mirror of
https://github.com/vcmi/vcmi.git
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* CPreGame's buttons less ugly
* fixed sorting maps * minor stuff
This commit is contained in:
parent
060dc4c785
commit
b38a8c9557
@ -21,12 +21,12 @@ struct PlayerState
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vector<vector<bool> > fogOfWarMap;
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vector<vector<bool> > fogOfWarMap;
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std::vector<int> resources;
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std::vector<int> resources;
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std::vector<CHeroInstance> heroes;
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std::vector<CHeroInstance> heroes;
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std::vector<CTownInstance> heroes;
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std::vector<CTownInstance> towns;
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}
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};
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class CGameState
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class CGameState
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{
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{
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std::map<int,PlayerState> players; //color <-> playerstate
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}
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};
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#endif //CGAMESTATE_H
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#endif //CGAMESTATE_H
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@ -9,7 +9,6 @@
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class CHeroClass;
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class CHeroClass;
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enum EHeroClasses {HERO_KNIGHT, HERO_CLERIC, HERO_RANGER, HERO_DRUID, HREO_ALCHEMIST, HERO_WIZARD, HERO_DEMONIAC, HERO_HERETIC, HERO_DEATHKNIGHT, HERO_NECROMANCER, HERO_WARLOCK, HERO_OVERLORD, HERO_BARBARIAN, HERO_BATTLEMAGE, HERO_BEASTMASTER, HERO_WITCH, HERO_PLANESWALKER, HERO_ELEMENTALIST};
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class CHero
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class CHero
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{
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{
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@ -44,10 +43,18 @@ public:
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class CHeroInstance
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class CHeroInstance
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{
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{
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public:
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public:
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int owner;
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int exp; //experience point
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int level; //current level of hero
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std::string name; //may be custom
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std::string biography; //may be custom
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int portrait; //may be custom
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CHero type;
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CHero type;
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int3 pos;
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int3 pos; //position on adventure map
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CCreatureSet army; //army
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CCreatureSet army; //army
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//TODO: armia, artefakty, itd.
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int mana; // remaining spell points
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int movement; //remaining movement points
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//TODO: artifacts, primary and secondary skills, known spells, commander, blessings, curses, morale/luck modifiers
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};
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};
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class CHeroHandler
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class CHeroHandler
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82
CMessage.cpp
82
CMessage.cpp
@ -14,19 +14,58 @@ extern SDL_Surface * ekran;
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extern TTF_Font * TNRB16, *TNR, *GEOR13;
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extern TTF_Font * TNRB16, *TNR, *GEOR13;
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SDL_Color genRGB(int r, int g, int b, int a=0);
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SDL_Color genRGB(int r, int g, int b, int a=0);
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//void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran, unsigned char quality = 2);
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//void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran, unsigned char quality = 2);
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extern CPreGame * CPG;
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bool isItIn(const SDL_Rect * rect, int x, int y);
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bool isItIn(const SDL_Rect * rect, int x, int y);
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using namespace NMessage;
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namespace NMessage
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{
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std::vector<std::vector<SDL_Surface*> > piecesOfBox; //in colors of all players
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SDL_Surface * background = NULL;
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}
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CMessage::CMessage()
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CMessage::CMessage()
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{
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{
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piecesOfBox = CGI->spriteh->giveDef("DIALGBOX.DEF");
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if (!NMessage::background)
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background = CGI->bitmaph->loadBitmap("DIBOXBCK.BMP");
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init();
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SDL_SetColorKey(background,SDL_SRCCOLORKEY,SDL_MapRGB(background->format,0,255,255));
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}
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}
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CMessage::~CMessage()
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void CMessage::init()
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{
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{
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delete piecesOfBox;
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{
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for (int i=0;i<PLAYER_LIMIT;i++)
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{
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CDefHandler * bluePieces = CGI->spriteh->giveDef("DIALGBOX.DEF");
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std::vector<SDL_Surface *> n;
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piecesOfBox.push_back(n);
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if (i==1)
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{
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for (int j=0;j<bluePieces->ourImages.size();j++)
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{
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piecesOfBox[i].push_back(bluePieces->ourImages[j].bitmap);
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}
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}
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for (int j=0;j<bluePieces->ourImages.size();j++)
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{
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CSDL_Ext::blueToPlayersAdv(bluePieces->ourImages[j].bitmap,i);
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piecesOfBox[i].push_back(bluePieces->ourImages[j].bitmap);
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}
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}
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NMessage::background = CGI->bitmaph->loadBitmap("DIBOXBCK.BMP");
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SDL_SetColorKey(background,SDL_SRCCOLORKEY,SDL_MapRGB(background->format,0,255,255));
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}
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}
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void CMessage::dispose()
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{
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for (int i=0;i<PLAYER_LIMIT;i++)
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{
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for (int j=0;j<piecesOfBox[i].size();j++)
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{
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SDL_FreeSurface(piecesOfBox[i][j]);
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}
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}
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SDL_FreeSurface(background);
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SDL_FreeSurface(background);
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}
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}
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SDL_Surface * CMessage::drawBox1(int w, int h, int playerColor)
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SDL_Surface * CMessage::drawBox1(int w, int h, int playerColor)
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@ -38,43 +77,32 @@ SDL_Surface * CMessage::drawBox1(int w, int h, int playerColor)
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for (int j=0; j<w; j+=background->w-1)
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for (int j=0; j<w; j+=background->w-1)
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SDL_BlitSurface(background,&genRect(background->h,background->w-1,1,0),ret,&genRect(h,w,j,i));
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SDL_BlitSurface(background,&genRect(background->h,background->w-1,1,0),ret,&genRect(h,w,j,i));
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}
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}
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//SDL_Flip(ekran);
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//CSDL_Ext::update(ekran);
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std::vector<SDL_Surface*> pieces;
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for (int i=0;i<piecesOfBox->ourImages.size();i++)
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{
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pieces.push_back(piecesOfBox->ourImages[i].bitmap);
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if (playerColor!=1)
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{
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CSDL_Ext::blueToPlayersAdv(pieces[pieces.size()-1],playerColor);
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}
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}
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//obwodka I-szego rzedu pozioma
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//obwodka I-szego rzedu pozioma
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for (int i=0; i<w; i+=pieces[6]->w)
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for (int i=0; i<w; i+=piecesOfBox[playerColor][6]->w)
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{
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{
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SDL_BlitSurface
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SDL_BlitSurface
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(pieces[6],NULL,ret,&genRect(pieces[6]->h,pieces[6]->w,i,0));
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(piecesOfBox[playerColor][6],NULL,ret,&genRect(piecesOfBox[playerColor][6]->h,piecesOfBox[playerColor][6]->w,i,0));
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SDL_BlitSurface
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SDL_BlitSurface
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(pieces[7],NULL,ret,&genRect(pieces[7]->h,pieces[7]->w,i,h-pieces[7]->h));
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(piecesOfBox[playerColor][7],NULL,ret,&genRect(piecesOfBox[playerColor][7]->h,piecesOfBox[playerColor][7]->w,i,h-piecesOfBox[playerColor][7]->h));
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}
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}
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//obwodka I-szego rzedu pionowa
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//obwodka I-szego rzedu pionowa
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for (int i=0; i<h; i+=piecesOfBox->ourImages[4].bitmap->h)
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for (int i=0; i<h; i+=piecesOfBox[playerColor][4]->h)
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{
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{
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SDL_BlitSurface
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SDL_BlitSurface
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(pieces[4],NULL,ret,&genRect(pieces[4]->h,pieces[4]->w,0,i));
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(piecesOfBox[playerColor][4],NULL,ret,&genRect(piecesOfBox[playerColor][4]->h,piecesOfBox[playerColor][4]->w,0,i));
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SDL_BlitSurface
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SDL_BlitSurface
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(pieces[5],NULL,ret,&genRect(pieces[5]->h,pieces[5]->w,w-pieces[5]->w,i));
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(piecesOfBox[playerColor][5],NULL,ret,&genRect(piecesOfBox[playerColor][5]->h,piecesOfBox[playerColor][5]->w,w-piecesOfBox[playerColor][5]->w,i));
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}
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}
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//corners
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//corners
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SDL_BlitSurface
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SDL_BlitSurface
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(pieces[0],NULL,ret,&genRect(pieces[0]->h,pieces[0]->w,0,0));
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(piecesOfBox[playerColor][0],NULL,ret,&genRect(piecesOfBox[playerColor][0]->h,piecesOfBox[playerColor][0]->w,0,0));
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SDL_BlitSurface
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SDL_BlitSurface
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(pieces[1],NULL,ret,&genRect(pieces[1]->h,pieces[1]->w,w-pieces[1]->w,0));
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(piecesOfBox[playerColor][1],NULL,ret,&genRect(piecesOfBox[playerColor][1]->h,piecesOfBox[playerColor][1]->w,w-piecesOfBox[playerColor][1]->w,0));
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SDL_BlitSurface
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SDL_BlitSurface
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(pieces[2],NULL,ret,&genRect(pieces[2]->h,pieces[2]->w,0,h-pieces[2]->h));
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(piecesOfBox[playerColor][2],NULL,ret,&genRect(piecesOfBox[playerColor][2]->h,piecesOfBox[playerColor][2]->w,0,h-piecesOfBox[playerColor][2]->h));
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SDL_BlitSurface
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SDL_BlitSurface
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(pieces[3],NULL,ret,&genRect(pieces[3]->h,pieces[3]->w,w-pieces[3]->w,h-pieces[3]->h));
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(piecesOfBox[playerColor][3],NULL,ret,&genRect(piecesOfBox[playerColor][3]->h,piecesOfBox[playerColor][3]->w,w-piecesOfBox[playerColor][3]->w,h-piecesOfBox[playerColor][3]->h));
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//box gotowy!
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//box gotowy!
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return ret;
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return ret;
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}
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}
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22
CMessage.h
22
CMessage.h
@ -2,26 +2,34 @@
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#define CMESSAGE_H
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#define CMESSAGE_H
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#include "SDL_TTF.h"
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#include "SDL_TTF.h"
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#include "SDL.h"
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#include "CSemiDefHandler.h"
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#include "CSemiDefHandler.h"
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#include "CDefHandler.h"
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#include "CDefHandler.h"
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#include "CGameInterface.h"
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#include "CGameInterface.h"
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#include "CGameInfo.h"
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#include "SDL_Extensions.h"
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#define CGI (CGameInfo::mainObj)
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enum EWindowType {infoOnly, infoOK, yesOrNO};
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enum EWindowType {infoOnly, infoOK, yesOrNO};
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class CPreGame;
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class CPreGame;
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class MapSel;
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class MapSel;
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namespace NMessage
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{
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extern std::vector<std::vector<SDL_Surface*> > piecesOfBox; //in colors of all players
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extern SDL_Surface * background ;
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}
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class CMessage
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class CMessage
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{
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{
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public:
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public:
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static std::vector<std::string> * breakText(std::string text, int line=30, bool userBreak=true); //line - chars per line
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static SDL_Surface * genMessage(std::string title, std::string text, EWindowType type=infoOnly,
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CDefHandler * piecesOfBox;
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SDL_Surface * background;
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SDL_Surface * genMessage(std::string title, std::string text, EWindowType type=infoOnly,
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std::vector<CDefHandler*> *addPics=NULL, void * cb=NULL);
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std::vector<CDefHandler*> *addPics=NULL, void * cb=NULL);
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SDL_Surface * drawBox1(int w, int h, int playerColor=1);
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static SDL_Surface * drawBox1(int w, int h, int playerColor=1);
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static std::vector<std::string> * breakText(std::string text, int line=30, bool userBreak=true); //line - chars per line
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CMessage();
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CMessage();
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~CMessage();
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void init();
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void dispose();
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};
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};
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//
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//
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#endif //CMESSAGE_H
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#endif //CMESSAGE_H
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10
CPreGame.h
10
CPreGame.h
@ -47,7 +47,7 @@ template <class T=ttt> struct SetrButton: public Button<T>
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{
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{
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int key, * poin;
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int key, * poin;
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virtual void press(bool down=true);
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virtual void press(bool down=true);
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SetrButton(){type=0;selectable=selected=false;state=0;highlightable=false;}
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SetrButton(){type=1;selectable=selected=false;state=0;highlightable=false;}
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};
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};
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template<class T=CPreGame> class Slider
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template<class T=CPreGame> class Slider
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{ //
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{ //
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@ -79,19 +79,17 @@ public:
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int key;
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int key;
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int * what;
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int * what;
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IntBut(){type=2;fun=NULL;highlightable=false;};
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IntBut(){type=2;fun=NULL;highlightable=false;};
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IntBut( SDL_Rect Pos, T Fun,CDefHandler* Imgs, bool Sel, int Key, int * What)
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: Button(Pos,Fun,Imgs,Sel,gr),key(My),key(Key),what(What){ourGroup=gr;type=2;fun=NULL;};
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void set(){*what=key;};
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void set(){*what=key;};
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};
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};
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template<class T=ttt> struct IntSelBut: public Button<T>
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template<class T=ttt> struct IntSelBut: public Button<T>
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{
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{
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public:
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public:
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CPoinGroup<T> * ourGroup;
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CPoinGroup<T> * ourPoinGroup;
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int key;
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int key;
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IntSelBut(){};
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IntSelBut(){};
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IntSelBut( SDL_Rect Pos, T Fun,CDefHandler* Imgs, bool Sel=false, CPoinGroup<T>* gr=NULL, int My=-1)
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IntSelBut( SDL_Rect Pos, T Fun,CDefHandler* Imgs, bool Sel=false, CPoinGroup<T>* gr=NULL, int My=-1)
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: Button(Pos,Fun,Imgs,Sel,gr),key(My){ourGroup=gr;type=1;};
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: Button(Pos,Fun,Imgs,Sel,gr),key(My){ourPoinGroup=gr;};
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void select(bool on=true) {(*this).Button::select(on);ourGroup->setYour(this);}
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void select(bool on=true) {(*this).Button::select(on);ourPoinGroup->setYour(this);}
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};
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};
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template <class T=ttt> class CPoinGroup :public CGroup<T>
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template <class T=ttt> class CPoinGroup :public CGroup<T>
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{
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{
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@ -1,7 +1,9 @@
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#ifndef CTOWNHANDLER_H
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#ifndef CTOWNHANDLER_H
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#define CTOWNHANDLER_H
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#define CTOWNHANDLER_H
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#include "CDefHandler.h"
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#include "CDefHandler.h"
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#include "CCreatureHandler.h"
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#include "SDL.h"
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#include "SDL.h"
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#include "int3.h"
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#include <string>
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#include <string>
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#include <vector>
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#include <vector>
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class CTown
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class CTown
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@ -22,8 +24,19 @@ public:
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};
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};
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class CTownInstance
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class CTownInstance
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{
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{
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int type;
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int type; //type of town
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std::string name;
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int owner; //ID of owner
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int3 pos; //position
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CTown * town;
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std::string name; // name of town
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CCreatureSet garrison;
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int builded; //how many buildings has been built this turn
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int destroyed; //how many buildings has been destroyed this turn
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//TODO:
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//buildings
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//creatures to be recruited
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//hero in garrison
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//spells in mage guild
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};
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};
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#endif //CTOWNHANDLER_H
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#endif //CTOWNHANDLER_H
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6
global.h
6
global.h
@ -14,8 +14,12 @@ enum Eriver {clearRiver=1, icyRiver, muddyRiver, lavaRiver};
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enum Eroad {dirtRoad=1, grazvelRoad, cobblestoneRoad};
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enum Eroad {dirtRoad=1, grazvelRoad, cobblestoneRoad};
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enum Eformat { WoG=0x33, AB=0x15, RoE=0x0e, SoD=0x1c};
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enum Eformat { WoG=0x33, AB=0x15, RoE=0x0e, SoD=0x1c};
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enum EvictoryConditions {artifact, gatherTroop, gatherResource, buildCity, buildGrail, beatHero,
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enum EvictoryConditions {artifact, gatherTroop, gatherResource, buildCity, buildGrail, beatHero,
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captureCity, beatMonster, takeDwellings, takeMines, transportItem, winStandard=255};
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captureCity, beatMonster, takeDwellings, takeMines, transportItem, winStandard=255};
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enum ElossCon {lossCastle, lossHero, timeExpires, lossStandard=255};
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enum ElossCon {lossCastle, lossHero, timeExpires, lossStandard=255};
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enum EHeroClasses {HERO_KNIGHT, HERO_CLERIC, HERO_RANGER, HERO_DRUID, HREO_ALCHEMIST, HERO_WIZARD,
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HERO_DEMONIAC, HERO_HERETIC, HERO_DEATHKNIGHT, HERO_NECROMANCER, HERO_WARLOCK, HERO_OVERLORD,
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HERO_BARBARIAN, HERO_BATTLEMAGE, HERO_BEASTMASTER, HERO_WITCH, HERO_PLANESWALKER, HERO_ELEMENTALIST};
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const int F_NUMBER = 9; //factions quantity
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const int F_NUMBER = 9; //factions quantity
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const int PLAYER_LIMIT = 8; //player limit per map
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const int PLAYER_LIMIT = 8; //player limit per map
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