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* monster campaign bonus handled

* selecting / displaying difficulty
This commit is contained in:
mateuszb 2010-08-01 14:40:34 +00:00
parent c6653949e1
commit b441143a73
3 changed files with 62 additions and 8 deletions

@ -2193,7 +2193,8 @@ void CHotSeatPlayers::enterSelectionScreen()
}
CBonusSelection::CBonusSelection( const CCampaign * _ourCampaign, int _whichMap )
: ourCampaign(_ourCampaign), whichMap(_whichMap), highlightedRegion(NULL), ourHeader(NULL), bonuses(NULL)
: ourCampaign(_ourCampaign), whichMap(_whichMap), highlightedRegion(NULL), ourHeader(NULL), bonuses(NULL),
diffLb(NULL), diffRb(NULL)
{
OBJ_CONSTRUCTION;
static const std::string bgNames [] = {"E1_BG.BMP", "G2_BG.BMP", "E2_BG.BMP", "G1_BG.BMP", "G3_BG.BMP", "N1_BG.BMP",
@ -2262,6 +2263,23 @@ CBonusSelection::CBonusSelection( const CCampaign * _ourCampaign, int _whichMap
//difficulty
printAtLoc("Difficulty", 691, 431, FONT_MEDIUM, zwykly, background); //Difficulty
{//difficulty pics
for (int b=0; b<ARRAY_COUNT(diffPics); ++b)
{
CDefEssential * cde = CDefHandler::giveDefEss("GSPBUT" + boost::lexical_cast<std::string>(b+3) + ".DEF");
SDL_Surface * surfToDuplicate = cde->ourImages[0].bitmap;
diffPics[b] = SDL_ConvertSurface(surfToDuplicate, surfToDuplicate->format,
surfToDuplicate->flags);
delete cde;
}
}
//difficulty selection buttons
if (ourCampaign->header.difficultyChoosenByPlayer)
{
diffLb = new AdventureMapButton("", "", bind(&CBonusSelection::changeDiff, this, false), 694, 508, "SCNRBLF.DEF");
diffRb = new AdventureMapButton("", "", bind(&CBonusSelection::changeDiff, this, true), 738, 508, "SCNRBRT.DEF");
}
//load miniflags
sFlags = CDefHandler::giveDef("ITGFLAGS.DEF");
@ -2274,6 +2292,10 @@ CBonusSelection::~CBonusSelection()
delete sizes;
delete ourHeader;
delete sFlags;
for (int b=0; b<ARRAY_COUNT(diffPics); ++b)
{
SDL_FreeSurface(diffPics[b]);
}
}
void CBonusSelection::goBack()
@ -2340,6 +2362,7 @@ void CBonusSelection::selectMap( int whichOne )
CSelectionScreen::updateStartInfo(curMap, sInfo, ourHeader);
sInfo.turnTime = 0;
sInfo.whichMapInCampaign = whichOne;
sInfo.difficulty = ourCampaign->scenarios[whichOne].difficulty;
mapDesc->setTxt(ourHeader->description);
@ -2395,6 +2418,9 @@ void CBonusSelection::show( SDL_Surface * to )
*myx += sFlags->ourImages[i->color].bitmap->w;
}
//difficulty
blitAt(diffPics[sInfo.difficulty], 709, 455, to);
CIntObject::show(to);
}
@ -2592,6 +2618,7 @@ void CBonusSelection::updateBonusSelection()
void CBonusSelection::startMap()
{
StartInfo *si = new StartInfo(sInfo);
//don't pop - we should get back to this screen
GH.popInts(3);
curOpts = NULL;
::startGame(si);
@ -2602,6 +2629,18 @@ void CBonusSelection::selectBonus( int id )
sInfo.choosenCampaignBonus = id;
}
void CBonusSelection::changeDiff( bool increase )
{
if (increase)
{
sInfo.difficulty = std::min(sInfo.difficulty + 1, 4);
}
else
{
sInfo.difficulty = std::max(sInfo.difficulty - 1, 0);
}
}
CBonusSelection::CRegion::CRegion( CBonusSelection * _owner, bool _accessible, bool _selectable, int _myNumber )
: owner(_owner), accessible(_accessible), selectable(_selectable), myNumber(_myNumber)
{

@ -319,6 +319,9 @@ class CBonusSelection : public CIntObject
const CCampaign * ourCampaign;
CMapHeader *ourHeader;
CDefHandler *sizes; //icons of map sizes
SDL_Surface * diffPics[5]; //pictures of difficulties, user-selectable (or not if campaign locks this)
AdventureMapButton * diffLb, * diffRb; //buttons for changing difficulty
void changeDiff(bool increase); //if false, then decrease
int whichMap;
//bonus selection

@ -1198,11 +1198,11 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
{
struct HLP
{
//heroType: FFFD means 'most powerful' and FFFE means 'generated'
static void giveCampaignBonusToHero(CGHeroInstance * hero, si32 heroType, const StartInfo * si, const CScenarioTravel & st )
//it's assumed that given hero should receive the bonus
static void giveCampaignBonusToHero(CGHeroInstance * hero, const StartInfo * si, const CScenarioTravel & st )
{
const CScenarioTravel::STravelBonus & curBonus = st.bonusesToChoose[si->choosenCampaignBonus];
if(curBonus.isBonusForHero() && curBonus.info1 == heroType)
if(curBonus.isBonusForHero())
{
//apply bonus
switch (curBonus.type)
@ -1211,7 +1211,19 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
hero->spells.insert(curBonus.info2);
break;
case 1: //monster
//TODO
{
CCreatureSet newArmy = hero->getArmy();
for(int i=0; i<ARMY_SIZE; i++)
{
if(newArmy.slotEmpty(i))
{
newArmy.addToSlot(i, CStackInstance(curBonus.info2, curBonus.info3));
break;
}
}
hero->setArmy(newArmy);
}
break;
case 3: //artifact
hero->giveArtifact(curBonus.info2);
@ -1411,7 +1423,7 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
//give campaign bonus
if (si->mode == 2 && getPlayer(nnn->tempOwner)->human)
{
HLP::giveCampaignBonusToHero(nnn, 0xFFFE, si, campaign->camp->scenarios[si->whichMapInCampaign].travelOptions);
HLP::giveCampaignBonusToHero(nnn, si, campaign->camp->scenarios[si->whichMapInCampaign].travelOptions);
}
}
}
@ -1579,7 +1591,7 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
maxB = b;
}
}
HLP::giveCampaignBonusToHero(heroes[maxB], 0xFFFD, si, campaign->camp->scenarios[si->whichMapInCampaign].travelOptions);
HLP::giveCampaignBonusToHero(heroes[maxB], si, campaign->camp->scenarios[si->whichMapInCampaign].travelOptions);
}
else //specific hero
{
@ -1587,7 +1599,7 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
{
if (heroes[b]->subID == chosenBonus.info1)
{
HLP::giveCampaignBonusToHero(heroes[b], chosenBonus.info1, si, campaign->camp->scenarios[si->whichMapInCampaign].travelOptions);
HLP::giveCampaignBonusToHero(heroes[b], si, campaign->camp->scenarios[si->whichMapInCampaign].travelOptions);
break;
}
}