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https://github.com/vcmi/vcmi.git
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* part of new object randomizing; make it work (I mean moving the last hero on your Arrogance2 - it doesn't wotk and I don't know why)
This commit is contained in:
parent
556311c9ab
commit
d8103fd242
5
CMT.cpp
5
CMT.cpp
@ -713,7 +713,10 @@ int _tmain(int argc, _TCHAR* argv[])
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initGameState(cgi);
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THC std::cout<<"Initializing GameState: "<<tmh.getDif()<<std::endl;
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/*for(int d=0; d<PLAYER_LIMIT; ++d)
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{
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cgi->playerint.push_back(NULL);
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}*/
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for (int i=0; i<cgi->scenarioOps.playerInfos.size();i++) //initializing interfaces
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{
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@ -143,37 +143,31 @@ void CSDL_Ext::printAt(std::string text, int x, int y, TTF_Font * font, SDL_Colo
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}
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void CSDL_Ext::SDL_PutPixel(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B, int myC, Uint8 A)
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{
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Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel-myC;
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if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
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{
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p[0] = R;
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p[1] = G;
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p[2] = B;
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}
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else
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{
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p[0] = B;
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p[1] = G;
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p[2] = R;
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}
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SDL_UpdateRect(ekran, x, y, 1, 1);
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Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel-myC;
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#if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
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p[0] = R;
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p[1] = G;
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p[2] = B;
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#else
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p[0] = B;
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p[1] = G;
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p[2] = R;
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#endif
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SDL_UpdateRect(ekran, x, y, 1, 1);
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}
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void CSDL_Ext::SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B, int myC, Uint8 A)
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{
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Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel-myC;
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if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
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{
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p[0] = B;
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p[1] = G;
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p[2] = R;
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}
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else
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{
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p[0] = R;
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p[1] = G;
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p[2] = B;
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}
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#if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
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p[0] = B;
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p[1] = G;
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p[2] = R;
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#else
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p[0] = R;
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p[1] = G;
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p[2] = B;
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#endif
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}
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///**************/
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@ -192,14 +186,11 @@ SDL_Surface * CSDL_Ext::rotate01(SDL_Surface * toRot, int myC)
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{
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{
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Uint8 *p = (Uint8 *)toRot->pixels + j * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel;
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if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
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{
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#if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
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CSDL_Ext::SDL_PutPixel(ret, i, j, p[0], p[1], p[2], myC);
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}
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else
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{
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#else
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CSDL_Ext::SDL_PutPixel(ret, i, j, p[2], p[1], p[0], myC);
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}
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#endif
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}
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}
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}
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@ -234,14 +225,11 @@ SDL_Surface * CSDL_Ext::hFlip(SDL_Surface * toRot)
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{
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Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j -1) * toRot->pitch + i * toRot->format->BytesPerPixel-2;
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int k=2;
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if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
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{
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#if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
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CSDL_Ext::SDL_PutPixel(ret, i, j, p[0], p[1], p[2], k);
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}
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else
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{
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#else
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CSDL_Ext::SDL_PutPixel(ret, i, j, p[2], p[1], p[0], k);
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}
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#endif
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}
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}
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}
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@ -277,14 +265,11 @@ SDL_Surface * CSDL_Ext::rotate02(SDL_Surface * toRot)
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{
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{
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Uint8 *p = (Uint8 *)toRot->pixels + i * toRot->pitch + j * toRot->format->BytesPerPixel;
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if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
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{
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#if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
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SDL_PutPixel(ret, i, j, p[0], p[1], p[2]);
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}
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else
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{
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#else
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SDL_PutPixel(ret, i, j, p[2], p[1], p[0]);
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}
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#endif
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}
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}
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}
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@ -308,14 +293,11 @@ SDL_Surface * CSDL_Ext::rotate03(SDL_Surface * toRot)
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{
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{
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Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j - 1) * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel+2;
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if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
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{
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#if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
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SDL_PutPixel(ret, i, j, p[0], p[1], p[2], 2);
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}
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else
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{
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#else
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SDL_PutPixel(ret, i, j, p[2], p[1], p[0], 2);
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}
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#endif
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}
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}
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}
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@ -392,10 +374,11 @@ Uint32 CSDL_Ext::SDL_GetPixel(SDL_Surface *surface, int x, int y, bool colorByte
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return *(Uint16 *)p;
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case 3:
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if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
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#if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
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return p[0] << 16 | p[1] << 8 | p[2];
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else
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#else
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return p[0] | p[1] << 8 | p[2] << 16;
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#endif
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case 4:
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return *(Uint32 *)p;
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@ -930,6 +930,7 @@ void CAmbarCendamo::deh3m()
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spec->myInstance = nhi;
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//nobj->isHero = true;
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(static_cast<CGHeroInstance*>(nobj))->moveDir = 4;
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nhi->isStanding = true;
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nhi->exp = spec->experience;
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nhi->level = CGI->heroh->level(nhi->exp);
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nhi->primSkills.resize(PRIMARY_SKILLS);
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@ -1944,7 +1945,7 @@ void CAmbarCendamo::deh3m()
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}//*/ //end of loading objects; commented to make application work until it will be finished
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////objects loaded
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processMap(defsToUnpack);
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//processMap(defsToUnpack);
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std::vector<CDefHandler *> dhandlers = CGameInfo::mainObj->spriteh->extractManyFiles(defsToUnpack);
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for (int i=0;i<dhandlers.size();i++)
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map.defy[i]->handler=dhandlers[i];
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@ -19,6 +19,8 @@ void CDefObjInfoHandler::load()
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DefObjInfo nobj;
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std::string dump;
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inp>>nobj.defName;
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std::transform(nobj.defName.begin(), nobj.defName.end(), nobj.defName.begin(), (int(*)(int))toupper);
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for(int o=0; o<6; ++o)
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{
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226
mapHandler.cpp
226
mapHandler.cpp
@ -10,6 +10,7 @@
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#include <algorithm>
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#include "CGameState.h"
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#include "CLua.h"
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#include "hch\CCastleHandler.h"
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#include "hch/CHeroHandler.h"
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extern SDL_Surface * ekran;
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@ -24,6 +25,54 @@ public:
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void CMapHandler::init()
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{
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///////////////randomizing objects on map///////////////////////////
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for(int no=0; no<CGI->objh->objInstances.size(); ++no)
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{
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std::string nname = getRandomizedDefName(CGI->objh->objInstances[no]->defInfo, CGI->objh->objInstances[no]);
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if(nname.size()>0) //change def
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{
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int f=-1;
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for(f=0; f<CGI->dobjinfo->objs.size(); ++f)
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{
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if(CGI->dobjinfo->objs[f].defName==nname)
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{
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break;
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}
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}
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CGI->objh->objInstances[no]->defInfo->name = nname;
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if(loadedDefs.find(nname)!=loadedDefs.end())
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{
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CGI->objh->objInstances[no]->defInfo->handler = loadedDefs.find(nname)->second;
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}
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else
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{
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CGI->objh->objInstances[no]->defInfo->handler = CGI->spriteh->giveDef(nname);
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for(int dd=0; dd<CGI->objh->objInstances[no]->defInfo->handler->ourImages.size(); ++dd)
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{
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CSDL_Ext::fullAlphaTransform(CGI->objh->objInstances[no]->defInfo->handler->ourImages[dd].bitmap);
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}
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loadedDefs.insert(std::pair<std::string, CDefHandler*>(nname, CGI->objh->objInstances[no]->defInfo->handler));
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}
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CGI->objh->objInstances[no]->defObjInfoNumber = f;
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if(f!=-1)
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{
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CGI->objh->objInstances[no]->defInfo->isOnDefList = true;
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CGI->objh->objInstances[no]->ID = CGI->dobjinfo->objs[f].type;
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CGI->objh->objInstances[no]->subID = CGI->dobjinfo->objs[f].subtype;
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CGI->objh->objInstances[no]->defInfo->id = CGI->dobjinfo->objs[f].type;
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CGI->objh->objInstances[no]->defInfo->subid = CGI->dobjinfo->objs[f].subtype;
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CGI->objh->objInstances[no]->defInfo->printPriority = CGI->dobjinfo->objs[f].priority;
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}
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else
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{
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CGI->objh->objInstances[no]->defInfo->isOnDefList = false;
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}
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}
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}
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///////////////objects randomized///////////////////////////////////
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for(int h=0; h<reader->map.defy.size(); ++h) //initializing loaded def handler's info
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{
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std::string hlp = reader->map.defy[h]->name;
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@ -425,7 +474,7 @@ void CMapHandler::init()
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cr.y = fy*32;
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std::pair<CGObjectInstance*,std::pair<SDL_Rect, std::vector<std::list<int3>>>> toAdd = std::make_pair(CGI->objh->objInstances[f], std::make_pair(cr, std::vector<std::list<int3>>()));
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///initializing places that will be coloured by blitting (flag colour / player colour positions)
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if(toAdd.first->defObjInfoNumber>=0 && CGI->dobjinfo->objs[toAdd.first->defObjInfoNumber].isVisitable())
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if(toAdd.first->defInfo->isVisitable())
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{
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toAdd.second.second.resize(toAdd.first->defInfo->handler->ourImages.size());
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for(int no = 0; no<toAdd.first->defInfo->handler->ourImages.size(); ++no)
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@ -467,8 +516,6 @@ void CMapHandler::init()
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} // for(int f=0; f<CGI->objh->objInstances.size(); ++f)
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for(int f=0; f<CGI->objh->objInstances.size(); ++f) //calculationg blocked / visitable positions
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{
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if(CGI->objh->objInstances[f]->defObjInfoNumber == -1)
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continue;
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CDefHandler * curd = CGI->objh->objInstances[f]->defInfo->handler;
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for(int fx=0; fx<8; ++fx)
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{
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@ -480,9 +527,9 @@ void CMapHandler::init()
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if(xVal>=0 && xVal<ttiles.size()-Woff && yVal>=0 && yVal<ttiles[0].size()-Hoff)
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{
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TerrainTile2 & curt = ttiles[xVal][yVal][zVal];
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if(((CGI->dobjinfo->objs[CGI->objh->objInstances[f]->defObjInfoNumber].visitMap[fy] >> (7 - fx)) & 1))
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if(((CGI->objh->objInstances[f]->defInfo->visitMap[fy] >> (7 - fx)) & 1))
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curt.visitable = true;
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if(!((CGI->dobjinfo->objs[CGI->objh->objInstances[f]->defObjInfoNumber].blockMap[fy] >> (7 - fx)) & 1))
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if(!((CGI->objh->objInstances[f]->defInfo->blockMap[fy] >> (7 - fx)) & 1))
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curt.blocked = true;
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}
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}
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@ -1493,7 +1540,7 @@ bool CMapHandler::printObject(CGObjectInstance *obj)
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cr.y = fy*32;
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std::pair<CGObjectInstance*,std::pair<SDL_Rect, std::vector<std::list<int3>>>> toAdd = std::make_pair(obj, std::make_pair(cr, std::vector<std::list<int3>>()));
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///initializing places that will be coloured by blitting (flag colour / player colour positions)
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if(toAdd.first->defObjInfoNumber>=0 && CGI->dobjinfo->objs[toAdd.first->defObjInfoNumber].isVisitable())
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if(CGI->dobjinfo->objs[toAdd.first->defObjInfoNumber].isVisitable())
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{
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toAdd.second.second.resize(toAdd.first->defInfo->handler->ourImages.size());
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for(int no = 0; no<toAdd.first->defInfo->handler->ourImages.size(); ++no)
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@ -1555,4 +1602,169 @@ bool CMapHandler::hideObject(CGObjectInstance *obj)
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} // for(int fy=0; fy<curd->ourImages[0].bitmap->h/32; ++fy)
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} //for(int fx=0; fx<curd->ourImages[0].bitmap->w/32; ++fx)
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return true;
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}
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}
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std::string CMapHandler::getRandomizedDefName(CGDefInfo *di, CGObjectInstance * obj)
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{
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if(di->id==76) //random resource
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{
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std::vector<std::string> resDefNames;
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resDefNames.push_back("AVTRNDM0.DEF");
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resDefNames.push_back("AVTWOOD0.DEF");
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resDefNames.push_back("AVTMERC0.DEF");
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resDefNames.push_back("AVTORE0.DEF");
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resDefNames.push_back("AVTSULF0.DEF");
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resDefNames.push_back("AVTCRYS0.DEF");
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resDefNames.push_back("AVTGEMS0.DEF");
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resDefNames.push_back("AVTGOLD0.DEF");
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resDefNames.push_back("ZMITHR.DEF");
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return resDefNames[rand()%resDefNames.size()];
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}
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else if(di->id==72 || di->id==73 || di->id==74 || di->id==75 || di->id==162 || di->id==163 || di->id==164 || di->id==71) //random monster
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{
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std::vector<std::string> creDefNames;
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for(int dd=0; dd<140; ++dd) //we do not use here WoG units
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{
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creDefNames.push_back(CGI->dobjinfo->objs[dd+1184].defName);
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}
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switch(di->id)
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{
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case 72: //level 1
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return creDefNames[14*(rand()%9)+rand()%2];
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case 73: //level 2
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return creDefNames[14*(rand()%9)+rand()%2+2];
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case 74: //level 3
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return creDefNames[14*(rand()%9)+rand()%2+4];
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case 75: //level 4
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return creDefNames[14*(rand()%9)+rand()%2+6];
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case 162: //level 5
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return creDefNames[14*(rand()%9)+rand()%2+8];
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case 163: //level 6
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return creDefNames[14*(rand()%9)+rand()%2+10];
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case 164: //level 7
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return creDefNames[14*(rand()%9)+rand()%2+12];
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case 71: // any level
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return creDefNames[rand()%126];
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}
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}
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else if(di->id==65) //random artifact (any class)
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{
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std::vector<std::string> artDefNames;
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for(int bb=0; bb<162; ++bb)
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{
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if(CGI->arth->artifacts[CGI->dobjinfo->objs[bb+213].subtype].aClass!=EartClass::SartClass)
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artDefNames.push_back(CGI->dobjinfo->objs[bb+213].defName);
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}
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return artDefNames[rand()%artDefNames.size()];
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}
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else if(di->id==66) //random artifact (treasure)
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{
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std::vector<std::string> art1DefNames;
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for(int bb=0; bb<162; ++bb)
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{
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if(CGI->arth->artifacts[CGI->dobjinfo->objs[bb+213].subtype].aClass==EartClass::TartClass)
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art1DefNames.push_back(CGI->dobjinfo->objs[bb+213].defName);
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}
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return art1DefNames[rand()%art1DefNames.size()];
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}
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else if(di->id==67) //random artifact (minor)
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{
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std::vector<std::string> art2DefNames;
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for(int bb=0; bb<162; ++bb)
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{
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if(CGI->arth->artifacts[CGI->dobjinfo->objs[bb+213].subtype].aClass==EartClass::NartClass)
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art2DefNames.push_back(CGI->dobjinfo->objs[bb+213].defName);
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}
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return art2DefNames[rand()%art2DefNames.size()];
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}
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else if(di->id==68) //random artifact (major)
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{
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std::vector<std::string> art3DefNames;
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for(int bb=0; bb<162; ++bb)
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{
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if(CGI->arth->artifacts[CGI->dobjinfo->objs[bb+213].subtype].aClass==EartClass::JartClass)
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art3DefNames.push_back(CGI->dobjinfo->objs[bb+213].defName);
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}
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return art3DefNames[rand()%art3DefNames.size()];
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}
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else if(di->id==69) //random artifact (relic)
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{
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std::vector<std::string> art4DefNames;
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for(int bb=0; bb<162; ++bb)
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{
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if(CGI->arth->artifacts[CGI->dobjinfo->objs[bb+213].subtype].aClass==EartClass::RartClass)
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art4DefNames.push_back(CGI->dobjinfo->objs[bb+213].defName);
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}
|
||||
return art4DefNames[rand()%art4DefNames.size()];
|
||||
}
|
||||
else if(di->id==77) //random town
|
||||
{
|
||||
if(!obj)
|
||||
return std::string(); //obj is necessary!
|
||||
std::vector<std::string> town0DefNames; //without fort
|
||||
town0DefNames.push_back("AVCCAST0.DEF");
|
||||
town0DefNames.push_back("AVCRAMP0.DEF");
|
||||
town0DefNames.push_back("AVCTOWR0.DEF");
|
||||
town0DefNames.push_back("AVCINFT0.DEF");
|
||||
town0DefNames.push_back("AVCNECR0.DEF");
|
||||
town0DefNames.push_back("AVCDUNG0.DEF");
|
||||
town0DefNames.push_back("AVCSTRO0.DEF");
|
||||
town0DefNames.push_back("AVCFTRT0.DEF");
|
||||
town0DefNames.push_back("AVCHFOR0.DEF");
|
||||
|
||||
std::vector<std::string> town1DefNames; //with fort
|
||||
for(int dd=0; dd<F_NUMBER; ++dd)
|
||||
{
|
||||
town1DefNames.push_back(CGI->dobjinfo->objs[dd+385].defName);
|
||||
}
|
||||
|
||||
std::vector<std::string> town2DefNames; //with capitol
|
||||
for(int dd=0; dd<F_NUMBER; ++dd)
|
||||
{
|
||||
town2DefNames.push_back(CGI->dobjinfo->objs[dd+385].defName);
|
||||
}
|
||||
for(int b=0; b<town2DefNames.size(); ++b)
|
||||
{
|
||||
for(int q=0; q<town2DefNames[b].size(); ++q)
|
||||
{
|
||||
if(town2DefNames[b][q]=='x' || town2DefNames[b][q]=='X')
|
||||
town2DefNames[b][q] = 'Z';
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: use capitol defs
|
||||
|
||||
//variables initialized
|
||||
|
||||
if(obj->tempOwner==0xff) //no preselected preferentions
|
||||
{
|
||||
if(((CCastleObjInfo*)obj->info)->hasFort)
|
||||
return town1DefNames[rand()%town1DefNames.size()];
|
||||
else
|
||||
return town0DefNames[rand()%town0DefNames.size()];
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
if(CGI->scenarioOps.getIthPlayersSettings(((CCastleObjInfo*)obj->info)->player).castle>-1) //castle specified in start options
|
||||
{
|
||||
int defnr = CGI->scenarioOps.getIthPlayersSettings(((CCastleObjInfo*)obj->info)->player).castle;
|
||||
if(((CCastleObjInfo*)obj->info)->hasFort)
|
||||
return town1DefNames[defnr];
|
||||
else
|
||||
return town0DefNames[defnr];
|
||||
}
|
||||
else //no castle specified
|
||||
{
|
||||
int defnr = rand()%F_NUMBER;
|
||||
if(((CCastleObjInfo*)obj->info)->hasFort)
|
||||
return town1DefNames[defnr];
|
||||
else
|
||||
return town0DefNames[defnr];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return std::string();
|
||||
}
|
||||
|
@ -90,6 +90,7 @@ public:
|
||||
SDL_Surface * terrainRect(int x, int y, int dx, int dy, int level=0, unsigned char anim=0, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap = CGI->mh->visibility);
|
||||
SDL_Surface * terrBitmap(int x, int y);
|
||||
SDL_Surface * undTerrBitmap(int x, int y);
|
||||
std::string getRandomizedDefName(CGDefInfo* di, CGObjectInstance * obj = NULL); //objinstance needed only for heroes and towns
|
||||
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user