mirror of
https://github.com/vcmi/vcmi.git
synced 2025-04-15 11:46:56 +02:00
* hero is displayed in battle window
* battle console buttons added * blit8bppAlphaTo24bpp bad working fixed (to be optimized) * maybe something else
This commit is contained in:
parent
ab3d7fccb5
commit
9b9a9b455f
@ -4,18 +4,25 @@
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#include "SDL_Extensions.h"
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#include "SDL_Extensions.h"
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#include "CAdvmapInterface.h"
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#include "CAdvmapInterface.h"
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#include "AdventureMapButton.h"
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#include "AdventureMapButton.h"
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#include "hch\CHeroHandler.h"
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#include "hch\CDefHandler.h"
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extern SDL_Surface * screen;
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CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2)
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CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2)
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{
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{
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//preparing menu background and terrain
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std::vector< std::string > & backref = CGI->mh->battleBacks[ CGI->mh->ttiles[tile.x][tile.y][tile.z].terType ];
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std::vector< std::string > & backref = CGI->mh->battleBacks[ CGI->mh->ttiles[tile.x][tile.y][tile.z].terType ];
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background = CGI->bitmaph->loadBitmap(backref[ rand() % backref.size()] );
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background = CGI->bitmaph->loadBitmap(backref[ rand() % backref.size()] );
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menu = CGI->bitmaph->loadBitmap("CBAR.BMP");
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menu = CGI->bitmaph->loadBitmap("CBAR.BMP");
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CSDL_Ext::blueToPlayersAdv(menu, hero1->tempOwner);
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CSDL_Ext::blueToPlayersAdv(menu, hero1->tempOwner);
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//blitting menu background and terrain
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blitAt(background, 0, 0);
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blitAt(background, 0, 0);
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blitAt(menu, 0, 556);
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blitAt(menu, 0, 556);
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CSDL_Ext::update();
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CSDL_Ext::update();
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//preparing buttons
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bOptions = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bOptionsf, 3, 561, "icm003.def", this, false, NULL, false);
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bOptions = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bOptionsf, 3, 561, "icm003.def", this, false, NULL, false);
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bSurrender = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bSurrenderf, 54, 561, "icm001.def", this, false, NULL, false);
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bSurrender = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bSurrenderf, 54, 561, "icm001.def", this, false, NULL, false);
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bFlee = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bFleef, 105, 561, "icm002.def", this, false, NULL, false);
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bFlee = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bFleef, 105, 561, "icm002.def", this, false, NULL, false);
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@ -23,7 +30,48 @@ CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, i
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bSpell = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bSpellf, 645, 561, "icm005.def", this, false, NULL, false);
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bSpell = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bSpellf, 645, 561, "icm005.def", this, false, NULL, false);
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bWait = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bWaitf, 696, 561, "icm006.def", this, false, NULL, false);
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bWait = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bWaitf, 696, 561, "icm006.def", this, false, NULL, false);
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bDefence = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bDefencef, 747, 561, "icm007.def", this, false, NULL, false);
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bDefence = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bDefencef, 747, 561, "icm007.def", this, false, NULL, false);
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//bOptions->activate();
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bConsoleUp = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bConsoleUpf, 624, 561, "ComSlide.def", this, false, NULL, false);
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bConsoleDown = new AdventureMapButton<CBattleInterface> (std::string(), std::string(), &CBattleInterface::bConsoleDownf, 624, 580, "ComSlide.def", this, false, NULL, false);
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bConsoleDown->bitmapOffset = 2;
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//loading hero animations
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if(hero1) // attacking hero
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{
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attackingHero = new CBattleHero;
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attackingHero->dh = CGI->spriteh->giveDef( CGI->mh->battleHeroes[hero1->type->heroType] );
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for(int i=0; i<attackingHero->dh->ourImages.size(); ++i) //transforming images
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{
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attackingHero->dh->ourImages[i].bitmap = CSDL_Ext::alphaTransform(attackingHero->dh->ourImages[i].bitmap);
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}
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attackingHero->dh->alphaTransformed = true;
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attackingHero->phase = 0;
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attackingHero->image = 0;
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attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, 0, 0);
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//CSDL_Ext::blit8bppAlphaTo24bpp(attackingHero->ourImages[0].bitmap, &attackingHero->ourImages[0].bitmap->clip_rect, screen, &genRect(attackingHero->ourImages[0].bitmap->h, attackingHero->ourImages[0].bitmap->w, 0, 0));
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}
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else
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{
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attackingHero = NULL;
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}
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if(hero2) // defending hero
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{
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defendingHero = new CBattleHero;
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defendingHero->dh = CGI->spriteh->giveDef( CGI->mh->battleHeroes[hero2->type->heroType] );
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for(int i=0; i<defendingHero->dh->ourImages.size(); ++i) //transforming and flipping images
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{
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defendingHero->dh->ourImages[i].bitmap = CSDL_Ext::rotate01(defendingHero->dh->ourImages[i].bitmap);
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defendingHero->dh->ourImages[i].bitmap = CSDL_Ext::alphaTransform(defendingHero->dh->ourImages[i].bitmap);
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}
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defendingHero->dh->alphaTransformed = true;
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defendingHero->phase = 0;
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defendingHero->image = 0;
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defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, 650, 0);
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//CSDL_Ext::blit8bppAlphaTo24bpp(defendingHero->ourImages[0].bitmap, &defendingHero->ourImages[0].bitmap->clip_rect, screen, &genRect(defendingHero->ourImages[0].bitmap->h, defendingHero->ourImages[0].bitmap->w, 650, 0));
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}
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else
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{
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defendingHero = NULL;
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}
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}
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}
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CBattleInterface::~CBattleInterface()
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CBattleInterface::~CBattleInterface()
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@ -37,6 +85,11 @@ CBattleInterface::~CBattleInterface()
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delete bSpell;
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delete bSpell;
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delete bWait;
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delete bWait;
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delete bDefence;
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delete bDefence;
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delete bConsoleUp;
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delete bConsoleDown;
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delete attackingHero;
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delete defendingHero;
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}
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}
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void CBattleInterface::activate()
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void CBattleInterface::activate()
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@ -48,6 +101,8 @@ void CBattleInterface::activate()
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bSpell->activate();
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bSpell->activate();
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bWait->activate();
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bWait->activate();
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bDefence->activate();
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bDefence->activate();
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bConsoleUp->activate();
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bConsoleDown->activate();
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}
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}
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void CBattleInterface::deactivate()
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void CBattleInterface::deactivate()
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@ -59,13 +114,35 @@ void CBattleInterface::deactivate()
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bSpell->deactivate();
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bSpell->deactivate();
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bWait->deactivate();
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bWait->deactivate();
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bDefence->deactivate();
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bDefence->deactivate();
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bConsoleUp->deactivate();
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bConsoleDown->deactivate();
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}
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}
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void CBattleInterface::show(SDL_Surface * to)
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void CBattleInterface::show(SDL_Surface * to)
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{
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{
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if(!to) //"evaluating" to
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to = screen;
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//showing background
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blitAt(background, 0, 0, to);
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blitAt(background, 0, 0, to);
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blitAt(menu, 0, 556, to);
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//blitAt(menu, 0, 556, to);
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//showing buttons
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bOptions->show(to);
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bOptions->show(to);
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bSurrender->show(to);
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bFlee->show(to);
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bAutofight->show(to);
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bSpell->show(to);
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bWait->show(to);
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bDefence->show(to);
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bConsoleUp->show(to);
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bConsoleDown->show(to);
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//showing hero animations
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attackingHero->show(to);
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defendingHero->show(to);
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CSDL_Ext::update();
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}
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}
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void CBattleInterface::bOptionsf()
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void CBattleInterface::bOptionsf()
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@ -103,3 +180,28 @@ void CBattleInterface::bConsoleUpf()
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void CBattleInterface::bConsoleDownf()
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void CBattleInterface::bConsoleDownf()
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{
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{
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}
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}
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void CBattleHero::show(SDL_Surface *to)
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{
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int tick=-1;
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for(int i=0; i<dh->ourImages.size(); ++i)
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{
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if(dh->ourImages[i].groupNumber==phase)
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++tick;
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if(tick==image)
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{
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CSDL_Ext::blit8bppAlphaTo24bpp(dh->ourImages[i].bitmap, NULL, to, &pos);
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++image;
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if(dh->ourImages[i+1].groupNumber!=phase) //back to appropriate frame
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{
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image = 0;
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}
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break;
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}
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}
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}
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CBattleHero::~CBattleHero()
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{
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delete dh;
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}
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@ -4,18 +4,33 @@
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class CCreatureSet;
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class CCreatureSet;
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class CGHeroInstance;
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class CGHeroInstance;
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class CDefHandler;
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template <typename T> class AdventureMapButton;
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template <typename T> class AdventureMapButton;
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class CBattleHero : public IShowable, public CIntObject
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{
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public:
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CDefHandler * dh;
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int phase;
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int image;
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void show(SDL_Surface * to);
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~CBattleHero(); //d-tor
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};
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class CBattleInterface : public IActivable, public IShowable
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class CBattleInterface : public IActivable, public IShowable
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{
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{
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private:
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private:
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SDL_Surface * background, * menu;
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SDL_Surface * background, * menu;
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AdventureMapButton<CBattleInterface> * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
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AdventureMapButton<CBattleInterface> * bOptions, * bSurrender, * bFlee, * bAutofight, * bSpell,
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* bWait, * bDefence, * bConsoleUp, * bConsoleDown;
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* bWait, * bDefence, * bConsoleUp, * bConsoleDown;
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CBattleHero * attackingHero, * defendingHero;
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public:
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public:
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CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2);
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CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2);
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~CBattleInterface();
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~CBattleInterface();
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//std::vector<TimeInterested*> timeinterested; //animation handling
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//button handle funcs:
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//button handle funcs:
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void bOptionsf();
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void bOptionsf();
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void bSurrenderf();
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void bSurrenderf();
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@ -26,21 +26,6 @@ public:
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}
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}
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} cmpst ;
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} cmpst ;
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int battleEventThread(void * pointer)
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{
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while(true)
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{
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SDL_Event sEvent;
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while (SDL_PollEvent(&sEvent)) //wait for event...
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{
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LOCPLINT->handleEvent(&sEvent);
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}
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CSDL_Ext::update();
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SDL_Delay(100);
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}
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return 0;
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}
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void CGameState::battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2)
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void CGameState::battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2)
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{
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{
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curB = new BattleInfo();
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curB = new BattleInfo();
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@ -1884,7 +1884,19 @@ void CPlayerInterface::activeStack(int stackID) //called when it's turn of that
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objsToBlit[i]->show();
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objsToBlit[i]->show();
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//SDL_Flip(ekran);
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//SDL_Flip(ekran);
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CSDL_Ext::update(ekran);
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CSDL_Ext::update(ekran);
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SDL_Delay(5); //give time for other apps
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/*timeHandler th;
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th.getDif();
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int tv = th.getDif();
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for (int i=0;i<((CBattleInterface*)this->curint)->timeinterested.size();i++)
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{
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if (timeinterested[i]->toNextTick>=0)
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timeinterested[i]->toNextTick-=tv;
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if (timeinterested[i]->toNextTick<0)
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timeinterested[i]->tick();
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}*/
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SDL_Delay(1); //give time for other apps
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SDL_framerateDelay(mainFPSmng);
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SDL_framerateDelay(mainFPSmng);
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}
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}
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}
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}
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@ -597,12 +597,12 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su
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case 255:
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case 255:
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break;
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break;
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default:
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default:
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p[0] = ((((Uint32)tbc.r-(Uint32)p[0])*(Uint32)tbc.unused) >> 8 + p[0]) & 0xFF;
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//p[0] = ((((Uint32)tbc.r-(Uint32)p[0])*(Uint32)tbc.unused) >> 8 + p[0]) & 0xFF;
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p[1] = ((((Uint32)tbc.g-(Uint32)p[1])*(Uint32)tbc.unused) >> 8 + p[1]) & 0xFF;
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//p[1] = ((((Uint32)tbc.g-(Uint32)p[1])*(Uint32)tbc.unused) >> 8 + p[1]) & 0xFF;
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p[2] = ((((Uint32)tbc.b-(Uint32)p[2])*(Uint32)tbc.unused) >> 8 + p[2]) & 0xFF;
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//p[2] = ((((Uint32)tbc.b-(Uint32)p[2])*(Uint32)tbc.unused) >> 8 + p[2]) & 0xFF;
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//p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
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p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
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//p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green
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p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green
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//p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue
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p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue
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break;
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break;
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}
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}
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}
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}
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@ -630,12 +630,12 @@ int CSDL_Ext::blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Su
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case 255:
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case 255:
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break;
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break;
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default:
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default:
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//p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
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p[2] = ((Uint32)tbc.unused*(Uint32)p[2] + (Uint32)tbc.r*(Uint32)(255-tbc.unused))>>8; //red
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//p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green
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p[1] = ((Uint32)tbc.unused*(Uint32)p[1] + (Uint32)tbc.g*(Uint32)(255-tbc.unused))>>8; //green
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//p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue
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p[0] = ((Uint32)tbc.unused*(Uint32)p[0] + (Uint32)tbc.b*(Uint32)(255-tbc.unused))>>8; //blue
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p[2] = ((((Uint32)tbc.r-(Uint32)p[2])*(Uint32)tbc.unused) >> 8 + p[2]) & 0xFF;
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//p[2] = ((((Uint32)tbc.r-(Uint32)p[2])*(Uint32)tbc.unused) >> 8 + p[2]) & 0xFF;
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p[1] = ((((Uint32)tbc.g-(Uint32)p[1])*(Uint32)tbc.unused) >> 8 + p[1]) & 0xFF;
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//p[1] = ((((Uint32)tbc.g-(Uint32)p[1])*(Uint32)tbc.unused) >> 8 + p[1]) & 0xFF;
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||||||
p[0] = ((((Uint32)tbc.b-(Uint32)p[0])*(Uint32)tbc.unused) >> 8 + p[0]) & 0xFF;
|
//p[0] = ((((Uint32)tbc.b-(Uint32)p[0])*(Uint32)tbc.unused) >> 8 + p[0]) & 0xFF;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -377,6 +377,11 @@ CDefHandler * CLodHandler::giveDef(std::string defName)
|
|||||||
{
|
{
|
||||||
std::transform(defName.begin(), defName.end(), defName.begin(), (int(*)(int))toupper);
|
std::transform(defName.begin(), defName.end(), defName.begin(), (int(*)(int))toupper);
|
||||||
Entry * ourEntry = entries.znajdz(Entry(defName));
|
Entry * ourEntry = entries.znajdz(Entry(defName));
|
||||||
|
if(!ourEntry) //nothing's been found
|
||||||
|
{
|
||||||
|
std::cerr<<"No def: "<<defName;
|
||||||
|
throw(std::string("Bad def name!"));
|
||||||
|
}
|
||||||
CDefHandler * ret;
|
CDefHandler * ret;
|
||||||
fseek(FLOD, ourEntry->offset, 0);
|
fseek(FLOD, ourEntry->offset, 0);
|
||||||
unsigned char * outp;
|
unsigned char * outp;
|
||||||
|
@ -828,6 +828,16 @@ void CMapHandler::init()
|
|||||||
bback>>battleBacks[i][f];
|
bback>>battleBacks[i][f];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//initializing battle hero animation
|
||||||
|
std::ifstream bher("config/battleHeroes.txt");
|
||||||
|
int numberofh;
|
||||||
|
bher>>numberofh;
|
||||||
|
battleHeroes.resize(numberofh);
|
||||||
|
for(int i=0; i<numberofh; ++i) //9 - number of terrains battle can be fought on
|
||||||
|
{
|
||||||
|
bher>>battleHeroes[i];
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level, unsigned char anim, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, SDL_Rect * extRect)
|
SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level, unsigned char anim, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, SDL_Rect * extRect)
|
||||||
|
@ -74,6 +74,7 @@ public:
|
|||||||
std::map<std::string, CDefHandler*> loadedDefs; //pointers to loaded defs (key is filename, uppercase)
|
std::map<std::string, CDefHandler*> loadedDefs; //pointers to loaded defs (key is filename, uppercase)
|
||||||
std::map<int, CGDefInfo*> villages, forts, capitols;
|
std::map<int, CGDefInfo*> villages, forts, capitols;
|
||||||
std::vector< std::vector< std::string > > battleBacks; //battleBacks[terType] - vector of possible names for certain terrain type
|
std::vector< std::vector< std::string > > battleBacks; //battleBacks[terType] - vector of possible names for certain terrain type
|
||||||
|
std::vector< std::string > battleHeroes; //battleHeroes[hero type] - name of def that has hero animation for battle
|
||||||
|
|
||||||
PseudoV< PseudoV< PseudoV<unsigned char> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
|
PseudoV< PseudoV< PseudoV<unsigned char> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user