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mirror of https://github.com/vcmi/vcmi.git synced 2025-10-31 00:07:39 +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__ #ifndef __AI_BASE_H__
#define __AI_BASE_H__ #define __AI_BASE_H__
#include <vector> #include <vector>
#include <iostream> #include <iostream>
#include "CGameInterface.h" #include "CGameInterface.h"
/* /*
* AI_Base.h, part of VCMI engine * AI_Base.h, part of VCMI engine
* *
@@ -13,8 +13,8 @@
* License: GNU General Public License v2.0 or later * License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder * Full text of license available in license.txt file, in main folder
* *
*/ */
#define AI_INTERFACE_VER 1 #define AI_INTERFACE_VER 1
#endif // __AI_BASE_H__ #endif // __AI_BASE_H__

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

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@@ -1,16 +1,16 @@
#ifndef __CCALLBACK_H__ #ifndef __CCALLBACK_H__
#define __CCALLBACK_H__ #define __CCALLBACK_H__
#include "global.h" #include "global.h"
#ifdef _WIN32 #ifdef _WIN32
#include "tchar.h" #include "tchar.h"
#else #else
#include "tchar_amigaos4.h" //XXX this is mingw header are we need this for something? for 'true' #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 //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) //(boost using this lib during compilation i dont know what for exactly)
#endif #endif
#include "CGameState.h" #include "CGameState.h"
/* /*
* CCallback.h, part of VCMI engine * CCallback.h, part of VCMI engine
* *
@@ -19,194 +19,194 @@
* License: GNU General Public License v2.0 or later * License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder * Full text of license available in license.txt file, in main folder
* *
*/ */
class CGHeroInstance; class CGHeroInstance;
class CGameState; class CGameState;
struct CPath; struct CPath;
class CGObjectInstance; class CGObjectInstance;
class CArmedInstance; class CArmedInstance;
class SComponent; class SComponent;
class IChosen; class IChosen;
class CSelectableComponent; class CSelectableComponent;
struct BattleAction; struct BattleAction;
class CGTownInstance; class CGTownInstance;
struct StartInfo; struct StartInfo;
class CStack; class CStack;
struct lua_State; struct lua_State;
class CClient; class CClient;
struct TerrainTile; struct TerrainTile;
//structure gathering info about upgrade possibilites //structure gathering info about upgrade possibilites
class ICallback class ICallback
{ {
public: 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 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 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 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 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 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 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 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 void recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount)=0;
virtual bool dismissCreature(const CArmedInstance *obj, int stackPos)=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 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 endTurn()=0;
virtual void swapGarrisonHero(const CGTownInstance *town)=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 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 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 setFormation(const CGHeroInstance * hero, bool tight)=0;
virtual void setSelection(const CArmedInstance * obj)=0; virtual void setSelection(const CArmedInstance * obj)=0;
virtual void recruitHero(const CGTownInstance *town, const CGHeroInstance *hero)=0; virtual void recruitHero(const CGTownInstance *town, const CGHeroInstance *hero)=0;
virtual void save(const std::string &fname) = 0; virtual void save(const std::string &fname) = 0;
virtual void sendMessage(const std::string &mess) = 0; virtual void sendMessage(const std::string &mess) = 0;
//get info //get info
virtual bool verifyPath(CPath * path, bool blockSea)const =0; 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 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 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 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 getResourceAmount(int type)const =0;
virtual int howManyHeroes(bool includeGarrisoned = true)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 const CGTownInstance * getTownInfo(int val, bool mode)const =0; //mode = 0 -> val = serial; mode = 1 -> val = ID
virtual int howManyTowns()const =0; 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 < 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 std::vector < const CGHeroInstance *> getHeroesInfo(bool onlyOur=true)const =0;
virtual bool isVisible(int3 pos)const =0; virtual bool isVisible(int3 pos)const =0;
virtual int getMyColor()const =0; virtual int getMyColor()const =0;
virtual int getMySerial()const =0; virtual int getMySerial()const =0;
virtual int getHeroSerial(const CGHeroInstance * hero)const =0; virtual int getHeroSerial(const CGHeroInstance * hero)const =0;
virtual const CCreatureSet* getGarrison(const CGObjectInstance *obj)const =0; virtual const CCreatureSet* getGarrison(const CGObjectInstance *obj)const =0;
virtual UpgradeInfo getUpgradeInfo(const CArmedInstance *obj, int stackPos)const =0; virtual UpgradeInfo getUpgradeInfo(const CArmedInstance *obj, int stackPos)const =0;
virtual const StartInfo * getStartInfo()const =0; virtual const StartInfo * getStartInfo()const =0;
virtual std::vector < const CGObjectInstance * > getBlockingObjs(int3 pos)const =0; virtual std::vector < const CGObjectInstance * > getBlockingObjs(int3 pos)const =0;
virtual std::vector < const CGObjectInstance * > getVisitableObjs(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 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 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 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 std::vector<const CGHeroInstance *> getAvailableHeroes(const CGTownInstance * town) const =0; //heroes that can be recruited
virtual const TerrainTile * getTileInfo(int3 tile) const = 0; 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 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; virtual CPath * getPath(int3 src, int3 dest, const CGHeroInstance * hero)=0;
//battle //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 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 int battleGetObstaclesAtTile(int tile)=0; //returns bitfield
virtual std::vector<CObstacleInstance> battleGetAllObstacles()=0; //returns all obstacles on the battlefield 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 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 * battleGetStackByID(int ID)=0; //returns stack info by given ID
virtual CStack * battleGetStackByPos(int pos)=0; //returns stack info by given pos 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 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 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::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 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 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 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 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 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 virtual bool battleCanShoot(int ID, int dest)=0; //returns true if unit with id ID can shoot to dest
}; };
struct HeroMoveDetails struct HeroMoveDetails
{ {
HeroMoveDetails(){}; HeroMoveDetails(){};
HeroMoveDetails(int3 Src, int3 Dst, CGHeroInstance*Ho); HeroMoveDetails(int3 Src, int3 Dst, CGHeroInstance*Ho);
int3 src, dst; //source and destination points int3 src, dst; //source and destination points
CGHeroInstance * ho; //object instance of this hero CGHeroInstance * ho; //object instance of this hero
int owner, style; //style: 0 - normal move, 1 - teleport, 2 - instant jump int owner, style; //style: 0 - normal move, 1 - teleport, 2 - instant jump
bool successful; bool successful;
}; };
class CCallback : public ICallback class CCallback : public ICallback
{ {
private: private:
CCallback(CGameState * GS, int Player, CClient *C):gs(GS), cl(C), player(Player){}; CCallback(CGameState * GS, int Player, CClient *C):gs(GS), cl(C), player(Player){};
CGameState * gs; CGameState * gs;
CClient *cl; CClient *cl;
bool isVisible(int3 pos, int Player) const; bool isVisible(int3 pos, int Player) const;
bool isVisible(CGObjectInstance *obj, int Player) const; bool isVisible(CGObjectInstance *obj, int Player) const;
protected: protected:
int player; int player;
public: public:
//commands //commands
bool moveHero(const CGHeroInstance *h, int3 dst) const; //dst must be free, neighbouring tile (this function can move hero only by one tile) 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); void selectionMade(int selection, int asker);
int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2); 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 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); int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2, int val);
bool dismissHero(const CGHeroInstance * hero); bool dismissHero(const CGHeroInstance * hero);
bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2); bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2);
bool buildBuilding(const CGTownInstance *town, si32 buildingID); bool buildBuilding(const CGTownInstance *town, si32 buildingID);
void recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount); void recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount);
bool dismissCreature(const CArmedInstance *obj, int stackPos); bool dismissCreature(const CArmedInstance *obj, int stackPos);
bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1); bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1);
void endTurn(); void endTurn();
void swapGarrisonHero(const CGTownInstance *town); void swapGarrisonHero(const CGTownInstance *town);
void buyArtifact(const CGHeroInstance *hero, int aid); void buyArtifact(const CGHeroInstance *hero, int aid);
void trade(int mode, int id1, int id2, int val1); void trade(int mode, int id1, int id2, int val1);
void setFormation(const CGHeroInstance * hero, bool tight); void setFormation(const CGHeroInstance * hero, bool tight);
void setSelection(const CArmedInstance * obj); void setSelection(const CArmedInstance * obj);
void recruitHero(const CGTownInstance *town, const CGHeroInstance *hero); void recruitHero(const CGTownInstance *town, const CGHeroInstance *hero);
void save(const std::string &fname); void save(const std::string &fname);
void sendMessage(const std::string &mess); void sendMessage(const std::string &mess);
//get info //get info
bool verifyPath(CPath * path, bool blockSea) const; 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 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) 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) 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; int getResourceAmount(int type) const;
std::vector<si32> getResourceAmount() const; std::vector<si32> getResourceAmount() const;
int howManyHeroes(bool includeGarrisoned = true) const; int howManyHeroes(bool includeGarrisoned = true) const;
const CGTownInstance * getTownInfo(int val, bool mode) const; //mode = 0 -> val = serial; mode = 1 -> val = ID 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; std::vector < const CGTownInstance *> getTownsInfo(bool onlyOur=true) const;
int howManyTowns()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 < 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; std::vector < const CGHeroInstance *> getHeroesInfo(bool onlyOur=true) const;
bool isVisible(int3 pos) const; bool isVisible(int3 pos) const;
int getMyColor() const; int getMyColor() const;
int getHeroSerial(const CGHeroInstance * hero) const; int getHeroSerial(const CGHeroInstance * hero) const;
int getMySerial() const; int getMySerial() const;
const CCreatureSet* getGarrison(const CGObjectInstance *obj) const; const CCreatureSet* getGarrison(const CGObjectInstance *obj) const;
UpgradeInfo getUpgradeInfo(const CArmedInstance *obj, int stackPos) const; UpgradeInfo getUpgradeInfo(const CArmedInstance *obj, int stackPos) const;
const StartInfo * getStartInfo() const; const StartInfo * getStartInfo() const;
std::vector < const CGObjectInstance * > getBlockingObjs(int3 pos) const; std::vector < const CGObjectInstance * > getBlockingObjs(int3 pos) const;
std::vector < const CGObjectInstance * > getVisitableObjs(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; void getMarketOffer(int t1, int t2, int &give, int &rec, int mode=0) const;
std::vector < const CGObjectInstance * > getFlaggableObjects(int3 pos) 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 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 std::vector<const CGHeroInstance *> getAvailableHeroes(const CGTownInstance * town) const; //heroes that can be recruited
const TerrainTile * getTileInfo(int3 tile) const; 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 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); CPath * getPath(int3 src, int3 dest, const CGHeroInstance * hero);
//battle //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 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 int battleGetObstaclesAtTile(int tile); //returns bitfield
std::vector<CObstacleInstance> battleGetAllObstacles(); //returns all obstacles on the battlefield std::vector<CObstacleInstance> battleGetAllObstacles(); //returns all obstacles on the battlefield
int battleGetStack(int pos); //returns ID of stack on the tile int battleGetStack(int pos); //returns ID of stack on the tile
CStack * battleGetStackByID(int ID); //returns stack info by given ID CStack * battleGetStackByID(int ID); //returns stack info by given ID
CStack * battleGetStackByPos(int pos); //returns stack info by given pos CStack * battleGetStackByPos(int pos); //returns stack info by given pos
int battleGetPos(int stack); //returns position (tile ID) of stack 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 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::map<int, CStack> battleGetStacks(); //returns stacks on battlefield
std::vector<CStack> battleGetStackQueue(); //returns vector of stack in order of their move sequence 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 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 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 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 bool battleCanShoot(int ID, int dest); //returns true if unit with id ID can shoot to dest
//XXX hmmm _tmain on _GNUC_ wtf? //XXX hmmm _tmain on _GNUC_ wtf?
//friends //friends
friend class CClient; friend class CClient;
#ifndef __GNUC__ #ifndef __GNUC__
friend int _tmain(int argc, _TCHAR* argv[]); friend int _tmain(int argc, _TCHAR* argv[]);
#else #else
friend int main(int argc, char** argv); friend int main(int argc, char** argv);
#endif #endif
}; };
#endif // __CCALLBACK_H__ #endif // __CCALLBACK_H__

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

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

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@@ -1,11 +1,11 @@
#ifndef __CCURSORHANDLER_H__ #ifndef __CCURSORHANDLER_H__
#define __CCURSORHANDLER_H__ #define __CCURSORHANDLER_H__
#include "global.h" #include "global.h"
#include <vector> #include <vector>
struct SDL_Thread; struct SDL_Thread;
class CDefHandler; class CDefHandler;
struct SDL_Surface; struct SDL_Surface;
/* /*
* CCursorhandler.h, part of VCMI engine * CCursorhandler.h, part of VCMI engine
* *
@@ -14,26 +14,26 @@ struct SDL_Surface;
* License: GNU General Public License v2.0 or later * License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder * Full text of license available in license.txt file, in main folder
* *
*/ */
class CCursorHandler //handles cursor class CCursorHandler //handles cursor
{ {
public: public:
int mode, number; int mode, number;
SDL_Surface * help; SDL_Surface * help;
bool Show; bool Show;
std::vector<CDefHandler*> cursors; std::vector<CDefHandler*> cursors;
int xpos, ypos; //position of cursor int xpos, ypos; //position of cursor
void initCursor(); //inits cursorHandler void initCursor(); //inits cursorHandler
void cursorMove(const int & x, const int & y); //change cursor's positions to (x, y) 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 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 draw1();
void draw2(); void draw2();
void hide(){Show=0;}; void hide(){Show=0;};
void show(){Show=1;}; void show(){Show=1;};
}; };
#endif // __CCURSORHANDLER_H__ #endif // __CCURSORHANDLER_H__

View File

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

View File

@@ -1,11 +1,11 @@
#ifndef __CGAMEINTERFACE_H__ #ifndef __CGAMEINTERFACE_H__
#define __CGAMEINTERFACE_H__ #define __CGAMEINTERFACE_H__
#include "global.h" #include "global.h"
#include <set> #include <set>
#include <vector> #include <vector>
#include "lib/BattleAction.h" #include "lib/BattleAction.h"
#include "client/FunctionList.h" #include "client/FunctionList.h"
/* /*
* CGameInterface.h, part of VCMI engine * CGameInterface.h, part of VCMI engine
* *
@@ -14,115 +14,115 @@
* License: GNU General Public License v2.0 or later * License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder * Full text of license available in license.txt file, in main folder
* *
*/ */
using namespace boost::logic; using namespace boost::logic;
class CCallback; class CCallback;
class ICallback; class ICallback;
class CGlobalAI; class CGlobalAI;
class CGHeroInstance; class CGHeroInstance;
class Component; class Component;
class CSelectableComponent; class CSelectableComponent;
struct HeroMoveDetails; struct HeroMoveDetails;
class CGHeroInstance; class CGHeroInstance;
class CGTownInstance; class CGTownInstance;
class CGObjectInstance; class CGObjectInstance;
class CCreatureSet; class CCreatureSet;
class CArmedInstance; class CArmedInstance;
struct BattleResult; struct BattleResult;
struct BattleAttack; struct BattleAttack;
struct BattleStackAttacked; struct BattleStackAttacked;
struct SpellCasted; struct SpellCasted;
struct SetStackEffect; struct SetStackEffect;
struct HeroBonus; struct HeroBonus;
struct PackageApplied; struct PackageApplied;
class CLoadFile; class CLoadFile;
class CSaveFile; class CSaveFile;
template <typename Serializer> class CISer; template <typename Serializer> class CISer;
template <typename Serializer> class COSer; template <typename Serializer> class COSer;
class CObstacle class CObstacle
{ {
int ID; int ID;
int position; int position;
//TODO: add some kind of the blockmap //TODO: add some kind of the blockmap
}; };
struct StackState struct StackState
{ {
StackState(){attackBonus=defenseBonus=healthBonus=speedBonus=morale=luck=shotsLeft=currentHealth=0;}; StackState(){attackBonus=defenseBonus=healthBonus=speedBonus=morale=luck=shotsLeft=currentHealth=0;};
int attackBonus, defenseBonus, healthBonus, speedBonus; int attackBonus, defenseBonus, healthBonus, speedBonus;
int currentHealth; int currentHealth;
int shotsLeft; int shotsLeft;
std::set<int> effects; //IDs of spells affecting stack std::set<int> effects; //IDs of spells affecting stack
int morale, luck; int morale, luck;
}; };
class CGameInterface class CGameInterface
{ {
public: public:
bool human; bool human;
int playerID, serialID; int playerID, serialID;
std::string dllName; std::string dllName;
virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
virtual void garrisonChanged(const CGObjectInstance * obj){}; virtual void garrisonChanged(const CGObjectInstance * obj){};
virtual void heroArtifactSetChanged(const CGHeroInstance*hero){}; virtual void heroArtifactSetChanged(const CGHeroInstance*hero){};
virtual void heroCreated(const CGHeroInstance*){}; 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 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 heroInGarrisonChange(const CGTownInstance *town){};
virtual void heroKilled(const CGHeroInstance*){}; virtual void heroKilled(const CGHeroInstance*){};
virtual void heroMoved(const HeroMoveDetails & details){}; virtual void heroMoved(const HeroMoveDetails & details){};
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val){}; 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 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 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 heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
virtual void init(ICallback * CB){}; virtual void init(ICallback * CB){};
virtual void receivedResource(int type, int val){}; virtual void receivedResource(int type, int val){};
virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components){}; 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 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 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 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 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 tileHidden(const std::set<int3> &pos){};
virtual void tileRevealed(const std::set<int3> &pos){}; virtual void tileRevealed(const std::set<int3> &pos){};
virtual void yourTurn(){}; virtual void yourTurn(){};
virtual void availableCreaturesChanged(const CGTownInstance *town){}; 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 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 requestRealized(PackageApplied *pa){}
virtual void serialize(COSer<CSaveFile> &h, const int version){}; //saving virtual void serialize(COSer<CSaveFile> &h, const int version){}; //saving
virtual void serialize(CISer<CLoadFile> &h, const int version){}; //loading virtual void serialize(CISer<CLoadFile> &h, const int version){}; //loading
//battle call-ins //battle call-ins
virtual void actionFinished(const BattleAction *action){};//occurs AFTER every action taken by any stack or by the hero 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 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 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 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 battleStacksAttacked(std::set<BattleStackAttacked> & bsa){}; //called when stack receives damage (after battleAttack())
virtual void battleEnd(BattleResult *br){}; 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 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 battleStackMoved(int ID, int dest, int distance, bool end){};
virtual void battleSpellCasted(SpellCasted *sc){}; virtual void battleSpellCasted(SpellCasted *sc){};
virtual void battleStacksEffectsSet(SetStackEffect & sse){};//called when a specific effect is set to stacks 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 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 virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
}; };
class CAIHandler class CAIHandler
{ {
public: public:
static CGlobalAI * getNewAI(CCallback * cb, std::string dllname); static CGlobalAI * getNewAI(CCallback * cb, std::string dllname);
}; };
class CGlobalAI : public CGameInterface // AI class (to derivate) class CGlobalAI : public CGameInterface // AI class (to derivate)
{ {
public: public:
//CGlobalAI(); //CGlobalAI();
virtual void yourTurn(){}; virtual void yourTurn(){};
virtual void heroKilled(const CGHeroInstance*){}; virtual void heroKilled(const CGHeroInstance*){};
virtual void heroCreated(const CGHeroInstance*){}; virtual void heroCreated(const CGHeroInstance*){};
virtual void battleStackMoved(int ID, int dest, int distance){}; virtual void battleStackMoved(int ID, int dest, int distance){};
virtual void battleStackAttacking(int ID, int dest){}; virtual void battleStackAttacking(int ID, int dest){};
virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting){}; 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;}; virtual BattleAction activeStack(int stackID) {BattleAction ba; ba.actionType = 3; ba.stackNumber = stackID; return ba;};
}; };
#endif // __CGAMEINTERFACE_H__ #endif // __CGAMEINTERFACE_H__

View File

@@ -110,66 +110,86 @@ SDL_Surface * CMessage::drawBox1(int w, int h, int playerColor) //draws box for
return ret; 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>(); std::vector<std::string> * ret = new std::vector<std::string>();
while (text.length()>line)
{ boost::algorithm::trim(text);
int whereCut = -1, braces=0;
bool pom = true, opened=false; while (text.length()) {
for (size_t i=0; i<line+braces; i++)
{ unsigned int z = 0;
if (text[i]==10) //end of line sign unsigned int braces = 0;
{ bool opened = false;
whereCut=i+1;
pom=false; while((text[z] != 0) && (text[z] != 0x0a) && (z < max_line_size+braces)) {
break; /* We don't count braces in string length. */
} if (text[z] == '{') {
else if (ifor && ((text[i]=='{') || (text[i]=='}'))) // ignore braces opened=true;
{ braces++;
if (text[i]=='{') } else if (text[z]=='}') {
opened=true; opened=false;
else
opened=false;
braces++; braces++;
} }
z++;
} }
for (int i=line+braces; i>0&&pom; i--)
{ if ((text[z] != 0) && (text[z] != 0x0a)) {
if (text[i]==' ') /* We have a long line. Try to do a nice line break, if
{ * possible. We backtrack on the line until we find a
whereCut = i; * suitable character. */
break; int pos = z-1;
}
else if (opened && text[i]=='{') /* TODO: boost should have a nice method to do that. */
opened = false; while(pos > 0 &&
else if (text[i]=='}') text[pos] != ' ' &&
opened = true; 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); /* Note: empty lines will be skipped. Is that different than H3? */
boost::algorithm::trim_left_if(text,boost::algorithm::is_any_of(" ")); if (z) {
if (opened) ret->push_back(text.substr(0, z));
{
(*(ret->end()-1))+='}'; if (opened)
text.insert(0,"{"); /* 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++)
{ /* Trim whitespaces of every line. */
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);
for (size_t i=0; i<ret->size(); i++) for (size_t i=0; i<ret->size(); i++)
{
boost::algorithm::trim((*ret)[i]); boost::algorithm::trim((*ret)[i]);
}
return ret; return ret;
} }
@@ -178,7 +198,7 @@ std::pair<int,int> CMessage::getMaxSizes(std::vector<std::vector<SDL_Surface*> >
std::pair<int,int> ret; std::pair<int,int> ret;
ret.first = -1; ret.first = -1;
ret.second=0; 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; int lw=0;
for (size_t j=0;j<(*txtg)[i].size();j++) 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()); txtg->resize(brtext->size());
for (size_t i=0; i<brtext->size();i++) //foreach line 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; size_t z;
while( ((*brtext)[i][z]) != ('{') )
{ /* Handle normal text. */
if (z >= (((*brtext)[i].length())-1)) z = 0;
{ while((*brtext)[i][z]!= 0 && (*brtext)[i][z] != ('{'))
br=false;
break;
}
z++;
}
if (!br)
z++; z++;
if (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); (*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; continue;
}
while( ((*brtext)[i][++z]) != ('}') ) /* This text will be highlighted. */
{} z = 0;
//tyemp = (*brtext)[i].substr(1,z-1); //od 1 bo pomijamy otwierajaca klamre while((*brtext)[i][z]!= 0 && (*brtext)[i][z] != ('}'))
(*txtg)[i].push_back(TTF_RenderText_Blended(font,(*brtext)[i].substr(1,z-1).c_str(),tytulowy)); z++;
(*brtext)[i].erase(0,z+1); //z+1 bo dajemy zamykajaca klamre
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 while((*brtext)[i].length())
} //ends for(int i=0; i<brtext->size();i++) } //ends for(int i=0; i<brtext->size();i++)
return txtg; return txtg;
@@ -367,13 +394,13 @@ SDL_Surface * CMessage::genMessage
{ {
//max x 320 okolo 30 znakow //max x 320 okolo 30 znakow
std::vector<std::string> * tekst; 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 = new std::vector<std::string>();
tekst->push_back(text); tekst->push_back(text);
} }
else tekst = breakText(text); else tekst = breakText(text);
int ww, hh; //wymiary boksa int ww, hh; //dimensions of box
if (319>30+13*text.length()) if (319>30+13*text.length())
ww = 30+13*text.length(); ww = 30+13*text.length();
else ww = 319; 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) 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) for (int i=0; i<w-piecesOfBox[playerColor][6]->w; i+=piecesOfBox[playerColor][6]->w)
{ {
SDL_BlitSurface SDL_BlitSurface
@@ -436,7 +463,7 @@ void CMessage::drawBorder(int playerColor, SDL_Surface * ret, int w, int h, int
SDL_BlitSurface SDL_BlitSurface
(piecesOfBox[playerColor][7],NULL,ret,&genRect(piecesOfBox[playerColor][7]->h,piecesOfBox[playerColor][7]->w,x+i,y+h-piecesOfBox[playerColor][7]->h)); (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) for (int i=0; i<h-piecesOfBox[playerColor][4]->h; i+=piecesOfBox[playerColor][4]->h)
{ {
SDL_BlitSurface 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)); int toadd = (SComps[i]->getImg()->w + 12 + (_or ? _or->w : 0));
if (curw + toadd > maxw) if (curw + toadd > maxw)
{ {
curr++;
amax(w,curw); amax(w,curw);
curw = SComps[i]->getImg()->w; curw = SComps[i]->getImg()->w;
comps.resize(curr+1); comps.resize(curr+1);

View File

@@ -1,11 +1,11 @@
#ifndef __CMESSAGE_H__ #ifndef __CMESSAGE_H__
#define __CMESSAGE_H__ #define __CMESSAGE_H__
#include "global.h" #include "global.h"
#include <SDL_ttf.h> #include <SDL_ttf.h>
#include <SDL.h> #include <SDL.h>
#include "CPreGame.h" #include "CPreGame.h"
/* /*
* CMessage.h, part of VCMI engine * CMessage.h, part of VCMI engine
* *
@@ -14,66 +14,66 @@
* License: GNU General Public License v2.0 or later * License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder * Full text of license available in license.txt file, in main folder
* *
*/ */
enum EWindowType {infoOnly, infoOK, yesOrNO}; enum EWindowType {infoOnly, infoOK, yesOrNO};
class CPreGame; class CPreGame;
class MapSel; class MapSel;
class CSimpleWindow; class CSimpleWindow;
class CInfoWindow; class CInfoWindow;
class CDefHandler; class CDefHandler;
class SComponent; class SComponent;
class CSelWindow; class CSelWindow;
class CSelectableComponent; class CSelectableComponent;
namespace NMessage namespace NMessage
{ {
extern CDefHandler * ok, *cancel; extern CDefHandler * ok, *cancel;
extern std::vector<std::vector<SDL_Surface*> > piecesOfBox; //in colors of all players extern std::vector<std::vector<SDL_Surface*> > piecesOfBox; //in colors of all players
extern SDL_Surface * background ; extern SDL_Surface * background ;
} }
struct ComponentResolved struct ComponentResolved
{ {
SComponent *comp; SComponent *comp;
SDL_Surface *img; SDL_Surface *img;
std::vector<std::vector<SDL_Surface*> > * txt; std::vector<std::vector<SDL_Surface*> > * txt;
ComponentResolved(); ComponentResolved();
ComponentResolved(SComponent *Comp); ComponentResolved(SComponent *Comp);
~ComponentResolved(); ~ComponentResolved();
}; };
struct ComponentsToBlit struct ComponentsToBlit
{ {
std::vector< std::vector<ComponentResolved*> > comps; std::vector< std::vector<ComponentResolved*> > comps;
int w, h; int w, h;
void blitCompsOnSur(SDL_Surface * _or, int inter, int &curh, SDL_Surface *ret); void blitCompsOnSur(SDL_Surface * _or, int inter, int &curh, SDL_Surface *ret);
ComponentsToBlit(std::vector<SComponent*> & SComps, int maxw, SDL_Surface* _or); ComponentsToBlit(std::vector<SComponent*> & SComps, int maxw, SDL_Surface* _or);
~ComponentsToBlit(); ~ComponentsToBlit();
}; };
class CMessage class CMessage
{ {
public: public:
static std::pair<int,int> getMaxSizes(std::vector<std::vector<SDL_Surface*> > * txtg); 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 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 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 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 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, static SDL_Surface * genMessage(std::string title, std::string text, EWindowType type=infoOnly,
std::vector<CDefHandler*> *addPics=NULL, void * cb=NULL); std::vector<CDefHandler*> *addPics=NULL, void * cb=NULL);
static SDL_Surface * drawBox1(int w, int h, int playerColor=1); 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 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 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 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 init();
static void dispose(); static void dispose();
}; };
// //
#endif // __CMESSAGE_H__ #endif // __CMESSAGE_H__

View File

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

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

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@@ -1,8 +1,8 @@
#ifndef __SDL_EXTENSIONS_H__ #ifndef __SDL_EXTENSIONS_H__
#define __SDL_EXTENSIONS_H__ #define __SDL_EXTENSIONS_H__
#include "SDL.h" #include "SDL.h"
#include "SDL_ttf.h" #include "SDL_ttf.h"
/* /*
* SDL_Extensions.h, part of VCMI engine * SDL_Extensions.h, part of VCMI engine
* *
@@ -11,80 +11,80 @@
* License: GNU General Public License v2.0 or later * License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder * Full text of license available in license.txt file, in main folder
* *
*/ */
extern SDL_Surface * screen, *screen2; extern SDL_Surface * screen, *screen2;
extern SDL_Color tytulowy, tlo, zwykly ; extern SDL_Color tytulowy, tlo, zwykly ;
extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM; extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM;
void blitAtWR(SDL_Surface * src, int x, int y, SDL_Surface * dst=screen); 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 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 blitAtWR(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst=screen);
void blitAt(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); void updateRect (SDL_Rect * rect, SDL_Surface * scr = screen);
bool isItIn(const SDL_Rect * rect, int x, int y); bool isItIn(const SDL_Rect * rect, int x, int y);
template <typename T> int getIndexOf(const std::vector<T> & v, const T & val) template <typename T> int getIndexOf(const std::vector<T> & v, const T & val)
{ {
for(int i=0;i<v.size();i++) for(int i=0;i<v.size();i++)
if(v[i]==val) if(v[i]==val)
return i; return i;
return -1; return -1;
} }
inline SDL_Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy) inline SDL_Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy)
{ {
SDL_Rect ret; SDL_Rect ret;
ret.h=hh; ret.h=hh;
ret.w=ww; ret.w=ww;
ret.x=xx; ret.x=xx;
ret.y=yy; ret.y=yy;
return ret; return ret;
} }
namespace CSDL_Ext namespace CSDL_Ext
{ {
extern SDL_Surface * std32bppSurface; 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_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); //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) 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; Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel;
p[0] = B; p[0] = B;
p[1] = G; p[1] = G;
p[2] = R; p[2] = R;
if(ekran->format->BytesPerPixel==4) if(ekran->format->BytesPerPixel==4)
p[3] = A; p[3] = A;
} }
SDL_Surface * rotate01(SDL_Surface * toRot); //vertical flip SDL_Surface * rotate01(SDL_Surface * toRot); //vertical flip
SDL_Surface * hFlip(SDL_Surface * toRot); //horizontal flip SDL_Surface * hFlip(SDL_Surface * toRot); //horizontal flip
SDL_Surface * rotate02(SDL_Surface * toRot); //rotate 90 degrees left SDL_Surface * rotate02(SDL_Surface * toRot); //rotate 90 degrees left
SDL_Surface * rotate03(SDL_Surface * toRot); //rotate 180 degrees SDL_Surface * rotate03(SDL_Surface * toRot); //rotate 180 degrees
SDL_Cursor * SurfaceToCursor(SDL_Surface *image, int hx, int hy); 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); 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_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) 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 * 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 SDL_Surface * copySurface(SDL_Surface * mod); //returns copy of given surface
}; };
#endif // __SDL_EXTENSIONS_H__ #endif // __SDL_EXTENSIONS_H__

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

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

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

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

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@@ -1,10 +1,10 @@
#ifndef __CSPELLWINDOW_H__ #ifndef __CSPELLWINDOW_H__
#define __CSPELLWINDOW_H__ #define __CSPELLWINDOW_H__
#include "../global.h" #include "../global.h"
#include "../CPlayerInterface.h" #include "../CPlayerInterface.h"
/* /*
* CSpellWindow.h, part of VCMI engine * CSpellWindow.h, part of VCMI engine
* *
@@ -13,91 +13,91 @@
* License: GNU General Public License v2.0 or later * License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder * Full text of license available in license.txt file, in main folder
* *
*/ */
struct SDL_Surface; struct SDL_Surface;
class CDefHandler; class CDefHandler;
struct SDL_Rect; struct SDL_Rect;
class CGHeroInstance; class CGHeroInstance;
class SpellbookInteractiveArea : public ClickableL, public ClickableR, public Hoverable class SpellbookInteractiveArea : public ClickableL, public ClickableR, public Hoverable
{ {
private: private:
boost::function<void()> onLeft; boost::function<void()> onLeft;
std::string textOnRclick; std::string textOnRclick;
boost::function<void()> onHoverOn; boost::function<void()> onHoverOn;
boost::function<void()> onHoverOff; boost::function<void()> onHoverOff;
public: public:
void clickLeft(boost::logic::tribool down); void clickLeft(boost::logic::tribool down);
void clickRight(boost::logic::tribool down); void clickRight(boost::logic::tribool down);
void hover(bool on); void hover(bool on);
void activate(); void activate();
void deactivate(); 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 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 class CSpellWindow : public IShowActivable, public CIntObject
{ {
private: private:
class SpellArea : public ClickableL, public ClickableR, public Hoverable class SpellArea : public ClickableL, public ClickableR, public Hoverable
{ {
public: public:
int mySpell; int mySpell;
CSpellWindow * owner; CSpellWindow * owner;
SpellArea(SDL_Rect pos, CSpellWindow * owner); SpellArea(SDL_Rect pos, CSpellWindow * owner);
void clickLeft(boost::logic::tribool down); void clickLeft(boost::logic::tribool down);
void clickRight(boost::logic::tribool down); void clickRight(boost::logic::tribool down);
void hover(bool on); void hover(bool on);
void activate(); void activate();
void deactivate(); void deactivate();
}; };
SDL_Surface * background, * leftCorner, * rightCorner; SDL_Surface * background, * leftCorner, * rightCorner;
CDefHandler * spells, //pictures of spells CDefHandler * spells, //pictures of spells
* spellTab, //school select * spellTab, //school select
* schools, //schools' pictures * schools, //schools' pictures
* schoolBorders [4]; //schools' 'borders': [0]: air, [1]: fire, [2]: water, [3]: earth * schoolBorders [4]; //schools' 'borders': [0]: air, [1]: fire, [2]: water, [3]: earth
SpellbookInteractiveArea * exitBtn, * battleSpells, * adventureSpells, * manaPoints; SpellbookInteractiveArea * exitBtn, * battleSpells, * adventureSpells, * manaPoints;
SpellbookInteractiveArea * selectSpellsA, * selectSpellsE, * selectSpellsF, * selectSpellsW, * selectSpellsAll; SpellbookInteractiveArea * selectSpellsA, * selectSpellsE, * selectSpellsF, * selectSpellsW, * selectSpellsAll;
SpellbookInteractiveArea * lCorner, * rCorner; SpellbookInteractiveArea * lCorner, * rCorner;
SpellArea * spellAreas[12]; SpellArea * spellAreas[12];
CStatusBar * statusBar; CStatusBar * statusBar;
Uint8 sitesPerTabAdv[5]; Uint8 sitesPerTabAdv[5];
Uint8 sitesPerTabBattle[5]; Uint8 sitesPerTabBattle[5];
bool battleSpellsOnly; //if true, only battle spells are displayed; if false, only adventure map spells are displayed 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 selectedTab; // 0 - air magic, 1 - fire magic, 2 - water magic, 3 - earth magic, 4 - all schools
Uint8 spellSite; //changes when corners are clicked Uint8 spellSite; //changes when corners are clicked
std::set<ui32> mySpells; //all spels in this spellbook 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 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 void computeSpellsPerArea(); //recalculates spellAreas::mySpell
public: public:
CSpellWindow(const SDL_Rect & myRect, const CGHeroInstance * myHero); //c-tor CSpellWindow(const SDL_Rect & myRect, const CGHeroInstance * myHero); //c-tor
~CSpellWindow(); //d-tor ~CSpellWindow(); //d-tor
void fexitb(); void fexitb();
void fadvSpellsb(); void fadvSpellsb();
void fbattleSpellsb(); void fbattleSpellsb();
void fmanaPtsb(); void fmanaPtsb();
void fspellsAb(); void fspellsAb();
void fspellsEb(); void fspellsEb();
void fspellsFb(); void fspellsFb();
void fspellsWb(); void fspellsWb();
void fspellsAllb(); void fspellsAllb();
void fLcornerb(); void fLcornerb();
void fRcornerb(); void fRcornerb();
void activate(); void activate();
void deactivate(); void deactivate();
void show(SDL_Surface * to); void show(SDL_Surface * to);
}; };
#endif // __CSPELLWINDOW_H__ #endif // __CSPELLWINDOW_H__

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

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

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

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

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

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@@ -1,11 +1,11 @@
#ifndef __CLODHANDLER_H__ #ifndef __CLODHANDLER_H__
#define __CLODHANDLER_H__ #define __CLODHANDLER_H__
#include "../global.h" #include "../global.h"
#include <fstream> #include <fstream>
#include <vector> #include <vector>
#include <string> #include <string>
#include "../nodrze.h" #include "../nodrze.h"
/* /*
* CLodhandler.h, part of VCMI engine * CLodhandler.h, part of VCMI engine
* *
@@ -14,59 +14,59 @@
* License: GNU General Public License v2.0 or later * License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder * Full text of license available in license.txt file, in main folder
* *
*/ */
struct SDL_Surface; struct SDL_Surface;
class CDefHandler; class CDefHandler;
class CDefEssential; class CDefEssential;
namespace boost namespace boost
{class mutex;}; {class mutex;};
namespace NLoadHandlerHelp namespace NLoadHandlerHelp
{ {
const int dmHelp=0, dmNoExtractingMask=1; const int dmHelp=0, dmNoExtractingMask=1;
//std::string P1,P2,CurDir; //std::string P1,P2,CurDir;
const int fCHUNK = 50000; const int fCHUNK = 50000;
}; };
struct Entry struct Entry
{ {
unsigned char name[12], //filename unsigned char name[12], //filename
hlam_1[4], //??? hlam_1[4], //???
hlam_2[4]; //probably type of file hlam_2[4]; //probably type of file
std::string nameStr; std::string nameStr;
int offset, //from beginning int offset, //from beginning
realSize, //size without compression realSize, //size without compression
size; //and with size; //and with
bool operator<(const std::string & comp) const bool operator<(const std::string & comp) const
{ {
return nameStr<comp; return nameStr<comp;
} }
bool operator<(const Entry & comp) const bool operator<(const Entry & comp) const
{ {
return nameStr<comp.nameStr; return nameStr<comp.nameStr;
} }
Entry(std::string con): nameStr(con){}; Entry(std::string con): nameStr(con){};
//Entry(unsigned char ): nameStr(con){}; //Entry(unsigned char ): nameStr(con){};
Entry(){}; Entry(){};
}; };
class DLL_EXPORT CLodHandler class DLL_EXPORT CLodHandler
{ {
public: public:
FILE* FLOD; FILE* FLOD;
nodrze<Entry> entries; nodrze<Entry> entries;
unsigned int totalFiles; unsigned int totalFiles;
boost::mutex *mutex; boost::mutex *mutex;
std::string myDir; //load files from this dir instead of .lod file 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 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 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 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! 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 std::string getTextFile(std::string name); //extracts one file
void extract(std::string FName); void extract(std::string FName);
void extractFile(std::string FName, std::string name); //extracts a specific file void extractFile(std::string FName, std::string name); //extracts a specific file
void init(std::string lodFile, std::string dirName); void init(std::string lodFile, std::string dirName);
}; };
#endif // __CLODHANDLER_H__ #endif // __CLODHANDLER_H__

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@@ -1,9 +1,9 @@
#ifndef __CMUSICHANDLER_H__ #ifndef __CMUSICHANDLER_H__
#define __CMUSICHANDLER_H__ #define __CMUSICHANDLER_H__
#include <SDL_mixer.h> #include <SDL_mixer.h>
#include "CSndHandler.h" #include "CSndHandler.h"
/* /*
* CMusicHandler.h, part of VCMI engine * CMusicHandler.h, part of VCMI engine
* *
@@ -12,20 +12,20 @@
* License: GNU General Public License v2.0 or later * License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder * Full text of license available in license.txt file, in main folder
* *
*/ */
class CMusicHandler class CMusicHandler
{ {
protected: protected:
CSndHandler *sndh; CSndHandler *sndh;
public: 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_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; Mix_Chunk * buildTown, *click;
void initMusics(); void initMusics();
void playClick(); //plays click music ;] void playClick(); //plays click music ;]
void playLodSnd(std::string sndname); // plays sound wavs from Heroes3.snd void playLodSnd(std::string sndname); // plays sound wavs from Heroes3.snd
}; };
#endif // __CMUSICHANDLER_H__ #endif // __CMUSICHANDLER_H__

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@@ -1,10 +1,10 @@
#ifndef __CSNDHANDLER_H__ #ifndef __CSNDHANDLER_H__
#define __CSNDHANDLER_H__ #define __CSNDHANDLER_H__
#include <vector> #include <vector>
#include <fstream> #include <fstream>
#include <map> #include <map>
/* /*
* CSndHandler.h, part of VCMI engine * CSndHandler.h, part of VCMI engine
* *
@@ -13,59 +13,59 @@
* License: GNU General Public License v2.0 or later * License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder * Full text of license available in license.txt file, in main folder
* *
*/ */
struct MemberFile struct MemberFile
{ {
std::ifstream * ifs; std::ifstream * ifs;
int length; int length;
}; };
class CSndHandler class CSndHandler
{ {
protected: protected:
const int CHUNK; const int CHUNK;
struct Entry struct Entry
{ {
std::string name; std::string name;
int size, offset; int size, offset;
}; };
std::ifstream file; std::ifstream file;
int readNormalNr (int pos, int bytCon); int readNormalNr (int pos, int bytCon);
bool opened; bool opened;
public: public:
std::vector<Entry> entries; std::vector<Entry> entries;
std::map<std::string, int> fimap; // map of wav file and index std::map<std::string, int> fimap; // map of wav file and index
~CSndHandler(); ~CSndHandler();
CSndHandler(std::string fname); CSndHandler(std::string fname);
void extract(std::string srcfile, std::string dstfile, bool caseSens=true); //saves selected file 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 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 void extract(int index, std::string dstfile); //saves selected file
MemberFile getFile(std::string name);//nie testowane - sprawdzic MemberFile getFile(std::string name);//nie testowane - sprawdzic
unsigned char * extract (int index, int & size); //return selecte file - NIE TESTOWANE unsigned char * extract (int index, int & size); //return selecte file - NIE TESTOWANE
}; };
class CVidHandler class CVidHandler
{ {
protected: protected:
const int CHUNK; const int CHUNK;
struct Entry struct Entry
{ {
std::string name; std::string name;
int size, offset, something; int size, offset, something;
}; };
std::ifstream file; std::ifstream file;
int readNormalNr (int pos, int bytCon); int readNormalNr (int pos, int bytCon);
bool opened; bool opened;
public: public:
std::vector<Entry> entries; std::vector<Entry> entries;
~CVidHandler(); ~CVidHandler();
CVidHandler(std::string fname); CVidHandler(std::string fname);
std::ifstream & extract(std::string srcfile); std::ifstream & extract(std::string srcfile);
void extract(std::string srcfile, std::string dstfile, bool caseSens=true); //saves selected file 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, unsigned char * extract (std::string srcfile, int & size); //return selecte file,
void extract(int index, std::string dstfile); //saves selected file void extract(int index, std::string dstfile); //saves selected file
MemberFile getFile(std::string name); //nie testowane - sprawdzic MemberFile getFile(std::string name); //nie testowane - sprawdzic
}; };
#endif // __CSNDHANDLER_H__ #endif // __CSNDHANDLER_H__

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

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@@ -1,8 +1,8 @@
#ifndef __CTOWNHANDLER_H__ #ifndef __CTOWNHANDLER_H__
#define __CTOWNHANDLER_H__ #define __CTOWNHANDLER_H__
#include "../global.h" #include "../global.h"
#include <set> #include <set>
/* /*
* CTownHandler.h, part of VCMI engine * CTownHandler.h, part of VCMI engine
* *
@@ -11,74 +11,74 @@
* License: GNU General Public License v2.0 or later * License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder * Full text of license available in license.txt file, in main folder
* *
*/ */
class CBuilding; class CBuilding;
class CSpell; class CSpell;
class CHero; class CHero;
class CGTownInstance; class CGTownInstance;
class DLL_EXPORT CTown class DLL_EXPORT CTown
{ {
std::string name; //name of type std::string name; //name of type
public: public:
std::vector<std::string> names; //names of the town instances std::vector<std::string> names; //names of the town instances
std::vector<int> basicCreatures; //level (from 0) -> ID std::vector<int> basicCreatures; //level (from 0) -> ID
std::vector<int> upgradedCreatures; //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) 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 ui32 mageLevel; //max available mage guild level
int bonus; //pic number int bonus; //pic number
ui16 primaryRes, warMachine; ui16 primaryRes, warMachine;
ui8 typeID; ui8 typeID;
const std::vector<std::string> & Names() const; const std::vector<std::string> & Names() const;
const std::string & Name() const; const std::string & Name() const;
void Name(const std::string & val) { name = val; } void Name(const std::string & val) { name = val; }
template <typename Handler> void serialize(Handler &h, const int version) template <typename Handler> void serialize(Handler &h, const int version)
{ {
h & names & basicCreatures & upgradedCreatures & hordeLvl & mageLevel & bonus h & names & basicCreatures & upgradedCreatures & hordeLvl & mageLevel & bonus
& primaryRes & warMachine & typeID; & primaryRes & warMachine & typeID;
} }
}; };
struct DLL_EXPORT Structure struct DLL_EXPORT Structure
{ {
int ID; int ID;
int3 pos; int3 pos;
std::string defName, borderName, areaName, name; std::string defName, borderName, areaName, name;
int townID, group; int townID, group;
bool operator<(const Structure & p2) const bool operator<(const Structure & p2) const
{ {
if(pos.z != p2.pos.z) if(pos.z != p2.pos.z)
return (pos.z) < (p2.pos.z); return (pos.z) < (p2.pos.z);
else else
return (ID) < (p2.ID); return (ID) < (p2.ID);
} }
}; };
class DLL_EXPORT CTownHandler class DLL_EXPORT CTownHandler
{ {
public: public:
std::vector<CTown> towns; std::vector<CTown> towns;
std::map<int,std::map<int, Structure*> > structures; // <town ID, <structure ID, structure>> 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 std::map<int, std::map<int,std::set<int> > > requirements; //requirements[town_id][structure_id] -> set of required buildings
CTownHandler(); CTownHandler();
~CTownHandler(); ~CTownHandler();
void loadNames(); void loadNames();
void loadStructures(); void loadStructures();
template <typename Handler> void serialize(Handler &h, const int version) template <typename Handler> void serialize(Handler &h, const int version)
{ {
h & towns & requirements; h & towns & requirements;
if(!h.saving) if(!h.saving)
loadStructures(); loadStructures();
} }
}; };
#endif // __CTOWNHANDLER_H__ #endif // __CTOWNHANDLER_H__

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

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@@ -1,6 +1,6 @@
#ifndef __BATTLEACTION_H__ #ifndef __BATTLEACTION_H__
#define __BATTLEACTION_H__ #define __BATTLEACTION_H__
/* /*
* BattleAction.h, part of VCMI engine * BattleAction.h, part of VCMI engine
* *
@@ -9,18 +9,18 @@
* License: GNU General Public License v2.0 or later * License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder * Full text of license available in license.txt file, in main folder
* *
*/ */
struct BattleAction struct BattleAction
{ {
ui8 side; //who made this action: false - left, true - right player ui8 side; //who made this action: false - left, true - right player
ui32 stackNumber;//stack ID, -1 left hero, -2 right hero, 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 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; ui16 destinationTile;
si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6 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) template <typename Handler> void serialize(Handler &h, const int version)
{ {
h & side & stackNumber & actionType & destinationTile & additionalInfo; h & side & stackNumber & actionType & destinationTile & additionalInfo;
} }
}; };
#endif // __BATTLEACTION_H__ #endif // __BATTLEACTION_H__

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

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

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@@ -1,12 +1,12 @@
#ifndef __MAPHANDLER_H__ #ifndef __MAPHANDLER_H__
#define __MAPHANDLER_H__ #define __MAPHANDLER_H__
#include "global.h" #include "global.h"
#include <list> #include <list>
#include <set> #include <set>
const int Woff = 13; //width of map's frame const int Woff = 13; //width of map's frame
const int Hoff = 10; const int Hoff = 10;
/* /*
* mapHandler.h, part of VCMI engine * mapHandler.h, part of VCMI engine
* *
@@ -15,116 +15,116 @@ const int Hoff = 10;
* License: GNU General Public License v2.0 or later * License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder * Full text of license available in license.txt file, in main folder
* *
*/ */
class CGObjectInstance; class CGObjectInstance;
class CGHeroInstance; class CGHeroInstance;
struct Mapa; struct Mapa;
class CGDefInfo; class CGDefInfo;
class CGObjectInstance; class CGObjectInstance;
class CDefHandler; class CDefHandler;
struct TerrainTile; struct TerrainTile;
struct SDL_Surface; struct SDL_Surface;
struct SDL_Rect; struct SDL_Rect;
struct TerrainTile2 struct TerrainTile2
{ {
int3 pos; int3 pos;
const TerrainTile *tileInfo; const TerrainTile *tileInfo;
SDL_Surface * terbitmap; //frames of terrain animation SDL_Surface * terbitmap; //frames of terrain animation
std::vector<SDL_Surface *> rivbitmap; //frames of river animation std::vector<SDL_Surface *> rivbitmap; //frames of river animation
std::vector<SDL_Surface *> roadbitmap; //frames of road 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 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(); TerrainTile2();
}; };
//pathfinder //pathfinder
// map<int,int> iDTerenu=>koszt_pola // map<int,int> iDTerenu=>koszt_pola
// map<int,int> IDdrogi=>koszt_drogi // map<int,int> IDdrogi=>koszt_drogi
template <typename T> class PseudoV template <typename T> class PseudoV
{ {
public: public:
int offset; int offset;
std::vector<T> inver; std::vector<T> inver;
PseudoV(){}; PseudoV(){};
PseudoV(std::vector<T> &src, int rest, int Offset, const T& fill) PseudoV(std::vector<T> &src, int rest, int Offset, const T& fill)
{ {
inver.resize(Offset*2+rest); inver.resize(Offset*2+rest);
offset=Offset; offset=Offset;
for(int i=0; i<offset;i++) for(int i=0; i<offset;i++)
inver[i] = fill; inver[i] = fill;
for(int i=0;i<src.size();i++) for(int i=0;i<src.size();i++)
inver[offset+i] = src[i]; inver[offset+i] = src[i];
for(int i=src.size(); i<src.size()+offset;i++) for(int i=src.size(); i<src.size()+offset;i++)
inver[offset+i] = fill; inver[offset+i] = fill;
} }
inline T & operator[](const int & n) inline T & operator[](const int & n)
{ {
return inver[n+offset]; return inver[n+offset];
} }
inline const T & operator[](const int & n) const inline const T & operator[](const int & n) const
{ {
return inver[n+offset]; return inver[n+offset];
} }
void resize(int rest,int Offset) void resize(int rest,int Offset)
{ {
inver.resize(Offset*2+rest); inver.resize(Offset*2+rest);
offset=Offset; offset=Offset;
} }
int size() const int size() const
{ {
return inver.size(); return inver.size();
} }
}; };
class CMapHandler class CMapHandler
{ {
public: public:
PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles; PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles;
int3 sizes; int3 sizes;
Mapa * map; Mapa * map;
std::set<int> usedHeroes; std::set<int> usedHeroes;
CDefHandler * fullHide; CDefHandler * fullHide;
CDefHandler * partialHide; CDefHandler * partialHide;
std::vector<std::vector<SDL_Surface *> > terrainGraphics; // [terrain id] [view type] [rotation type] std::vector<std::vector<SDL_Surface *> > terrainGraphics; // [terrain id] [view type] [rotation type]
std::vector<CDefHandler *> roadDefs; std::vector<CDefHandler *> roadDefs;
std::vector<CDefHandler *> staticRiverDefs; std::vector<CDefHandler *> staticRiverDefs;
std::vector<CDefHandler*> defs; std::vector<CDefHandler*> defs;
std::map<std::string, CDefHandler*> loadedDefs; //pointers to loaded defs (key is filename, uppercase) 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 std::vector<std::vector<std::vector<unsigned char> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
CMapHandler(); CMapHandler();
~CMapHandler(); ~CMapHandler();
void loadDefs(); void loadDefs();
SDL_Surface * getVisBitmap(int x, int y, const std::vector< std::vector< std::vector<unsigned char> > > & visibilityMap, int lvl); 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); 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< 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 //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 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 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 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 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) bool removeObject(CGObjectInstance * obj); //removes object from each place in VCMI (I hope)
void initHeroDef(CGHeroInstance * h); void initHeroDef(CGHeroInstance * h);
void init(); void init();
void calculateBlockedPos(); void calculateBlockedPos();
void initObjectRects(); void initObjectRects();
void borderAndTerrainBitmapInit(); void borderAndTerrainBitmapInit();
void roadsRiverTerrainInit(); void roadsRiverTerrainInit();
void prepareFOWDefs(); 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); 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(); void updateWater();
unsigned char getHeroFrameNum(const unsigned char & dir, const bool & isMoving) const; //terrainRect helper function 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 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] 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__ #endif // __MAPHANDLER_H__

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

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