Add a user-defined name to vehicle definitions.
This also adds partial support for a custom vehicle graphic.
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@@ -13,7 +13,10 @@
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<text name='loc-lbl' anchor='area-lbl' relative='pos-in pos' top='11' left='0' width='97' height='14'>Location</text>
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<text name='loc' rel-anchor='prev' relative='pos pos-in' top='0' left='5' width='40' height='16'/>
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<led name='owned' anchor='loc-lbl' relative='pos-in pos' top='11' left='10'>Not Party Property</led>
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<text name='name-lbl' anchor='loc-lbl' relative='pos-in pos' top='11' left='0' width='97' height='14'>Name</text>
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<field name='name' rel-anchor='prev' relative='pos pos-in' top='0' left='5' width='100' height='14'/>
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<led name='owned' anchor='name-lbl' relative='pos-in pos' top='11' left='10'>Not Party Property</led>
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<button name='cancel' rel-anchor='prev' relative='neg pos' type='regular' def-key='esc' top='15' left='10'>Cancel</button>
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<button name='del' rel-anchor='prev' relative='pos pos-in' type='regular' top='0' left='0'>Delete</button>
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@@ -264,6 +264,11 @@ shop ID 0. Shops require the following subtags:
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of this element in a `CDATA` declaration.
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* `<journal>` - (max unbounded) A journal string. The scenario editor wraps the contents
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of this element in a `CDATA` declaration.
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* `<vehicle>` - (max unbounded) Contains additional data for a placed boat or horse. Only present if the additional data is used.
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* `type=` - Must be either `boat` or `horse`.
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* `id=` - The horse or boat ID, as written into the map data - a one-based index into the global list of horses or boats.
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* `<name>` - A designer-visible name for the boat or horse. Used by the scenario editor to present a list of boats or horses.
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* `<pic>` - The graphic to use for the boat or horse.
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The `<editor>` element can have the following child tags:
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@@ -289,6 +289,23 @@
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</xs:simpleContent>
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</xs:complexType>
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</xs:element>
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<xs:element name="vehicle" minOccurs="0" maxOccurs="unbounded">
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<xs:complexType>
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<xs:attribute name="type">
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<xs:simpleType>
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<xs:restriction base="xs:string">
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<xs:enumeration value="boat"/>
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<xs:enumeration value="horse"/>
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</xs:restriction>
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</xs:simpleType>
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</xs:attribute>
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<xs:attribute name="id" type="xs:integer"/>
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<xs:sequence>
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<xs:element name="name" type="xs:string"/>
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<xs:element name="pic" type="xs:integer"/>
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</xs:sequence>
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</xs:complexType>
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</xs:element>
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</xs:sequence>
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</xs:complexType>
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<xs:complexType name="editorData">
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@@ -904,6 +904,23 @@ void readScenarioFromXml(ticpp::Document&& data, cScenario& scenario) {
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if(strnum >= scenario.journal_strs.size())
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scenario.journal_strs.resize(strnum + 1);
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game->GetText(&scenario.journal_strs[strnum], false);
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} else if(type == "vehicle") {
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std::string vtype = game->GetAttribute("type");
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if(vtype != "boat" && vtype != "horse")
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throw xBadVal(type, "type", vtype, game->Row(), game->Column(), fname);
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auto& list = (vtype == "boat" ? scenario.boats : scenario.horses);
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game->GetAttribute("id", &strnum);
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list.resize(strnum);
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int i = strnum - 1;
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Iterator<Element> vehicle;
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for(vehicle = vehicle.begin(game.Get()); vehicle != vehicle.end(); vehicle++) {
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vehicle->GetValue(&type);
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if(type == "name") {
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vehicle->GetText(&list[i].name);
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} else if(type == "pic") {
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vehicle->GetText(&list[i].pic);
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} else throw xBadNode(type, vehicle->Row(), vehicle->Column(), fname);
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}
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} else throw xBadNode(type, game->Row(), game->Column(), fname);
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}
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if(!reqs.empty())
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@@ -10,6 +10,7 @@
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#define BOE_DATA_VEHICLE_H
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#include <iosfwd>
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#include <string>
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#include "location.hpp"
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namespace legacy {
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@@ -28,6 +29,8 @@ public:
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short which_town;
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bool exists;
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bool property;
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pic_num_t pic = 0;
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std::string name; // For designer use; not stored in save files
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cVehicle();
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void import_legacy(legacy::horse_record_type& old);
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@@ -2633,6 +2633,7 @@ bool edit_vehicle(cVehicle& what, int num, bool is_boat) {
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dlg["loc"].setText(boost::lexical_cast<std::string>(what.loc));
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dlg["num"].setTextToNum(num);
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dlg["title"].setText(is_boat ? "Edit Boat" : "Edit Horse");
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dlg["name"].setText(what.name);
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cLed& prop = dynamic_cast<cLed&>(dlg["owned"]);
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prop.setState(what.property ? led_red : led_off);
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@@ -2645,6 +2646,7 @@ bool edit_vehicle(cVehicle& what, int num, bool is_boat) {
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if(dlg.accepted()) {
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what.property = prop.getState() != led_off;
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what.exists = true;
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what.name = dlg["name"].getText();
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}
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return what.exists;
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}
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@@ -336,6 +336,24 @@ void writeScenarioToXml(ticpp::Printer&& data, cScenario& scenario) {
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data.PushAttribute("id", scenario.journal_strs.size() - 1);
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data.CloseElement("journal");
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}
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for(size_t i = 0; i < scenario.boats.size(); i++) {
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if(scenario.boats[i].name.empty() && scenario.boats[i].pic == 0) continue;
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data.OpenElement("vehicle");
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data.PushAttribute("type", "boat");
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data.PushAttribute("id", i + 1);
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if(!scenario.boats[i].name.empty()) data.PushElement("name", scenario.boats[i].name);
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if(scenario.boats[i].pic > 0) data.PushElement("pic", scenario.boats[i].pic);
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data.CloseElement("vehicle");
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}
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for(size_t i = 0; i < scenario.horses.size(); i++) {
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if(scenario.horses[i].name.empty() && scenario.horses[i].pic == 0) continue;
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data.OpenElement("vehicle");
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data.PushAttribute("type", "horse");
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data.PushAttribute("id", i + 1);
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if(!scenario.horses[i].name.empty()) data.PushElement("name", scenario.horses[i].name);
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if(scenario.horses[i].pic > 0) data.PushElement("pic", scenario.horses[i].pic);
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data.CloseElement("vehicle");
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}
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data.CloseElement("game");
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data.OpenElement("editor");
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data.PushElement("default-ground", scenario.default_ground);
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