Bläddra i källkod

* CPreGame's buttons less ugly
* fixed sorting maps
* minor stuff

Michał W. Urbańczyk 18 år sedan
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b38a8c9557
8 ändrade filer med 116 tillägg och 53 borttagningar
  1. 4 4
      CGameState.h
  2. 10 3
      CHeroHandler.h
  3. 56 28
      CMessage.cpp
  4. 15 7
      CMessage.h
  5. 4 6
      CPreGame.h
  6. 16 3
      CTownHandler.h
  7. 5 1
      global.h
  8. 6 1
      int3.h

+ 4 - 4
CGameState.h

@@ -21,12 +21,12 @@ struct PlayerState
 	vector<vector<bool> > fogOfWarMap;
 	std::vector<int> resources;
 	std::vector<CHeroInstance> heroes;
-	std::vector<CTownInstance> heroes;
-}
+	std::vector<CTownInstance> towns;
+};
 
 class CGameState
 {
-
-}
+	std::map<int,PlayerState> players; //color <-> playerstate
+};
 
 #endif //CGAMESTATE_H

+ 10 - 3
CHeroHandler.h

@@ -9,7 +9,6 @@
 
 class CHeroClass;
 
-enum EHeroClasses {HERO_KNIGHT, HERO_CLERIC, HERO_RANGER, HERO_DRUID, HREO_ALCHEMIST, HERO_WIZARD, HERO_DEMONIAC, HERO_HERETIC, HERO_DEATHKNIGHT, HERO_NECROMANCER, HERO_WARLOCK, HERO_OVERLORD, HERO_BARBARIAN, HERO_BATTLEMAGE, HERO_BEASTMASTER, HERO_WITCH, HERO_PLANESWALKER, HERO_ELEMENTALIST};
 
 class CHero
 {
@@ -44,10 +43,18 @@ public:
 class CHeroInstance
 {
 public:
+	int owner;
+	int exp; //experience point
+	int level; //current level of hero
+	std::string name; //may be custom
+	std::string biography; //may be custom
+	int portrait; //may be custom
 	CHero type;
-	int3 pos;
+	int3 pos; //position on adventure map
 	CCreatureSet army; //army
-	//TODO: armia, artefakty, itd.
+	int mana; // remaining spell points
+	int movement; //remaining movement points
+	//TODO: artifacts, primary and secondary skills, known spells, commander, blessings, curses, morale/luck modifiers
 };
 
 class CHeroHandler

+ 56 - 28
CMessage.cpp

@@ -14,19 +14,58 @@ extern SDL_Surface * ekran;
 extern TTF_Font * TNRB16, *TNR, *GEOR13;
 SDL_Color genRGB(int r, int g, int b, int a=0);
 //void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran, unsigned char quality = 2);
-extern CPreGame * CPG;
 bool isItIn(const SDL_Rect * rect, int x, int y);
 
+using namespace NMessage;
+
+
+namespace NMessage
+{
+	std::vector<std::vector<SDL_Surface*> > piecesOfBox; //in colors of all players
+	SDL_Surface * background = NULL;
+}
 
 CMessage::CMessage()
 {
-	piecesOfBox = CGI->spriteh->giveDef("DIALGBOX.DEF");
-	background = CGI->bitmaph->loadBitmap("DIBOXBCK.BMP");
-	SDL_SetColorKey(background,SDL_SRCCOLORKEY,SDL_MapRGB(background->format,0,255,255));
+	if (!NMessage::background)
+		init();
+}
+void CMessage::init()
+{
+	{
+		for (int i=0;i<PLAYER_LIMIT;i++)
+		{
+			CDefHandler * bluePieces = CGI->spriteh->giveDef("DIALGBOX.DEF");
+			std::vector<SDL_Surface *> n;
+			piecesOfBox.push_back(n);
+			if (i==1)
+			{
+				for (int j=0;j<bluePieces->ourImages.size();j++)
+				{
+					piecesOfBox[i].push_back(bluePieces->ourImages[j].bitmap);
+				}
+			}
+			for (int j=0;j<bluePieces->ourImages.size();j++)
+			{
+				CSDL_Ext::blueToPlayersAdv(bluePieces->ourImages[j].bitmap,i);
+				piecesOfBox[i].push_back(bluePieces->ourImages[j].bitmap);
+			}
+		}
+		NMessage::background = CGI->bitmaph->loadBitmap("DIBOXBCK.BMP");
+		SDL_SetColorKey(background,SDL_SRCCOLORKEY,SDL_MapRGB(background->format,0,255,255));
+	}
 }
-CMessage::~CMessage()
+
+
+void CMessage::dispose()
 {
-	delete piecesOfBox;
+	for (int i=0;i<PLAYER_LIMIT;i++)
+	{
+		for (int j=0;j<piecesOfBox[i].size();j++)
+		{
+			SDL_FreeSurface(piecesOfBox[i][j]);
+		}
+	}
 	SDL_FreeSurface(background);
 }
 SDL_Surface * CMessage::drawBox1(int w, int h, int playerColor)
@@ -38,43 +77,32 @@ SDL_Surface * CMessage::drawBox1(int w, int h, int playerColor)
 		for (int j=0; j<w; j+=background->w-1)
 			SDL_BlitSurface(background,&genRect(background->h,background->w-1,1,0),ret,&genRect(h,w,j,i));
 	}
-	//SDL_Flip(ekran);
-	//CSDL_Ext::update(ekran);
-	
-	std::vector<SDL_Surface*> pieces;
-	for (int i=0;i<piecesOfBox->ourImages.size();i++)
-	{
-		pieces.push_back(piecesOfBox->ourImages[i].bitmap);
-		if (playerColor!=1)
-		{
-			CSDL_Ext::blueToPlayersAdv(pieces[pieces.size()-1],playerColor);
-		}
-	}
+
 	//obwodka I-szego rzedu pozioma
-	for (int i=0; i<w; i+=pieces[6]->w)
+	for (int i=0; i<w; i+=piecesOfBox[playerColor][6]->w)
 	{
 		SDL_BlitSurface
-			(pieces[6],NULL,ret,&genRect(pieces[6]->h,pieces[6]->w,i,0));
+			(piecesOfBox[playerColor][6],NULL,ret,&genRect(piecesOfBox[playerColor][6]->h,piecesOfBox[playerColor][6]->w,i,0));
 		SDL_BlitSurface
-			(pieces[7],NULL,ret,&genRect(pieces[7]->h,pieces[7]->w,i,h-pieces[7]->h));
+			(piecesOfBox[playerColor][7],NULL,ret,&genRect(piecesOfBox[playerColor][7]->h,piecesOfBox[playerColor][7]->w,i,h-piecesOfBox[playerColor][7]->h));
 	}
 	//obwodka I-szego rzedu pionowa
-	for (int i=0; i<h; i+=piecesOfBox->ourImages[4].bitmap->h)
+	for (int i=0; i<h; i+=piecesOfBox[playerColor][4]->h)
 	{
 		SDL_BlitSurface
-			(pieces[4],NULL,ret,&genRect(pieces[4]->h,pieces[4]->w,0,i));
+			(piecesOfBox[playerColor][4],NULL,ret,&genRect(piecesOfBox[playerColor][4]->h,piecesOfBox[playerColor][4]->w,0,i));
 		SDL_BlitSurface
-			(pieces[5],NULL,ret,&genRect(pieces[5]->h,pieces[5]->w,w-pieces[5]->w,i));
+			(piecesOfBox[playerColor][5],NULL,ret,&genRect(piecesOfBox[playerColor][5]->h,piecesOfBox[playerColor][5]->w,w-piecesOfBox[playerColor][5]->w,i));
 	}
 	//corners
 	SDL_BlitSurface
-		(pieces[0],NULL,ret,&genRect(pieces[0]->h,pieces[0]->w,0,0));
+		(piecesOfBox[playerColor][0],NULL,ret,&genRect(piecesOfBox[playerColor][0]->h,piecesOfBox[playerColor][0]->w,0,0));
 	SDL_BlitSurface
-		(pieces[1],NULL,ret,&genRect(pieces[1]->h,pieces[1]->w,w-pieces[1]->w,0));
+		(piecesOfBox[playerColor][1],NULL,ret,&genRect(piecesOfBox[playerColor][1]->h,piecesOfBox[playerColor][1]->w,w-piecesOfBox[playerColor][1]->w,0));
 	SDL_BlitSurface
-		(pieces[2],NULL,ret,&genRect(pieces[2]->h,pieces[2]->w,0,h-pieces[2]->h));
+		(piecesOfBox[playerColor][2],NULL,ret,&genRect(piecesOfBox[playerColor][2]->h,piecesOfBox[playerColor][2]->w,0,h-piecesOfBox[playerColor][2]->h));
 	SDL_BlitSurface
-		(pieces[3],NULL,ret,&genRect(pieces[3]->h,pieces[3]->w,w-pieces[3]->w,h-pieces[3]->h));
+		(piecesOfBox[playerColor][3],NULL,ret,&genRect(piecesOfBox[playerColor][3]->h,piecesOfBox[playerColor][3]->w,w-piecesOfBox[playerColor][3]->w,h-piecesOfBox[playerColor][3]->h));
 	//box gotowy!
 	return ret;
 }

+ 15 - 7
CMessage.h

@@ -2,26 +2,34 @@
 #define CMESSAGE_H
 
 #include "SDL_TTF.h"
+#include "SDL.h"
 #include "CSemiDefHandler.h"
 #include "CDefHandler.h"
 #include "CGameInterface.h"
+#include "CGameInfo.h"
+#include "SDL_Extensions.h"
+#define CGI (CGameInfo::mainObj)
 enum EWindowType {infoOnly, infoOK, yesOrNO};
 class CPreGame;
 class MapSel;
 
+namespace NMessage
+{
+	extern std::vector<std::vector<SDL_Surface*> > piecesOfBox; //in colors of all players
+	extern SDL_Surface * background ;
+}
+
 class CMessage
 {
 public:
-	static std::vector<std::string> * breakText(std::string text, int line=30, bool userBreak=true); //line - chars per line
-	CDefHandler * piecesOfBox;
-	SDL_Surface * background;
-	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);
-	SDL_Surface * drawBox1(int w, int h, int playerColor=1);
+	static SDL_Surface * drawBox1(int w, int h, int playerColor=1);
+	static std::vector<std::string> * breakText(std::string text, int line=30, bool userBreak=true); //line - chars per line
 	CMessage();
-	~CMessage();
+	void init();
+	void dispose();
 };
-
 //
 
 #endif //CMESSAGE_H

+ 4 - 6
CPreGame.h

@@ -47,7 +47,7 @@ template <class T=ttt> struct SetrButton: public Button<T>
 {
 	int key, * poin;
 	virtual void press(bool down=true);
-	SetrButton(){type=0;selectable=selected=false;state=0;highlightable=false;}
+	SetrButton(){type=1;selectable=selected=false;state=0;highlightable=false;}
 };
 template<class T=CPreGame>  class Slider
 { //
@@ -79,19 +79,17 @@ public:
 	int key;
 	int * what;
 	IntBut(){type=2;fun=NULL;highlightable=false;};
-	IntBut( SDL_Rect Pos, T Fun,CDefHandler* Imgs, bool Sel, int Key, int * What)
-		: Button(Pos,Fun,Imgs,Sel,gr),key(My),key(Key),what(What){ourGroup=gr;type=2;fun=NULL;};
 	void set(){*what=key;};
 };
 template<class T=ttt>  struct IntSelBut: public Button<T>
 {
 public:
-	CPoinGroup<T> * ourGroup;
+	CPoinGroup<T> * ourPoinGroup;
 	int key;
 	IntSelBut(){};
 	IntSelBut( SDL_Rect Pos, T Fun,CDefHandler* Imgs, bool Sel=false, CPoinGroup<T>* gr=NULL, int My=-1)
-		: Button(Pos,Fun,Imgs,Sel,gr),key(My){ourGroup=gr;type=1;};
-	void select(bool on=true) {(*this).Button::select(on);ourGroup->setYour(this);}
+		: Button(Pos,Fun,Imgs,Sel,gr),key(My){ourPoinGroup=gr;};
+	void select(bool on=true) {(*this).Button::select(on);ourPoinGroup->setYour(this);}
 };
 template <class T=ttt> class CPoinGroup :public CGroup<T>
 {

+ 16 - 3
CTownHandler.h

@@ -1,7 +1,9 @@
 #ifndef CTOWNHANDLER_H
 #define CTOWNHANDLER_H
 #include "CDefHandler.h"
+#include "CCreatureHandler.h"
 #include "SDL.h"
+#include "int3.h"
 #include <string>
 #include <vector>
 class CTown
@@ -22,8 +24,19 @@ public:
 };
 class CTownInstance
 {
-	int type;
-	std::string name;
-
+	int type; //type of town
+	int owner; //ID of owner
+	int3 pos; //position
+	CTown * town;
+	std::string name; // name of town
+	CCreatureSet garrison;
+	int builded; //how many buildings has been built this turn
+	int destroyed; //how many buildings has been destroyed this turn
+	
+	//TODO:
+	//buildings
+	//creatures to be recruited
+	//hero in garrison
+	//spells in mage guild
 };
 #endif //CTOWNHANDLER_H

+ 5 - 1
global.h

@@ -14,8 +14,12 @@ enum Eriver {clearRiver=1, icyRiver, muddyRiver, lavaRiver};
 enum Eroad {dirtRoad=1, grazvelRoad, cobblestoneRoad};
 enum Eformat { WoG=0x33, AB=0x15, RoE=0x0e,  SoD=0x1c};
 enum EvictoryConditions {artifact, gatherTroop, gatherResource, buildCity, buildGrail, beatHero, 
-captureCity, beatMonster, takeDwellings, takeMines, transportItem, winStandard=255};
+	captureCity, beatMonster, takeDwellings, takeMines, transportItem, winStandard=255};
 enum ElossCon {lossCastle, lossHero, timeExpires, lossStandard=255};
+enum EHeroClasses {HERO_KNIGHT, HERO_CLERIC, HERO_RANGER, HERO_DRUID, HREO_ALCHEMIST, HERO_WIZARD, 
+	HERO_DEMONIAC, HERO_HERETIC, HERO_DEATHKNIGHT, HERO_NECROMANCER, HERO_WARLOCK, HERO_OVERLORD, 
+	HERO_BARBARIAN, HERO_BATTLEMAGE, HERO_BEASTMASTER, HERO_WITCH, HERO_PLANESWALKER, HERO_ELEMENTALIST};
+
 
 const int F_NUMBER = 9; //factions quantity
 const int PLAYER_LIMIT = 8; //player limit per map

+ 6 - 1
int3.h

@@ -1,3 +1,6 @@
+#ifndef INT3_H
+#define INT3_H
+
 class int3
 {
 	int x,y,z;
@@ -58,4 +61,6 @@ class int3
 			return false;
 		return false;
 	}
-};
+};
+
+#endif //INT3_H