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- minor improvement to resolution selection dialog
- removed (hopefully) all cases where neutral faction uses id -1
This commit is contained in:
Ivan Savenko
2012-09-29 15:10:56 +00:00
parent f30ee8ff04
commit b1557bc6c4
4 changed files with 28 additions and 29 deletions

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@ -1246,11 +1246,10 @@ CCreaturePic::CCreaturePic(int x, int y, const CCreature *cre, bool Big, bool An
pos.x+=x; pos.x+=x;
pos.y+=y; pos.y+=y;
si8 faction = 0;//FIXME: support neutral faction TFaction faction = cre->faction;
if (vstd::contains(CGI->townh->factions, cre->faction))
{ assert(vstd::contains(CGI->townh->factions, cre->faction));
faction = cre->faction;
}
if(Big) if(Big)
bg = new CPicture(CGI->townh->factions[faction].creatureBg130); bg = new CPicture(CGI->townh->factions[faction].creatureBg130);
else else
@ -2866,6 +2865,7 @@ void CMarketplaceWindow::updateTraderText()
CAltarWindow::CAltarWindow(const IMarket *Market, const CGHeroInstance *Hero /*= NULL*/, EMarketMode::EMarketMode Mode) CAltarWindow::CAltarWindow(const IMarket *Market, const CGHeroInstance *Hero /*= NULL*/, EMarketMode::EMarketMode Mode)
:CTradeWindow((Mode == EMarketMode::CREATURE_EXP ? "ALTARMON.bmp" : "ALTRART2.bmp"), Market, Hero, Mode) :CTradeWindow((Mode == EMarketMode::CREATURE_EXP ? "ALTARMON.bmp" : "ALTRART2.bmp"), Market, Hero, Mode)
{ {
OBJ_CONSTRUCTION_CAPTURING_ALL;
if(Mode == EMarketMode::CREATURE_EXP) if(Mode == EMarketMode::CREATURE_EXP)
{ {
//%s's Creatures //%s's Creatures
@ -3302,7 +3302,7 @@ CSystemOptionsWindow::CSystemOptionsWindow():
static const std::string fsHelp = "{Fullscreen}\n\n If selected, VCMI will run in fullscreen mode, othervice VCMI will run in window"; static const std::string fsHelp = "{Fullscreen}\n\n If selected, VCMI will run in fullscreen mode, othervice VCMI will run in window";
static const std::string cwLabel = "Classic creature window"; static const std::string cwLabel = "Classic creature window";
static const std::string cwHelp = "{Classic creature window}\n\n Enable original Heroes 3 creature window instead of new window from VCMI"; static const std::string cwHelp = "{Classic creature window}\n\n Enable original Heroes 3 creature window instead of new window from VCMI";
static const std::string rsLabel = "Select resolution"; static const std::string rsLabel = "Resolution";
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."; 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.";
OBJ_CONSTRUCTION_CAPTURING_ALL; OBJ_CONSTRUCTION_CAPTURING_ALL;
@ -3403,6 +3403,13 @@ CSystemOptionsWindow::CSystemOptionsWindow():
fullscreen->select(settings["video"]["fullscreen"].Bool()); fullscreen->select(settings["video"]["fullscreen"].Bool());
gameResButton = new CAdventureMapButton("", rsHelp, boost::bind(&CSystemOptionsWindow::selectGameRes, this), 28, 275,"SYSOB12", SDLK_g); gameResButton = new CAdventureMapButton("", rsHelp, boost::bind(&CSystemOptionsWindow::selectGameRes, this), 28, 275,"SYSOB12", SDLK_g);
std::string resText;
resText += boost::lexical_cast<std::string>(settings["video"]["screenRes"]["width"].Float());
resText += "x";
resText += boost::lexical_cast<std::string>(settings["video"]["screenRes"]["height"].Float());
gameResLabel = new CLabel(170, 292, FONT_MEDIUM, CENTER, Colors::Jasmine, resText);
} }
void CSystemOptionsWindow::selectGameRes() void CSystemOptionsWindow::selectGameRes()
@ -3426,9 +3433,8 @@ void CSystemOptionsWindow::selectGameRes()
void CSystemOptionsWindow::setGameRes(int index) void CSystemOptionsWindow::setGameRes(int index)
{ {
config::CConfigHandler::GuiOptionsMap::const_iterator iter = conf.guiOptions.begin(); auto iter = conf.guiOptions.begin();
while (index--) std::advance(iter, index);
iter++;
//do not set resolution to illegal one (0x0) //do not set resolution to illegal one (0x0)
assert(iter!=conf.guiOptions.end() && iter->first.first > 0 && iter->first.second > 0); assert(iter!=conf.guiOptions.end() && iter->first.first > 0 && iter->first.second > 0);
@ -3436,6 +3442,12 @@ void CSystemOptionsWindow::setGameRes(int index)
Settings gameRes = settings.write["video"]["screenRes"]; Settings gameRes = settings.write["video"]["screenRes"];
gameRes["width"].Float() = iter->first.first; gameRes["width"].Float() = iter->first.first;
gameRes["height"].Float() = iter->first.second; gameRes["height"].Float() = iter->first.second;
std::string resText;
resText += boost::lexical_cast<std::string>(iter->first.first);
resText += "x";
resText += boost::lexical_cast<std::string>(iter->first.second);
gameResLabel->setTxt(resText);
} }
void CSystemOptionsWindow::toggleReminder(bool on) void CSystemOptionsWindow::toggleReminder(bool on)

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@ -729,6 +729,7 @@ private:
CHighlightableButton * fullscreen; CHighlightableButton * fullscreen;
CAdventureMapButton *gameResButton; CAdventureMapButton *gameResButton;
CLabel *gameResLabel;
void setMusicVolume( int newVolume ); void setMusicVolume( int newVolume );
void setSoundVolume( int newVolume ); void setSoundVolume( int newVolume );

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@ -27,8 +27,8 @@ CCreatureHandler::CCreatureHandler()
// Set the faction alignments to the defaults: // Set the faction alignments to the defaults:
// Good: Castle, Rampart, Tower // Good: Castle, Rampart, Tower
// Evil: Inferno, Necropolis, Dungeon // Evil: Inferno, Necropolis, Dungeon
// Neutral: Stronghold, Fortess, Conflux // Neutral: Stronghold, Fortess, Conflux, neutrals
factionAlignments += 1, 1, 1, -1, -1, -1, 0, 0, 0; factionAlignments += 1, 1, 1, -1, -1, -1, 0, 0, 0, 0;
doubledCreatures += 4, 14, 20, 28, 44, 60, 70, 72, 85, 86, 100, 104; //according to Strategija doubledCreatures += 4, 14, 20, 28, 44, 60, 70, 72, 85, 86, 100, 104; //according to Strategija
allCreatures.setDescription("All creatures"); allCreatures.setDescription("All creatures");
@ -148,21 +148,7 @@ std::string CCreature::nodeName() const
bool CCreature::isItNativeTerrain(int terrain) const bool CCreature::isItNativeTerrain(int terrain) const
{ {
return VLC->townh->factions[0].nativeTerrain == terrain; //FIXME: handle neutral faction properly return VLC->townh->factions[faction].nativeTerrain == terrain;
}
int readNumber(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadCreatures() and loadUnitAnimInfo()
{
befi=i;
for(; i<andame; ++i)
{
if(buf[i]=='\t')
break;
}
std::string tmp = buf.substr(befi, i-befi);
int ret = atoi(buf.substr(befi, i-befi).c_str());
++i;
return ret;
} }
/** /**
@ -172,7 +158,7 @@ int readNumber(int & befi, int & i, int andame, std::string & buf) //helper func
*/ */
bool CCreatureHandler::isGood (si8 faction) const bool CCreatureHandler::isGood (si8 faction) const
{ {
return faction != -1 && factionAlignments[faction] == 1; return factionAlignments[faction] == 1;
} }
/** /**
@ -182,7 +168,7 @@ bool CCreatureHandler::isGood (si8 faction) const
*/ */
bool CCreatureHandler::isEvil (si8 faction) const bool CCreatureHandler::isEvil (si8 faction) const
{ {
return faction != -1 && factionAlignments[faction] == -1; return factionAlignments[faction] == -1;
} }
static void AddAbility(CCreature *cre, const JsonVector &ability_vec) static void AddAbility(CCreature *cre, const JsonVector &ability_vec)

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@ -123,7 +123,7 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
cre->cost = Res::ResourceSet(node["cost"]); cre->cost = Res::ResourceSet(node["cost"]);
cre->level = node["level"].Float(); cre->level = node["level"].Float();
cre->faction = -1; //neutral faction is 9 for now. Will be replaced by string -> id conversion cre->faction = 9; //neutral faction is 9 for now. Will be replaced by string -> id conversion
//TODO: node["faction"].String() to id //TODO: node["faction"].String() to id
cre->fightValue = node["fightValue"].Float(); cre->fightValue = node["fightValue"].Float();
cre->AIValue = node["aiValue"].Float(); cre->AIValue = node["aiValue"].Float();