Add a user-defined name to vehicle definitions.

This also adds partial support for a custom vehicle graphic.
This commit is contained in:
2025-02-22 22:07:55 -05:00
committed by Celtic Minstrel
parent f4bdf95617
commit 8ab663b620
7 changed files with 66 additions and 1 deletions

View File

@@ -2633,6 +2633,7 @@ bool edit_vehicle(cVehicle& what, int num, bool is_boat) {
dlg["loc"].setText(boost::lexical_cast<std::string>(what.loc));
dlg["num"].setTextToNum(num);
dlg["title"].setText(is_boat ? "Edit Boat" : "Edit Horse");
dlg["name"].setText(what.name);
cLed& prop = dynamic_cast<cLed&>(dlg["owned"]);
prop.setState(what.property ? led_red : led_off);
@@ -2645,6 +2646,7 @@ bool edit_vehicle(cVehicle& what, int num, bool is_boat) {
if(dlg.accepted()) {
what.property = prop.getState() != led_off;
what.exists = true;
what.name = dlg["name"].getText();
}
return what.exists;
}

View File

@@ -336,6 +336,24 @@ void writeScenarioToXml(ticpp::Printer&& data, cScenario& scenario) {
data.PushAttribute("id", scenario.journal_strs.size() - 1);
data.CloseElement("journal");
}
for(size_t i = 0; i < scenario.boats.size(); i++) {
if(scenario.boats[i].name.empty() && scenario.boats[i].pic == 0) continue;
data.OpenElement("vehicle");
data.PushAttribute("type", "boat");
data.PushAttribute("id", i + 1);
if(!scenario.boats[i].name.empty()) data.PushElement("name", scenario.boats[i].name);
if(scenario.boats[i].pic > 0) data.PushElement("pic", scenario.boats[i].pic);
data.CloseElement("vehicle");
}
for(size_t i = 0; i < scenario.horses.size(); i++) {
if(scenario.horses[i].name.empty() && scenario.horses[i].pic == 0) continue;
data.OpenElement("vehicle");
data.PushAttribute("type", "horse");
data.PushAttribute("id", i + 1);
if(!scenario.horses[i].name.empty()) data.PushElement("name", scenario.horses[i].name);
if(scenario.horses[i].pic > 0) data.PushElement("pic", scenario.horses[i].pic);
data.CloseElement("vehicle");
}
data.CloseElement("game");
data.OpenElement("editor");
data.PushElement("default-ground", scenario.default_ground);