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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

* next ubuntux's patch

* normalized line endings (CR+LF)
* translated comments in CMessage.cpp
This commit is contained in:
mateuszb 2009-04-16 11:14:13 +00:00
parent d80afb1902
commit cc631b1362
36 changed files with 3428 additions and 3400 deletions

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@ -1,10 +1,10 @@
#ifndef __AI_BASE_H__
#define __AI_BASE_H__
#include <vector>
#include <iostream>
#include "CGameInterface.h"
#ifndef __AI_BASE_H__
#define __AI_BASE_H__
#include <vector>
#include <iostream>
#include "CGameInterface.h"
/*
* AI_Base.h, part of VCMI engine
*
@ -13,8 +13,8 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#define AI_INTERFACE_VER 1
#endif // __AI_BASE_H__
*/
#define AI_INTERFACE_VER 1
#endif // __AI_BASE_H__

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@ -1,12 +1,12 @@
#ifndef __ADVENTUREMAPBUTTON_H__
#define __ADVENTUREMAPBUTTON_H__
#include "CPlayerInterface.h"
#include "client/FunctionList.h"
#include <boost/bind.hpp>
#ifndef __ADVENTUREMAPBUTTON_H__
#define __ADVENTUREMAPBUTTON_H__
#include "CPlayerInterface.h"
#include "client/FunctionList.h"
#include <boost/bind.hpp>
/*
* AdventureMapButton.h, part of VCMI engine
*
@ -15,97 +15,97 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
namespace config{struct ButtonInfo;}
class AdventureMapButton
: public ClickableR, public Hoverable, public KeyShortcut, public CButtonBase
{
public:
std::map<int,std::string> hoverTexts; //state -> text for statusbar
std::string helpBox; //for right-click help
CFunctionList<void()> callback;
bool colorChange,
actOnDown; //runs when mouse is pressed down over it, not when up
ui8 blocked;
void clickRight (tribool down);
virtual void clickLeft (tribool down);
void hover (bool on);
void block(ui8 on); //if button is blocked then it'll change it's graphic to inactive (offset==2) and won't react on l-clicks
void activate(); // makes button active
void deactivate(); // makes button inactive (but doesn't delete)
AdventureMapButton(); //c-tor
AdventureMapButton( const std::map<int,std::string> &, const std::string &HelpBox, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
AdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
AdventureMapButton( const std::pair<std::string, std::string> help, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
AdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, config::ButtonInfo *info, int key=0);//c-tor
//AdventureMapButton( std::string Name, std::string HelpBox, boost::function<void()> Callback, int x, int y, std::string defName, bool activ=false, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
void init(const CFunctionList<void()> &Callback, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, int key );
};
class CHighlightableButton
: public AdventureMapButton
{
public:
CHighlightableButton(const CFunctionList<void()> &onSelect, const CFunctionList<void()> &onDeselect, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, int key=0 );
bool selected, onlyOn;
CFunctionList<void()> callback2; //when disselecting
void select(bool on);
void clickLeft (tribool down);
};
class CHighlightableButtonsGroup
{
public:
CFunctionList2<void(int)> onChange; //called when changing selected button with new button's id
std::vector<CHighlightableButton*> buttons;
//void addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid);
void addButton(CHighlightableButton* bt);//add existing button, it'll be deleted by CHighlightableButtonsGroup destructor
void addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid, const CFunctionList<void()> &OnSelect=0, int key=0); //creates new button
CHighlightableButtonsGroup(const CFunctionList2<void(int)> &OnChange);
~CHighlightableButtonsGroup();
void activate();
void deactivate();
void select(int id, bool mode); //mode==0: id is serial; mode==1: id is unique button id
void selectionChanged(int to);
void show(SDL_Surface * to);
};
class CSlider : public IShowable, public MotionInterested, public ClickableL
{
public:
AdventureMapButton left, right, slider; //if vertical then left=up
int capacity,//how many elements can be active at same time
amount, //how many elements
value; //first active element
bool horizontal, moving;
CDefEssential *imgs ;
boost::function<void(int)> moved;
//void(T::*moved)(int to);
//T* owner;
void redrawSlider();
void sliderClicked();
void moveLeft();
void clickLeft (tribool down);
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
void moveRight();
void moveTo(int to);
void block(bool on);
void activate(); // makes button active
void deactivate(); // makes button inactive (but doesn't delete)
void show(SDL_Surface * to);
CSlider(int x, int y, int totalw, boost::function<void(int)> Moved, int Capacity, int Amount,
int Value=0, bool Horizontal=true);
~CSlider();
};
#endif // __ADVENTUREMAPBUTTON_H__
*/
namespace config{struct ButtonInfo;}
class AdventureMapButton
: public ClickableR, public Hoverable, public KeyShortcut, public CButtonBase
{
public:
std::map<int,std::string> hoverTexts; //state -> text for statusbar
std::string helpBox; //for right-click help
CFunctionList<void()> callback;
bool colorChange,
actOnDown; //runs when mouse is pressed down over it, not when up
ui8 blocked;
void clickRight (tribool down);
virtual void clickLeft (tribool down);
void hover (bool on);
void block(ui8 on); //if button is blocked then it'll change it's graphic to inactive (offset==2) and won't react on l-clicks
void activate(); // makes button active
void deactivate(); // makes button inactive (but doesn't delete)
AdventureMapButton(); //c-tor
AdventureMapButton( const std::map<int,std::string> &, const std::string &HelpBox, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
AdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
AdventureMapButton( const std::pair<std::string, std::string> help, const CFunctionList<void()> &Callback, int x, int y, const std::string &defName, int key=0, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
AdventureMapButton( const std::string &Name, const std::string &HelpBox, const CFunctionList<void()> &Callback, config::ButtonInfo *info, int key=0);//c-tor
//AdventureMapButton( std::string Name, std::string HelpBox, boost::function<void()> Callback, int x, int y, std::string defName, bool activ=false, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
void init(const CFunctionList<void()> &Callback, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, int key );
};
class CHighlightableButton
: public AdventureMapButton
{
public:
CHighlightableButton(const CFunctionList<void()> &onSelect, const CFunctionList<void()> &onDeselect, const std::map<int,std::string> &Name, const std::string &HelpBox, bool playerColoredButton, const std::string &defName, std::vector<std::string> * add, int x, int y, int key=0 );
bool selected, onlyOn;
CFunctionList<void()> callback2; //when disselecting
void select(bool on);
void clickLeft (tribool down);
};
class CHighlightableButtonsGroup
{
public:
CFunctionList2<void(int)> onChange; //called when changing selected button with new button's id
std::vector<CHighlightableButton*> buttons;
//void addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid);
void addButton(CHighlightableButton* bt);//add existing button, it'll be deleted by CHighlightableButtonsGroup destructor
void addButton(const std::map<int,std::string> &tooltip, const std::string &HelpBox, const std::string &defName, int x, int y, int uid, const CFunctionList<void()> &OnSelect=0, int key=0); //creates new button
CHighlightableButtonsGroup(const CFunctionList2<void(int)> &OnChange);
~CHighlightableButtonsGroup();
void activate();
void deactivate();
void select(int id, bool mode); //mode==0: id is serial; mode==1: id is unique button id
void selectionChanged(int to);
void show(SDL_Surface * to);
};
class CSlider : public IShowable, public MotionInterested, public ClickableL
{
public:
AdventureMapButton left, right, slider; //if vertical then left=up
int capacity,//how many elements can be active at same time
amount, //how many elements
value; //first active element
bool horizontal, moving;
CDefEssential *imgs ;
boost::function<void(int)> moved;
//void(T::*moved)(int to);
//T* owner;
void redrawSlider();
void sliderClicked();
void moveLeft();
void clickLeft (tribool down);
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
void moveRight();
void moveTo(int to);
void block(bool on);
void activate(); // makes button active
void deactivate(); // makes button inactive (but doesn't delete)
void show(SDL_Surface * to);
CSlider(int x, int y, int totalw, boost::function<void(int)> Moved, int Capacity, int Amount,
int Value=0, bool Horizontal=true);
~CSlider();
};
#endif // __ADVENTUREMAPBUTTON_H__

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@ -1,16 +1,16 @@
#ifndef __CCALLBACK_H__
#define __CCALLBACK_H__
#include "global.h"
#ifdef _WIN32
#include "tchar.h"
#else
#include "tchar_amigaos4.h" //XXX this is mingw header are we need this for something? for 'true'
//support of unicode we should use ICU or some boost wraper areound it
//(boost using this lib during compilation i dont know what for exactly)
#endif
#include "CGameState.h"
#ifndef __CCALLBACK_H__
#define __CCALLBACK_H__
#include "global.h"
#ifdef _WIN32
#include "tchar.h"
#else
#include "tchar_amigaos4.h" //XXX this is mingw header are we need this for something? for 'true'
//support of unicode we should use ICU or some boost wraper areound it
//(boost using this lib during compilation i dont know what for exactly)
#endif
#include "CGameState.h"
/*
* CCallback.h, part of VCMI engine
*
@ -19,194 +19,194 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CGHeroInstance;
class CGameState;
struct CPath;
class CGObjectInstance;
class CArmedInstance;
class SComponent;
class IChosen;
class CSelectableComponent;
struct BattleAction;
class CGTownInstance;
struct StartInfo;
class CStack;
struct lua_State;
class CClient;
struct TerrainTile;
//structure gathering info about upgrade possibilites
class ICallback
{
public:
virtual bool moveHero(const CGHeroInstance *h, int3 dst) const =0; //dst must be free, neighbouring tile (this function can move hero only by one tile)
virtual void selectionMade(int selection, int asker) =0;
virtual int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)=0;//swaps creatures between two posiibly different garrisons // TODO: AI-unsafe code - fix it!
virtual int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)=0;//joins first stack tothe second (creatures must be same type)
virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2, int val)=0;//split creatures from the first stack
virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses diven hero; true - successfuly, false - not successfuly
virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
virtual void recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount)=0;
virtual bool dismissCreature(const CArmedInstance *obj, int stackPos)=0;
virtual bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1)=0; //if newID==-1 then best possible upgrade will be made
virtual void endTurn()=0;
virtual void swapGarrisonHero(const CGTownInstance *town)=0;
virtual void buyArtifact(const CGHeroInstance *hero, int aid)=0; //used to buy artifacts in towns (including spell book in the guild and war machines in blacksmith)
virtual void trade(int mode, int id1, int id2, int val1)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
virtual void setFormation(const CGHeroInstance * hero, bool tight)=0;
virtual void setSelection(const CArmedInstance * obj)=0;
virtual void recruitHero(const CGTownInstance *town, const CGHeroInstance *hero)=0;
virtual void save(const std::string &fname) = 0;
virtual void sendMessage(const std::string &mess) = 0;
//get info
virtual bool verifyPath(CPath * path, bool blockSea)const =0;
virtual int getDate(int mode=0)const =0; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
virtual std::vector< std::vector< std::vector<unsigned char> > > & getVisibilityMap()const =0; //returns visibility map (TODO: make it const)
virtual const CGHeroInstance * getHeroInfo(int val, int mode=2)const =0; //mode = 0 -> val = serial; mode = 1 -> val = ID
virtual int getResourceAmount(int type)const =0;
virtual int howManyHeroes(bool includeGarrisoned = true)const =0;
virtual const CGTownInstance * getTownInfo(int val, bool mode)const =0; //mode = 0 -> val = serial; mode = 1 -> val = ID
virtual int howManyTowns()const =0;
virtual std::vector < std::string > getObjDescriptions(int3 pos)const =0; //returns descriptions of objects at pos in order from the lowest to the highest
virtual std::vector < const CGHeroInstance *> getHeroesInfo(bool onlyOur=true)const =0;
virtual bool isVisible(int3 pos)const =0;
virtual int getMyColor()const =0;
virtual int getMySerial()const =0;
virtual int getHeroSerial(const CGHeroInstance * hero)const =0;
virtual const CCreatureSet* getGarrison(const CGObjectInstance *obj)const =0;
virtual UpgradeInfo getUpgradeInfo(const CArmedInstance *obj, int stackPos)const =0;
virtual const StartInfo * getStartInfo()const =0;
virtual std::vector < const CGObjectInstance * > getBlockingObjs(int3 pos)const =0;
virtual std::vector < const CGObjectInstance * > getVisitableObjs(int3 pos)const =0;
virtual void getMarketOffer(int t1, int t2, int &give, int &rec, int mode=0)const =0;
virtual std::vector < const CGObjectInstance * > getFlaggableObjects(int3 pos) const =0;
virtual int3 getMapSize() const =0; //returns size of map - z is 1 for one - level map and 2 for two level map
virtual std::vector<const CGHeroInstance *> getAvailableHeroes(const CGTownInstance * town) const =0; //heroes that can be recruited
virtual const TerrainTile * getTileInfo(int3 tile) const = 0;
virtual int canBuildStructure(const CGTownInstance *t, int ID) =0;//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
virtual CPath * getPath(int3 src, int3 dest, const CGHeroInstance * hero)=0;
//battle
virtual int battleGetBattlefieldType()=0; // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
virtual int battleGetObstaclesAtTile(int tile)=0; //returns bitfield
virtual std::vector<CObstacleInstance> battleGetAllObstacles()=0; //returns all obstacles on the battlefield
virtual int battleGetStack(int pos)=0; //returns ID of stack on the tile
virtual CStack * battleGetStackByID(int ID)=0; //returns stack info by given ID
virtual CStack * battleGetStackByPos(int pos)=0; //returns stack info by given pos
virtual int battleGetPos(int stack)=0; //returns position (tile ID) of stack
virtual int battleMakeAction(BattleAction* action)=0;//for casting spells by hero - DO NOT use it for moving active stack
virtual std::map<int, CStack> battleGetStacks()=0; //returns stacks on battlefield
virtual std::vector<CStack> battleGetStackQueue()=0; //returns vector of stack in order of their move sequence
virtual CCreature battleGetCreature(int number)=0; //returns type of creature by given number of stack
//virtual bool battleMoveCreature(int ID, int dest)=0; //moves creature with id ID to dest if possible
virtual std::vector<int> battleGetAvailableHexes(int ID, bool addOccupiable)=0; //reutrns numbers of hexes reachable by creature with id ID
virtual bool battleIsStackMine(int ID)=0; //returns true if stack with id ID belongs to caller
virtual bool battleCanShoot(int ID, int dest)=0; //returns true if unit with id ID can shoot to dest
};
struct HeroMoveDetails
{
HeroMoveDetails(){};
HeroMoveDetails(int3 Src, int3 Dst, CGHeroInstance*Ho);
int3 src, dst; //source and destination points
CGHeroInstance * ho; //object instance of this hero
int owner, style; //style: 0 - normal move, 1 - teleport, 2 - instant jump
bool successful;
};
class CCallback : public ICallback
{
private:
CCallback(CGameState * GS, int Player, CClient *C):gs(GS), cl(C), player(Player){};
CGameState * gs;
CClient *cl;
bool isVisible(int3 pos, int Player) const;
bool isVisible(CGObjectInstance *obj, int Player) const;
protected:
int player;
public:
//commands
bool moveHero(const CGHeroInstance *h, int3 dst) const; //dst must be free, neighbouring tile (this function can move hero only by one tile)
void selectionMade(int selection, int asker);
int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2);
int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2); //first goes to the second
int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2, int val);
bool dismissHero(const CGHeroInstance * hero);
bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2);
bool buildBuilding(const CGTownInstance *town, si32 buildingID);
void recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount);
bool dismissCreature(const CArmedInstance *obj, int stackPos);
bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1);
void endTurn();
void swapGarrisonHero(const CGTownInstance *town);
void buyArtifact(const CGHeroInstance *hero, int aid);
void trade(int mode, int id1, int id2, int val1);
void setFormation(const CGHeroInstance * hero, bool tight);
void setSelection(const CArmedInstance * obj);
void recruitHero(const CGTownInstance *town, const CGHeroInstance *hero);
void save(const std::string &fname);
void sendMessage(const std::string &mess);
//get info
bool verifyPath(CPath * path, bool blockSea) const;
int getDate(int mode=0) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
std::vector< std::vector< std::vector<unsigned char> > > & getVisibilityMap() const; //returns visibility map (TODO: make it const)
const CGHeroInstance * getHeroInfo(int val, int mode=2) const; //mode = 0 -> val = serial; mode = 1 -> val = hero type id (subID); mode = 2 -> val = global object serial id (id)
int getResourceAmount(int type) const;
std::vector<si32> getResourceAmount() const;
int howManyHeroes(bool includeGarrisoned = true) const;
const CGTownInstance * getTownInfo(int val, bool mode) const; //mode = 0 -> val = serial; mode = 1 -> val = ID
std::vector < const CGTownInstance *> getTownsInfo(bool onlyOur=true) const;
int howManyTowns()const;
std::vector < std::string > getObjDescriptions(int3 pos) const; //returns descriptions of objects at pos in order from the lowest to the highest
std::vector < const CGHeroInstance *> getHeroesInfo(bool onlyOur=true) const;
bool isVisible(int3 pos) const;
int getMyColor() const;
int getHeroSerial(const CGHeroInstance * hero) const;
int getMySerial() const;
const CCreatureSet* getGarrison(const CGObjectInstance *obj) const;
UpgradeInfo getUpgradeInfo(const CArmedInstance *obj, int stackPos) const;
const StartInfo * getStartInfo() const;
std::vector < const CGObjectInstance * > getBlockingObjs(int3 pos) const;
std::vector < const CGObjectInstance * > getVisitableObjs(int3 pos) const;
void getMarketOffer(int t1, int t2, int &give, int &rec, int mode=0) const;
std::vector < const CGObjectInstance * > getFlaggableObjects(int3 pos) const;
int3 getMapSize() const; //returns size of map - z is 1 for one - level map and 2 for two level map
std::vector<const CGHeroInstance *> getAvailableHeroes(const CGTownInstance * town) const; //heroes that can be recruited
const TerrainTile * getTileInfo(int3 tile) const;
int canBuildStructure(const CGTownInstance *t, int ID);//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
CPath * getPath(int3 src, int3 dest, const CGHeroInstance * hero);
//battle
int battleGetBattlefieldType(); // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
int battleGetObstaclesAtTile(int tile); //returns bitfield
std::vector<CObstacleInstance> battleGetAllObstacles(); //returns all obstacles on the battlefield
int battleGetStack(int pos); //returns ID of stack on the tile
CStack * battleGetStackByID(int ID); //returns stack info by given ID
CStack * battleGetStackByPos(int pos); //returns stack info by given pos
int battleGetPos(int stack); //returns position (tile ID) of stack
int battleMakeAction(BattleAction* action);//for casting spells by hero - DO NOT use it for moving active stack
std::map<int, CStack> battleGetStacks(); //returns stacks on battlefield
std::vector<CStack> battleGetStackQueue(); //returns vector of stack in order of their move sequence
CCreature battleGetCreature(int number); //returns type of creature by given number of stack
std::vector<int> battleGetAvailableHexes(int ID, bool addOccupiable); //reutrns numbers of hexes reachable by creature with id ID
bool battleIsStackMine(int ID); //returns true if stack with id ID belongs to caller
bool battleCanShoot(int ID, int dest); //returns true if unit with id ID can shoot to dest
//XXX hmmm _tmain on _GNUC_ wtf?
//friends
friend class CClient;
#ifndef __GNUC__
friend int _tmain(int argc, _TCHAR* argv[]);
#else
friend int main(int argc, char** argv);
#endif
};
#endif // __CCALLBACK_H__
*/
class CGHeroInstance;
class CGameState;
struct CPath;
class CGObjectInstance;
class CArmedInstance;
class SComponent;
class IChosen;
class CSelectableComponent;
struct BattleAction;
class CGTownInstance;
struct StartInfo;
class CStack;
struct lua_State;
class CClient;
struct TerrainTile;
//structure gathering info about upgrade possibilites
class ICallback
{
public:
virtual bool moveHero(const CGHeroInstance *h, int3 dst) const =0; //dst must be free, neighbouring tile (this function can move hero only by one tile)
virtual void selectionMade(int selection, int asker) =0;
virtual int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)=0;//swaps creatures between two posiibly different garrisons // TODO: AI-unsafe code - fix it!
virtual int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)=0;//joins first stack tothe second (creatures must be same type)
virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2, int val)=0;//split creatures from the first stack
virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses diven hero; true - successfuly, false - not successfuly
virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
virtual void recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount)=0;
virtual bool dismissCreature(const CArmedInstance *obj, int stackPos)=0;
virtual bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1)=0; //if newID==-1 then best possible upgrade will be made
virtual void endTurn()=0;
virtual void swapGarrisonHero(const CGTownInstance *town)=0;
virtual void buyArtifact(const CGHeroInstance *hero, int aid)=0; //used to buy artifacts in towns (including spell book in the guild and war machines in blacksmith)
virtual void trade(int mode, int id1, int id2, int val1)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
virtual void setFormation(const CGHeroInstance * hero, bool tight)=0;
virtual void setSelection(const CArmedInstance * obj)=0;
virtual void recruitHero(const CGTownInstance *town, const CGHeroInstance *hero)=0;
virtual void save(const std::string &fname) = 0;
virtual void sendMessage(const std::string &mess) = 0;
//get info
virtual bool verifyPath(CPath * path, bool blockSea)const =0;
virtual int getDate(int mode=0)const =0; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
virtual std::vector< std::vector< std::vector<unsigned char> > > & getVisibilityMap()const =0; //returns visibility map (TODO: make it const)
virtual const CGHeroInstance * getHeroInfo(int val, int mode=2)const =0; //mode = 0 -> val = serial; mode = 1 -> val = ID
virtual int getResourceAmount(int type)const =0;
virtual int howManyHeroes(bool includeGarrisoned = true)const =0;
virtual const CGTownInstance * getTownInfo(int val, bool mode)const =0; //mode = 0 -> val = serial; mode = 1 -> val = ID
virtual int howManyTowns()const =0;
virtual std::vector < std::string > getObjDescriptions(int3 pos)const =0; //returns descriptions of objects at pos in order from the lowest to the highest
virtual std::vector < const CGHeroInstance *> getHeroesInfo(bool onlyOur=true)const =0;
virtual bool isVisible(int3 pos)const =0;
virtual int getMyColor()const =0;
virtual int getMySerial()const =0;
virtual int getHeroSerial(const CGHeroInstance * hero)const =0;
virtual const CCreatureSet* getGarrison(const CGObjectInstance *obj)const =0;
virtual UpgradeInfo getUpgradeInfo(const CArmedInstance *obj, int stackPos)const =0;
virtual const StartInfo * getStartInfo()const =0;
virtual std::vector < const CGObjectInstance * > getBlockingObjs(int3 pos)const =0;
virtual std::vector < const CGObjectInstance * > getVisitableObjs(int3 pos)const =0;
virtual void getMarketOffer(int t1, int t2, int &give, int &rec, int mode=0)const =0;
virtual std::vector < const CGObjectInstance * > getFlaggableObjects(int3 pos) const =0;
virtual int3 getMapSize() const =0; //returns size of map - z is 1 for one - level map and 2 for two level map
virtual std::vector<const CGHeroInstance *> getAvailableHeroes(const CGTownInstance * town) const =0; //heroes that can be recruited
virtual const TerrainTile * getTileInfo(int3 tile) const = 0;
virtual int canBuildStructure(const CGTownInstance *t, int ID) =0;//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
virtual CPath * getPath(int3 src, int3 dest, const CGHeroInstance * hero)=0;
//battle
virtual int battleGetBattlefieldType()=0; // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
virtual int battleGetObstaclesAtTile(int tile)=0; //returns bitfield
virtual std::vector<CObstacleInstance> battleGetAllObstacles()=0; //returns all obstacles on the battlefield
virtual int battleGetStack(int pos)=0; //returns ID of stack on the tile
virtual CStack * battleGetStackByID(int ID)=0; //returns stack info by given ID
virtual CStack * battleGetStackByPos(int pos)=0; //returns stack info by given pos
virtual int battleGetPos(int stack)=0; //returns position (tile ID) of stack
virtual int battleMakeAction(BattleAction* action)=0;//for casting spells by hero - DO NOT use it for moving active stack
virtual std::map<int, CStack> battleGetStacks()=0; //returns stacks on battlefield
virtual std::vector<CStack> battleGetStackQueue()=0; //returns vector of stack in order of their move sequence
virtual CCreature battleGetCreature(int number)=0; //returns type of creature by given number of stack
//virtual bool battleMoveCreature(int ID, int dest)=0; //moves creature with id ID to dest if possible
virtual std::vector<int> battleGetAvailableHexes(int ID, bool addOccupiable)=0; //reutrns numbers of hexes reachable by creature with id ID
virtual bool battleIsStackMine(int ID)=0; //returns true if stack with id ID belongs to caller
virtual bool battleCanShoot(int ID, int dest)=0; //returns true if unit with id ID can shoot to dest
};
struct HeroMoveDetails
{
HeroMoveDetails(){};
HeroMoveDetails(int3 Src, int3 Dst, CGHeroInstance*Ho);
int3 src, dst; //source and destination points
CGHeroInstance * ho; //object instance of this hero
int owner, style; //style: 0 - normal move, 1 - teleport, 2 - instant jump
bool successful;
};
class CCallback : public ICallback
{
private:
CCallback(CGameState * GS, int Player, CClient *C):gs(GS), cl(C), player(Player){};
CGameState * gs;
CClient *cl;
bool isVisible(int3 pos, int Player) const;
bool isVisible(CGObjectInstance *obj, int Player) const;
protected:
int player;
public:
//commands
bool moveHero(const CGHeroInstance *h, int3 dst) const; //dst must be free, neighbouring tile (this function can move hero only by one tile)
void selectionMade(int selection, int asker);
int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2);
int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2); //first goes to the second
int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2, int val);
bool dismissHero(const CGHeroInstance * hero);
bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2);
bool buildBuilding(const CGTownInstance *town, si32 buildingID);
void recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount);
bool dismissCreature(const CArmedInstance *obj, int stackPos);
bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1);
void endTurn();
void swapGarrisonHero(const CGTownInstance *town);
void buyArtifact(const CGHeroInstance *hero, int aid);
void trade(int mode, int id1, int id2, int val1);
void setFormation(const CGHeroInstance * hero, bool tight);
void setSelection(const CArmedInstance * obj);
void recruitHero(const CGTownInstance *town, const CGHeroInstance *hero);
void save(const std::string &fname);
void sendMessage(const std::string &mess);
//get info
bool verifyPath(CPath * path, bool blockSea) const;
int getDate(int mode=0) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
std::vector< std::vector< std::vector<unsigned char> > > & getVisibilityMap() const; //returns visibility map (TODO: make it const)
const CGHeroInstance * getHeroInfo(int val, int mode=2) const; //mode = 0 -> val = serial; mode = 1 -> val = hero type id (subID); mode = 2 -> val = global object serial id (id)
int getResourceAmount(int type) const;
std::vector<si32> getResourceAmount() const;
int howManyHeroes(bool includeGarrisoned = true) const;
const CGTownInstance * getTownInfo(int val, bool mode) const; //mode = 0 -> val = serial; mode = 1 -> val = ID
std::vector < const CGTownInstance *> getTownsInfo(bool onlyOur=true) const;
int howManyTowns()const;
std::vector < std::string > getObjDescriptions(int3 pos) const; //returns descriptions of objects at pos in order from the lowest to the highest
std::vector < const CGHeroInstance *> getHeroesInfo(bool onlyOur=true) const;
bool isVisible(int3 pos) const;
int getMyColor() const;
int getHeroSerial(const CGHeroInstance * hero) const;
int getMySerial() const;
const CCreatureSet* getGarrison(const CGObjectInstance *obj) const;
UpgradeInfo getUpgradeInfo(const CArmedInstance *obj, int stackPos) const;
const StartInfo * getStartInfo() const;
std::vector < const CGObjectInstance * > getBlockingObjs(int3 pos) const;
std::vector < const CGObjectInstance * > getVisitableObjs(int3 pos) const;
void getMarketOffer(int t1, int t2, int &give, int &rec, int mode=0) const;
std::vector < const CGObjectInstance * > getFlaggableObjects(int3 pos) const;
int3 getMapSize() const; //returns size of map - z is 1 for one - level map and 2 for two level map
std::vector<const CGHeroInstance *> getAvailableHeroes(const CGTownInstance * town) const; //heroes that can be recruited
const TerrainTile * getTileInfo(int3 tile) const;
int canBuildStructure(const CGTownInstance *t, int ID);//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
CPath * getPath(int3 src, int3 dest, const CGHeroInstance * hero);
//battle
int battleGetBattlefieldType(); // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
int battleGetObstaclesAtTile(int tile); //returns bitfield
std::vector<CObstacleInstance> battleGetAllObstacles(); //returns all obstacles on the battlefield
int battleGetStack(int pos); //returns ID of stack on the tile
CStack * battleGetStackByID(int ID); //returns stack info by given ID
CStack * battleGetStackByPos(int pos); //returns stack info by given pos
int battleGetPos(int stack); //returns position (tile ID) of stack
int battleMakeAction(BattleAction* action);//for casting spells by hero - DO NOT use it for moving active stack
std::map<int, CStack> battleGetStacks(); //returns stacks on battlefield
std::vector<CStack> battleGetStackQueue(); //returns vector of stack in order of their move sequence
CCreature battleGetCreature(int number); //returns type of creature by given number of stack
std::vector<int> battleGetAvailableHexes(int ID, bool addOccupiable); //reutrns numbers of hexes reachable by creature with id ID
bool battleIsStackMine(int ID); //returns true if stack with id ID belongs to caller
bool battleCanShoot(int ID, int dest); //returns true if unit with id ID can shoot to dest
//XXX hmmm _tmain on _GNUC_ wtf?
//friends
friend class CClient;
#ifndef __GNUC__
friend int _tmain(int argc, _TCHAR* argv[]);
#else
friend int main(int argc, char** argv);
#endif
};
#endif // __CCALLBACK_H__

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@ -1,20 +1,20 @@
#ifndef __CCASTLEINTERFACE_H__
#define __CCASTLEINTERFACE_H__
#include "global.h"
#include <SDL.h>
#include "CPlayerInterface.h"
//#include "boost/tuple/tuple.hpp"
class CGTownInstance;
class CTownHandler;
class CHallInterface;
struct Structure;
class CSpell;
class AdventureMapButton;
class CResDataBar;
#ifndef __CCASTLEINTERFACE_H__
#define __CCASTLEINTERFACE_H__
#include "global.h"
#include <SDL.h>
#include "CPlayerInterface.h"
//#include "boost/tuple/tuple.hpp"
class CGTownInstance;
class CTownHandler;
class CHallInterface;
struct Structure;
class CSpell;
class AdventureMapButton;
class CResDataBar;
/*
* CCastleInterface.h, part of VCMI engine
*
@ -23,218 +23,218 @@ class CResDataBar;
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CBuildingRect : public Hoverable, public MotionInterested, public ClickableL, public ClickableR//, public TimeInterested
{
public:
bool moi; //motion interested is active
int offset, max; //first and last animation frame
Structure* str;
CDefHandler* def;
SDL_Surface* border;
SDL_Surface* area;
CBuildingRect(Structure *Str);
~CBuildingRect();
void activate();
void deactivate();
bool operator<(const CBuildingRect & p2) const;
void hover(bool on);
void clickLeft (tribool down);
void clickRight (tribool down);
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
};
class CHeroGSlot : public ClickableL, public ClickableR, public Hoverable
{
public:
CCastleInterface *owner;
const CGHeroInstance *hero;
int upg; //0 - up garrison, 1 - down garrison
bool highlight;
void hover (bool on);
void clickRight (boost::logic::tribool down);
void clickLeft(boost::logic::tribool down);
void activate();
void deactivate();
void show(SDL_Surface * to);
CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h,CCastleInterface * Owner);
~CHeroGSlot();
};
class CCastleInterface : public CWindowWithGarrison
{
public:
SDL_Rect pos;
bool showing;
CBuildingRect * hBuild; //highlighted building
SDL_Surface * townInt;
SDL_Surface * cityBg;
const CGTownInstance * town;
CStatusBar * statusbar;
CResDataBar *resdatabar;
unsigned char animval, count;
CDefEssential *bars, //0 - yellow, 1 - green, 2 - red, 3 - gray
*status; //0 - already, 1 - can't, 2 - lack of resources
CDefHandler *hall,*fort;
CDefEssential* bicons; //150x70 buildings imgs
CTownList * townlist;
CHeroGSlot hslotup, hslotdown;
AdventureMapButton *exit;
AdventureMapButton *split;
std::vector<CBuildingRect*> buildings; //building id, building def, structure struct, border, filling
CCastleInterface(const CGTownInstance * Town);
~CCastleInterface();
void townChange();
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
void buildingClicked(int building);
void enterMageGuild();
CRecrutationWindow * showRecruitmentWindow(int building);
void enterHall();
void close();
void splitF();
void activate();
void deactivate();
void addBuilding(int bid);
void removeBuilding(int bid);
void recreateBuildings();
};
class CHallInterface : public IShowActivable
{
public:
CMinorResDataBar resdatabar;
SDL_Rect pos;
class CBuildingBox : public Hoverable, public ClickableL, public ClickableR
{
public:
int BID;
int state;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
//(-1) - forbidden in this town, 0 - possible, 1 - lack of res, 2 - requirements/buildings per turn limit, (3) - already exists
void hover(bool on);
void clickLeft (tribool down);
void clickRight (tribool down);
void show(SDL_Surface * to);
void activate();
void deactivate();
CBuildingBox(int id);
CBuildingBox(int id, int x, int y);
~CBuildingBox();
};
class CBuildWindow: public IShowActivable, public ClickableR
{
public:
int tid, bid, state; //town id, building id, state
bool mode; // 0 - normal (with buttons), 1 - r-click popup
SDL_Surface * bitmap; //main window bitmap, with blitted res/text, without buttons/subtitle in "statusbar"
AdventureMapButton *buy, *cancel;
void activate();
void deactivate();
std::string getTextForState(int state);
void clickRight (tribool down);
void show(SDL_Surface * to);
void Buy();
void close();
CBuildWindow(int Tid, int Bid, int State, bool Mode);
~CBuildWindow();
};
std::vector< std::vector<CBuildingBox*> >boxes;
AdventureMapButton *exit;
SDL_Surface * bg;
CHallInterface(CCastleInterface * owner);
~CHallInterface();
void close();
void show(SDL_Surface * to);
void activate();
void deactivate();
};
class CFortScreen : public IShowActivable, public CIntObject
{
class RecArea : public ClickableL, public ClickableR
{
public:
int bid;
RecArea(int BID):bid(BID){};
void clickLeft (tribool down);
void clickRight (tribool down);
void activate();
void deactivate();
};
public:
CMinorResDataBar resdatabar;
AdventureMapButton *exit;
SDL_Surface * bg;
std::vector<Rect> positions;
std::vector<RecArea*> recAreas;
std::vector<CCreaturePic*> crePics;
CFortScreen(CCastleInterface * owner);
void draw( CCastleInterface * owner, bool first);
~CFortScreen();
void close();
void show(SDL_Surface * to);
void activate();
void deactivate();
};
class CMageGuildScreen : public IShowActivable, public CIntObject
{
public:
class Scroll : public ClickableL, public Hoverable, public ClickableR
{
public:
CSpell *spell;
Scroll(CSpell *Spell):spell(Spell){};
void clickLeft (tribool down);
void clickRight (tribool down);
void hover(bool on);
void activate();
void deactivate();
};
std::vector<std::vector<SDL_Rect> > positions;
SDL_Surface *bg;
CDefEssential *scrolls, *scrolls2;
AdventureMapButton *exit;
std::vector<Scroll> spells;
CMinorResDataBar resdatabar;
CMageGuildScreen(CCastleInterface * owner);
~CMageGuildScreen();
void close();
void show(SDL_Surface * to);
void activate();
void deactivate();
};
class CBlacksmithDialog : public IShowActivable, public CIntObject
{
public:
AdventureMapButton *buy, *cancel;
SDL_Surface *bmp;
CBlacksmithDialog(bool possible, int creMachineID, int aid, int hid);
~CBlacksmithDialog();
void close();
void show(SDL_Surface * to);
void activate();
void deactivate();
};
#endif // __CCASTLEINTERFACE_H__
*/
class CBuildingRect : public Hoverable, public MotionInterested, public ClickableL, public ClickableR//, public TimeInterested
{
public:
bool moi; //motion interested is active
int offset, max; //first and last animation frame
Structure* str;
CDefHandler* def;
SDL_Surface* border;
SDL_Surface* area;
CBuildingRect(Structure *Str);
~CBuildingRect();
void activate();
void deactivate();
bool operator<(const CBuildingRect & p2) const;
void hover(bool on);
void clickLeft (tribool down);
void clickRight (tribool down);
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
};
class CHeroGSlot : public ClickableL, public ClickableR, public Hoverable
{
public:
CCastleInterface *owner;
const CGHeroInstance *hero;
int upg; //0 - up garrison, 1 - down garrison
bool highlight;
void hover (bool on);
void clickRight (boost::logic::tribool down);
void clickLeft(boost::logic::tribool down);
void activate();
void deactivate();
void show(SDL_Surface * to);
CHeroGSlot(int x, int y, int updown, const CGHeroInstance *h,CCastleInterface * Owner);
~CHeroGSlot();
};
class CCastleInterface : public CWindowWithGarrison
{
public:
SDL_Rect pos;
bool showing;
CBuildingRect * hBuild; //highlighted building
SDL_Surface * townInt;
SDL_Surface * cityBg;
const CGTownInstance * town;
CStatusBar * statusbar;
CResDataBar *resdatabar;
unsigned char animval, count;
CDefEssential *bars, //0 - yellow, 1 - green, 2 - red, 3 - gray
*status; //0 - already, 1 - can't, 2 - lack of resources
CDefHandler *hall,*fort;
CDefEssential* bicons; //150x70 buildings imgs
CTownList * townlist;
CHeroGSlot hslotup, hslotdown;
AdventureMapButton *exit;
AdventureMapButton *split;
std::vector<CBuildingRect*> buildings; //building id, building def, structure struct, border, filling
CCastleInterface(const CGTownInstance * Town);
~CCastleInterface();
void townChange();
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
void buildingClicked(int building);
void enterMageGuild();
CRecrutationWindow * showRecruitmentWindow(int building);
void enterHall();
void close();
void splitF();
void activate();
void deactivate();
void addBuilding(int bid);
void removeBuilding(int bid);
void recreateBuildings();
};
class CHallInterface : public IShowActivable
{
public:
CMinorResDataBar resdatabar;
SDL_Rect pos;
class CBuildingBox : public Hoverable, public ClickableL, public ClickableR
{
public:
int BID;
int state;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
//(-1) - forbidden in this town, 0 - possible, 1 - lack of res, 2 - requirements/buildings per turn limit, (3) - already exists
void hover(bool on);
void clickLeft (tribool down);
void clickRight (tribool down);
void show(SDL_Surface * to);
void activate();
void deactivate();
CBuildingBox(int id);
CBuildingBox(int id, int x, int y);
~CBuildingBox();
};
class CBuildWindow: public IShowActivable, public ClickableR
{
public:
int tid, bid, state; //town id, building id, state
bool mode; // 0 - normal (with buttons), 1 - r-click popup
SDL_Surface * bitmap; //main window bitmap, with blitted res/text, without buttons/subtitle in "statusbar"
AdventureMapButton *buy, *cancel;
void activate();
void deactivate();
std::string getTextForState(int state);
void clickRight (tribool down);
void show(SDL_Surface * to);
void Buy();
void close();
CBuildWindow(int Tid, int Bid, int State, bool Mode);
~CBuildWindow();
};
std::vector< std::vector<CBuildingBox*> >boxes;
AdventureMapButton *exit;
SDL_Surface * bg;
CHallInterface(CCastleInterface * owner);
~CHallInterface();
void close();
void show(SDL_Surface * to);
void activate();
void deactivate();
};
class CFortScreen : public IShowActivable, public CIntObject
{
class RecArea : public ClickableL, public ClickableR
{
public:
int bid;
RecArea(int BID):bid(BID){};
void clickLeft (tribool down);
void clickRight (tribool down);
void activate();
void deactivate();
};
public:
CMinorResDataBar resdatabar;
AdventureMapButton *exit;
SDL_Surface * bg;
std::vector<Rect> positions;
std::vector<RecArea*> recAreas;
std::vector<CCreaturePic*> crePics;
CFortScreen(CCastleInterface * owner);
void draw( CCastleInterface * owner, bool first);
~CFortScreen();
void close();
void show(SDL_Surface * to);
void activate();
void deactivate();
};
class CMageGuildScreen : public IShowActivable, public CIntObject
{
public:
class Scroll : public ClickableL, public Hoverable, public ClickableR
{
public:
CSpell *spell;
Scroll(CSpell *Spell):spell(Spell){};
void clickLeft (tribool down);
void clickRight (tribool down);
void hover(bool on);
void activate();
void deactivate();
};
std::vector<std::vector<SDL_Rect> > positions;
SDL_Surface *bg;
CDefEssential *scrolls, *scrolls2;
AdventureMapButton *exit;
std::vector<Scroll> spells;
CMinorResDataBar resdatabar;
CMageGuildScreen(CCastleInterface * owner);
~CMageGuildScreen();
void close();
void show(SDL_Surface * to);
void activate();
void deactivate();
};
class CBlacksmithDialog : public IShowActivable, public CIntObject
{
public:
AdventureMapButton *buy, *cancel;
SDL_Surface *bmp;
CBlacksmithDialog(bool possible, int creMachineID, int aid, int hid);
~CBlacksmithDialog();
void close();
void show(SDL_Surface * to);
void activate();
void deactivate();
};
#endif // __CCASTLEINTERFACE_H__

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@ -1,16 +1,16 @@
#ifndef __CCONSOLEHANDLER_H__
#define __CCONSOLEHANDLER_H__
#ifndef _WIN32
#define WORD std::string
#endif
#ifndef _WIN32
#define _kill_thread(a,b) pthread_cancel(a);
#else
#define _kill_thread(a,b) TerminateThread(a,b);
#endif
#ifndef __CCONSOLEHANDLER_H__
#define __CCONSOLEHANDLER_H__
#ifndef _WIN32
#define WORD std::string
#endif
#ifndef _WIN32
#define _kill_thread(a,b) pthread_cancel(a);
#else
#define _kill_thread(a,b) TerminateThread(a,b);
#endif
/*
* CConsoleHandler.h, part of VCMI engine
*
@ -19,34 +19,34 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
namespace boost
{
template<typename signature>
class function;
}
class DLL_EXPORT CConsoleHandler
{
public:
boost::function<void(const std::string &)> *cb;
int curLvl;
int run();
void setColor(int level);
CConsoleHandler();
~CConsoleHandler();
#ifndef _WIN32
static void killConsole(pthread_t hThread); //for windows only, use native handle to the thread
#else
static void killConsole(void *hThread); //for windows only, use native handle to the thread
#endif
template<typename T> void print(const T &data, int level)
{
setColor(level);
std::cout << data << std::flush;
setColor(-1);
}
};
#endif // __CCONSOLEHANDLER_H__
*/
namespace boost
{
template<typename signature>
class function;
}
class DLL_EXPORT CConsoleHandler
{
public:
boost::function<void(const std::string &)> *cb;
int curLvl;
int run();
void setColor(int level);
CConsoleHandler();
~CConsoleHandler();
#ifndef _WIN32
static void killConsole(pthread_t hThread); //for windows only, use native handle to the thread
#else
static void killConsole(void *hThread); //for windows only, use native handle to the thread
#endif
template<typename T> void print(const T &data, int level)
{
setColor(level);
std::cout << data << std::flush;
setColor(-1);
}
};
#endif // __CCONSOLEHANDLER_H__

View File

@ -1,11 +1,11 @@
#ifndef __CCURSORHANDLER_H__
#define __CCURSORHANDLER_H__
#include "global.h"
#include <vector>
struct SDL_Thread;
class CDefHandler;
struct SDL_Surface;
#ifndef __CCURSORHANDLER_H__
#define __CCURSORHANDLER_H__
#include "global.h"
#include <vector>
struct SDL_Thread;
class CDefHandler;
struct SDL_Surface;
/*
* CCursorhandler.h, part of VCMI engine
*
@ -14,26 +14,26 @@ struct SDL_Surface;
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CCursorHandler //handles cursor
{
public:
int mode, number;
SDL_Surface * help;
bool Show;
std::vector<CDefHandler*> cursors;
int xpos, ypos; //position of cursor
void initCursor(); //inits cursorHandler
void cursorMove(const int & x, const int & y); //change cursor's positions to (x, y)
void changeGraphic(const int & type, const int & no); //changes cursor graphic for type type (0 - adventure, 1 - combat, 2 - default, 3 - spellbook) and frame no (not used for type 3)
void draw1();
void draw2();
void hide(){Show=0;};
void show(){Show=1;};
};
#endif // __CCURSORHANDLER_H__
*/
class CCursorHandler //handles cursor
{
public:
int mode, number;
SDL_Surface * help;
bool Show;
std::vector<CDefHandler*> cursors;
int xpos, ypos; //position of cursor
void initCursor(); //inits cursorHandler
void cursorMove(const int & x, const int & y); //change cursor's positions to (x, y)
void changeGraphic(const int & type, const int & no); //changes cursor graphic for type type (0 - adventure, 1 - combat, 2 - default, 3 - spellbook) and frame no (not used for type 3)
void draw1();
void draw2();
void hide(){Show=0;};
void show(){Show=1;};
};
#endif // __CCURSORHANDLER_H__

View File

@ -1,10 +1,10 @@
#ifndef __CGAMEINFO_H__
#define __CGAMEINFO_H__
#include "global.h"
#include <vector>
#ifndef __CGAMEINFO_H__
#define __CGAMEINFO_H__
#include "global.h"
#include <vector>
/*
* CGameInfo.h, part of VCMI engine
*
@ -13,62 +13,62 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CMapHandler;
class CArtHandler;
class CHeroHandler;
class CCreatureHandler;
class CAbilityHandler;
class CSpellHandler;
class CAmbarCendamo;
class CPreGameTextHandler;
class CBuildingHandler;
class CObjectHandler;
class CMusicHandler;
class CSemiLodHandler;
class CDefObjInfoHandler;
class CTownHandler;
class CLodHandler;
class CGeneralTextHandler;
class CConsoleHandler;
class CPathfinder;
class CCursorHandler;
class CScreenHandler;
class CGameState;
class CMapHandler;
class CGameInterface;
class CPreGame;
class CDefHandler;
/*
CGameInfo class
for allowing different functions for modifying game informations
*/
class CGameInfo
{
public:
CGameState * state;
CArtHandler * arth;
CHeroHandler * heroh;
CCreatureHandler * creh;
CSpellHandler * spellh;
CMapHandler * mh;
CBuildingHandler * buildh;
CObjectHandler * objh;
CMusicHandler * mush;
CSemiLodHandler * sspriteh;
CDefObjInfoHandler * dobjinfo;
CTownHandler * townh;
CLodHandler * spriteh;
CLodHandler * bitmaph;
CGeneralTextHandler * generaltexth;
CConsoleHandler * consoleh;
CCursorHandler * curh;
CScreenHandler * screenh;
CGameInfo();
void setFromLib();
};
#endif // __CGAMEINFO_H__
*/
class CMapHandler;
class CArtHandler;
class CHeroHandler;
class CCreatureHandler;
class CAbilityHandler;
class CSpellHandler;
class CAmbarCendamo;
class CPreGameTextHandler;
class CBuildingHandler;
class CObjectHandler;
class CMusicHandler;
class CSemiLodHandler;
class CDefObjInfoHandler;
class CTownHandler;
class CLodHandler;
class CGeneralTextHandler;
class CConsoleHandler;
class CPathfinder;
class CCursorHandler;
class CScreenHandler;
class CGameState;
class CMapHandler;
class CGameInterface;
class CPreGame;
class CDefHandler;
/*
CGameInfo class
for allowing different functions for modifying game informations
*/
class CGameInfo
{
public:
CGameState * state;
CArtHandler * arth;
CHeroHandler * heroh;
CCreatureHandler * creh;
CSpellHandler * spellh;
CMapHandler * mh;
CBuildingHandler * buildh;
CObjectHandler * objh;
CMusicHandler * mush;
CSemiLodHandler * sspriteh;
CDefObjInfoHandler * dobjinfo;
CTownHandler * townh;
CLodHandler * spriteh;
CLodHandler * bitmaph;
CGeneralTextHandler * generaltexth;
CConsoleHandler * consoleh;
CCursorHandler * curh;
CScreenHandler * screenh;
CGameInfo();
void setFromLib();
};
#endif // __CGAMEINFO_H__

View File

@ -1,11 +1,11 @@
#ifndef __CGAMEINTERFACE_H__
#define __CGAMEINTERFACE_H__
#include "global.h"
#include <set>
#include <vector>
#include "lib/BattleAction.h"
#include "client/FunctionList.h"
#ifndef __CGAMEINTERFACE_H__
#define __CGAMEINTERFACE_H__
#include "global.h"
#include <set>
#include <vector>
#include "lib/BattleAction.h"
#include "client/FunctionList.h"
/*
* CGameInterface.h, part of VCMI engine
*
@ -14,115 +14,115 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
using namespace boost::logic;
class CCallback;
class ICallback;
class CGlobalAI;
class CGHeroInstance;
class Component;
class CSelectableComponent;
struct HeroMoveDetails;
class CGHeroInstance;
class CGTownInstance;
class CGObjectInstance;
class CCreatureSet;
class CArmedInstance;
struct BattleResult;
struct BattleAttack;
struct BattleStackAttacked;
struct SpellCasted;
struct SetStackEffect;
struct HeroBonus;
struct PackageApplied;
class CLoadFile;
class CSaveFile;
template <typename Serializer> class CISer;
template <typename Serializer> class COSer;
class CObstacle
{
int ID;
int position;
//TODO: add some kind of the blockmap
};
struct StackState
{
StackState(){attackBonus=defenseBonus=healthBonus=speedBonus=morale=luck=shotsLeft=currentHealth=0;};
int attackBonus, defenseBonus, healthBonus, speedBonus;
int currentHealth;
int shotsLeft;
std::set<int> effects; //IDs of spells affecting stack
int morale, luck;
};
class CGameInterface
{
public:
bool human;
int playerID, serialID;
std::string dllName;
virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
virtual void garrisonChanged(const CGObjectInstance * obj){};
virtual void heroArtifactSetChanged(const CGHeroInstance*hero){};
virtual void heroCreated(const CGHeroInstance*){};
virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)=0; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
virtual void heroInGarrisonChange(const CGTownInstance *town){};
virtual void heroKilled(const CGHeroInstance*){};
virtual void heroMoved(const HeroMoveDetails & details){};
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val){};
virtual void heroManaPointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after spell casts
virtual void heroMovePointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after movement
virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
virtual void init(ICallback * CB){};
virtual void receivedResource(int type, int val){};
virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components){};
//virtual void showSelDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID){};
//virtual void showYesNoDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID){};
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, bool selection, bool cancel) = 0; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, boost::function<void()> &onEnd) = 0; //all stacks operations between these objects become allowed, interface has to call onEnd when done
virtual void tileHidden(const std::set<int3> &pos){};
virtual void tileRevealed(const std::set<int3> &pos){};
virtual void yourTurn(){};
virtual void availableCreaturesChanged(const CGTownInstance *town){};
virtual void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
virtual void requestRealized(PackageApplied *pa){}
virtual void serialize(COSer<CSaveFile> &h, const int version){}; //saving
virtual void serialize(CISer<CLoadFile> &h, const int version){}; //loading
//battle call-ins
virtual void actionFinished(const BattleAction *action){};//occurs AFTER every action taken by any stack or by the hero
virtual void actionStarted(const BattleAction *action){};//occurs BEFORE every action taken by any stack or by the hero
virtual BattleAction activeStack(int stackID)=0; //called when it's turn of that stack
virtual void battleAttack(BattleAttack *ba){}; //called when stack is performing attack
virtual void battleStacksAttacked(std::set<BattleStackAttacked> & bsa){}; //called when stack receives damage (after battleAttack())
virtual void battleEnd(BattleResult *br){};
virtual void battleNewRound(int round){}; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
virtual void battleStackMoved(int ID, int dest, int distance, bool end){};
virtual void battleSpellCasted(SpellCasted *sc){};
virtual void battleStacksEffectsSet(SetStackEffect & sse){};//called when a specific effect is set to stacks
virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right
virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
};
class CAIHandler
{
public:
static CGlobalAI * getNewAI(CCallback * cb, std::string dllname);
};
class CGlobalAI : public CGameInterface // AI class (to derivate)
{
public:
//CGlobalAI();
virtual void yourTurn(){};
virtual void heroKilled(const CGHeroInstance*){};
virtual void heroCreated(const CGHeroInstance*){};
virtual void battleStackMoved(int ID, int dest, int distance){};
virtual void battleStackAttacking(int ID, int dest){};
virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting){};
virtual BattleAction activeStack(int stackID) {BattleAction ba; ba.actionType = 3; ba.stackNumber = stackID; return ba;};
};
#endif // __CGAMEINTERFACE_H__
*/
using namespace boost::logic;
class CCallback;
class ICallback;
class CGlobalAI;
class CGHeroInstance;
class Component;
class CSelectableComponent;
struct HeroMoveDetails;
class CGHeroInstance;
class CGTownInstance;
class CGObjectInstance;
class CCreatureSet;
class CArmedInstance;
struct BattleResult;
struct BattleAttack;
struct BattleStackAttacked;
struct SpellCasted;
struct SetStackEffect;
struct HeroBonus;
struct PackageApplied;
class CLoadFile;
class CSaveFile;
template <typename Serializer> class CISer;
template <typename Serializer> class COSer;
class CObstacle
{
int ID;
int position;
//TODO: add some kind of the blockmap
};
struct StackState
{
StackState(){attackBonus=defenseBonus=healthBonus=speedBonus=morale=luck=shotsLeft=currentHealth=0;};
int attackBonus, defenseBonus, healthBonus, speedBonus;
int currentHealth;
int shotsLeft;
std::set<int> effects; //IDs of spells affecting stack
int morale, luck;
};
class CGameInterface
{
public:
bool human;
int playerID, serialID;
std::string dllName;
virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
virtual void garrisonChanged(const CGObjectInstance * obj){};
virtual void heroArtifactSetChanged(const CGHeroInstance*hero){};
virtual void heroCreated(const CGHeroInstance*){};
virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)=0; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
virtual void heroInGarrisonChange(const CGTownInstance *town){};
virtual void heroKilled(const CGHeroInstance*){};
virtual void heroMoved(const HeroMoveDetails & details){};
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val){};
virtual void heroManaPointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after spell casts
virtual void heroMovePointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after movement
virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
virtual void init(ICallback * CB){};
virtual void receivedResource(int type, int val){};
virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components){};
//virtual void showSelDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID){};
//virtual void showYesNoDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID){};
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, bool selection, bool cancel) = 0; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, boost::function<void()> &onEnd) = 0; //all stacks operations between these objects become allowed, interface has to call onEnd when done
virtual void tileHidden(const std::set<int3> &pos){};
virtual void tileRevealed(const std::set<int3> &pos){};
virtual void yourTurn(){};
virtual void availableCreaturesChanged(const CGTownInstance *town){};
virtual void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
virtual void requestRealized(PackageApplied *pa){}
virtual void serialize(COSer<CSaveFile> &h, const int version){}; //saving
virtual void serialize(CISer<CLoadFile> &h, const int version){}; //loading
//battle call-ins
virtual void actionFinished(const BattleAction *action){};//occurs AFTER every action taken by any stack or by the hero
virtual void actionStarted(const BattleAction *action){};//occurs BEFORE every action taken by any stack or by the hero
virtual BattleAction activeStack(int stackID)=0; //called when it's turn of that stack
virtual void battleAttack(BattleAttack *ba){}; //called when stack is performing attack
virtual void battleStacksAttacked(std::set<BattleStackAttacked> & bsa){}; //called when stack receives damage (after battleAttack())
virtual void battleEnd(BattleResult *br){};
virtual void battleNewRound(int round){}; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
virtual void battleStackMoved(int ID, int dest, int distance, bool end){};
virtual void battleSpellCasted(SpellCasted *sc){};
virtual void battleStacksEffectsSet(SetStackEffect & sse){};//called when a specific effect is set to stacks
virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right
virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
};
class CAIHandler
{
public:
static CGlobalAI * getNewAI(CCallback * cb, std::string dllname);
};
class CGlobalAI : public CGameInterface // AI class (to derivate)
{
public:
//CGlobalAI();
virtual void yourTurn(){};
virtual void heroKilled(const CGHeroInstance*){};
virtual void heroCreated(const CGHeroInstance*){};
virtual void battleStackMoved(int ID, int dest, int distance){};
virtual void battleStackAttacking(int ID, int dest){};
virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting){};
virtual BattleAction activeStack(int stackID) {BattleAction ba; ba.actionType = 3; ba.stackNumber = stackID; return ba;};
};
#endif // __CGAMEINTERFACE_H__

View File

@ -110,66 +110,86 @@ SDL_Surface * CMessage::drawBox1(int w, int h, int playerColor) //draws box for
return ret;
}
std::vector<std::string> * CMessage::breakText(std::string text, size_t line, bool userBreak, bool ifor) //TODO userBreak -- use me
/* The map file contains long texts, with or without line breaks. This
* method takes such a text and breaks it into into several lines. */
std::vector<std::string> * CMessage::breakText(std::string text, size_t max_line_size,
bool userBreak, bool ifor)
{
std::vector<std::string> * ret = new std::vector<std::string>();
while (text.length()>line)
{
int whereCut = -1, braces=0;
bool pom = true, opened=false;
for (size_t i=0; i<line+braces; i++)
{
if (text[i]==10) //end of line sign
{
whereCut=i+1;
pom=false;
break;
}
else if (ifor && ((text[i]=='{') || (text[i]=='}'))) // ignore braces
{
if (text[i]=='{')
opened=true;
else
opened=false;
boost::algorithm::trim(text);
while (text.length()) {
unsigned int z = 0;
unsigned int braces = 0;
bool opened = false;
while((text[z] != 0) && (text[z] != 0x0a) && (z < max_line_size+braces)) {
/* We don't count braces in string length. */
if (text[z] == '{') {
opened=true;
braces++;
} else if (text[z]=='}') {
opened=false;
braces++;
}
z++;
}
for (int i=line+braces; i>0&&pom; i--)
{
if (text[i]==' ')
{
whereCut = i;
break;
}
else if (opened && text[i]=='{')
opened = false;
else if (text[i]=='}')
opened = true;
if ((text[z] != 0) && (text[z] != 0x0a)) {
/* We have a long line. Try to do a nice line break, if
* possible. We backtrack on the line until we find a
* suitable character. */
int pos = z-1;
/* TODO: boost should have a nice method to do that. */
while(pos > 0 &&
text[pos] != ' ' &&
text[pos] != ',' &&
text[pos] != '.' &&
text[pos] != ';' &&
text[pos] != '!' &&
text[pos] != '?')
pos --;
if (pos > 0)
z = pos+1;
}
ret->push_back(text.substr(0,whereCut));
text.erase(0,whereCut);
boost::algorithm::trim_left_if(text,boost::algorithm::is_any_of(" "));
if (opened)
{
(*(ret->end()-1))+='}';
text.insert(0,"{");
/* Note: empty lines will be skipped. Is that different than H3? */
if (z) {
ret->push_back(text.substr(0, z));
if (opened)
/* Close the brace for the current line. */
(*(ret->end()-1))+='}';
text.erase(0, z);
}
if (text[0] == 0x0a) {
/* Braces do not carry over lines. The map author forgot
* to close it. */
opened = false;
/* Remove LF */
text.erase(0, 1);
}
boost::algorithm::trim(text);
if (opened) {
/* Add an opening brace for the next line. */
if (text.length())
text.insert(0, "{");
}
}
for (size_t i=0;i<text.length();i++)
{
if (text[i]==10) //end of line sign
{
ret->push_back(text.substr(0,i));
text.erase(0,i);
i=0;
}
}
if (text.length() > 0)
ret->push_back(text);
/* Trim whitespaces of every line. */
for (size_t i=0; i<ret->size(); i++)
{
boost::algorithm::trim((*ret)[i]);
}
return ret;
}
@ -178,7 +198,7 @@ std::pair<int,int> CMessage::getMaxSizes(std::vector<std::vector<SDL_Surface*> >
std::pair<int,int> ret;
ret.first = -1;
ret.second=0;
for (size_t i=0; i<txtg->size();i++) //szukamy najszerszej linii i lacznej wysokosci
for (size_t i=0; i<txtg->size();i++) //we are searching widest line and total height
{
int lw=0;
for (size_t j=0;j<(*txtg)[i].size();j++)
@ -223,33 +243,40 @@ std::vector<std::vector<SDL_Surface*> > * CMessage::drawText(std::vector<std::st
txtg->resize(brtext->size());
for (size_t i=0; i<brtext->size();i++) //foreach line
{
while((*brtext)[i].length()) //jesli zostalo cos
while((*brtext)[i].length()) //if something left
{
size_t z=0; bool br=true;
while( ((*brtext)[i][z]) != ('{') )
{
if (z >= (((*brtext)[i].length())-1))
{
br=false;
break;
}
z++;
}
if (!br)
size_t z;
/* Handle normal text. */
z = 0;
while((*brtext)[i][z]!= 0 && (*brtext)[i][z] != ('{'))
z++;
if (z)
(*txtg)[i].push_back(TTF_RenderText_Blended(font,(*brtext)[i].substr(0,z).c_str(),zwykly));
(*txtg)[i].push_back(TTF_RenderText_Blended(font, (*brtext)[i].substr(0,z).c_str(), zwykly));
(*brtext)[i].erase(0,z);
z=0;
if ( ((*brtext)[i].length()==0) || ((*brtext)[i][z]!='{') )
{
if ((*brtext)[i][0] == '{')
/* Remove '{' */
(*brtext)[i].erase(0,1);
if ((*brtext)[i].length()==0)
/* End of line */
continue;
}
while( ((*brtext)[i][++z]) != ('}') )
{}
//tyemp = (*brtext)[i].substr(1,z-1); //od 1 bo pomijamy otwierajaca klamre
(*txtg)[i].push_back(TTF_RenderText_Blended(font,(*brtext)[i].substr(1,z-1).c_str(),tytulowy));
(*brtext)[i].erase(0,z+1); //z+1 bo dajemy zamykajaca klamre
/* This text will be highlighted. */
z = 0;
while((*brtext)[i][z]!= 0 && (*brtext)[i][z] != ('}'))
z++;
if (z)
(*txtg)[i].push_back(TTF_RenderText_Blended(font, (*brtext)[i].substr(0,z).c_str(), tytulowy));
(*brtext)[i].erase(0,z);
if ((*brtext)[i][0] == '}')
/* Remove '}' */
(*brtext)[i].erase(0,1);
} //ends while((*brtext)[i].length())
} //ends for(int i=0; i<brtext->size();i++)
return txtg;
@ -367,13 +394,13 @@ SDL_Surface * CMessage::genMessage
{
//max x 320 okolo 30 znakow
std::vector<std::string> * tekst;
if (text.length() < 30) //nie trzeba polamac
if (text.length() < 30) //does not need breaking
{
tekst = new std::vector<std::string>();
tekst->push_back(text);
}
else tekst = breakText(text);
int ww, hh; //wymiary boksa
int ww, hh; //dimensions of box
if (319>30+13*text.length())
ww = 30+13*text.length();
else ww = 319;
@ -428,7 +455,7 @@ SDL_Surface * CMessage::genMessage
void CMessage::drawBorder(int playerColor, SDL_Surface * ret, int w, int h, int x, int y)
{
//obwodka I-szego rzedu pozioma
//obwodka I-szego rzedu pozioma //border of 1st series, horizontal
for (int i=0; i<w-piecesOfBox[playerColor][6]->w; i+=piecesOfBox[playerColor][6]->w)
{
SDL_BlitSurface
@ -436,7 +463,7 @@ void CMessage::drawBorder(int playerColor, SDL_Surface * ret, int w, int h, int
SDL_BlitSurface
(piecesOfBox[playerColor][7],NULL,ret,&genRect(piecesOfBox[playerColor][7]->h,piecesOfBox[playerColor][7]->w,x+i,y+h-piecesOfBox[playerColor][7]->h));
}
//obwodka I-szego rzedu pionowa
//obwodka I-szego rzedu pionowa //border of 1st series, vertical
for (int i=0; i<h-piecesOfBox[playerColor][4]->h; i+=piecesOfBox[playerColor][4]->h)
{
SDL_BlitSurface
@ -505,6 +532,7 @@ ComponentsToBlit::ComponentsToBlit(std::vector<SComponent*> & SComps, int maxw,
int toadd = (SComps[i]->getImg()->w + 12 + (_or ? _or->w : 0));
if (curw + toadd > maxw)
{
curr++;
amax(w,curw);
curw = SComps[i]->getImg()->w;
comps.resize(curr+1);

View File

@ -1,11 +1,11 @@
#ifndef __CMESSAGE_H__
#define __CMESSAGE_H__
#include "global.h"
#include <SDL_ttf.h>
#include <SDL.h>
#include "CPreGame.h"
#ifndef __CMESSAGE_H__
#define __CMESSAGE_H__
#include "global.h"
#include <SDL_ttf.h>
#include <SDL.h>
#include "CPreGame.h"
/*
* CMessage.h, part of VCMI engine
*
@ -14,66 +14,66 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
enum EWindowType {infoOnly, infoOK, yesOrNO};
class CPreGame;
class MapSel;
class CSimpleWindow;
class CInfoWindow;
class CDefHandler;
class SComponent;
class CSelWindow;
class CSelectableComponent;
namespace NMessage
{
extern CDefHandler * ok, *cancel;
extern std::vector<std::vector<SDL_Surface*> > piecesOfBox; //in colors of all players
extern SDL_Surface * background ;
}
struct ComponentResolved
{
SComponent *comp;
SDL_Surface *img;
std::vector<std::vector<SDL_Surface*> > * txt;
ComponentResolved();
ComponentResolved(SComponent *Comp);
~ComponentResolved();
};
struct ComponentsToBlit
{
std::vector< std::vector<ComponentResolved*> > comps;
int w, h;
void blitCompsOnSur(SDL_Surface * _or, int inter, int &curh, SDL_Surface *ret);
ComponentsToBlit(std::vector<SComponent*> & SComps, int maxw, SDL_Surface* _or);
~ComponentsToBlit();
};
class CMessage
{
public:
static std::pair<int,int> getMaxSizes(std::vector<std::vector<SDL_Surface*> > * txtg);
static std::vector<std::vector<SDL_Surface*> > * drawText(std::vector<std::string> * brtext, TTF_Font *font = NULL);
static SDL_Surface * blitTextOnSur(std::vector<std::vector<SDL_Surface*> > * txtg, int & curh, SDL_Surface * ret, int xCenterPos=-1); //xPos==-1 works as if ret->w/2
static void drawIWindow(CInfoWindow * ret, std::string text, int player, int charperline);
static CSimpleWindow * genWindow(std::string text, int player, int Lmar=35, int Rmar=35, int Tmar=35, int Bmar=35);//supports h3 text formatting; player sets color of window, Lmar/Rmar/Tmar/Bmar are Left/Right/Top/Bottom margins
static SDL_Surface * genMessage(std::string title, std::string text, EWindowType type=infoOnly,
std::vector<CDefHandler*> *addPics=NULL, void * cb=NULL);
static SDL_Surface * drawBox1(int w, int h, int playerColor=1);
static void drawBorder(int playerColor, SDL_Surface * ret, int w, int h, int x=0, int y=0);
static SDL_Surface * drawBoxTextBitmapSub(int player, std::string text, SDL_Surface* bitmap, std::string sub, int charperline=30, int imgToBmp=55);
static std::vector<std::string> * breakText(std::string text, size_t line=30, bool userBreak=true, bool ifor=true); //line - chars per line
static void init();
static void dispose();
};
//
#endif // __CMESSAGE_H__
*/
enum EWindowType {infoOnly, infoOK, yesOrNO};
class CPreGame;
class MapSel;
class CSimpleWindow;
class CInfoWindow;
class CDefHandler;
class SComponent;
class CSelWindow;
class CSelectableComponent;
namespace NMessage
{
extern CDefHandler * ok, *cancel;
extern std::vector<std::vector<SDL_Surface*> > piecesOfBox; //in colors of all players
extern SDL_Surface * background ;
}
struct ComponentResolved
{
SComponent *comp;
SDL_Surface *img;
std::vector<std::vector<SDL_Surface*> > * txt;
ComponentResolved();
ComponentResolved(SComponent *Comp);
~ComponentResolved();
};
struct ComponentsToBlit
{
std::vector< std::vector<ComponentResolved*> > comps;
int w, h;
void blitCompsOnSur(SDL_Surface * _or, int inter, int &curh, SDL_Surface *ret);
ComponentsToBlit(std::vector<SComponent*> & SComps, int maxw, SDL_Surface* _or);
~ComponentsToBlit();
};
class CMessage
{
public:
static std::pair<int,int> getMaxSizes(std::vector<std::vector<SDL_Surface*> > * txtg);
static std::vector<std::vector<SDL_Surface*> > * drawText(std::vector<std::string> * brtext, TTF_Font *font = NULL);
static SDL_Surface * blitTextOnSur(std::vector<std::vector<SDL_Surface*> > * txtg, int & curh, SDL_Surface * ret, int xCenterPos=-1); //xPos==-1 works as if ret->w/2
static void drawIWindow(CInfoWindow * ret, std::string text, int player, int charperline);
static CSimpleWindow * genWindow(std::string text, int player, int Lmar=35, int Rmar=35, int Tmar=35, int Bmar=35);//supports h3 text formatting; player sets color of window, Lmar/Rmar/Tmar/Bmar are Left/Right/Top/Bottom margins
static SDL_Surface * genMessage(std::string title, std::string text, EWindowType type=infoOnly,
std::vector<CDefHandler*> *addPics=NULL, void * cb=NULL);
static SDL_Surface * drawBox1(int w, int h, int playerColor=1);
static void drawBorder(int playerColor, SDL_Surface * ret, int w, int h, int x=0, int y=0);
static SDL_Surface * drawBoxTextBitmapSub(int player, std::string text, SDL_Surface* bitmap, std::string sub, int charperline=30, int imgToBmp=55);
static std::vector<std::string> * breakText(std::string text, size_t max_line_size=30, bool userBreak=true, bool ifor=true);
static void init();
static void dispose();
};
//
#endif // __CMESSAGE_H__

View File

@ -1,16 +1,16 @@
#ifndef __CPREGAME_H__
#define __CPREGAME_H__
#include "global.h"
#include <set>
#include <SDL.h>
#include "StartInfo.h"
#include "CMessage.h"
#include "map.h"
#include "hch/CMusicHandler.h"
#include <boost/function.hpp>
#include <boost/bind.hpp>
#include <cstdlib>
#ifndef __CPREGAME_H__
#define __CPREGAME_H__
#include "global.h"
#include <set>
#include <SDL.h>
#include "StartInfo.h"
#include "CMessage.h"
#include "map.h"
#include "hch/CMusicHandler.h"
#include <boost/function.hpp>
#include <boost/bind.hpp>
#include <cstdlib>
/*
* CPreGame.h, part of VCMI engine
*
@ -19,293 +19,293 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CPreGame;
class CDefHandler;
extern CPreGame * CPG;
typedef void(CPreGame::*ttt)();
class CGroup;
class CPoinGroup ;
class IntSelBut;
struct HighButton
{
int ID;
int type;
SDL_Rect pos;
CDefHandler* imgs;
int state;
bool freeimgs;
HighButton( SDL_Rect Pos, CDefHandler* Imgs, bool Sel=false, int id=-1);
HighButton();
virtual ~HighButton();
bool selectable, selected;
bool highlightable, highlighted;
virtual void show();
virtual void press(bool down=true);
virtual void hover(bool on=true)=0;
virtual void select(bool on=true)=0;
};
struct Button: public HighButton
{
CGroup *ourGroup;
Button( SDL_Rect Pos, boost::function<void()> Fun,CDefHandler* Imgs, bool Sel=false, CGroup* gr=NULL, int id=-1);
Button();
boost::function<void()> fun;
virtual void hover(bool on=true);
virtual void select(bool on=true);
};
struct SetrButton: public Button
{
int key, * poin;
virtual void press(bool down=true);
SetrButton();
};
class Slider
{
public:
bool vertical; // false means horizontal
SDL_Rect pos; // position
Button *up, *down, //or left/right
*slider;
int positionsAmnt, capacity;// capacity - amount of positions dispplayed at once
int whereAreWe; // first displayed thing
bool moving;
boost::function<void(int)> fun;
void clickDown(int x, int y, bool bzgl=true);
void clickUp(int x, int y, bool bzgl=true);
void mMove(int x, int y, bool bzgl=true);
void moveUp();
void moveDown();
void deactivate();
void activate();
Slider(int x, int y, int h, int amnt, int cap, bool ver);
~Slider();
void updateSlid();
void handleIt(SDL_Event sev);
};
struct IntBut: public Button
{
public:
int key;
int * what;
IntBut();
void set();
};
class CGroup
{
public:
Button * selected;
int type; // 1=sinsel
CGroup():selected(NULL),type(0){};
};
class CPoinGroup :public CGroup
{
public:
int * gdzie; //where (po polsku, bo by by�o s�owo kluczowe :/)
void setYour(IntSelBut * your);
};
struct IntSelBut: public Button
{
public:
CPoinGroup * ourPoinGroup;
int key;
IntSelBut(){};
IntSelBut( SDL_Rect Pos, boost::function<void()> Fun,CDefHandler* Imgs, bool Sel=false, CPoinGroup* gr=NULL, int My=-1);
void select(bool on=true);
};
class PreGameTab
{
public:
bool showed;
virtual void init()=0;
virtual void show()=0;
virtual void hide()=0;
PreGameTab();
};
class RanSel : public PreGameTab
{
Button horcpl[9], horcte[9], conpl[9], conte[8], water[4], monster[4], //last is random
size[4], twoLevel, showRand;
CGroup *Ghorcpl, *Ghorcte, *Gconpl, *Gconte, *Gwater, *Gmonster, *Gsize;
};
class Options : public PreGameTab
{
bool inited;
struct OptionSwitch:public HighButton
{
void hover(bool on=true){};
void select(bool on=true){};
OptionSwitch( SDL_Rect Pos, CDefHandler* Imgs, bool Left, int Which)
:HighButton(Pos,Imgs,false,7),left(Left),which(Which)
{selectable=false;highlightable=false;}
void press(bool down=true);
bool left;
int playerID;
int serialID;
int which; //-1=castle;0=hero;1=bonus
};
struct PlayerFlag:public HighButton
{
int color;
PlayerFlag(SDL_Rect Pos, CDefHandler* Imgs, int Color)
:HighButton(Pos,Imgs,false,7),color(Color)
{selectable=false;highlightable=true;}
void hover(bool on=true);
void press(bool down=true);
void select(bool on=true){};
};
struct PlayerOptions
{
PlayerOptions(int serial, int player);
Ecolor color;
PlayerFlag flag;
//SDL_Surface * bg;
OptionSwitch Cleft, Cright, Hleft, Hright, Bleft, Bright;
int nr;
};
public:
std::set<int> usedHeroes;
Slider * turnLength;
SDL_Surface * bg,
* rHero, * rCastle, * nHero, * nCastle;
std::vector<SDL_Surface*> bgs;
std::vector<CDefHandler*> flags;
CDefHandler //* castles, * heroes, * bonus,
* left, * right,
* bonuses;
std::vector<PlayerOptions*> poptions;
void show();
void hide();
void init();
void showIcon (int what, int nr, bool abs); //what: -1=castle, 0=hero, 1=bonus, 2=all; abs=true -> nr is absolute
bool canUseThisHero(int ID);
int nextAllowedHero(int min, int max, int incl, int dir); //incl 0 - wlacznie; incl 1 - wylacznie; min-max - zakres szukania
Options(){inited=showed=false;};
~Options();
};
class MapSel : public PreGameTab
{
public:
ESortBy sortBy;
SDL_Surface * bg;
int selected; //selected map
CDefHandler * Dtypes, * Dvic;
CDefHandler *Dsizes, * Dloss,
* sFlags;
std::vector<SDL_Surface*> scenImgs;
//int current;
std::vector<CMapInfo*> ourMaps;
std::vector<CMapInfo*> ourGames;
IntBut small, medium, large, xlarge, all;
SetrButton nrplayer, mapsize, type, name, viccon, loscon;
Slider *slid, *descslid;
int sizeFilter;
int whichWL(int nr);
int countWL();
void show();
void hide();
void init();
std::string gdiff(std::string ss);
void printMaps(int from,int to=18, int at=0, bool abs=false);
void select(int which, bool updateMapsList=true, bool forceSettingsUpdate=false);
void moveByOne(bool up);
void printSelectedInfo();
void printFlags();
void processMaps(const std::vector<std::string> &pliczkiTemp, int start, int threads);
void processGames(const std::vector<std::string> &pliczkiTemp);
CMapInfo &selectedMap();
std::vector<CMapInfo*> &curVector();
MapSel();
~MapSel();
};
class ScenSel
{
public:
CPoinGroup * difficulty;
bool listShowed;
//RanSel ransel;
MapSel mapsel;
SDL_Surface * background, *savenameStrip, *scenInf, *scenList, *randMap, *options ;
Button bScens, bOptions, bRandom, bBegin, bLoad, bBack;
IntSelBut bEasy, bNormal, bHard, bExpert, bImpossible;
Button * pressed;
std::vector<Mapa> maps;
int selectedDiff;
void initRanSel();
void showRanSel();
void hideRanSel();
void genScenList();
ScenSel();
~ScenSel();
} ;
class CPreGame
{
public:
std::string playerName;
int playerColor;
HighButton * highlighted;
PreGameTab* currentTab;
StartInfo ret;
bool run;
bool first; //hasn't we showed the scensel
int fromnewgame; //1 - new game; 0 - load game; 2 - save game
std::vector<Slider *> interested;
CMusicHandler * mush;
std::vector<HighButton *> btns;
SDL_Rect * currentMessage;
SDL_Surface * behindCurMes;
CDefHandler *ok, *cancel;
enum EState { //where are we?
mainMenu, newGame, loadGame, ScenarioList
} state;
struct menuItems {
menuItems();
~menuItems();
SDL_Surface * background, *bgAd;
CDefHandler *newGame, *loadGame, *highScores,*credits, *quit;
SDL_Rect lNewGame, lLoadGame, lHighScores, lCredits, lQuit;
ttt fNewGame, fLoadGame, fHighScores, fCredits, fQuit;
int highlighted;//0=none; 1=new game; 2=load game; 3=high score; 4=credits; 5=quit
} * ourMainMenu, * ourNewMenu, * ourLoadMenu;
ScenSel *ourScenSel;
Options * ourOptions;
std::string map; //selected map
CPreGame(); //c-tor
~CPreGame();//d-tor
std::string buttonText(int which);
menuItems * currentItems();
void(CPreGame::*handleOther)(SDL_Event&);
void scenHandleEv(SDL_Event& sEvent);
void begin(){run=false;ret.difficulty=ourScenSel->selectedDiff;};
void quitAskBox();
void quit(){exit(EXIT_SUCCESS);};
void initScenSel();
void showScenSel();
void showScenList();
void initOptions();
void showOptions();
void initNewMenu();
void initLoadMenu();
void showNewMenu();
void showLoadMenu();
void showMainMenu();
StartInfo runLoop(); // runs mainloop of PreGame
void initMainMenu(); //loads components for main menu
void highlightButton(int which, int on); //highlights one from 5 main menu buttons
void showCenBox (std::string data); //
void showAskBox (std::string data, void(*f1)(),void(*f2)());
void hideBox ();
void printRating();
void printMapsFrom(int from);
void setTurnLength(int on);
void sortMaps();
};
#endif // __CPREGAME_H__
*/
class CPreGame;
class CDefHandler;
extern CPreGame * CPG;
typedef void(CPreGame::*ttt)();
class CGroup;
class CPoinGroup ;
class IntSelBut;
struct HighButton
{
int ID;
int type;
SDL_Rect pos;
CDefHandler* imgs;
int state;
bool freeimgs;
HighButton( SDL_Rect Pos, CDefHandler* Imgs, bool Sel=false, int id=-1);
HighButton();
virtual ~HighButton();
bool selectable, selected;
bool highlightable, highlighted;
virtual void show();
virtual void press(bool down=true);
virtual void hover(bool on=true)=0;
virtual void select(bool on=true)=0;
};
struct Button: public HighButton
{
CGroup *ourGroup;
Button( SDL_Rect Pos, boost::function<void()> Fun,CDefHandler* Imgs, bool Sel=false, CGroup* gr=NULL, int id=-1);
Button();
boost::function<void()> fun;
virtual void hover(bool on=true);
virtual void select(bool on=true);
};
struct SetrButton: public Button
{
int key, * poin;
virtual void press(bool down=true);
SetrButton();
};
class Slider
{
public:
bool vertical; // false means horizontal
SDL_Rect pos; // position
Button *up, *down, //or left/right
*slider;
int positionsAmnt, capacity;// capacity - amount of positions dispplayed at once
int whereAreWe; // first displayed thing
bool moving;
boost::function<void(int)> fun;
void clickDown(int x, int y, bool bzgl=true);
void clickUp(int x, int y, bool bzgl=true);
void mMove(int x, int y, bool bzgl=true);
void moveUp();
void moveDown();
void deactivate();
void activate();
Slider(int x, int y, int h, int amnt, int cap, bool ver);
~Slider();
void updateSlid();
void handleIt(SDL_Event sev);
};
struct IntBut: public Button
{
public:
int key;
int * what;
IntBut();
void set();
};
class CGroup
{
public:
Button * selected;
int type; // 1=sinsel
CGroup():selected(NULL),type(0){};
};
class CPoinGroup :public CGroup
{
public:
int * gdzie; //where (po polsku, bo by by�o s�owo kluczowe :/)
void setYour(IntSelBut * your);
};
struct IntSelBut: public Button
{
public:
CPoinGroup * ourPoinGroup;
int key;
IntSelBut(){};
IntSelBut( SDL_Rect Pos, boost::function<void()> Fun,CDefHandler* Imgs, bool Sel=false, CPoinGroup* gr=NULL, int My=-1);
void select(bool on=true);
};
class PreGameTab
{
public:
bool showed;
virtual void init()=0;
virtual void show()=0;
virtual void hide()=0;
PreGameTab();
};
class RanSel : public PreGameTab
{
Button horcpl[9], horcte[9], conpl[9], conte[8], water[4], monster[4], //last is random
size[4], twoLevel, showRand;
CGroup *Ghorcpl, *Ghorcte, *Gconpl, *Gconte, *Gwater, *Gmonster, *Gsize;
};
class Options : public PreGameTab
{
bool inited;
struct OptionSwitch:public HighButton
{
void hover(bool on=true){};
void select(bool on=true){};
OptionSwitch( SDL_Rect Pos, CDefHandler* Imgs, bool Left, int Which)
:HighButton(Pos,Imgs,false,7),left(Left),which(Which)
{selectable=false;highlightable=false;}
void press(bool down=true);
bool left;
int playerID;
int serialID;
int which; //-1=castle;0=hero;1=bonus
};
struct PlayerFlag:public HighButton
{
int color;
PlayerFlag(SDL_Rect Pos, CDefHandler* Imgs, int Color)
:HighButton(Pos,Imgs,false,7),color(Color)
{selectable=false;highlightable=true;}
void hover(bool on=true);
void press(bool down=true);
void select(bool on=true){};
};
struct PlayerOptions
{
PlayerOptions(int serial, int player);
Ecolor color;
PlayerFlag flag;
//SDL_Surface * bg;
OptionSwitch Cleft, Cright, Hleft, Hright, Bleft, Bright;
int nr;
};
public:
std::set<int> usedHeroes;
Slider * turnLength;
SDL_Surface * bg,
* rHero, * rCastle, * nHero, * nCastle;
std::vector<SDL_Surface*> bgs;
std::vector<CDefHandler*> flags;
CDefHandler //* castles, * heroes, * bonus,
* left, * right,
* bonuses;
std::vector<PlayerOptions*> poptions;
void show();
void hide();
void init();
void showIcon (int what, int nr, bool abs); //what: -1=castle, 0=hero, 1=bonus, 2=all; abs=true -> nr is absolute
bool canUseThisHero(int ID);
int nextAllowedHero(int min, int max, int incl, int dir); //incl 0 - wlacznie; incl 1 - wylacznie; min-max - zakres szukania
Options(){inited=showed=false;};
~Options();
};
class MapSel : public PreGameTab
{
public:
ESortBy sortBy;
SDL_Surface * bg;
int selected; //selected map
CDefHandler * Dtypes, * Dvic;
CDefHandler *Dsizes, * Dloss,
* sFlags;
std::vector<SDL_Surface*> scenImgs;
//int current;
std::vector<CMapInfo*> ourMaps;
std::vector<CMapInfo*> ourGames;
IntBut small, medium, large, xlarge, all;
SetrButton nrplayer, mapsize, type, name, viccon, loscon;
Slider *slid, *descslid;
int sizeFilter;
int whichWL(int nr);
int countWL();
void show();
void hide();
void init();
std::string gdiff(std::string ss);
void printMaps(int from,int to=18, int at=0, bool abs=false);
void select(int which, bool updateMapsList=true, bool forceSettingsUpdate=false);
void moveByOne(bool up);
void printSelectedInfo();
void printFlags();
void processMaps(const std::vector<std::string> &pliczkiTemp, int start, int threads);
void processGames(const std::vector<std::string> &pliczkiTemp);
CMapInfo &selectedMap();
std::vector<CMapInfo*> &curVector();
MapSel();
~MapSel();
};
class ScenSel
{
public:
CPoinGroup * difficulty;
bool listShowed;
//RanSel ransel;
MapSel mapsel;
SDL_Surface * background, *savenameStrip, *scenInf, *scenList, *randMap, *options ;
Button bScens, bOptions, bRandom, bBegin, bLoad, bBack;
IntSelBut bEasy, bNormal, bHard, bExpert, bImpossible;
Button * pressed;
std::vector<Mapa> maps;
int selectedDiff;
void initRanSel();
void showRanSel();
void hideRanSel();
void genScenList();
ScenSel();
~ScenSel();
} ;
class CPreGame
{
public:
std::string playerName;
int playerColor;
HighButton * highlighted;
PreGameTab* currentTab;
StartInfo ret;
bool run;
bool first; //hasn't we showed the scensel
int fromnewgame; //1 - new game; 0 - load game; 2 - save game
std::vector<Slider *> interested;
CMusicHandler * mush;
std::vector<HighButton *> btns;
SDL_Rect * currentMessage;
SDL_Surface * behindCurMes;
CDefHandler *ok, *cancel;
enum EState { //where are we?
mainMenu, newGame, loadGame, ScenarioList
} state;
struct menuItems {
menuItems();
~menuItems();
SDL_Surface * background, *bgAd;
CDefHandler *newGame, *loadGame, *highScores,*credits, *quit;
SDL_Rect lNewGame, lLoadGame, lHighScores, lCredits, lQuit;
ttt fNewGame, fLoadGame, fHighScores, fCredits, fQuit;
int highlighted;//0=none; 1=new game; 2=load game; 3=high score; 4=credits; 5=quit
} * ourMainMenu, * ourNewMenu, * ourLoadMenu;
ScenSel *ourScenSel;
Options * ourOptions;
std::string map; //selected map
CPreGame(); //c-tor
~CPreGame();//d-tor
std::string buttonText(int which);
menuItems * currentItems();
void(CPreGame::*handleOther)(SDL_Event&);
void scenHandleEv(SDL_Event& sEvent);
void begin(){run=false;ret.difficulty=ourScenSel->selectedDiff;};
void quitAskBox();
void quit(){exit(EXIT_SUCCESS);};
void initScenSel();
void showScenSel();
void showScenList();
void initOptions();
void showOptions();
void initNewMenu();
void initLoadMenu();
void showNewMenu();
void showLoadMenu();
void showMainMenu();
StartInfo runLoop(); // runs mainloop of PreGame
void initMainMenu(); //loads components for main menu
void highlightButton(int which, int on); //highlights one from 5 main menu buttons
void showCenBox (std::string data); //
void showAskBox (std::string data, void(*f1)(),void(*f2)());
void hideBox ();
void printRating();
void printMapsFrom(int from);
void setTurnLength(int on);
void sortMaps();
};
#endif // __CPREGAME_H__

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@ -1,11 +1,11 @@
#ifndef __CTHREADHELPER_H__
#define __CTHREADHELPER_H__
#include "global.h"
#include <boost/function.hpp>
#include <boost/thread.hpp>
#ifndef __CTHREADHELPER_H__
#define __CTHREADHELPER_H__
#include "global.h"
#include <boost/function.hpp>
#include <boost/thread.hpp>
/*
* CThreadHelper.h, part of VCMI engine
*
@ -14,42 +14,42 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
typedef boost::function<void()> Task;
class CThreadHelper
{
boost::mutex rtinm;
int currentTask, amount, threads;
std::vector<Task> *tasks;
void processTasks();
public:
CThreadHelper(std::vector<boost::function<void()> > *Tasks, int Threads);
void run();
};
template <typename T> inline void setData(T * data, boost::function<T()> func)
{
*data = func();
}
#define GET_DATA(TYPE,DESTINATION,FUNCTION_TO_GET) \
(boost::bind(&setData<TYPE>,&DESTINATION,FUNCTION_TO_GET))
#define GET_SURFACE(SUR_DESTINATION, SUR_NAME) \
(GET_DATA \
(SDL_Surface*,SUR_DESTINATION,\
boost::function<SDL_Surface*()>(boost::bind(&BitmapHandler::loadBitmap,SUR_NAME,true))))
#define GET_DEF(DESTINATION, DEF_NAME) \
(GET_DATA \
(CDefHandler*,DESTINATION,\
boost::function<CDefHandler*()>(boost::bind(CDefHandler::giveDef,DEF_NAME,(CLodHandler*)NULL))))
#define GET_DEF_ESS(DESTINATION, DEF_NAME) \
(GET_DATA \
(CDefEssential*,DESTINATION,\
boost::function<CDefEssential*()>(boost::bind(CDefHandler::giveDefEss,DEF_NAME,(CLodHandler*)NULL))))
#endif // __CTHREADHELPER_H__
*/
typedef boost::function<void()> Task;
class CThreadHelper
{
boost::mutex rtinm;
int currentTask, amount, threads;
std::vector<Task> *tasks;
void processTasks();
public:
CThreadHelper(std::vector<boost::function<void()> > *Tasks, int Threads);
void run();
};
template <typename T> inline void setData(T * data, boost::function<T()> func)
{
*data = func();
}
#define GET_DATA(TYPE,DESTINATION,FUNCTION_TO_GET) \
(boost::bind(&setData<TYPE>,&DESTINATION,FUNCTION_TO_GET))
#define GET_SURFACE(SUR_DESTINATION, SUR_NAME) \
(GET_DATA \
(SDL_Surface*,SUR_DESTINATION,\
boost::function<SDL_Surface*()>(boost::bind(&BitmapHandler::loadBitmap,SUR_NAME,true))))
#define GET_DEF(DESTINATION, DEF_NAME) \
(GET_DATA \
(CDefHandler*,DESTINATION,\
boost::function<CDefHandler*()>(boost::bind(CDefHandler::giveDef,DEF_NAME,(CLodHandler*)NULL))))
#define GET_DEF_ESS(DESTINATION, DEF_NAME) \
(GET_DATA \
(CDefEssential*,DESTINATION,\
boost::function<CDefEssential*()>(boost::bind(CDefHandler::giveDefEss,DEF_NAME,(CLodHandler*)NULL))))
#endif // __CTHREADHELPER_H__

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@ -1,8 +1,8 @@
#ifndef __SDL_EXTENSIONS_H__
#define __SDL_EXTENSIONS_H__
#include "SDL.h"
#include "SDL_ttf.h"
#ifndef __SDL_EXTENSIONS_H__
#define __SDL_EXTENSIONS_H__
#include "SDL.h"
#include "SDL_ttf.h"
/*
* SDL_Extensions.h, part of VCMI engine
*
@ -11,80 +11,80 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
extern SDL_Surface * screen, *screen2;
extern SDL_Color tytulowy, tlo, zwykly ;
extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM;
void blitAtWR(SDL_Surface * src, int x, int y, SDL_Surface * dst=screen);
void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=screen);
void blitAtWR(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst=screen);
void blitAt(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst=screen);
void updateRect (SDL_Rect * rect, SDL_Surface * scr = screen);
bool isItIn(const SDL_Rect * rect, int x, int y);
template <typename T> int getIndexOf(const std::vector<T> & v, const T & val)
{
for(int i=0;i<v.size();i++)
if(v[i]==val)
return i;
return -1;
}
inline SDL_Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy)
{
SDL_Rect ret;
ret.h=hh;
ret.w=ww;
ret.x=xx;
ret.y=yy;
return ret;
}
namespace CSDL_Ext
{
extern SDL_Surface * std32bppSurface;
inline void SDL_PutPixel(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255); //myC influences the start of reading pixels
//inline void SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255); //myC influences the start of reading pixels ; without refreshing
inline void SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255)
{
Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel;
p[0] = B;
p[1] = G;
p[2] = R;
if(ekran->format->BytesPerPixel==4)
p[3] = A;
}
SDL_Surface * rotate01(SDL_Surface * toRot); //vertical flip
SDL_Surface * hFlip(SDL_Surface * toRot); //horizontal flip
SDL_Surface * rotate02(SDL_Surface * toRot); //rotate 90 degrees left
SDL_Surface * rotate03(SDL_Surface * toRot); //rotate 180 degrees
SDL_Cursor * SurfaceToCursor(SDL_Surface *image, int hx, int hy);
Uint32 SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte = false);
SDL_Color SDL_GetPixelColor(SDL_Surface *surface, int x, int y);
SDL_Surface * alphaTransform(SDL_Surface * src); //adds transparency and shadows (partial handling only; see examples of using for details)
void blitWithRotate1(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests
void blitWithRotate2(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests
void blitWithRotate3(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests
void blitWithRotate1clip(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
void blitWithRotate2clip(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
void blitWithRotate3clip(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
int blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect); //blits 8 bpp surface with alpha channel to 24 bpp surface
Uint32 colorToUint32(const SDL_Color * color); //little endian only
void printTo(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2);// quality: 0 - lowest, 1 - medium, 2 - highest; prints at right bottom corner of specific area. position of corner indicated by (x, y)
void printToWR(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2);// quality: 0 - lowest, 1 - medium, 2 - highest; prints at right bottom corner of specific area. position of corner indicated by (x, y)
void printAtMiddle(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2, bool refresh = false); // quality: 0 - lowest, 1 - medium, 2 - highest
void printAtMiddleWB(const std::string & text, int x, int y, TTF_Font * font, int charpr, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen);
void printAtWB(const std::string & text, int x, int y, TTF_Font * font, int charpr, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen);
void printAt(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2, bool refresh = false); // quality: 0 - lowest, 1 - medium, 2 - highest
void printAtWR(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2); // quality: 0 - lowest, 1 - medium, 2 - highest
void update(SDL_Surface * what = screen); //updates whole surface (default - main screen)
void drawBorder(SDL_Surface * sur, int x, int y, int w, int h, int3 color);
void setPlayerColor(SDL_Surface * sur, unsigned char player); //sets correct color of flags; -1 for neutral
std::string processStr(std::string str, std::vector<std::string> & tor); //replaces %s in string
SDL_Surface * newSurface(int w, int h, SDL_Surface * mod=screen); //creates new surface, with flags/format same as in surface given
SDL_Surface * copySurface(SDL_Surface * mod); //returns copy of given surface
};
#endif // __SDL_EXTENSIONS_H__
*/
extern SDL_Surface * screen, *screen2;
extern SDL_Color tytulowy, tlo, zwykly ;
extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM;
void blitAtWR(SDL_Surface * src, int x, int y, SDL_Surface * dst=screen);
void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=screen);
void blitAtWR(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst=screen);
void blitAt(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst=screen);
void updateRect (SDL_Rect * rect, SDL_Surface * scr = screen);
bool isItIn(const SDL_Rect * rect, int x, int y);
template <typename T> int getIndexOf(const std::vector<T> & v, const T & val)
{
for(int i=0;i<v.size();i++)
if(v[i]==val)
return i;
return -1;
}
inline SDL_Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy)
{
SDL_Rect ret;
ret.h=hh;
ret.w=ww;
ret.x=xx;
ret.y=yy;
return ret;
}
namespace CSDL_Ext
{
extern SDL_Surface * std32bppSurface;
inline void SDL_PutPixel(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255); //myC influences the start of reading pixels
//inline void SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255); //myC influences the start of reading pixels ; without refreshing
inline void SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255)
{
Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel;
p[0] = B;
p[1] = G;
p[2] = R;
if(ekran->format->BytesPerPixel==4)
p[3] = A;
}
SDL_Surface * rotate01(SDL_Surface * toRot); //vertical flip
SDL_Surface * hFlip(SDL_Surface * toRot); //horizontal flip
SDL_Surface * rotate02(SDL_Surface * toRot); //rotate 90 degrees left
SDL_Surface * rotate03(SDL_Surface * toRot); //rotate 180 degrees
SDL_Cursor * SurfaceToCursor(SDL_Surface *image, int hx, int hy);
Uint32 SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte = false);
SDL_Color SDL_GetPixelColor(SDL_Surface *surface, int x, int y);
SDL_Surface * alphaTransform(SDL_Surface * src); //adds transparency and shadows (partial handling only; see examples of using for details)
void blitWithRotate1(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests
void blitWithRotate2(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests
void blitWithRotate3(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests
void blitWithRotate1clip(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
void blitWithRotate2clip(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
void blitWithRotate3clip(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests preserving clip_rect
int blit8bppAlphaTo24bpp(SDL_Surface * src, SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect); //blits 8 bpp surface with alpha channel to 24 bpp surface
Uint32 colorToUint32(const SDL_Color * color); //little endian only
void printTo(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2);// quality: 0 - lowest, 1 - medium, 2 - highest; prints at right bottom corner of specific area. position of corner indicated by (x, y)
void printToWR(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2);// quality: 0 - lowest, 1 - medium, 2 - highest; prints at right bottom corner of specific area. position of corner indicated by (x, y)
void printAtMiddle(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2, bool refresh = false); // quality: 0 - lowest, 1 - medium, 2 - highest
void printAtMiddleWB(const std::string & text, int x, int y, TTF_Font * font, int charpr, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen);
void printAtWB(const std::string & text, int x, int y, TTF_Font * font, int charpr, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen);
void printAt(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2, bool refresh = false); // quality: 0 - lowest, 1 - medium, 2 - highest
void printAtWR(const std::string & text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=screen, unsigned char quality = 2); // quality: 0 - lowest, 1 - medium, 2 - highest
void update(SDL_Surface * what = screen); //updates whole surface (default - main screen)
void drawBorder(SDL_Surface * sur, int x, int y, int w, int h, int3 color);
void setPlayerColor(SDL_Surface * sur, unsigned char player); //sets correct color of flags; -1 for neutral
std::string processStr(std::string str, std::vector<std::string> & tor); //replaces %s in string
SDL_Surface * newSurface(int w, int h, SDL_Surface * mod=screen); //creates new surface, with flags/format same as in surface given
SDL_Surface * copySurface(SDL_Surface * mod); //returns copy of given surface
};
#endif // __SDL_EXTENSIONS_H__

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@ -1,9 +1,9 @@
#ifndef __STARTINFO_H__
#define __STARTINFO_H__
#include "global.h"
#include <vector>
#ifndef __STARTINFO_H__
#define __STARTINFO_H__
#include "global.h"
#include <vector>
/*
* StartInfo.h, part of VCMI engine
*
@ -12,61 +12,61 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
enum Ebonus {brandom=-1,bartifact, bgold, bresource};
struct PlayerSettings
{
si32 castle, hero, //ID, if -1 then random, if -2 then none
heroPortrait; //-1 if default, else ID
std::string heroName;
si8 bonus; //usees enum type Ebonus
ui8 color; //from 0 -
ui8 serial;
ui8 handicap;//0-no, 1-mild, 2-severe
std::string name;
ui8 human;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & castle;
h & hero;
h & heroPortrait;
h & heroName;
h & bonus;
h & color;
h & serial;
h & handicap;
h & name;
h & human;
}
};
struct StartInfo
{
ui8 mode; //0 - new game; 1 - load game
ui8 difficulty; //0=easy; 4=impossible
std::vector<PlayerSettings> playerInfos;
ui8 turnTime; //in minutes, 0=unlimited
std::string mapname;
PlayerSettings & getIthPlayersSettings(int no)
{
for(unsigned int i=0; i<playerInfos.size(); ++i)
if(playerInfos[i].color == no)
return playerInfos[i];
tlog1 << "Cannot find info about player " << no <<". Throwing...\n";
throw std::string("Cannot find info about player");
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & mode;
h & difficulty;
h & playerInfos;
h & turnTime;
h & mapname;
}
};
#endif // __STARTINFO_H__
*/
enum Ebonus {brandom=-1,bartifact, bgold, bresource};
struct PlayerSettings
{
si32 castle, hero, //ID, if -1 then random, if -2 then none
heroPortrait; //-1 if default, else ID
std::string heroName;
si8 bonus; //usees enum type Ebonus
ui8 color; //from 0 -
ui8 serial;
ui8 handicap;//0-no, 1-mild, 2-severe
std::string name;
ui8 human;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & castle;
h & hero;
h & heroPortrait;
h & heroName;
h & bonus;
h & color;
h & serial;
h & handicap;
h & name;
h & human;
}
};
struct StartInfo
{
ui8 mode; //0 - new game; 1 - load game
ui8 difficulty; //0=easy; 4=impossible
std::vector<PlayerSettings> playerInfos;
ui8 turnTime; //in minutes, 0=unlimited
std::string mapname;
PlayerSettings & getIthPlayersSettings(int no)
{
for(unsigned int i=0; i<playerInfos.size(); ++i)
if(playerInfos[i].color == no)
return playerInfos[i];
tlog1 << "Cannot find info about player " << no <<". Throwing...\n";
throw std::string("Cannot find info about player");
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & mode;
h & difficulty;
h & playerInfos;
h & turnTime;
h & mapname;
}
};
#endif // __STARTINFO_H__

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@ -1,12 +1,12 @@
#ifndef __CBITMAPHANDLER_H__
#define __CBITMAPHANDLER_H__
#include "../global.h"
struct SDL_Surface;
class CLodHandler;
#ifndef __CBITMAPHANDLER_H__
#define __CBITMAPHANDLER_H__
#include "../global.h"
struct SDL_Surface;
class CLodHandler;
/*
* CBitmapHandler.h, part of VCMI engine
*
@ -15,40 +15,40 @@ class CLodHandler;
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
enum Epcxformat {PCX8B, PCX24B};
struct BMPPalette
{
unsigned char R,G,B,F;
};
struct BMPHeader
{
int fullSize, _h1, _h2, _h3, _c1, _c2, _c3, _c4, x, y,
dataSize1, dataSize2; //DataSize=X*Y+2*Y
unsigned char _c5[8];
void print(std::ostream & out);
BMPHeader(){_h1=_h2=0;for(int i=0;i<8;i++)_c5[i]=0;};
};
class CPCXConv
{
public:
unsigned char * pcx, *bmp;
int pcxs, bmps;
void fromFile(std::string path);
void saveBMP(std::string path);
void openPCX(char * PCX, int len);
void convert();
SDL_Surface * getSurface(); //for standard H3 PCX
//SDL_Surface * getSurfaceZ(); //for ZSoft PCX
CPCXConv(){pcx=bmp=NULL;pcxs=bmps=0;};
~CPCXConv(){if (pcxs) delete[] pcx; if(bmps) delete[] bmp;}
};
namespace BitmapHandler
{
extern CLodHandler *bitmaph;
SDL_Surface * loadBitmap(std::string fname, bool setKey=false);
};
#endif // __CBITMAPHANDLER_H__
*/
enum Epcxformat {PCX8B, PCX24B};
struct BMPPalette
{
unsigned char R,G,B,F;
};
struct BMPHeader
{
int fullSize, _h1, _h2, _h3, _c1, _c2, _c3, _c4, x, y,
dataSize1, dataSize2; //DataSize=X*Y+2*Y
unsigned char _c5[8];
void print(std::ostream & out);
BMPHeader(){_h1=_h2=0;for(int i=0;i<8;i++)_c5[i]=0;};
};
class CPCXConv
{
public:
unsigned char * pcx, *bmp;
int pcxs, bmps;
void fromFile(std::string path);
void saveBMP(std::string path);
void openPCX(char * PCX, int len);
void convert();
SDL_Surface * getSurface(); //for standard H3 PCX
//SDL_Surface * getSurfaceZ(); //for ZSoft PCX
CPCXConv(){pcx=bmp=NULL;pcxs=bmps=0;};
~CPCXConv(){if (pcxs) delete[] pcx; if(bmps) delete[] bmp;}
};
namespace BitmapHandler
{
extern CLodHandler *bitmaph;
SDL_Surface * loadBitmap(std::string fname, bool setKey=false);
};
#endif // __CBITMAPHANDLER_H__

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@ -1,8 +1,8 @@
#ifndef __CCONFIGHANDLER_H__
#define __CCONFIGHANDLER_H__
#include "../global.h"
class CAdvMapInt;
#ifndef __CCONFIGHANDLER_H__
#define __CCONFIGHANDLER_H__
#include "../global.h"
class CAdvMapInt;
/*
* CConfighandler.h, part of VCMI engine
*
@ -11,69 +11,69 @@ class CAdvMapInt;
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
namespace config
{
struct ClientConfig
{
int resx, resy, bpp, fullscreen; //client resolution/colours
int port, localInformation;
std::string server, //server address (e.g. 127.0.0.1)
defaultAI; //dll name
};
struct ButtonInfo
{
std::string defName;
std::vector<std::string> additionalDefs;
int x, y; //position on the screen
bool playerColoured; //if true button will be colored to main player's color (works properly only for appropriate 8bpp graphics)
};
struct AdventureMapConfig
{
//minimap properties
int minimapX, minimapY, minimapW, minimapH;
//statusbar
int statusbarX, statusbarY; //pos
std::string statusbarG; //graphic name
//resdatabar
int resdatabarX, resdatabarY, resDist, resDateDist, resOffsetX, resOffsetY; //pos
std::string resdatabarG; //graphic name
//infobox
int infoboxX, infoboxY;
//advmap
int tilesW, tilesH, advmapX, advmapY, advmapTrimX, advmapTrimY;
bool smoothMove;
//general properties
std::string mainGraphic;
//buttons
ButtonInfo kingOverview, underground, questlog, sleepWake, moveHero, spellbook, advOptions,
sysOptions, nextHero, endTurn;
//hero list
int hlistX, hlistY, hlistSize;
std::string hlistMB, hlistMN, hlistAU, hlistAD;
//town list
int tlistX, tlistY, tlistSize;
std::string tlistAU, tlistAD;
//gems
int gemX[4], gemY[4];
std::vector<std::string> gemG;
};
struct GUIOptions
{
AdventureMapConfig ac;
};
class CConfigHandler
{
public:
ClientConfig cc;
std::map<std::pair<int,int>, GUIOptions > guiOptions;
GUIOptions *go(); //return pointer to gui options appropriate for used screen resolution
void init();
CConfigHandler(void);
~CConfigHandler(void);
};
}
extern config::CConfigHandler conf;
#endif // __CCONFIGHANDLER_H__
*/
namespace config
{
struct ClientConfig
{
int resx, resy, bpp, fullscreen; //client resolution/colours
int port, localInformation;
std::string server, //server address (e.g. 127.0.0.1)
defaultAI; //dll name
};
struct ButtonInfo
{
std::string defName;
std::vector<std::string> additionalDefs;
int x, y; //position on the screen
bool playerColoured; //if true button will be colored to main player's color (works properly only for appropriate 8bpp graphics)
};
struct AdventureMapConfig
{
//minimap properties
int minimapX, minimapY, minimapW, minimapH;
//statusbar
int statusbarX, statusbarY; //pos
std::string statusbarG; //graphic name
//resdatabar
int resdatabarX, resdatabarY, resDist, resDateDist, resOffsetX, resOffsetY; //pos
std::string resdatabarG; //graphic name
//infobox
int infoboxX, infoboxY;
//advmap
int tilesW, tilesH, advmapX, advmapY, advmapTrimX, advmapTrimY;
bool smoothMove;
//general properties
std::string mainGraphic;
//buttons
ButtonInfo kingOverview, underground, questlog, sleepWake, moveHero, spellbook, advOptions,
sysOptions, nextHero, endTurn;
//hero list
int hlistX, hlistY, hlistSize;
std::string hlistMB, hlistMN, hlistAU, hlistAD;
//town list
int tlistX, tlistY, tlistSize;
std::string tlistAU, tlistAD;
//gems
int gemX[4], gemY[4];
std::vector<std::string> gemG;
};
struct GUIOptions
{
AdventureMapConfig ac;
};
class CConfigHandler
{
public:
ClientConfig cc;
std::map<std::pair<int,int>, GUIOptions > guiOptions;
GUIOptions *go(); //return pointer to gui options appropriate for used screen resolution
void init();
CConfigHandler(void);
~CConfigHandler(void);
};
}
extern config::CConfigHandler conf;
#endif // __CCONFIGHANDLER_H__

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@ -1,11 +1,11 @@
#ifndef __CCREATUREANIMATION_H__
#define __CCREATUREANIMATION_H__
#include "../global.h"
#include "../CPlayerInterface.h"
#include "../hch/CDefHandler.h"
#ifndef __CCREATUREANIMATION_H__
#define __CCREATUREANIMATION_H__
#include "../global.h"
#include "../CPlayerInterface.h"
#include "../hch/CDefHandler.h"
/*
* CCreatureAnimation.h, part of VCMI engine
*
@ -14,58 +14,58 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CCreatureAnimation : public CIntObject
{
private:
int totalEntries, DEFType, totalBlocks;
int length;
BMPPalette palette[256];
int * RLEntries;
struct SEntry
{
int offset;
int group;
} ;
std::vector<SEntry> SEntries ;
std::string defName, curDir;
int readNormalNr (int pos, int bytCon, unsigned char * str=NULL) const;
void putPixel(
SDL_Surface * dest,
const int & ftcp,
const BMPPalette & color,
const unsigned char & palc,
const bool & yellowBorder,
const bool & blueBorder,
const unsigned char & animCount
) const;
////////////
unsigned char * FDef; //animation raw data
int curFrame, internalFrame; //number of currently displayed frame
unsigned int frames; //number of frames
public:
std::map<int, std::vector<int> > frameGroups; //groups of frames; [groupID] -> vector of frame IDs in group
int type; //type of animation being displayed (-1 - whole animation, >0 - specified part [default: -1])
int fullWidth, fullHeight; //read-only, please!
CCreatureAnimation(std::string name); //c-tor
~CCreatureAnimation(); //d-tor
void setType(int type); //sets type of animation and cleares framecount
int getType() const; //returns type of animation
int nextFrame(SDL_Surface * dest, int x, int y, bool attacker, unsigned char animCount, bool incrementFrame = true, bool yellowBorder = false, bool blueBorder = false, SDL_Rect * destRect = NULL); //0 - success, any other - error //print next
int nextFrameMiddle(SDL_Surface * dest, int x, int y, bool attacker, unsigned char animCount, bool IncrementFrame = true, bool yellowBorder = false, bool blueBorder = false, SDL_Rect * destRect = NULL); //0 - success, any other - error //print next
void incrementFrame();
int getFrame() const;
bool onLastFrameInGroup();
bool once;
void playOnce(int type); //plays once given stage of animation, then resets to 2
int framesInGroup(int group) const; //retirns number of fromes in given group
};
#endif // __CCREATUREANIMATION_H__
*/
class CCreatureAnimation : public CIntObject
{
private:
int totalEntries, DEFType, totalBlocks;
int length;
BMPPalette palette[256];
int * RLEntries;
struct SEntry
{
int offset;
int group;
} ;
std::vector<SEntry> SEntries ;
std::string defName, curDir;
int readNormalNr (int pos, int bytCon, unsigned char * str=NULL) const;
void putPixel(
SDL_Surface * dest,
const int & ftcp,
const BMPPalette & color,
const unsigned char & palc,
const bool & yellowBorder,
const bool & blueBorder,
const unsigned char & animCount
) const;
////////////
unsigned char * FDef; //animation raw data
int curFrame, internalFrame; //number of currently displayed frame
unsigned int frames; //number of frames
public:
std::map<int, std::vector<int> > frameGroups; //groups of frames; [groupID] -> vector of frame IDs in group
int type; //type of animation being displayed (-1 - whole animation, >0 - specified part [default: -1])
int fullWidth, fullHeight; //read-only, please!
CCreatureAnimation(std::string name); //c-tor
~CCreatureAnimation(); //d-tor
void setType(int type); //sets type of animation and cleares framecount
int getType() const; //returns type of animation
int nextFrame(SDL_Surface * dest, int x, int y, bool attacker, unsigned char animCount, bool incrementFrame = true, bool yellowBorder = false, bool blueBorder = false, SDL_Rect * destRect = NULL); //0 - success, any other - error //print next
int nextFrameMiddle(SDL_Surface * dest, int x, int y, bool attacker, unsigned char animCount, bool IncrementFrame = true, bool yellowBorder = false, bool blueBorder = false, SDL_Rect * destRect = NULL); //0 - success, any other - error //print next
void incrementFrame();
int getFrame() const;
bool onLastFrameInGroup();
bool once;
void playOnce(int type); //plays once given stage of animation, then resets to 2
int framesInGroup(int group) const; //retirns number of fromes in given group
};
#endif // __CCREATUREANIMATION_H__

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@ -1,10 +1,10 @@
#ifndef __CSPELLWINDOW_H__
#define __CSPELLWINDOW_H__
#include "../global.h"
#include "../CPlayerInterface.h"
#ifndef __CSPELLWINDOW_H__
#define __CSPELLWINDOW_H__
#include "../global.h"
#include "../CPlayerInterface.h"
/*
* CSpellWindow.h, part of VCMI engine
*
@ -13,91 +13,91 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
struct SDL_Surface;
class CDefHandler;
struct SDL_Rect;
class CGHeroInstance;
class SpellbookInteractiveArea : public ClickableL, public ClickableR, public Hoverable
{
private:
boost::function<void()> onLeft;
std::string textOnRclick;
boost::function<void()> onHoverOn;
boost::function<void()> onHoverOff;
public:
void clickLeft(boost::logic::tribool down);
void clickRight(boost::logic::tribool down);
void hover(bool on);
void activate();
void deactivate();
SpellbookInteractiveArea(const SDL_Rect & myRect, boost::function<void()> funcL, const std::string & textR, boost::function<void()> funcHon, boost::function<void()> funcHoff);//c-tor
};
class CSpellWindow : public IShowActivable, public CIntObject
{
private:
class SpellArea : public ClickableL, public ClickableR, public Hoverable
{
public:
int mySpell;
CSpellWindow * owner;
SpellArea(SDL_Rect pos, CSpellWindow * owner);
void clickLeft(boost::logic::tribool down);
void clickRight(boost::logic::tribool down);
void hover(bool on);
void activate();
void deactivate();
};
SDL_Surface * background, * leftCorner, * rightCorner;
CDefHandler * spells, //pictures of spells
* spellTab, //school select
* schools, //schools' pictures
* schoolBorders [4]; //schools' 'borders': [0]: air, [1]: fire, [2]: water, [3]: earth
SpellbookInteractiveArea * exitBtn, * battleSpells, * adventureSpells, * manaPoints;
SpellbookInteractiveArea * selectSpellsA, * selectSpellsE, * selectSpellsF, * selectSpellsW, * selectSpellsAll;
SpellbookInteractiveArea * lCorner, * rCorner;
SpellArea * spellAreas[12];
CStatusBar * statusBar;
Uint8 sitesPerTabAdv[5];
Uint8 sitesPerTabBattle[5];
bool battleSpellsOnly; //if true, only battle spells are displayed; if false, only adventure map spells are displayed
Uint8 selectedTab; // 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic, 4 - all schools
Uint8 spellSite; //changes when corners are clicked
std::set<ui32> mySpells; //all spels in this spellbook
Uint8 schoolLvls[4]; //levels of magic for different schools: [0]: air, [1]: fire, [2]: water, [3]: earth; 0 - none, 1 - beginner, 2 - medium, 3 - expert
void computeSpellsPerArea(); //recalculates spellAreas::mySpell
public:
CSpellWindow(const SDL_Rect & myRect, const CGHeroInstance * myHero); //c-tor
~CSpellWindow(); //d-tor
void fexitb();
void fadvSpellsb();
void fbattleSpellsb();
void fmanaPtsb();
void fspellsAb();
void fspellsEb();
void fspellsFb();
void fspellsWb();
void fspellsAllb();
void fLcornerb();
void fRcornerb();
void activate();
void deactivate();
void show(SDL_Surface * to);
};
#endif // __CSPELLWINDOW_H__
*/
struct SDL_Surface;
class CDefHandler;
struct SDL_Rect;
class CGHeroInstance;
class SpellbookInteractiveArea : public ClickableL, public ClickableR, public Hoverable
{
private:
boost::function<void()> onLeft;
std::string textOnRclick;
boost::function<void()> onHoverOn;
boost::function<void()> onHoverOff;
public:
void clickLeft(boost::logic::tribool down);
void clickRight(boost::logic::tribool down);
void hover(bool on);
void activate();
void deactivate();
SpellbookInteractiveArea(const SDL_Rect & myRect, boost::function<void()> funcL, const std::string & textR, boost::function<void()> funcHon, boost::function<void()> funcHoff);//c-tor
};
class CSpellWindow : public IShowActivable, public CIntObject
{
private:
class SpellArea : public ClickableL, public ClickableR, public Hoverable
{
public:
int mySpell;
CSpellWindow * owner;
SpellArea(SDL_Rect pos, CSpellWindow * owner);
void clickLeft(boost::logic::tribool down);
void clickRight(boost::logic::tribool down);
void hover(bool on);
void activate();
void deactivate();
};
SDL_Surface * background, * leftCorner, * rightCorner;
CDefHandler * spells, //pictures of spells
* spellTab, //school select
* schools, //schools' pictures
* schoolBorders [4]; //schools' 'borders': [0]: air, [1]: fire, [2]: water, [3]: earth
SpellbookInteractiveArea * exitBtn, * battleSpells, * adventureSpells, * manaPoints;
SpellbookInteractiveArea * selectSpellsA, * selectSpellsE, * selectSpellsF, * selectSpellsW, * selectSpellsAll;
SpellbookInteractiveArea * lCorner, * rCorner;
SpellArea * spellAreas[12];
CStatusBar * statusBar;
Uint8 sitesPerTabAdv[5];
Uint8 sitesPerTabBattle[5];
bool battleSpellsOnly; //if true, only battle spells are displayed; if false, only adventure map spells are displayed
Uint8 selectedTab; // 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic, 4 - all schools
Uint8 spellSite; //changes when corners are clicked
std::set<ui32> mySpells; //all spels in this spellbook
Uint8 schoolLvls[4]; //levels of magic for different schools: [0]: air, [1]: fire, [2]: water, [3]: earth; 0 - none, 1 - beginner, 2 - medium, 3 - expert
void computeSpellsPerArea(); //recalculates spellAreas::mySpell
public:
CSpellWindow(const SDL_Rect & myRect, const CGHeroInstance * myHero); //c-tor
~CSpellWindow(); //d-tor
void fexitb();
void fadvSpellsb();
void fbattleSpellsb();
void fmanaPtsb();
void fspellsAb();
void fspellsEb();
void fspellsFb();
void fspellsWb();
void fspellsAllb();
void fLcornerb();
void fRcornerb();
void activate();
void deactivate();
void show(SDL_Surface * to);
};
#endif // __CSPELLWINDOW_H__

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@ -1,9 +1,9 @@
#ifndef __GRAPHICS_H__
#define __GRAPHICS_H__
#include "../global.h"
#ifndef __GRAPHICS_H__
#define __GRAPHICS_H__
#include "../global.h"
/*
* Graphics.h, part of VCMI engine
*
@ -12,70 +12,70 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CDefEssential;
struct SDL_Surface;
class CGHeroInstance;
class CGTownInstance;
class CDefHandler;
class CHeroClass;
struct SDL_Color;
class Graphics
{
public:
//various graphics
SDL_Color * playerColors; //array [8]
SDL_Color * neutralColor;
SDL_Color * playerColorPalette; //palette to make interface colors good - array of size [256]
SDL_Surface * hInfo, *tInfo; //hero and town infobox bgs
SDL_Surface *heroInGarrison; //icon for town infobox
std::vector<std::pair<int, int> > slotsPos; //creature slot positions in infoboxes
CDefEssential *luck22, *luck30, *luck42, *luck82,
*morale22, *morale30, *morale42, *morale82,
*halls, *forts, *bigTownPic;
std::map<int,SDL_Surface*> heroWins; //hero_ID => infobox
std::map<int,SDL_Surface*> townWins; //town_ID => infobox
CDefHandler * artDefs; //artifacts
std::vector<SDL_Surface *> portraitSmall; //48x32 px portraits of heroes
std::vector<SDL_Surface *> portraitLarge; //58x64 px portraits of heroes
std::vector<CDefHandler *> flags1, flags2, flags3, flags4; //flags blitted on heroes when ,
CDefHandler * pskillsb, *resources; //82x93
CDefHandler * pskillsm; //42x42
CDefHandler * un44; //many things
CDefHandler * smallIcons, *resources32; //resources 32x32
CDefHandler * flags;
std::vector<CDefHandler *> heroAnims; // [class id: 0 - 17] //added group 10: up - left, 11 - left and 12 - left down // 13 - up-left standing; 14 - left standing; 15 - left down standing
//creatures
std::map<int,SDL_Surface*> smallImgs; //creature ID -> small 32x32 img of creature; //ID=-2 is for blank (black) img; -1 for the border
std::map<int,SDL_Surface*> bigImgs; //creature ID -> big 58x64 img of creature; //ID=-2 is for blank (black) img; -1 for the border
std::map<int,SDL_Surface*> backgrounds; //castle ID -> 100x130 background creature image // -1 is for neutral
std::map<int,SDL_Surface*> backgroundsm; //castle ID -> 100x120 background creature image // -1 is for neutral
//for battles
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
std::map< int, std::vector < std::string > > battleACToDef; //maps AC format to vector of appropriate def names
CDefHandler * spellEffectsPics; //bitmaps representing spells affecting a stack in battle
std::vector<std::string> guildBgs;// name of bitmaps with imgs for mage guild screen
//abilities
CDefHandler * abils32, * abils44, * abils82;
//spells
CDefHandler *spellscr; //spell on the scroll 83x61
//functions
Graphics();
void initializeBattleGraphics();
void loadPaletteAndColors();
void loadHeroFlags();
void loadHeroFlags(std::pair<std::vector<CDefHandler *> Graphics::*, std::vector<const char *> > &pr, bool mode);
void loadHeroAnim();
void loadHeroPortraits();
SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
SDL_Surface * drawPrimarySkill(const CGHeroInstance *curh, SDL_Surface *ret, int from=0, int to=PRIMARY_SKILLS);
SDL_Surface * drawTownInfoWin(const CGTownInstance * curh);
SDL_Surface * getPic(int ID, bool fort=true, bool builded=false); //returns small picture of town: ID=-1 - blank; -2 - border; -3 - random
void blueToPlayersAdv(SDL_Surface * sur, int player); //replaces blue interface colour with a color of player
};
extern Graphics * graphics;
#endif // __GRAPHICS_H__
*/
class CDefEssential;
struct SDL_Surface;
class CGHeroInstance;
class CGTownInstance;
class CDefHandler;
class CHeroClass;
struct SDL_Color;
class Graphics
{
public:
//various graphics
SDL_Color * playerColors; //array [8]
SDL_Color * neutralColor;
SDL_Color * playerColorPalette; //palette to make interface colors good - array of size [256]
SDL_Surface * hInfo, *tInfo; //hero and town infobox bgs
SDL_Surface *heroInGarrison; //icon for town infobox
std::vector<std::pair<int, int> > slotsPos; //creature slot positions in infoboxes
CDefEssential *luck22, *luck30, *luck42, *luck82,
*morale22, *morale30, *morale42, *morale82,
*halls, *forts, *bigTownPic;
std::map<int,SDL_Surface*> heroWins; //hero_ID => infobox
std::map<int,SDL_Surface*> townWins; //town_ID => infobox
CDefHandler * artDefs; //artifacts
std::vector<SDL_Surface *> portraitSmall; //48x32 px portraits of heroes
std::vector<SDL_Surface *> portraitLarge; //58x64 px portraits of heroes
std::vector<CDefHandler *> flags1, flags2, flags3, flags4; //flags blitted on heroes when ,
CDefHandler * pskillsb, *resources; //82x93
CDefHandler * pskillsm; //42x42
CDefHandler * un44; //many things
CDefHandler * smallIcons, *resources32; //resources 32x32
CDefHandler * flags;
std::vector<CDefHandler *> heroAnims; // [class id: 0 - 17] //added group 10: up - left, 11 - left and 12 - left down // 13 - up-left standing; 14 - left standing; 15 - left down standing
//creatures
std::map<int,SDL_Surface*> smallImgs; //creature ID -> small 32x32 img of creature; //ID=-2 is for blank (black) img; -1 for the border
std::map<int,SDL_Surface*> bigImgs; //creature ID -> big 58x64 img of creature; //ID=-2 is for blank (black) img; -1 for the border
std::map<int,SDL_Surface*> backgrounds; //castle ID -> 100x130 background creature image // -1 is for neutral
std::map<int,SDL_Surface*> backgroundsm; //castle ID -> 100x120 background creature image // -1 is for neutral
//for battles
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
std::map< int, std::vector < std::string > > battleACToDef; //maps AC format to vector of appropriate def names
CDefHandler * spellEffectsPics; //bitmaps representing spells affecting a stack in battle
std::vector<std::string> guildBgs;// name of bitmaps with imgs for mage guild screen
//abilities
CDefHandler * abils32, * abils44, * abils82;
//spells
CDefHandler *spellscr; //spell on the scroll 83x61
//functions
Graphics();
void initializeBattleGraphics();
void loadPaletteAndColors();
void loadHeroFlags();
void loadHeroFlags(std::pair<std::vector<CDefHandler *> Graphics::*, std::vector<const char *> > &pr, bool mode);
void loadHeroAnim();
void loadHeroPortraits();
SDL_Surface * drawHeroInfoWin(const CGHeroInstance * curh);
SDL_Surface * drawPrimarySkill(const CGHeroInstance *curh, SDL_Surface *ret, int from=0, int to=PRIMARY_SKILLS);
SDL_Surface * drawTownInfoWin(const CGTownInstance * curh);
SDL_Surface * getPic(int ID, bool fort=true, bool builded=false); //returns small picture of town: ID=-1 - blank; -2 - border; -3 - random
void blueToPlayersAdv(SDL_Surface * sur, int player); //replaces blue interface colour with a color of player
};
extern Graphics * graphics;
#endif // __GRAPHICS_H__

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@ -1,9 +1,9 @@
#ifndef __CBUILDINGHANDLER_H__
#define __CBUILDINGHANDLER_H__
#include "../global.h"
#include <map>
#include <vector>
#ifndef __CBUILDINGHANDLER_H__
#define __CBUILDINGHANDLER_H__
#include "../global.h"
#include <map>
#include <vector>
/*
* CBuildingHandler.h, part of VCMI engine
*
@ -12,40 +12,40 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
//enum EbuildingType {NEUTRAL=-1, CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX};
class DLL_EXPORT CBuilding //a typical building encountered in every castle ;]
{
public:
int tid, bid; //town ID and structure ID
std::vector<int> resources;
std::string name;
std::string description;
const std::string &Name();
const std::string &Description();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid & bid & resources & name & description;
}
};
class DLL_EXPORT CBuildingHandler
{
public:
std::map<int, std::map<int, CBuilding*> > buildings; ///< first int is the castle ID, second the building ID (in ERM-U format)
std::map<int, std::pair<std::string,std::vector< std::vector< std::vector<int> > > > > hall; //map<castle ID, pair<hall bg name, std::vector< std::vector<building id> >[5]> - external vector is the vector of buildings in the row, internal is the list of buildings for the specific slot
void loadBuildings(); //main loader
~CBuildingHandler();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & buildings & hall;
}
};
#endif // __CBUILDINGHANDLER_H__
*/
//enum EbuildingType {NEUTRAL=-1, CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX};
class DLL_EXPORT CBuilding //a typical building encountered in every castle ;]
{
public:
int tid, bid; //town ID and structure ID
std::vector<int> resources;
std::string name;
std::string description;
const std::string &Name();
const std::string &Description();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid & bid & resources & name & description;
}
};
class DLL_EXPORT CBuildingHandler
{
public:
std::map<int, std::map<int, CBuilding*> > buildings; ///< first int is the castle ID, second the building ID (in ERM-U format)
std::map<int, std::pair<std::string,std::vector< std::vector< std::vector<int> > > > > hall; //map<castle ID, pair<hall bg name, std::vector< std::vector<building id> >[5]> - external vector is the vector of buildings in the row, internal is the list of buildings for the specific slot
void loadBuildings(); //main loader
~CBuildingHandler();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & buildings & hall;
}
};
#endif // __CBUILDINGHANDLER_H__

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@ -1,11 +1,11 @@
#ifndef __CCREATUREHANDLER_H__
#define __CCREATUREHANDLER_H__
#include "../global.h"
#include <string>
#include <vector>
#include <map>
#include <set>
#ifndef __CCREATUREHANDLER_H__
#define __CCREATUREHANDLER_H__
#include "../global.h"
#include <string>
#include <vector>
#include <map>
#include <set>
/*
* CCreatureHandler.h, part of VCMI engine
*
@ -14,84 +14,84 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CLodHandler;
class DLL_EXPORT CCreature
{
public:
std::string namePl, nameSing, nameRef; //name in singular and plural form; and reference name
std::vector<ui32> cost; //cost[res_id] - amount of that resource
std::set<ui32> upgrades; // IDs of creatures to which this creature can be upgraded
ui32 fightValue, AIValue, growth, hordeGrowth, hitPoints, speed, attack, defence, shots, spells;
ui32 damageMin, damageMax;
ui32 ammMin, ammMax;
ui8 level; // 0 - unknown
std::string abilityText; //description of abilities
std::string abilityRefs; //references to abilities, in textformat
std::string animDefName;
ui32 idNumber;
std::set<EAbilities> abilities;
si8 faction; //-1 = neutral
///animation info
float timeBetweenFidgets, walkAnimationTime, attackAnimationTime, flightAnimationDistance;
int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX, upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
float missleFrameAngles[12];
int troopCountLocationOffset, attackClimaxFrame;
///end of anim info
bool isDoubleWide() const; //returns true if unit is double wide on battlefield
bool isFlying() const; //returns true if it is a flying unit
bool isShooting() const; //returns true if unit can shoot
si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
static int getQuantityID(const int & quantity); //0 - a few, 1 - several, 2 - pack, 3 - lots, 4 - horde, 5 - throng, 6 - swarm, 7 - zounds, 8 - legion
template <typename Handler> void serialize(Handler &h, const int version)
{
h & namePl & nameSing & nameRef
& cost & upgrades
& fightValue & AIValue & growth & hordeGrowth & hitPoints & speed & attack & defence & shots & spells
& damageMin & damageMax & ammMin & ammMax & level
& abilityText & abilityRefs & animDefName
& idNumber & abilities & faction
& timeBetweenFidgets & walkAnimationTime & attackAnimationTime & flightAnimationDistance
& upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY
& missleFrameAngles & troopCountLocationOffset & attackClimaxFrame;
}
};
class DLL_EXPORT CCreatureHandler
{
public:
std::set<int> notUsedMonsters;
std::vector<CCreature> creatures; //creature ID -> creature info
std::map<int,std::vector<CCreature*> > levelCreatures; //level -> list of creatures
std::map<std::string,int> nameToID;
std::map<int,std::string> idToProjectile;
std::map<int,bool> idToProjectileSpin; //if true, appropriate projectile is spinning during flight
void loadCreatures();
void loadAnimationInfo();
void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
CCreatureHandler();
~CCreatureHandler();
template <typename Handler> void serialize(Handler &h, const int version)
{
//TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
h & notUsedMonsters & creatures & nameToID & idToProjectile & idToProjectileSpin;
if(!h.saving)
{
for (int i=0; i<creatures.size(); i++) //recreate levelCreatures map
{
levelCreatures[creatures[i].level].push_back(&creatures[i]);
}
}
}
};
#endif // __CCREATUREHANDLER_H__
*/
class CLodHandler;
class DLL_EXPORT CCreature
{
public:
std::string namePl, nameSing, nameRef; //name in singular and plural form; and reference name
std::vector<ui32> cost; //cost[res_id] - amount of that resource
std::set<ui32> upgrades; // IDs of creatures to which this creature can be upgraded
ui32 fightValue, AIValue, growth, hordeGrowth, hitPoints, speed, attack, defence, shots, spells;
ui32 damageMin, damageMax;
ui32 ammMin, ammMax;
ui8 level; // 0 - unknown
std::string abilityText; //description of abilities
std::string abilityRefs; //references to abilities, in textformat
std::string animDefName;
ui32 idNumber;
std::set<EAbilities> abilities;
si8 faction; //-1 = neutral
///animation info
float timeBetweenFidgets, walkAnimationTime, attackAnimationTime, flightAnimationDistance;
int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX, upperRightMissleOffsetY, rightMissleOffsetY, lowerRightMissleOffsetY;
float missleFrameAngles[12];
int troopCountLocationOffset, attackClimaxFrame;
///end of anim info
bool isDoubleWide() const; //returns true if unit is double wide on battlefield
bool isFlying() const; //returns true if it is a flying unit
bool isShooting() const; //returns true if unit can shoot
si32 maxAmount(const std::vector<si32> &res) const; //how many creatures can be bought
static int getQuantityID(const int & quantity); //0 - a few, 1 - several, 2 - pack, 3 - lots, 4 - horde, 5 - throng, 6 - swarm, 7 - zounds, 8 - legion
template <typename Handler> void serialize(Handler &h, const int version)
{
h & namePl & nameSing & nameRef
& cost & upgrades
& fightValue & AIValue & growth & hordeGrowth & hitPoints & speed & attack & defence & shots & spells
& damageMin & damageMax & ammMin & ammMax & level
& abilityText & abilityRefs & animDefName
& idNumber & abilities & faction
& timeBetweenFidgets & walkAnimationTime & attackAnimationTime & flightAnimationDistance
& upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY
& missleFrameAngles & troopCountLocationOffset & attackClimaxFrame;
}
};
class DLL_EXPORT CCreatureHandler
{
public:
std::set<int> notUsedMonsters;
std::vector<CCreature> creatures; //creature ID -> creature info
std::map<int,std::vector<CCreature*> > levelCreatures; //level -> list of creatures
std::map<std::string,int> nameToID;
std::map<int,std::string> idToProjectile;
std::map<int,bool> idToProjectileSpin; //if true, appropriate projectile is spinning during flight
void loadCreatures();
void loadAnimationInfo();
void loadUnitAnimInfo(CCreature & unit, std::string & src, int & i);
CCreatureHandler();
~CCreatureHandler();
template <typename Handler> void serialize(Handler &h, const int version)
{
//TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
h & notUsedMonsters & creatures & nameToID & idToProjectile & idToProjectileSpin;
if(!h.saving)
{
for (int i=0; i<creatures.size(); i++) //recreate levelCreatures map
{
levelCreatures[creatures[i].level].push_back(&creatures[i]);
}
}
}
};
#endif // __CCREATUREHANDLER_H__

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@ -1,10 +1,10 @@
#ifndef __CDEFHANDLER_H__
#define __CDEFHANDLER_H__
#include "../client/CBitmapHandler.h"
struct SDL_Surface;
class CDefEssential;
class CLodHandler;
#ifndef __CDEFHANDLER_H__
#define __CDEFHANDLER_H__
#include "../client/CBitmapHandler.h"
struct SDL_Surface;
class CDefEssential;
class CLodHandler;
/*
* CDefHandler.h, part of VCMI engine
*
@ -13,59 +13,59 @@ class CLodHandler;
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
struct Cimage
{
int groupNumber;
std::string imName; //name without extension
SDL_Surface * bitmap;
};
class CDefHandler
{
private:
int totalEntries, DEFType, totalBlocks;
bool allowRepaint;
int length;
unsigned int * RWEntries;
struct SEntry
{
std::string name;
int offset;
int group;
} ;
std::vector<SEntry> SEntries ;
public:
int width, height; //width and height
static CLodHandler * Spriteh;
std::string defName, curDir;
std::vector<Cimage> ourImages;
bool alphaTransformed;
bool notFreeImgs;
CDefHandler();
~CDefHandler();
static void print (std::ostream & stream, int nr, int bytcon);
int readNormalNr (int pos, int bytCon, unsigned char * str=NULL, bool cyclic=false);
static unsigned char *writeNormalNr (int nr, int bytCon);
SDL_Surface * getSprite (int SIndex, unsigned char * FDef, BMPPalette * palette); //zapisuje klatke o zadanym numerze do "testtt.bmp"
void openDef(std::string name);
void expand(unsigned char N,unsigned char & BL, unsigned char & BR);
void openFromMemory(unsigned char * table, std::string name);
CDefEssential * essentialize();
static CDefHandler * giveDef(std::string defName, CLodHandler * spriteh=NULL);
static CDefEssential * giveDefEss(std::string defName, CLodHandler * spriteh=NULL);
};
class CDefEssential //DefHandler with images only
{
public:
std::vector<Cimage> ourImages;
~CDefEssential();
};
#endif // __CDEFHANDLER_H__
*/
struct Cimage
{
int groupNumber;
std::string imName; //name without extension
SDL_Surface * bitmap;
};
class CDefHandler
{
private:
int totalEntries, DEFType, totalBlocks;
bool allowRepaint;
int length;
unsigned int * RWEntries;
struct SEntry
{
std::string name;
int offset;
int group;
} ;
std::vector<SEntry> SEntries ;
public:
int width, height; //width and height
static CLodHandler * Spriteh;
std::string defName, curDir;
std::vector<Cimage> ourImages;
bool alphaTransformed;
bool notFreeImgs;
CDefHandler();
~CDefHandler();
static void print (std::ostream & stream, int nr, int bytcon);
int readNormalNr (int pos, int bytCon, unsigned char * str=NULL, bool cyclic=false);
static unsigned char *writeNormalNr (int nr, int bytCon);
SDL_Surface * getSprite (int SIndex, unsigned char * FDef, BMPPalette * palette); //zapisuje klatke o zadanym numerze do "testtt.bmp"
void openDef(std::string name);
void expand(unsigned char N,unsigned char & BL, unsigned char & BR);
void openFromMemory(unsigned char * table, std::string name);
CDefEssential * essentialize();
static CDefHandler * giveDef(std::string defName, CLodHandler * spriteh=NULL);
static CDefEssential * giveDefEss(std::string defName, CLodHandler * spriteh=NULL);
};
class CDefEssential //DefHandler with images only
{
public:
std::vector<Cimage> ourImages;
~CDefEssential();
};
#endif // __CDEFHANDLER_H__

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@ -1,9 +1,9 @@
#ifndef __CDEFOBJINFOHANDLER_H__
#define __CDEFOBJINFOHANDLER_H__
#include <vector>
#include <map>
#include "../global.h"
#ifndef __CDEFOBJINFOHANDLER_H__
#define __CDEFOBJINFOHANDLER_H__
#include <vector>
#include <map>
#include "../global.h"
/*
* CDefObjInfoHandler.h, part of VCMI engine
*
@ -12,60 +12,60 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CDefHandler;
class CLodHandler;
class DLL_EXPORT CGDefInfo
{
public:
std::string name;
ui8 visitMap[6];
ui8 blockMap[6];
ui8 visitDir; //directions from which object can be entered, format same as for moveDir in CGHeroInstance(but 0 - 7)
si32 id, subid; //of object described by this defInfo
si32 serial;
si32 terrainAllowed, //on which terrain it is possible to place object
terrainMenu; //in which menus in map editor object will be showed
si32 width, height; //tiles
si32 type; //(0- ground, 1- towns, 2-creatures, 3- heroes, 4-artifacts, 5- resources)
CDefHandler * handler;
si32 printPriority;
bool isVisitable();
bool operator<(const CGDefInfo& por)
{
if(id!=por.id)
return id<por.id;
else
return subid<por.subid;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name & serial & visitMap & blockMap & visitDir & id & subid &terrainAllowed
& terrainMenu & width & height & type & printPriority;
}
CGDefInfo();
};
class DLL_EXPORT CDefObjInfoHandler
{
public:
std::map<int,std::map<int,CGDefInfo*> > gobjs;
std::map<int,CGDefInfo*> castles;
void load();
~CDefObjInfoHandler();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & gobjs;
if(!h.saving) //recrete castles map
for(std::map<int,std::map<int,CGDefInfo*> >::iterator i=gobjs.begin(); i!=gobjs.end(); i++)
for(std::map<int,CGDefInfo*>::iterator j=i->second.begin(); j!=i->second.end(); j++)
if(j->second->id == TOWNI_TYPE)
castles[j->second->subid]=j->second;
}
};
#endif // __CDEFOBJINFOHANDLER_H__
*/
class CDefHandler;
class CLodHandler;
class DLL_EXPORT CGDefInfo
{
public:
std::string name;
ui8 visitMap[6];
ui8 blockMap[6];
ui8 visitDir; //directions from which object can be entered, format same as for moveDir in CGHeroInstance(but 0 - 7)
si32 id, subid; //of object described by this defInfo
si32 serial;
si32 terrainAllowed, //on which terrain it is possible to place object
terrainMenu; //in which menus in map editor object will be showed
si32 width, height; //tiles
si32 type; //(0- ground, 1- towns, 2-creatures, 3- heroes, 4-artifacts, 5- resources)
CDefHandler * handler;
si32 printPriority;
bool isVisitable();
bool operator<(const CGDefInfo& por)
{
if(id!=por.id)
return id<por.id;
else
return subid<por.subid;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name & serial & visitMap & blockMap & visitDir & id & subid &terrainAllowed
& terrainMenu & width & height & type & printPriority;
}
CGDefInfo();
};
class DLL_EXPORT CDefObjInfoHandler
{
public:
std::map<int,std::map<int,CGDefInfo*> > gobjs;
std::map<int,CGDefInfo*> castles;
void load();
~CDefObjInfoHandler();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & gobjs;
if(!h.saving) //recrete castles map
for(std::map<int,std::map<int,CGDefInfo*> >::iterator i=gobjs.begin(); i!=gobjs.end(); i++)
for(std::map<int,CGDefInfo*>::iterator j=i->second.begin(); j!=i->second.end(); j++)
if(j->second->id == TOWNI_TYPE)
castles[j->second->subid]=j->second;
}
};
#endif // __CDEFOBJINFOHANDLER_H__

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@ -1,11 +1,11 @@
#ifndef __CLODHANDLER_H__
#define __CLODHANDLER_H__
#include "../global.h"
#include <fstream>
#include <vector>
#include <string>
#include "../nodrze.h"
#ifndef __CLODHANDLER_H__
#define __CLODHANDLER_H__
#include "../global.h"
#include <fstream>
#include <vector>
#include <string>
#include "../nodrze.h"
/*
* CLodhandler.h, part of VCMI engine
*
@ -14,59 +14,59 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
struct SDL_Surface;
class CDefHandler;
class CDefEssential;
namespace boost
{class mutex;};
namespace NLoadHandlerHelp
{
const int dmHelp=0, dmNoExtractingMask=1;
//std::string P1,P2,CurDir;
const int fCHUNK = 50000;
};
struct Entry
{
unsigned char name[12], //filename
hlam_1[4], //???
hlam_2[4]; //probably type of file
std::string nameStr;
int offset, //from beginning
realSize, //size without compression
size; //and with
bool operator<(const std::string & comp) const
{
return nameStr<comp;
}
bool operator<(const Entry & comp) const
{
return nameStr<comp.nameStr;
}
Entry(std::string con): nameStr(con){};
//Entry(unsigned char ): nameStr(con){};
Entry(){};
};
class DLL_EXPORT CLodHandler
{
public:
FILE* FLOD;
nodrze<Entry> entries;
unsigned int totalFiles;
boost::mutex *mutex;
std::string myDir; //load files from this dir instead of .lod file
int readNormalNr (unsigned char* bufor, int bytCon, bool cyclic=false); //lod header reading helper
int infs(unsigned char * in, int size, int realSize, std::ofstream & out, int wBits=15); //zlib fast handler
int infs2(unsigned char * in, int size, int realSize, unsigned char*& out, int wBits=15); //zlib fast handler
unsigned char * giveFile(std::string defName, int * length=NULL); //returns pointer to the decompressed data - it must be deleted when no longer needed!
std::string getTextFile(std::string name); //extracts one file
void extract(std::string FName);
void extractFile(std::string FName, std::string name); //extracts a specific file
void init(std::string lodFile, std::string dirName);
};
#endif // __CLODHANDLER_H__
*/
struct SDL_Surface;
class CDefHandler;
class CDefEssential;
namespace boost
{class mutex;};
namespace NLoadHandlerHelp
{
const int dmHelp=0, dmNoExtractingMask=1;
//std::string P1,P2,CurDir;
const int fCHUNK = 50000;
};
struct Entry
{
unsigned char name[12], //filename
hlam_1[4], //???
hlam_2[4]; //probably type of file
std::string nameStr;
int offset, //from beginning
realSize, //size without compression
size; //and with
bool operator<(const std::string & comp) const
{
return nameStr<comp;
}
bool operator<(const Entry & comp) const
{
return nameStr<comp.nameStr;
}
Entry(std::string con): nameStr(con){};
//Entry(unsigned char ): nameStr(con){};
Entry(){};
};
class DLL_EXPORT CLodHandler
{
public:
FILE* FLOD;
nodrze<Entry> entries;
unsigned int totalFiles;
boost::mutex *mutex;
std::string myDir; //load files from this dir instead of .lod file
int readNormalNr (unsigned char* bufor, int bytCon, bool cyclic=false); //lod header reading helper
int infs(unsigned char * in, int size, int realSize, std::ofstream & out, int wBits=15); //zlib fast handler
int infs2(unsigned char * in, int size, int realSize, unsigned char*& out, int wBits=15); //zlib fast handler
unsigned char * giveFile(std::string defName, int * length=NULL); //returns pointer to the decompressed data - it must be deleted when no longer needed!
std::string getTextFile(std::string name); //extracts one file
void extract(std::string FName);
void extractFile(std::string FName, std::string name); //extracts a specific file
void init(std::string lodFile, std::string dirName);
};
#endif // __CLODHANDLER_H__

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@ -1,9 +1,9 @@
#ifndef __CMUSICHANDLER_H__
#define __CMUSICHANDLER_H__
#include <SDL_mixer.h>
#include "CSndHandler.h"
#ifndef __CMUSICHANDLER_H__
#define __CMUSICHANDLER_H__
#include <SDL_mixer.h>
#include "CSndHandler.h"
/*
* CMusicHandler.h, part of VCMI engine
*
@ -12,20 +12,20 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CMusicHandler
{
protected:
CSndHandler *sndh;
public:
Mix_Music *AITheme0, *AITheme1, *AITheme2, *combat1, *combat2, *combat3, *combat4, *castleTown, *defendCastle, *dirt, *dungeon, *elemTown, *evilTheme, *fortressTown, *goodTheme, *grass, *infernoTown, *lava, *loopLepr, *loseCampain, *loseCastle, *loseCombat, *mainMenu, *mainMenuWoG, *necroTown, *neutralTheme, *rampart, *retreatBattle, *rough, *sand, *secretTheme, *snow, *stronghold, *surrenderBattle, *swamp, *towerTown, *ultimateLose, *underground, *water, *winScenario, *winBattle;
Mix_Chunk * buildTown, *click;
void initMusics();
void playClick(); //plays click music ;]
void playLodSnd(std::string sndname); // plays sound wavs from Heroes3.snd
};
#endif // __CMUSICHANDLER_H__
*/
class CMusicHandler
{
protected:
CSndHandler *sndh;
public:
Mix_Music *AITheme0, *AITheme1, *AITheme2, *combat1, *combat2, *combat3, *combat4, *castleTown, *defendCastle, *dirt, *dungeon, *elemTown, *evilTheme, *fortressTown, *goodTheme, *grass, *infernoTown, *lava, *loopLepr, *loseCampain, *loseCastle, *loseCombat, *mainMenu, *mainMenuWoG, *necroTown, *neutralTheme, *rampart, *retreatBattle, *rough, *sand, *secretTheme, *snow, *stronghold, *surrenderBattle, *swamp, *towerTown, *ultimateLose, *underground, *water, *winScenario, *winBattle;
Mix_Chunk * buildTown, *click;
void initMusics();
void playClick(); //plays click music ;]
void playLodSnd(std::string sndname); // plays sound wavs from Heroes3.snd
};
#endif // __CMUSICHANDLER_H__

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@ -1,10 +1,10 @@
#ifndef __CSNDHANDLER_H__
#define __CSNDHANDLER_H__
#include <vector>
#include <fstream>
#include <map>
#ifndef __CSNDHANDLER_H__
#define __CSNDHANDLER_H__
#include <vector>
#include <fstream>
#include <map>
/*
* CSndHandler.h, part of VCMI engine
*
@ -13,59 +13,59 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
struct MemberFile
{
std::ifstream * ifs;
int length;
};
class CSndHandler
{
protected:
const int CHUNK;
struct Entry
{
std::string name;
int size, offset;
};
std::ifstream file;
int readNormalNr (int pos, int bytCon);
bool opened;
public:
std::vector<Entry> entries;
std::map<std::string, int> fimap; // map of wav file and index
~CSndHandler();
CSndHandler(std::string fname);
void extract(std::string srcfile, std::string dstfile, bool caseSens=true); //saves selected file
unsigned char * extract (std::string srcfile, int & size); //return selecte file data, NULL if file doesn't exist
void extract(int index, std::string dstfile); //saves selected file
MemberFile getFile(std::string name);//nie testowane - sprawdzic
unsigned char * extract (int index, int & size); //return selecte file - NIE TESTOWANE
};
class CVidHandler
{
protected:
const int CHUNK;
struct Entry
{
std::string name;
int size, offset, something;
};
std::ifstream file;
int readNormalNr (int pos, int bytCon);
bool opened;
public:
std::vector<Entry> entries;
~CVidHandler();
CVidHandler(std::string fname);
std::ifstream & extract(std::string srcfile);
void extract(std::string srcfile, std::string dstfile, bool caseSens=true); //saves selected file
unsigned char * extract (std::string srcfile, int & size); //return selecte file,
void extract(int index, std::string dstfile); //saves selected file
MemberFile getFile(std::string name); //nie testowane - sprawdzic
};
#endif // __CSNDHANDLER_H__
*/
struct MemberFile
{
std::ifstream * ifs;
int length;
};
class CSndHandler
{
protected:
const int CHUNK;
struct Entry
{
std::string name;
int size, offset;
};
std::ifstream file;
int readNormalNr (int pos, int bytCon);
bool opened;
public:
std::vector<Entry> entries;
std::map<std::string, int> fimap; // map of wav file and index
~CSndHandler();
CSndHandler(std::string fname);
void extract(std::string srcfile, std::string dstfile, bool caseSens=true); //saves selected file
unsigned char * extract (std::string srcfile, int & size); //return selecte file data, NULL if file doesn't exist
void extract(int index, std::string dstfile); //saves selected file
MemberFile getFile(std::string name);//nie testowane - sprawdzic
unsigned char * extract (int index, int & size); //return selecte file - NIE TESTOWANE
};
class CVidHandler
{
protected:
const int CHUNK;
struct Entry
{
std::string name;
int size, offset, something;
};
std::ifstream file;
int readNormalNr (int pos, int bytCon);
bool opened;
public:
std::vector<Entry> entries;
~CVidHandler();
CVidHandler(std::string fname);
std::ifstream & extract(std::string srcfile);
void extract(std::string srcfile, std::string dstfile, bool caseSens=true); //saves selected file
unsigned char * extract (std::string srcfile, int & size); //return selecte file,
void extract(int index, std::string dstfile); //saves selected file
MemberFile getFile(std::string name); //nie testowane - sprawdzic
};
#endif // __CSNDHANDLER_H__

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@ -1,10 +1,10 @@
#ifndef __CSPELLHANDLER_H__
#define __CSPELLHANDLER_H__
#include <string>
#include <vector>
#include <set>
#ifndef __CSPELLHANDLER_H__
#define __CSPELLHANDLER_H__
#include <string>
#include <vector>
#include <set>
/*
* CSpellHandler.h, part of VCMI engine
*
@ -13,51 +13,51 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class DLL_EXPORT CSpell
{
public:
ui32 id;
std::string name;
std::string abbName; //abbreviated name
std::vector<std::string> descriptions; //descriptions of spell for skill levels: 0 - none, 1 - basic, etc
si32 level;
bool earth;
bool water;
bool fire;
bool air;
si32 power; //spell's power
std::vector<si32> costs; //per skill level: 0 - none, 1 - basic, etc
std::vector<si32> powers; //[er skill level: 0 - none, 1 - basic, etc
std::vector<si32> probabilities; //% chance to gain for castles
std::vector<si32> AIVals; //AI values: per skill level: 0 - none, 1 - basic, etc
std::string attributes; //reference only attributes
bool combatSpell; //is this spell combat (true) or adventure (false)
bool creatureAbility; //if true, only creatures can use this spell
si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
std::vector<std::string> range; //description of spell's range in SRSL by magic school level
std::set<ui16> rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const; //convert range to specific hexes
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & name & abbName & descriptions & level & earth & water & fire & air & power & costs
& powers & probabilities & AIVals & attributes & combatSpell & creatureAbility & positiveness & range;
}
};
class DLL_EXPORT CSpellHandler
{
public:
std::vector<CSpell> spells;
void loadSpells();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & spells;
}
};
#endif // __CSPELLHANDLER_H__
*/
class DLL_EXPORT CSpell
{
public:
ui32 id;
std::string name;
std::string abbName; //abbreviated name
std::vector<std::string> descriptions; //descriptions of spell for skill levels: 0 - none, 1 - basic, etc
si32 level;
bool earth;
bool water;
bool fire;
bool air;
si32 power; //spell's power
std::vector<si32> costs; //per skill level: 0 - none, 1 - basic, etc
std::vector<si32> powers; //[er skill level: 0 - none, 1 - basic, etc
std::vector<si32> probabilities; //% chance to gain for castles
std::vector<si32> AIVals; //AI values: per skill level: 0 - none, 1 - basic, etc
std::string attributes; //reference only attributes
bool combatSpell; //is this spell combat (true) or adventure (false)
bool creatureAbility; //if true, only creatures can use this spell
si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
std::vector<std::string> range; //description of spell's range in SRSL by magic school level
std::set<ui16> rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const; //convert range to specific hexes
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & name & abbName & descriptions & level & earth & water & fire & air & power & costs
& powers & probabilities & AIVals & attributes & combatSpell & creatureAbility & positiveness & range;
}
};
class DLL_EXPORT CSpellHandler
{
public:
std::vector<CSpell> spells;
void loadSpells();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & spells;
}
};
#endif // __CSPELLHANDLER_H__

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@ -1,8 +1,8 @@
#ifndef __CTOWNHANDLER_H__
#define __CTOWNHANDLER_H__
#include "../global.h"
#include <set>
#ifndef __CTOWNHANDLER_H__
#define __CTOWNHANDLER_H__
#include "../global.h"
#include <set>
/*
* CTownHandler.h, part of VCMI engine
*
@ -11,74 +11,74 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CBuilding;
class CSpell;
class CHero;
class CGTownInstance;
class DLL_EXPORT CTown
{
std::string name; //name of type
public:
std::vector<std::string> names; //names of the town instances
std::vector<int> basicCreatures; //level (from 0) -> ID
std::vector<int> upgradedCreatures; //level (from 0) -> ID
std::map<int,int> hordeLvl; //[0] - first horde building creature level; [1] - second horde building (-1 if not present)
ui32 mageLevel; //max available mage guild level
int bonus; //pic number
ui16 primaryRes, warMachine;
ui8 typeID;
const std::vector<std::string> & Names() const;
const std::string & Name() const;
void Name(const std::string & val) { name = val; }
template <typename Handler> void serialize(Handler &h, const int version)
{
h & names & basicCreatures & upgradedCreatures & hordeLvl & mageLevel & bonus
& primaryRes & warMachine & typeID;
}
};
struct DLL_EXPORT Structure
{
int ID;
int3 pos;
std::string defName, borderName, areaName, name;
int townID, group;
bool operator<(const Structure & p2) const
{
if(pos.z != p2.pos.z)
return (pos.z) < (p2.pos.z);
else
return (ID) < (p2.ID);
}
};
class DLL_EXPORT CTownHandler
{
public:
std::vector<CTown> towns;
std::map<int,std::map<int, Structure*> > structures; // <town ID, <structure ID, structure>>
std::map<int, std::map<int,std::set<int> > > requirements; //requirements[town_id][structure_id] -> set of required buildings
CTownHandler();
~CTownHandler();
void loadNames();
void loadStructures();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & towns & requirements;
if(!h.saving)
loadStructures();
}
};
#endif // __CTOWNHANDLER_H__
*/
class CBuilding;
class CSpell;
class CHero;
class CGTownInstance;
class DLL_EXPORT CTown
{
std::string name; //name of type
public:
std::vector<std::string> names; //names of the town instances
std::vector<int> basicCreatures; //level (from 0) -> ID
std::vector<int> upgradedCreatures; //level (from 0) -> ID
std::map<int,int> hordeLvl; //[0] - first horde building creature level; [1] - second horde building (-1 if not present)
ui32 mageLevel; //max available mage guild level
int bonus; //pic number
ui16 primaryRes, warMachine;
ui8 typeID;
const std::vector<std::string> & Names() const;
const std::string & Name() const;
void Name(const std::string & val) { name = val; }
template <typename Handler> void serialize(Handler &h, const int version)
{
h & names & basicCreatures & upgradedCreatures & hordeLvl & mageLevel & bonus
& primaryRes & warMachine & typeID;
}
};
struct DLL_EXPORT Structure
{
int ID;
int3 pos;
std::string defName, borderName, areaName, name;
int townID, group;
bool operator<(const Structure & p2) const
{
if(pos.z != p2.pos.z)
return (pos.z) < (p2.pos.z);
else
return (ID) < (p2.ID);
}
};
class DLL_EXPORT CTownHandler
{
public:
std::vector<CTown> towns;
std::map<int,std::map<int, Structure*> > structures; // <town ID, <structure ID, structure>>
std::map<int, std::map<int,std::set<int> > > requirements; //requirements[town_id][structure_id] -> set of required buildings
CTownHandler();
~CTownHandler();
void loadNames();
void loadStructures();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & towns & requirements;
if(!h.saving)
loadStructures();
}
};
#endif // __CTOWNHANDLER_H__

270
int3.h
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@ -1,9 +1,9 @@
#ifndef __INT3_H__
#define __INT3_H__
#include <map>
#include <vector>
#include <cmath>
#ifndef __INT3_H__
#define __INT3_H__
#include <map>
#include <vector>
#include <cmath>
/*
* int3.h, part of VCMI engine
*
@ -12,132 +12,132 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CCreature;
class CCreatureSet //seven combined creatures
{
public:
std::map<si32,std::pair<ui32,si32> > slots; //slots[slot_id]=> pair(creature_id,creature_quantity)
bool formation; //false - wide, true - tight
si32 getSlotFor(ui32 creature, ui32 slotsAmount=7) const //returns -1 if no slot available
{
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i=slots.begin(); i!=slots.end(); ++i)
{
if(i->second.first == creature)
{
return i->first; //if there is already such creature we return its slot id
}
}
for(ui32 i=0; i<slotsAmount; i++)
{
if(slots.find(i) == slots.end())
{
return i; //return first free slot
}
}
return -1; //no slot available
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & slots & formation;
}
operator bool() const
{
return slots.size()>0;
}
void sweep()
{
for(std::map<si32,std::pair<ui32,si32> >::iterator i=slots.begin(); i!=slots.end(); ++i)
{
if(!i->second.second)
{
slots.erase(i);
sweep();
break;
}
}
}
};
class int3
{
public:
si32 x,y,z;
inline int3():x(0),y(0),z(0){}; //c-tor, x/y/z initialized to 0
inline int3(const si32 & X, const si32 & Y, const si32 & Z):x(X),y(Y),z(Z){}; //c-tor
inline int3(const int3 & val) : x(val.x), y(val.y), z(val.z){} //copy c-tor
inline int3 operator=(const int3 & val) {x = val.x; y = val.y; z = val.z; return *this;} //assignemt operator
~int3() {} // d-tor - does nothing
inline int3 operator+(const int3 & i) const //returns int3 with coordinates increased by corresponding coordinate of given int3
{return int3(x+i.x,y+i.y,z+i.z);}
inline int3 operator+(const si32 i) const //returns int3 with coordinates increased by given numer
{return int3(x+i,y+i,z+i);}
inline int3 operator-(const int3 & i) const //returns int3 with coordinates decreased by corresponding coordinate of given int3
{return int3(x-i.x,y-i.y,z-i.z);}
inline int3 operator-(const si32 i) const //returns int3 with coordinates decreased by given numer
{return int3(x-i,y-i,z-i);}
inline int3 operator-() const //returns opposite position
{return int3(-x,-y,-z);}
inline double dist2d(const int3 other) const //distance (z coord is not used)
{return std::sqrt((double)(x-other.x)*(x-other.x) + (y-other.y)*(y-other.y));}
inline void operator+=(const int3 & i)
{
x+=i.x;
y+=i.y;
z+=i.z;
}
inline void operator+=(const si32 & i)
{
x+=i;
y+=i;
z+=i;
}
inline void operator-=(const int3 & i)
{
x-=i.x;
y-=i.y;
z-=i.z;
}
inline void operator-=(const si32 & i)
{
x+=i;
y+=i;
z+=i;
}
inline bool operator==(const int3 & i) const
{return (x==i.x) && (y==i.y) && (z==i.z);}
inline bool operator!=(const int3 & i) const
{return !(*this==i);}
inline bool operator<(const int3 & i) const
{
if (z<i.z)
return true;
if (z>i.z)
return false;
if (y<i.y)
return true;
if (y>i.y)
return false;
if (x<i.x)
return true;
if (x>i.x)
return false;
return false;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & x & y & z;
}
};
inline std::istream & operator>>(std::istream & str, int3 & dest)
{
str>>dest.x>>dest.y>>dest.z;
return str;
}
inline std::ostream & operator<<(std::ostream & str, const int3 & sth)
{
return str<<sth.x<<' '<<sth.y<<' '<<sth.z;
}
#endif // __INT3_H__
*/
class CCreature;
class CCreatureSet //seven combined creatures
{
public:
std::map<si32,std::pair<ui32,si32> > slots; //slots[slot_id]=> pair(creature_id,creature_quantity)
bool formation; //false - wide, true - tight
si32 getSlotFor(ui32 creature, ui32 slotsAmount=7) const //returns -1 if no slot available
{
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i=slots.begin(); i!=slots.end(); ++i)
{
if(i->second.first == creature)
{
return i->first; //if there is already such creature we return its slot id
}
}
for(ui32 i=0; i<slotsAmount; i++)
{
if(slots.find(i) == slots.end())
{
return i; //return first free slot
}
}
return -1; //no slot available
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & slots & formation;
}
operator bool() const
{
return slots.size()>0;
}
void sweep()
{
for(std::map<si32,std::pair<ui32,si32> >::iterator i=slots.begin(); i!=slots.end(); ++i)
{
if(!i->second.second)
{
slots.erase(i);
sweep();
break;
}
}
}
};
class int3
{
public:
si32 x,y,z;
inline int3():x(0),y(0),z(0){}; //c-tor, x/y/z initialized to 0
inline int3(const si32 & X, const si32 & Y, const si32 & Z):x(X),y(Y),z(Z){}; //c-tor
inline int3(const int3 & val) : x(val.x), y(val.y), z(val.z){} //copy c-tor
inline int3 operator=(const int3 & val) {x = val.x; y = val.y; z = val.z; return *this;} //assignemt operator
~int3() {} // d-tor - does nothing
inline int3 operator+(const int3 & i) const //returns int3 with coordinates increased by corresponding coordinate of given int3
{return int3(x+i.x,y+i.y,z+i.z);}
inline int3 operator+(const si32 i) const //returns int3 with coordinates increased by given numer
{return int3(x+i,y+i,z+i);}
inline int3 operator-(const int3 & i) const //returns int3 with coordinates decreased by corresponding coordinate of given int3
{return int3(x-i.x,y-i.y,z-i.z);}
inline int3 operator-(const si32 i) const //returns int3 with coordinates decreased by given numer
{return int3(x-i,y-i,z-i);}
inline int3 operator-() const //returns opposite position
{return int3(-x,-y,-z);}
inline double dist2d(const int3 other) const //distance (z coord is not used)
{return std::sqrt((double)(x-other.x)*(x-other.x) + (y-other.y)*(y-other.y));}
inline void operator+=(const int3 & i)
{
x+=i.x;
y+=i.y;
z+=i.z;
}
inline void operator+=(const si32 & i)
{
x+=i;
y+=i;
z+=i;
}
inline void operator-=(const int3 & i)
{
x-=i.x;
y-=i.y;
z-=i.z;
}
inline void operator-=(const si32 & i)
{
x+=i;
y+=i;
z+=i;
}
inline bool operator==(const int3 & i) const
{return (x==i.x) && (y==i.y) && (z==i.z);}
inline bool operator!=(const int3 & i) const
{return !(*this==i);}
inline bool operator<(const int3 & i) const
{
if (z<i.z)
return true;
if (z>i.z)
return false;
if (y<i.y)
return true;
if (y>i.y)
return false;
if (x<i.x)
return true;
if (x>i.x)
return false;
return false;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & x & y & z;
}
};
inline std::istream & operator>>(std::istream & str, int3 & dest)
{
str>>dest.x>>dest.y>>dest.z;
return str;
}
inline std::ostream & operator<<(std::ostream & str, const int3 & sth)
{
return str<<sth.x<<' '<<sth.y<<' '<<sth.z;
}
#endif // __INT3_H__

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@ -1,6 +1,6 @@
#ifndef __BATTLEACTION_H__
#define __BATTLEACTION_H__
#ifndef __BATTLEACTION_H__
#define __BATTLEACTION_H__
/*
* BattleAction.h, part of VCMI engine
*
@ -9,18 +9,18 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
struct BattleAction
{
ui8 side; //who made this action: false - left, true - right player
ui32 stackNumber;//stack ID, -1 left hero, -2 right hero,
ui8 actionType; // 0 = No action; 1 = Hero cast a spell 2 = Walk 3 = Defend 4 = Retreat from the battle 5 = Surrender 6 = Walk and Attack 7 = Shoot 8 = Wait 9 = Catapult 10 = Monster casts a spell (i.e. Faerie Dragons) 11 - Bad morale freeze
ui16 destinationTile;
si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6
template <typename Handler> void serialize(Handler &h, const int version)
{
h & side & stackNumber & actionType & destinationTile & additionalInfo;
}
};
#endif // __BATTLEACTION_H__
*/
struct BattleAction
{
ui8 side; //who made this action: false - left, true - right player
ui32 stackNumber;//stack ID, -1 left hero, -2 right hero,
ui8 actionType; // 0 = No action; 1 = Hero cast a spell 2 = Walk 3 = Defend 4 = Retreat from the battle 5 = Surrender 6 = Walk and Attack 7 = Shoot 8 = Wait 9 = Catapult 10 = Monster casts a spell (i.e. Faerie Dragons) 11 - Bad morale freeze
ui16 destinationTile;
si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6
template <typename Handler> void serialize(Handler &h, const int version)
{
h & side & stackNumber & actionType & destinationTile & additionalInfo;
}
};
#endif // __BATTLEACTION_H__

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@ -1,7 +1,7 @@
#ifndef __CONDSH_H__
#define __CONDSH_H__
#include <boost/thread.hpp>
#ifndef __CONDSH_H__
#define __CONDSH_H__
#include <boost/thread.hpp>
/*
* CondSh.h, part of VCMI engine
*
@ -10,17 +10,17 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
template <typename T> struct CondSh
{
T data;
boost::condition_variable cond;
boost::mutex mx;
CondSh(){};
CondSh(T t){data = t;};
void set(T t){mx.lock();data=t;mx.unlock();}; //set data
void setn(T t){mx.lock();data=t;mx.unlock();cond.notify_all();}; //set data and notify
T get(){boost::unique_lock<boost::mutex> lock(mx); return data;};
};
#endif // __CONDSH_H__
*/
template <typename T> struct CondSh
{
T data;
boost::condition_variable cond;
boost::mutex mx;
CondSh(){};
CondSh(T t){data = t;};
void set(T t){mx.lock();data=t;mx.unlock();}; //set data
void setn(T t){mx.lock();data=t;mx.unlock();cond.notify_all();}; //set data and notify
T get(){boost::unique_lock<boost::mutex> lock(mx); return data;};
};
#endif // __CONDSH_H__

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@ -1,11 +1,11 @@
#ifndef __VCMI_LIB_H__
#define __VCMI_LIB_H__
#include "../global.h"
#ifndef _MSC_VER
#include "../hch/CArtHandler.h"
#include "../hch/CGeneralTextHandler.h"
#endif
#ifndef __VCMI_LIB_H__
#define __VCMI_LIB_H__
#include "../global.h"
#ifndef _MSC_VER
#include "../hch/CArtHandler.h"
#include "../hch/CGeneralTextHandler.h"
#endif
/*
* VCMI_Lib.h, part of VCMI engine
*
@ -14,60 +14,60 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CLodHandler;
class CArtHandler;
class CHeroHandler;
class CCreatureHandler;
class CSpellHandler;
//class CPreGameTextHandler;
class CBuildingHandler;
class CObjectHandler;
//class CMusicHandler;
//class CSemiLodHandler;
class CDefObjInfoHandler;
class CTownHandler;
class CGeneralTextHandler;
//class CConsoleHandler;
//class CPathfinder;
//class CGameState;
class DLL_EXPORT LibClasses
{
public:
CArtHandler * arth;
CHeroHandler * heroh;
CCreatureHandler * creh;
CSpellHandler * spellh;
CBuildingHandler * buildh;
CObjectHandler * objh;
CDefObjInfoHandler * dobjinfo;
CTownHandler * townh;
CGeneralTextHandler * generaltexth;
//CPathfinder * pathf;
void init(); //uses standard config file
void clear(); //deletes all handlers and its data
template <typename Handler> void serialize(Handler &h, const int version)
{
h & heroh & arth & creh & townh & objh & dobjinfo & buildh & spellh;
if(!h.saving)
{
generaltexth = new CGeneralTextHandler;
generaltexth->load();
arth->loadArtifacts(true);
}
}
};
extern DLL_EXPORT LibClasses * VLC;
extern CLodHandler * bitmaph;
DLL_EXPORT void loadToIt(std::string &dest, std::string &src, int &iter, int mode);
DLL_EXPORT void loadToIt(si32 &dest, std::string &src, int &iter, int mode);
DLL_EXPORT void initDLL(CLodHandler *b, CConsoleHandler *Console, std::ostream *Logfile);
#endif // __VCMI_LIB_H__
*/
class CLodHandler;
class CArtHandler;
class CHeroHandler;
class CCreatureHandler;
class CSpellHandler;
//class CPreGameTextHandler;
class CBuildingHandler;
class CObjectHandler;
//class CMusicHandler;
//class CSemiLodHandler;
class CDefObjInfoHandler;
class CTownHandler;
class CGeneralTextHandler;
//class CConsoleHandler;
//class CPathfinder;
//class CGameState;
class DLL_EXPORT LibClasses
{
public:
CArtHandler * arth;
CHeroHandler * heroh;
CCreatureHandler * creh;
CSpellHandler * spellh;
CBuildingHandler * buildh;
CObjectHandler * objh;
CDefObjInfoHandler * dobjinfo;
CTownHandler * townh;
CGeneralTextHandler * generaltexth;
//CPathfinder * pathf;
void init(); //uses standard config file
void clear(); //deletes all handlers and its data
template <typename Handler> void serialize(Handler &h, const int version)
{
h & heroh & arth & creh & townh & objh & dobjinfo & buildh & spellh;
if(!h.saving)
{
generaltexth = new CGeneralTextHandler;
generaltexth->load();
arth->loadArtifacts(true);
}
}
};
extern DLL_EXPORT LibClasses * VLC;
extern CLodHandler * bitmaph;
DLL_EXPORT void loadToIt(std::string &dest, std::string &src, int &iter, int mode);
DLL_EXPORT void loadToIt(si32 &dest, std::string &src, int &iter, int mode);
DLL_EXPORT void initDLL(CLodHandler *b, CConsoleHandler *Console, std::ostream *Logfile);
#endif // __VCMI_LIB_H__

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@ -1,12 +1,12 @@
#ifndef __MAPHANDLER_H__
#define __MAPHANDLER_H__
#include "global.h"
#include <list>
#include <set>
const int Woff = 13; //width of map's frame
const int Hoff = 10;
#ifndef __MAPHANDLER_H__
#define __MAPHANDLER_H__
#include "global.h"
#include <list>
#include <set>
const int Woff = 13; //width of map's frame
const int Hoff = 10;
/*
* mapHandler.h, part of VCMI engine
*
@ -15,116 +15,116 @@ const int Hoff = 10;
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CGObjectInstance;
class CGHeroInstance;
struct Mapa;
class CGDefInfo;
class CGObjectInstance;
class CDefHandler;
struct TerrainTile;
struct SDL_Surface;
struct SDL_Rect;
struct TerrainTile2
{
int3 pos;
const TerrainTile *tileInfo;
SDL_Surface * terbitmap; //frames of terrain animation
std::vector<SDL_Surface *> rivbitmap; //frames of river animation
std::vector<SDL_Surface *> roadbitmap; //frames of road animation
std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > objects; //poiters to objects being on this tile with rects to be easier to blit this tile on screen
TerrainTile2();
};
//pathfinder
// map<int,int> iDTerenu=>koszt_pola
// map<int,int> IDdrogi=>koszt_drogi
template <typename T> class PseudoV
{
public:
int offset;
std::vector<T> inver;
PseudoV(){};
PseudoV(std::vector<T> &src, int rest, int Offset, const T& fill)
{
inver.resize(Offset*2+rest);
offset=Offset;
for(int i=0; i<offset;i++)
inver[i] = fill;
for(int i=0;i<src.size();i++)
inver[offset+i] = src[i];
for(int i=src.size(); i<src.size()+offset;i++)
inver[offset+i] = fill;
}
inline T & operator[](const int & n)
{
return inver[n+offset];
}
inline const T & operator[](const int & n) const
{
return inver[n+offset];
}
void resize(int rest,int Offset)
{
inver.resize(Offset*2+rest);
offset=Offset;
}
int size() const
{
return inver.size();
}
};
class CMapHandler
{
public:
PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles;
int3 sizes;
Mapa * map;
std::set<int> usedHeroes;
CDefHandler * fullHide;
CDefHandler * partialHide;
std::vector<std::vector<SDL_Surface *> > terrainGraphics; // [terrain id] [view type] [rotation type]
std::vector<CDefHandler *> roadDefs;
std::vector<CDefHandler *> staticRiverDefs;
std::vector<CDefHandler*> defs;
std::map<std::string, CDefHandler*> loadedDefs; //pointers to loaded defs (key is filename, uppercase)
std::vector<std::vector<std::vector<unsigned char> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
CMapHandler();
~CMapHandler();
void loadDefs();
SDL_Surface * getVisBitmap(int x, int y, const std::vector< std::vector< std::vector<unsigned char> > > & visibilityMap, int lvl);
int getCost(int3 & a, int3 & b, const CGHeroInstance * hero);
std::vector< std::string > getObjDescriptions(int3 pos); //returns desriptions of objects blocking given position
//std::vector< CGObjectInstance * > getVisitableObjs(int3 pos); //returns vector of visitable objects at certain position
CGObjectInstance * createObject(int id, int subid, int3 pos, int owner=254); //creates a new object with a certain id and subid
std::string getDefName(int id, int subid); //returns name of def for object with given id and subid
bool printObject(const CGObjectInstance * obj); //puts appropriate things to ttiles, so obj will be visible on map
bool hideObject(const CGObjectInstance * obj); //removes appropriate things from ttiles, so obj will be no longer visible on map (but still will exist)
bool removeObject(CGObjectInstance * obj); //removes object from each place in VCMI (I hope)
void initHeroDef(CGHeroInstance * h);
void init();
void calculateBlockedPos();
void initObjectRects();
void borderAndTerrainBitmapInit();
void roadsRiverTerrainInit();
void prepareFOWDefs();
SDL_Surface * terrainRect(int x, int y, int dx, int dy, int level, unsigned char anim, std::vector< std::vector< std::vector<unsigned char> > > * visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, SDL_Rect * extRect, int moveX, int moveY, bool smooth);
void updateWater();
unsigned char getHeroFrameNum(const unsigned char & dir, const bool & isMoving) const; //terrainRect helper function
void validateRectTerr(SDL_Rect * val, const SDL_Rect * ext); //terrainRect helper
static unsigned char getDir(const int3 & a, const int3 & b); //returns direction number in range 0 - 7 (0 is left top, clockwise) [direction: form a to b]
};
#endif // __MAPHANDLER_H__
*/
class CGObjectInstance;
class CGHeroInstance;
struct Mapa;
class CGDefInfo;
class CGObjectInstance;
class CDefHandler;
struct TerrainTile;
struct SDL_Surface;
struct SDL_Rect;
struct TerrainTile2
{
int3 pos;
const TerrainTile *tileInfo;
SDL_Surface * terbitmap; //frames of terrain animation
std::vector<SDL_Surface *> rivbitmap; //frames of river animation
std::vector<SDL_Surface *> roadbitmap; //frames of road animation
std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > objects; //poiters to objects being on this tile with rects to be easier to blit this tile on screen
TerrainTile2();
};
//pathfinder
// map<int,int> iDTerenu=>koszt_pola
// map<int,int> IDdrogi=>koszt_drogi
template <typename T> class PseudoV
{
public:
int offset;
std::vector<T> inver;
PseudoV(){};
PseudoV(std::vector<T> &src, int rest, int Offset, const T& fill)
{
inver.resize(Offset*2+rest);
offset=Offset;
for(int i=0; i<offset;i++)
inver[i] = fill;
for(int i=0;i<src.size();i++)
inver[offset+i] = src[i];
for(int i=src.size(); i<src.size()+offset;i++)
inver[offset+i] = fill;
}
inline T & operator[](const int & n)
{
return inver[n+offset];
}
inline const T & operator[](const int & n) const
{
return inver[n+offset];
}
void resize(int rest,int Offset)
{
inver.resize(Offset*2+rest);
offset=Offset;
}
int size() const
{
return inver.size();
}
};
class CMapHandler
{
public:
PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles;
int3 sizes;
Mapa * map;
std::set<int> usedHeroes;
CDefHandler * fullHide;
CDefHandler * partialHide;
std::vector<std::vector<SDL_Surface *> > terrainGraphics; // [terrain id] [view type] [rotation type]
std::vector<CDefHandler *> roadDefs;
std::vector<CDefHandler *> staticRiverDefs;
std::vector<CDefHandler*> defs;
std::map<std::string, CDefHandler*> loadedDefs; //pointers to loaded defs (key is filename, uppercase)
std::vector<std::vector<std::vector<unsigned char> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
CMapHandler();
~CMapHandler();
void loadDefs();
SDL_Surface * getVisBitmap(int x, int y, const std::vector< std::vector< std::vector<unsigned char> > > & visibilityMap, int lvl);
int getCost(int3 & a, int3 & b, const CGHeroInstance * hero);
std::vector< std::string > getObjDescriptions(int3 pos); //returns desriptions of objects blocking given position
//std::vector< CGObjectInstance * > getVisitableObjs(int3 pos); //returns vector of visitable objects at certain position
CGObjectInstance * createObject(int id, int subid, int3 pos, int owner=254); //creates a new object with a certain id and subid
std::string getDefName(int id, int subid); //returns name of def for object with given id and subid
bool printObject(const CGObjectInstance * obj); //puts appropriate things to ttiles, so obj will be visible on map
bool hideObject(const CGObjectInstance * obj); //removes appropriate things from ttiles, so obj will be no longer visible on map (but still will exist)
bool removeObject(CGObjectInstance * obj); //removes object from each place in VCMI (I hope)
void initHeroDef(CGHeroInstance * h);
void init();
void calculateBlockedPos();
void initObjectRects();
void borderAndTerrainBitmapInit();
void roadsRiverTerrainInit();
void prepareFOWDefs();
SDL_Surface * terrainRect(int x, int y, int dx, int dy, int level, unsigned char anim, std::vector< std::vector< std::vector<unsigned char> > > * visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, SDL_Rect * extRect, int moveX, int moveY, bool smooth);
void updateWater();
unsigned char getHeroFrameNum(const unsigned char & dir, const bool & isMoving) const; //terrainRect helper function
void validateRectTerr(SDL_Rect * val, const SDL_Rect * ext); //terrainRect helper
static unsigned char getDir(const int3 & a, const int3 & b); //returns direction number in range 0 - 7 (0 is left top, clockwise) [direction: form a to b]
};
#endif // __MAPHANDLER_H__

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@ -1,8 +1,8 @@
#ifndef __CVCMISERVER_H__
#define __CVCMISERVER_H__
#include "../global.h"
#include <set>
#ifndef __CVCMISERVER_H__
#define __CVCMISERVER_H__
#include "../global.h"
#include <set>
/*
* CVCMIServer.h, part of VCMI engine
*
@ -11,36 +11,36 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CConnection;
namespace boost
{
namespace asio
{
class io_service;
namespace ip
{
class tcp;
}
template <typename Protocol> class socket_acceptor_service;
template <typename Protocol,typename SocketAcceptorService>
class basic_socket_acceptor;
}
};
class CVCMIServer
{
boost::asio::io_service *io;
boost::asio::basic_socket_acceptor<boost::asio::ip::tcp, boost::asio::socket_acceptor_service<boost::asio::ip::tcp> > * acceptor;
std::map<int,CConnection*> connections;
std::set<CConnection*> conns;
public:
CVCMIServer();
~CVCMIServer();
void setUpConnection(CConnection *c, std::string mapname, si32 checksum);
void newGame(CConnection *c);
void loadGame(CConnection *c);
void start();
};
#endif // __CVCMISERVER_H__
*/
class CConnection;
namespace boost
{
namespace asio
{
class io_service;
namespace ip
{
class tcp;
}
template <typename Protocol> class socket_acceptor_service;
template <typename Protocol,typename SocketAcceptorService>
class basic_socket_acceptor;
}
};
class CVCMIServer
{
boost::asio::io_service *io;
boost::asio::basic_socket_acceptor<boost::asio::ip::tcp, boost::asio::socket_acceptor_service<boost::asio::ip::tcp> > * acceptor;
std::map<int,CConnection*> connections;
std::set<CConnection*> conns;
public:
CVCMIServer();
~CVCMIServer();
void setUpConnection(CConnection *c, std::string mapname, si32 checksum);
void newGame(CConnection *c);
void loadGame(CConnection *c);
void start();
};
#endif // __CVCMISERVER_H__

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@ -1,8 +1,8 @@
#ifndef __TIMEHANDLER_H__
#define __TIMEHANDLER_H__
#include <ctime>
#ifndef __TIMEHANDLER_H__
#define __TIMEHANDLER_H__
#include <ctime>
/*
* timeHandler.h, part of VCMI engine
*
@ -11,18 +11,18 @@
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class timeHandler
{
public:
clock_t start, last, mem;
timeHandler():start(clock()){last=clock();mem=0;};
long getDif(){long ret=clock()-last;last=clock();return ret;};
void update(){last=clock();};
void remember(){mem=clock();};
long memDif(){return mem-clock();};
};
#endif // __TIMEHANDLER_H__
*/
class timeHandler
{
public:
clock_t start, last, mem;
timeHandler():start(clock()){last=clock();mem=0;};
long getDif(){long ret=clock()-last;last=clock();return ret;};
void update(){last=clock();};
void remember(){mem=clock();};
long memDif(){return mem-clock();};
};
#endif // __TIMEHANDLER_H__