siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE))
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@ -49,7 +49,7 @@
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"type" : "object",
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"additionalProperties" : false,
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"default": {},
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"required" : [ "screenRes", "bitsPerPixel", "fullscreen" ],
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"required" : [ "screenRes", "bitsPerPixel", "fullscreen", "spellbookAnimation" ],
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"properties" : {
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"screenRes" : {
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"type" : "object",
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@ -68,7 +68,11 @@
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"fullscreen" : {
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"type" : "boolean",
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"default" : false
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}
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},
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"spellbookAnimation" : {
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"type" : "boolean",
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"default" : true
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},
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}
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},
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"adventure" : {
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@ -1,14 +0,0 @@
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Threat:
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Effortless
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Very Weak
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Weak
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A bit weaker
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Equal
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A bit stronger
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Strong
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Very Strong
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Challenging
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Overpowering
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Deadly
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Impossible
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48
config/translate.json
Normal file
48
config/translate.json
Normal file
@ -0,0 +1,48 @@
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// This file contains all translateable strings added in VCMI
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{
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"adventureMap":
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{
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"monsterThreat" :
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{
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"title" : "\n\n Threat: ",
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"levels" :
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[
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"Effortless",
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"Very Weak",
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"Weak",
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"A bit weaker",
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"Equal",
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"A bit stronger",
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"Strong",
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"Very Strong",
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"Challenging",
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"Overpowering",
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"Deadly",
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"Impossible"
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]
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}
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},
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"systemOptions" :
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{
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"fullscreenButton" :
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{
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"label" : "Fullscreen",
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"help" : "{Fullscreen}\n\n If selected, VCMI will run in fullscreen mode, othervice VCMI will run in window",
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},
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"creatureWindowButton" :
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{
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"label" : "Classic creature window",
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"help" : "{Classic creature window}\n\n Enable original Heroes 3 creature window instead of new window from VCMI"
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},
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"resolutionButton" :
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{
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"label" : "Resolution",
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"help" : "{Select resolution}\n\n Change in-game screen resolution. Will only affect adventure map. Game restart required to apply new resolution."
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},
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"resolutionMenu" :
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{
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"label" : "Select resolution",
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"help" : "Change in-game screen resolution."
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}
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}
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}
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@ -289,6 +289,8 @@ CGeneralTextHandler::CGeneralTextHandler()
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readToVector("DATA/SKILLLEV.TXT", levels);
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readToVector("DATA/OBJNAMES.TXT", names);
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localizedTexts = JsonNode(ResourceID("config/translate.json", EResType::TEXT));
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{
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CLegacyConfigParser parser("DATA/GENRLTXT.TXT");
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parser.endLine();
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@ -433,13 +435,4 @@ CGeneralTextHandler::CGeneralTextHandler()
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}
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while (parser.endLine());
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}
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std::string buffer;
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std::ifstream ifs(*CResourceHandler::get()->getResourceName(ResourceID("config/threatlevel.txt")), std::ios::binary);
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getline(ifs, buffer); //skip 1st line
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for (int i = 0; i < 13; ++i)
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{
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getline(ifs, buffer);
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threat.push_back(buffer);
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}
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}
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@ -10,6 +10,8 @@
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*
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*/
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#include "JsonNode.h"
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/// Namespace that provides utilites for unicode support (UTF-8)
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namespace Unicode
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{
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@ -88,6 +90,8 @@ public:
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class DLL_LINKAGE CGeneralTextHandler //Handles general texts
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{
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public:
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JsonNode localizedTexts;
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std::vector<std::string> allTexts;
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std::vector<std::string> arraytxt;
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@ -122,7 +126,6 @@ public:
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//type: quest, progress, complete, rollover, log OR time limit //index: 0-2 seer hut, 3-5 border guard
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std::vector<std::string> seerNames;
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std::vector<std::string> tentColors;
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std::vector<std::string> threat; //power rating for neutral stacks
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//sec skills
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std::vector <std::string> skillName;
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@ -3231,24 +3231,24 @@ const std::string & CGCreature::getHoverText() const
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if(const CGHeroInstance *selHero = cb->getSelectedHero(cb->getCurrentPlayer()))
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{
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std::vector<std::string> * texts = &VLC->generaltexth->threat;
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hoverName += "\n\n ";
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hoverName += (*texts)[0];
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const JsonNode & texts = VLC->generaltexth->localizedTexts["adventureMap"]["monsterThreat"];
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hoverName += texts["title"].String();
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int choice;
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double ratio = ((double)getArmyStrength() / selHero->getTotalStrength());
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if (ratio < 0.1) choice = 1;
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else if (ratio < 0.25) choice = 2;
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else if (ratio < 0.6) choice = 3;
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else if (ratio < 0.9) choice = 4;
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else if (ratio < 1.1) choice = 5;
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else if (ratio < 1.3) choice = 6;
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else if (ratio < 1.8) choice = 7;
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else if (ratio < 2.5) choice = 8;
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else if (ratio < 4) choice = 9;
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else if (ratio < 8) choice = 10;
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else if (ratio < 20) choice = 11;
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else choice = 12;
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hoverName += (*texts)[choice];
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if (ratio < 0.1) choice = 0;
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else if (ratio < 0.25) choice = 1;
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else if (ratio < 0.6) choice = 2;
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else if (ratio < 0.9) choice = 3;
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else if (ratio < 1.1) choice = 4;
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else if (ratio < 1.3) choice = 5;
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else if (ratio < 1.8) choice = 6;
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else if (ratio < 2.5) choice = 7;
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else if (ratio < 4) choice = 8;
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else if (ratio < 8) choice = 9;
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else if (ratio < 20) choice = 10;
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else choice = 11;
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hoverName += texts["levels"].Vector()[choice].String();
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}
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return hoverName;
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}
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