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- merged wall_pos.json into town config
- removed tower_shooter field from creatures.json
This commit is contained in:
Ivan Savenko
2012-10-05 18:03:49 +00:00
parent 306d64b0c4
commit c071a03a8a
28 changed files with 583 additions and 757 deletions

View File

@ -158,8 +158,9 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe
SDL_Surface * moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ),
* mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) );
Point moatPos = graphics->wallPositions[siegeH->town->town->typeID][12],
mlipPos = graphics->wallPositions[siegeH->town->town->typeID][13];
auto & info = siegeH->town->town->clientInfo;
Point moatPos(info.siegePositions[13].x, info.siegePositions[13].y);
Point mlipPos(info.siegePositions[14].x, info.siegePositions[14].y);
if(moat) //eg. tower has no moat
blitAt(moat, moatPos.x,moatPos.y, background);
@ -283,11 +284,17 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe
//loading projectiles for units
BOOST_FOREACH(const CStack *s, stacks)
{
//int creID = (s->getCreature()->idNumber == 149) ? CGI->creh->factionToTurretCreature[siegeH->town->town->typeID] : s->getCreature()->idNumber; //id of creature whose shots should be loaded
if(s->getCreature()->isShooting())
{
CDefHandler *&projectile = idToProjectile[s->getCreature()->idNumber];
projectile = CDefHandler::giveDef(s->getCreature()->projectile);
const CCreature * creature;//creature whose shots should be loaded
if (s->getCreature()->idNumber == 149)
creature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
else
creature = s->getCreature();
projectile = CDefHandler::giveDef(creature->projectile);
if(projectile->ourImages.size() > 2) //add symmetric images
{
@ -1331,7 +1338,7 @@ void CBattleInterface::newStack(const CStack * stack)
if(stack->position < 0) //turret
{
const CCreature & turretCreature = *CGI->creh->creatures[ CGI->creh->factionToTurretCreature[siegeH->town->town->typeID] ];
const CCreature & turretCreature = *CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
creAnims[stack->ID] = new CCreatureAnimation(turretCreature.animDefName);
// Turret positions are read out of the /config/wall_pos.txt
@ -1351,8 +1358,8 @@ void CBattleInterface::newStack(const CStack * stack)
if (posID != 0)
{
coords.x = graphics->wallPositions[siegeH->town->town->typeID][posID - 1].x + this->pos.x;
coords.y = graphics->wallPositions[siegeH->town->town->typeID][posID - 1].y + this->pos.y;
coords.x = siegeH->town->town->clientInfo.siegePositions[posID].x + this->pos.x;
coords.y = siegeH->town->town->clientInfo.siegePositions[posID].y + this->pos.y;
}
}
else
@ -2165,7 +2172,7 @@ void CBattleInterface::showAliveStack(const CStack *stack, SDL_Surface * to)
if (creature->idNumber == 149)
{
// a turret creature has a limited height, so cut it at a certain position; turret creature has no standing anim
unitRect.h = graphics->wallPositions[siegeH->town->town->typeID][20].y;
unitRect.h = siegeH->town->town->clientInfo.siegeShooterCropHeight;
}
else
{
@ -3541,8 +3548,6 @@ InfoAboutHero CBattleInterface::enemyHero() const
return ret;
}
std::string CBattleInterface::SiegeHelper::townTypeInfixes[GameConstants::F_NUMBER] = {"CS", "RM", "TW", "IN", "NC", "DN", "ST", "FR", "EL"};
CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
: owner(_owner), town(siegeTown)
{
@ -3563,60 +3568,61 @@ CBattleInterface::SiegeHelper::~SiegeHelper()
std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, ui16 additInfo) const
{
if(what == 2 || what == 3 || what == 8)
{
if(additInfo == 3) additInfo = 2;
}
char buf[100];
SDL_itoa(additInfo, buf, 10);
std::string addit(buf);
vstd::amin(additInfo, 2);
else
vstd::amin(additInfo, 3);
std::string & prefix = town->town->clientInfo.siegePrefix;
std::string addit = boost::lexical_cast<std::string>(additInfo);
switch(what)
{
case 0: //background
return "SG" + townTypeInfixes[town->town->typeID] + "BACK.BMP";
return prefix + "BACK.BMP";
case 1: //background wall
{
switch(town->town->typeID)
{
case 5: case 4: case 1: case 6:
return "SG" + townTypeInfixes[town->town->typeID] + "TPW1.BMP";
return prefix + "TPW1.BMP";
case 0: case 2: case 3: case 7: case 8:
return "SG" + townTypeInfixes[town->town->typeID] + "TPWL.BMP";
return prefix + "TPWL.BMP";
default:
return "";
}
}
case 2: //keep
return "SG" + townTypeInfixes[town->town->typeID] + "MAN" + addit + ".BMP";
return prefix + "MAN" + addit + ".BMP";
case 3: //bottom tower
return "SG" + townTypeInfixes[town->town->typeID] + "TW1" + addit + ".BMP";
return prefix + "TW1" + addit + ".BMP";
case 4: //bottom wall
return "SG" + townTypeInfixes[town->town->typeID] + "WA1" + addit + ".BMP";
return prefix + "WA1" + addit + ".BMP";
case 5: //below gate
return "SG" + townTypeInfixes[town->town->typeID] + "WA3" + addit + ".BMP";
return prefix + "WA3" + addit + ".BMP";
case 6: //over gate
return "SG" + townTypeInfixes[town->town->typeID] + "WA4" + addit + ".BMP";
return prefix + "WA4" + addit + ".BMP";
case 7: //upper wall
return "SG" + townTypeInfixes[town->town->typeID] + "WA6" + addit + ".BMP";
return prefix + "WA6" + addit + ".BMP";
case 8: //upper tower
return "SG" + townTypeInfixes[town->town->typeID] + "TW2" + addit + ".BMP";
return prefix + "TW2" + addit + ".BMP";
case 9: //gate
return "SG" + townTypeInfixes[town->town->typeID] + "DRW" + addit + ".BMP";
return prefix + "DRW" + addit + ".BMP";
case 10: //gate arch
return "SG" + townTypeInfixes[town->town->typeID] + "ARCH.BMP";
return prefix + "ARCH.BMP";
case 11: //bottom static wall
return "SG" + townTypeInfixes[town->town->typeID] + "WA2.BMP";
return prefix + "WA2.BMP";
case 12: //upper static wall
return "SG" + townTypeInfixes[town->town->typeID] + "WA5.BMP";
return prefix + "WA5.BMP";
case 13: //moat
return "SG" + townTypeInfixes[town->town->typeID] + "MOAT.BMP";
return prefix + "MOAT.BMP";
case 14: //mlip
return "SG" + townTypeInfixes[town->town->typeID] + "MLIP.BMP";
return prefix + "MLIP.BMP";
case 15: //keep creature cover
return "SG" + townTypeInfixes[town->town->typeID] + "MANC.BMP";
return prefix + "MANC.BMP";
case 16: //bottom turret creature cover
return "SG" + townTypeInfixes[town->town->typeID] + "TW1C.BMP";
return prefix + "TW1C.BMP";
case 17: //upper turret creature cover
return "SG" + townTypeInfixes[town->town->typeID] + "TW2C.BMP";
return prefix + "TW2C.BMP";
default:
return "";
}
@ -3625,15 +3631,14 @@ std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, ui16 additInf
/// What: 1. background wall, 2. keep, 3. bottom tower, 4. bottom wall, 5. wall below gate,
/// 6. wall over gate, 7. upper wall, 8. upper tower, 9. gate, 10. gate arch, 11. bottom static wall, 12. upper static wall, 13. moat, 14. mlip,
/// 15. keep turret cover, 16. lower turret cover, 17. upper turret cover
/// Positions are loaded from the config file: /config/wall_pos.txt
void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
{
Point pos = Point(-1, -1);
if (what >= 1 && what <= 17)
{
pos.x = graphics->wallPositions[town->town->typeID][what - 1].x + owner->pos.x;
pos.y = graphics->wallPositions[town->town->typeID][what - 1].y + owner->pos.y;
pos.x = owner->siegeH->town->town->clientInfo.siegePositions[what].x + owner->pos.x;
pos.y = owner->siegeH->town->town->clientInfo.siegePositions[what].y + owner->pos.y;
}
if(pos.x != -1)