Я хочу сделать компанию для T-800 Mod во Free Heroes II (сейчас компаний во Free Heroes II нет)
Для этого я скачал исходники они выложены на сайте http://sourceforge.net/p/fheroes2/code/HEAD/tree/trunk/
их можно скачать по ссылке Download snapshot
В исходниках я нашел файл который делает меню новой игры fheroes2/src/fheroes2/game/game_newgame.cpp
Я сделал в файле game_newgame поиск по слову Сampain и нашел команды что делают кнопку компании.
Они есть но выключены значками //
//Button buttonCampainGame(top.x + 455, top.y + 110, ICN::BTNNEWGM, 2, 3);
//buttonCampainGame.Draw();
Вот они эти строчки
http://sourceforge.net/p/fheroes2/code/ ... e.cpp#l175
http://sourceforge.net/p/fheroes2/code/ ... e.cpp#l181
Я убрал значки // в этих строчках у себя в файле game_newgame и захотел проверить появится ли кнопка в игре
Для этого я зашел в каталог проекта и сперва дал команду
- Код: Выделить всё
sudo apt-get install build-essential
Потом другую
- Код: Выделить всё
sudo apt-get install libsdl1.2-dev libsdl-ttf2.0-dev libsdl-mixer1.2-dev libsdl-image1.2-dev
А потом
- Код: Выделить всё
make all
И компилятор создал мне файл fheroes2
Я его запустил и там появилась кнопка компании
Но когда я не нее нажимаю кнопка нажимается но ничего не происходит
Сейчас у меня файл game_newgame.cpp выглядит вот так:
- Код: Выделить всё
/***************************************************************************
* Copyright (C) 2009 by Andrey Afletdinov <fheroes2@gmail.com> *
* *
* Part of the Free Heroes2 Engine: *
* http://sourceforge.net/projects/fheroes2 *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include "gamedefs.h"
#include "agg.h"
#include "dialog.h"
#include "text.h"
#include "cursor.h"
#include "settings.h"
#include "button.h"
#include "pocketpc.h"
#include "world.h"
#include "game.h"
int Game::NewStandard(void)
{
Settings & conf = Settings::Get();
conf.SetGameType(Game::TYPE_STANDARD);
conf.SetPreferablyCountPlayers(0);
return Game::SELECTSCENARIO;
}
int Game::NewBattleOnly(void)
{
Settings & conf = Settings::Get();
conf.SetGameType(Game::TYPE_BATTLEONLY);
return Game::NEWMULTI;
}
int Game::NewHotSeat(void)
{
Settings & conf = Settings::Get();
conf.SetGameType(conf.GameType() | Game::TYPE_HOTSEAT);
if(conf.GameType(Game::TYPE_BATTLEONLY))
{
conf.SetPreferablyCountPlayers(2);
world.NewMaps(10, 10);
return StartBattleOnly();
}
else
{
const u32 select = conf.QVGA() ? 2 : SelectCountPlayers();
if(select)
{
conf.SetPreferablyCountPlayers(select);
return Game::SELECTSCENARIO;
}
}
return Game::MAINMENU;
}
int Game::NewCampain(void)
{
Settings::Get().SetGameType(Game::TYPE_CAMPAIGN);
VERBOSE("New Campain Game: under construction.");
return Game::NEWGAME;
}
#ifdef NETWORK_ENABLE
int Game::NewNetwork(void)
{
Settings & conf = Settings::Get();
conf.SetGameType(conf.GameType() | Game::TYPE_NETWORK);
// cursor
Cursor & cursor = Cursor::Get();
cursor.Hide();
cursor.SetThemes(cursor.POINTER);
Display & display = Display::Get();
//Settings & conf = Settings::Get();
// image background
const Sprite &back = AGG::GetICN(ICN::HEROES, 0);
const Point top((display.w() - back.w()) / 2, (display.h() - back.h()) / 2);
back.Blit(top);
const Sprite &panel = AGG::GetICN(ICN::REDBACK, 0);
panel.Blit(top.x + 405, top.y + 5);
LocalEvent & le = LocalEvent::Get();
Button buttonHost(top.x + 455, top.y + 45, ICN::BTNNET, 0, 1);
Button buttonGuest(top.x + 455, top.y + 110, ICN::BTNNET, 2, 3);
Button buttonCancelGame(top.x + 455, top.y + 375, ICN::BTNMP, 8, 9);
buttonHost.Draw();
buttonGuest.Draw();
buttonCancelGame.Draw();
cursor.Show();
display.Flip();
// newgame loop
while(le.HandleEvents())
{
le.MousePressLeft(buttonHost) ? buttonHost.PressDraw() : buttonHost.ReleaseDraw();
le.MousePressLeft(buttonGuest) ? buttonGuest.PressDraw() : buttonGuest.ReleaseDraw();
le.MousePressLeft(buttonCancelGame) ? buttonCancelGame.PressDraw() : buttonCancelGame.ReleaseDraw();
//if(le.MouseClickLeft(buttonHost) || HotKeyPressEvent(EVENT_BUTTON_HOST)) return NetworkHost();
//if(le.MouseClickLeft(buttonGuest) || HotKeyPressEvent(EVENT_BUTTON_GUEST)) return NetworkGuest();
if(HotKeyPressEvent(EVENT_DEFAULT_EXIT) || le.MouseClickLeft(buttonCancelGame)) return MAINMENU;
// right info
if(le.MousePressRight(buttonHost)) Dialog::Message(_("Host"), _("The host sets up the game options. There can only be one host per network game."), Font::BIG);
if(le.MousePressRight(buttonGuest)) Dialog::Message(_("Guest"), _("The guest waits for the host to set up the game, then is automatically added in. There can be multiple guests for TCP/IP games."), Font::BIG);
if(le.MousePressRight(buttonCancelGame)) Dialog::Message(_("Cancel"), _("Cancel back to the main menu."), Font::BIG);
}
return Game::MAINMENU;
}
#endif
int Game::NewGame(void)
{
Mixer::Pause();
AGG::PlayMusic(MUS::MAINMENU);
Settings & conf = Settings::Get();
// reset last save name
Game::SetLastSavename("");
if(conf.QVGA()) return PocketPC::NewGame();
// cursor
Cursor & cursor = Cursor::Get();
cursor.Hide();
cursor.SetThemes(cursor.POINTER);
Display & display = Display::Get();
display.Fill(ColorBlack);
// load game settings
conf.BinaryLoad();
// image background
const Sprite &back = AGG::GetICN(ICN::HEROES, 0);
const Point top((display.w() - back.w()) / 2, (display.h() - back.h()) / 2);
back.Blit(top);
const Sprite &panel = AGG::GetICN(ICN::REDBACK, 0);
panel.Blit(top.x + 405, top.y + 5);
LocalEvent & le = LocalEvent::Get();
Button buttonStandartGame(top.x + 455, top.y + 45, ICN::BTNNEWGM, 0, 1);
Button buttonMultiGame(top.x + 455, top.y + 110, ICN::BTNNEWGM, 4, 5);
Button buttonSettings(top.x + 455, top.y + 240, ICN::BTNDCCFG, 4, 5);
Button buttonCancelGame(top.x + 455, top.y + 375, ICN::BTNNEWGM, 6, 7);
Button buttonBattleGame(top.x + 455, top.y + 175, ICN::BTNBATTLEONLY, 0, 1);
Button buttonCampainGame(top.x + 455, top.y + 305, ICN::BTNNEWGM, 2, 3);
//Button buttonMultiGame(top.x + 455, top.y + 175, ICN::BTNNEWGM, 4, 5);
//Button buttonSettings(top.x + 455, top.y + 240, ICN::BTNDCCFG, 4, 5);
//Button buttonCancelGame(top.x + 455, top.y + 375, ICN::BTNNEWGM, 6, 7);
buttonStandartGame.Draw();
buttonCampainGame.Draw();
buttonMultiGame.Draw();
buttonCancelGame.Draw();
buttonSettings.Draw();
if(conf.QVGA())
buttonBattleGame.SetDisable(true);
else
buttonBattleGame.Draw();
cursor.Show();
display.Flip();
// newgame loop
while(le.HandleEvents())
{
le.MousePressLeft(buttonStandartGame) ? buttonStandartGame.PressDraw() : buttonStandartGame.ReleaseDraw();
le.MousePressLeft(buttonCampainGame) ? buttonCampainGame.PressDraw() : buttonCampainGame.ReleaseDraw();
le.MousePressLeft(buttonMultiGame) ? buttonMultiGame.PressDraw() : buttonMultiGame.ReleaseDraw();
le.MousePressLeft(buttonCancelGame) ? buttonCancelGame.PressDraw() : buttonCancelGame.ReleaseDraw();
le.MousePressLeft(buttonSettings) ? buttonSettings.PressDraw() : buttonSettings.ReleaseDraw();
buttonBattleGame.isEnable() && le.MousePressLeft(buttonBattleGame) ? buttonBattleGame.PressDraw() : buttonBattleGame.ReleaseDraw();
if(HotKeyPressEvent(EVENT_BUTTON_STANDARD) || le.MouseClickLeft(buttonStandartGame)) return NEWSTANDARD;
if(HotKeyPressEvent(EVENT_BUTTON_CAMPAIN) || le.MouseClickLeft(buttonCampainGame)) return NEWCAMPAIN;
if(HotKeyPressEvent(EVENT_BUTTON_MULTI) || le.MouseClickLeft(buttonMultiGame)) return NEWMULTI;
if(HotKeyPressEvent(EVENT_BUTTON_SETTINGS) || le.MouseClickLeft(buttonSettings)){ Dialog::ExtSettings(false); cursor.Show(); display.Flip(); }
if(HotKeyPressEvent(EVENT_DEFAULT_EXIT) || le.MouseClickLeft(buttonCancelGame)) return MAINMENU;
if(buttonBattleGame.isEnable())
if(HotKeyPressEvent(EVENT_BUTTON_BATTLEONLY) || le.MouseClickLeft(buttonBattleGame)) return NEWBATTLEONLY;
// right info
if(le.MousePressRight(buttonStandartGame)) Dialog::Message(_("Standard Game"), _("A single player game playing out a single map."), Font::BIG);
if(le.MousePressRight(buttonCampainGame)) Dialog::Message(_("Campaign Game"), _("A single player game playing through a series of maps."), Font::BIG);
if(le.MousePressRight(buttonMultiGame)) Dialog::Message(_("Multi-Player Game"), _("A multi-player game, with several human players completing against each other on a single map."), Font::BIG);
if(le.MousePressRight(buttonSettings)) Dialog::Message(_("Settings"), _("FHeroes2 game settings."), Font::BIG);
if(le.MousePressRight(buttonCancelGame)) Dialog::Message(_("Cancel"), _("Cancel back to the main menu."), Font::BIG);
}
return QUITGAME;
}
int Game::NewMulti(void)
{
Settings & conf = Settings::Get();
if(! (conf.GameType(Game::TYPE_BATTLEONLY)))
conf.SetGameType(Game::TYPE_STANDARD);
if(conf.QVGA()) return PocketPC::NewMulti();
// cursor
Cursor & cursor = Cursor::Get();
cursor.Hide();
cursor.SetThemes(cursor.POINTER);
Display & display = Display::Get();
// image background
const Sprite &back = AGG::GetICN(ICN::HEROES, 0);
const Point top((display.w() - back.w()) / 2, (display.h() - back.h()) / 2);
back.Blit(top);
const Sprite &panel = AGG::GetICN(ICN::REDBACK, 0);
panel.Blit(top.x + 405, top.y + 5);
LocalEvent & le = LocalEvent::Get();
Button buttonHotSeat(top.x + 455, top.y + 45, ICN::BTNMP, 0, 1);
Button buttonNetwork(top.x + 455, top.y + 110, ICN::BTNMP, 2, 3);
Button buttonCancelGame(top.x + 455, top.y + 375, ICN::BTNMP, 8, 9);
buttonHotSeat.Draw();
buttonCancelGame.Draw();
buttonNetwork.SetDisable(true);
cursor.Show();
display.Flip();
// newgame loop
while(le.HandleEvents())
{
le.MousePressLeft(buttonHotSeat) ? buttonHotSeat.PressDraw() : buttonHotSeat.ReleaseDraw();
le.MousePressLeft(buttonCancelGame) ? buttonCancelGame.PressDraw() : buttonCancelGame.ReleaseDraw();
if(le.MouseClickLeft(buttonHotSeat) || HotKeyPressEvent(EVENT_BUTTON_HOTSEAT)) return NEWHOTSEAT;
if(HotKeyPressEvent(EVENT_DEFAULT_EXIT) || le.MouseClickLeft(buttonCancelGame)) return MAINMENU;
// right info
if(le.MousePressRight(buttonHotSeat)) Dialog::Message(_("Hot Seat"), _("Play a Hot Seat game, where 2 to 4 players play around the same computer, switching into the 'Hot Seat' when it is their turn."), Font::BIG);
if(le.MousePressRight(buttonCancelGame)) Dialog::Message(_("Cancel"), _("Cancel back to the main menu."), Font::BIG);
#ifdef NETWORK_ENABLE
if(buttonNetwork.isEnable())
{
le.MousePressLeft(buttonNetwork) ? buttonNetwork.PressDraw() : buttonNetwork.ReleaseDraw();
if(le.MouseClickLeft(buttonNetwork) || HotKeyPressEvent(EVENT_BUTTON_NETWORK)) return NEWNETWORK;
if(le.MousePressRight(buttonNetwork)) Dialog::Message(_("Network"), _("Play a network game, where 2 players use their own computers connected through a LAN (Local Area Network)."), Font::BIG);
}
#endif
}
return QUITGAME;
}
u32 Game::SelectCountPlayers(void)
{
// cursor
Cursor & cursor = Cursor::Get();
cursor.Hide();
cursor.SetThemes(cursor.POINTER);
Display & display = Display::Get();
// image background
const Sprite &back = AGG::GetICN(ICN::HEROES, 0);
const Point top((display.w() - back.w()) / 2, (display.h() - back.h()) / 2);
back.Blit(top);
const Sprite &panel = AGG::GetICN(ICN::REDBACK, 0);
panel.Blit(top.x + 405, top.y + 5);
LocalEvent & le = LocalEvent::Get();
Button button2Players(top.x + 455, top.y + 45, ICN::BTNHOTST, 0, 1);
Button button3Players(top.x + 455, top.y + 110, ICN::BTNHOTST, 2, 3);
Button button4Players(top.x + 455, top.y + 175, ICN::BTNHOTST, 4, 5);
Button button5Players(top.x + 455, top.y + 240, ICN::BTNHOTST, 6, 7);
Button button6Players(top.x + 455, top.y + 305, ICN::BTNHOTST, 8, 9);
Button buttonCancel(top.x + 455, top.y + 375, ICN::BTNNEWGM, 6, 7);
button2Players.Draw();
button3Players.Draw();
button4Players.Draw();
button5Players.Draw();
button6Players.Draw();
buttonCancel.Draw();
cursor.Show();
display.Flip();
// newgame loop
while(le.HandleEvents())
{
le.MousePressLeft(button2Players) ? button2Players.PressDraw() : button2Players.ReleaseDraw();
le.MousePressLeft(button3Players) ? button3Players.PressDraw() : button3Players.ReleaseDraw();
le.MousePressLeft(button4Players) ? button4Players.PressDraw() : button4Players.ReleaseDraw();
le.MousePressLeft(button5Players) ? button5Players.PressDraw() : button5Players.ReleaseDraw();
le.MousePressLeft(button6Players) ? button6Players.PressDraw() : button6Players.ReleaseDraw();
le.MousePressLeft(buttonCancel) ? buttonCancel.PressDraw() : buttonCancel.ReleaseDraw();
if(le.MouseClickLeft(button2Players) || le.KeyPress(KEY_2)) return 2;
if(le.MouseClickLeft(button3Players) || le.KeyPress(KEY_3)) return 3;
if(le.MouseClickLeft(button4Players) || le.KeyPress(KEY_4)) return 4;
if(le.MouseClickLeft(button5Players) || le.KeyPress(KEY_5)) return 5;
if(le.MouseClickLeft(button6Players) || le.KeyPress(KEY_6)) return 6;
if(HotKeyPressEvent(Game::EVENT_DEFAULT_EXIT) || le.MouseClickLeft(buttonCancel)) return 0;
// right info
if(le.MousePressRight(button2Players)) Dialog::Message(_("2 Players"), _("Play with 2 human players, and optionally, up, to 4 additional computer players."), Font::BIG);
if(le.MousePressRight(button3Players)) Dialog::Message(_("3 Players"), _("Play with 3 human players, and optionally, up, to 3 additional computer players."), Font::BIG);
if(le.MousePressRight(button4Players)) Dialog::Message(_("4 Players"), _("Play with 4 human players, and optionally, up, to 2 additional computer players."), Font::BIG);
if(le.MousePressRight(button5Players)) Dialog::Message(_("5 Players"), _("Play with 5 human players, and optionally, up, to 1 additional computer players."), Font::BIG);
if(le.MousePressRight(button6Players)) Dialog::Message(_("6 Players"), _("Play with 6 human players."), Font::BIG);
if(le.MousePressRight(buttonCancel)) Dialog::Message(_("Cancel"), _("Cancel back to the main menu."), Font::BIG);
}
return 0;
}
Я нарисовал карты по сценарию. Сейчас хочу сделать чтобы когда нажимаю кнопку компания сразу запускалась игра на первой карте, и чтобы когда игра закончится сразу игра на следующей карте шла.
Как это сделать?