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vcmi/client/CPreGame.h

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#pragma once
#include "../lib/Filesystem/CResourceLoader.h"
#include <SDL.h>
#include "../lib/StartInfo.h"
#include "GUIClasses.h"
#include "FunctionList.h"
#include "../lib/Map/CMapInfo.h"
#include "../lib/RMG/CMapGenOptions.h"
/*
* CPreGame.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CMusicHandler;
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class CMapHeader;
class CCampaignHeader;
class CTextInput;
class CCampaign;
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class CGStatusBar;
class CTextBox;
class CCampaignState;
class CConnection;
class JsonNode;
class CMapGenOptions;
class RandomMapTab;
struct CPackForSelectionScreen;
struct PlayerInfo;
namespace boost{ class thread; class recursive_mutex;}
enum ESortBy{_playerAm, _size, _format, _name, _viccon, _loscon, _numOfMaps}; //_numOfMaps is for campaigns
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/// Class which handles map sorting by different criteria
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class mapSorter
{
public:
ESortBy sortBy;
bool operator()(const CMapInfo *aaa, const CMapInfo *bbb);
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mapSorter(ESortBy es):sortBy(es){};
};
/// The main menu screens listed in the EState enum
class CMenuScreen : public CIntObject
{
const JsonNode& config;
CTabbedInt *tabs;
CPicture * background;
std::vector<CPicture*> images;
CIntObject *createTab(size_t index);
public:
std::vector<std::string> menuNameToEntry;
enum EState { //where are we?
mainMenu, newGame, loadGame, campaignMain, saveGame, scenarioInfo, campaignList
};
enum EMultiMode {
SINGLE_PLAYER = 0, MULTI_HOT_SEAT, MULTI_NETWORK_HOST, MULTI_NETWORK_GUEST
};
CMenuScreen(const JsonNode& configNode);
void showAll(SDL_Surface * to);
void show(SDL_Surface * to);
void activate();
void deactivate();
void switchToTab(size_t index);
};
class CMenuEntry : public CIntObject
{
std::vector<CPicture*> images;
std::vector<CAdventureMapButton*> buttons;
CAdventureMapButton* createButton(CMenuScreen* parent, const JsonNode& button);
public:
CMenuEntry(CMenuScreen* parent, const JsonNode &config);
};
class CreditsScreen : public CIntObject
{
CTextBox* credits;
public:
CreditsScreen();
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
};
/// Implementation of the chat box
class CChatBox : public CIntObject
{
public:
CTextBox *chatHistory;
CTextInput *inputBox;
CChatBox(const Rect &rect);
void keyPressed(const SDL_KeyboardEvent & key);
void addNewMessage(const std::string &text);
};
class InfoCard : public CIntObject
{
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public:
CPicture *bg;
CMenuScreen::EState type;
bool network;
bool chatOn; //if chat is shown, then description is hidden
CTextBox *mapDescription;
CChatBox *chat;
CPicture *playerListBg;
CHighlightableButtonsGroup *difficulty;
CDefHandler *sizes, *sFlags;
void changeSelection(const CMapInfo *to);
void showAll(SDL_Surface * to);
void clickRight(tribool down, bool previousState);
void showTeamsPopup();
void toggleChat();
void setChat(bool activateChat);
InfoCard(bool Network = false);
~InfoCard();
};
/// The selection tab which is shown at the map selection screen
class SelectionTab : public CIntObject
{
private:
CDefHandler *format; //map size
void parseMaps(const std::vector<ResourceID> &files);
void parseGames(const std::vector<ResourceID> &files, bool multi);
void parseCampaigns(const std::vector<ResourceID> & files );
std::vector<ResourceID> getFiles(std::string dirURI, int resType);
CMenuScreen::EState tabType;
public:
int positions; //how many entries (games/maps) can be shown
CPicture *bg; //general bg image
CSlider *slider;
std::vector<CMapInfo> allItems;
std::vector<CMapInfo*> curItems;
size_t selectionPos;
boost::function<void(CMapInfo *)> onSelect;
ESortBy sortingBy;
bool ascending;
CTextInput *txt;
void filter(int size, bool selectFirst = false); //0 - all
void select(int position); //position: <0 - positions> position on the screen
void selectAbs(int position); //position: absolute position in curItems vector
int getPosition(int x, int y); //convert mouse coords to entry position; -1 means none
void sliderMove(int slidPos);
void sortBy(int criteria);
void sort();
void printMaps(SDL_Surface *to);
int getLine();
void selectFName(std::string fname);
void showAll(SDL_Surface * to);
void clickLeft(tribool down, bool previousState);
void keyPressed(const SDL_KeyboardEvent & key);
void onDoubleClick();
SelectionTab(CMenuScreen::EState Type, const boost::function<void(CMapInfo *)> &OnSelect, CMenuScreen::EMultiMode MultiPlayer = CMenuScreen::SINGLE_PLAYER);
~SelectionTab();
};
/// The options tab which is shown at the map selection phase.
class OptionsTab : public CIntObject
{
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CPicture *bg;
public:
enum SelType {TOWN, HERO, BONUS};
struct SelectedBox : public CIntObject //img with current town/hero/bonus
{
SelType which;
ui8 player; //serial nr
size_t getBonusImageIndex() const;
SDL_Surface *getImg() const;
const std::string *getText() const;
SelectedBox(SelType Which, ui8 Player);
void showAll(SDL_Surface * to);
void clickRight(tribool down, bool previousState);
};
struct PlayerOptionsEntry : public CIntObject
{
PlayerInfo &pi;
PlayerSettings &s;
CPicture *bg;
CAdventureMapButton *btns[6]; //left and right for town, hero, bonus
CAdventureMapButton *flag;
SelectedBox *town;
SelectedBox *hero;
SelectedBox *bonus;
enum {HUMAN_OR_CPU, HUMAN, CPU} whoCanPlay;
PlayerOptionsEntry(OptionsTab *owner, PlayerSettings &S);
void selectButtons(); //hides unavailable buttons
void showAll(SDL_Surface * to);
};
CSlider *turnDuration;
std::set<int> usedHeroes;
struct PlayerToRestore
{
int color, id;
void reset() { color = id = -1; }
PlayerToRestore(){ reset(); }
} playerToRestore;
std::map<int, PlayerOptionsEntry *> entries; //indexed by color
void nextCastle(int player, int dir); //dir == -1 or +1
void nextHero(int player, int dir); //dir == -1 or +1
void nextBonus(int player, int dir); //dir == -1 or +1
void setTurnLength(int npos);
void flagPressed(int player);
void recreate();
OptionsTab();
~OptionsTab();
void showAll(SDL_Surface * to);
int nextAllowedHero( int min, int max, int incl, int dir );
bool canUseThisHero( int ID );
};
/**
* The random map tab shows options for generating a random map.
*/
class RandomMapTab : public CIntObject
{
public:
/**
* C-tor.
*/
RandomMapTab();
/**
* Shows the interface and the visual representation of this tab.
*
* @param to where the graphics should be inserted
*/
void showAll(SDL_Surface * to);
private:
/**
* Adds buttons specified by the defs list to the given buttons group.
*
* @param group the button group where the buttons should be added to
* @param defs the names of the button defs
* @param startIndex start index of the defs vector
* @param endIndex end index of the defs vector
* @param btnWidth width of one button(fixed width)
* @param helpStartIndex the index of the first help msg entry
*/
void addButtonsToGroup(CHighlightableButtonsGroup * group, const std::vector<std::string> & defs, int startIndex, int endIndex, int btnWidth, int helpStartIndex) const;
/**
* Adds buttons specified by the defs list and the random button to the given buttons group. Auto-selects the
* random button.
*
* @param group the button group where the buttons should be added to
* @param defs the names of the button defs
* @param startIndex start index of the defs vector
* @param endIndex end index of the defs vector
* @param btnWidth width of one button(fixed width)
* @param helpStartIndex the index of the first help msg entry
* @param helpRandIndex the index of the random help msg entry
*/
void addButtonsWithRandToGroup(CHighlightableButtonsGroup * group, const std::vector<std::string> & defs, int startIndex, int endIndex, int btnWidth, int helpStartIndex, int helpRandIndex) const;
/**
* Deactives buttons of a highlightable button group beginning from startId. Buttons with a id
* lower than startId will be activated/reseted.
*
* @param group the associated highlightable button group
* @param startId the id of the first button to deactivate
*/
void deactivateButtonsFrom(CHighlightableButtonsGroup * group, int startId);
/**
* Validates players count and updates teams count, comp only players/teams count if necessary.
*
* @param playersCnt the players count to validate
*/
void validatePlayersCnt(int playersCnt);
/**
* Validates computer only players count and updates comp only teams count if necessary.
*
* @param compOnlyPlayersCnt the computer only players count to validate
*/
void validateCompOnlyPlayersCnt(int compOnlyPlayersCnt);
/** the background image of the rmg options tab */
CPicture * bg;
/** the map size buttons group */
CHighlightableButtonsGroup * mapSizeBtnGroup;
/** the two levels highlightable button */
CHighlightableButton * twoLevelsBtn;
/** the players count group */
CHighlightableButtonsGroup * playersCntGroup;
/** the teams count group */
CHighlightableButtonsGroup * teamsCntGroup;
/** the computer only players count group */
CHighlightableButtonsGroup * compOnlyPlayersCntGroup;
/** the computer only teams count group */
CHighlightableButtonsGroup * compOnlyTeamsCntGroup;
/** the water content group */
CHighlightableButtonsGroup * waterContentGroup;
/** the monster strength group */
CHighlightableButtonsGroup * monsterStrengthGroup;
CAdventureMapButton * showRandMaps;
/** the map options selected by the user */
CMapGenOptions options;
};
/// Interface for selecting a map.
class ISelectionScreenInfo
{
public:
CMenuScreen::EMultiMode multiPlayer;
CMenuScreen::EState screenType; //new/save/load#Game
const CMapInfo *current;
StartInfo sInfo;
std::map<TPlayerColor, std::string> playerNames; // id of player <-> player name; 0 is reserved as ID of AI "players"
ISelectionScreenInfo(const std::map<TPlayerColor, std::string> *Names = NULL);
virtual ~ISelectionScreenInfo();
virtual void update(){};
virtual void propagateOptions() {};
virtual void postRequest(ui8 what, ui8 dir) {};
virtual void postChatMessage(const std::string &txt){};
void setPlayer(PlayerSettings &pset, TPlayerColor player);
void updateStartInfo( std::string filename, StartInfo & sInfo, const CMapHeader * mapHeader );
int getIdOfFirstUnallocatedPlayer(); //returns 0 if none
bool isGuest() const;
bool isHost() const;
};
/// The actual map selection screen which consists of the options and selection tab
class CSelectionScreen : public CIntObject, public ISelectionScreenInfo
{
bool bordered;
public:
CPicture *bg; //general bg image
InfoCard *card;
OptionsTab *opt;
RandomMapTab * randMapTab;
CAdventureMapButton *start, *back;
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SelectionTab *sel;
CIntObject *curTab;
boost::thread *serverHandlingThread;
boost::recursive_mutex *mx;
std::list<CPackForSelectionScreen *> upcomingPacks; //protected by mx
CConnection *serv; //connection to server, used in MP mode
bool ongoingClosing;
ui8 myNameID; //used when networking - otherwise all player are "mine"
CSelectionScreen(CMenuScreen::EState Type, CMenuScreen::EMultiMode MultiPlayer = CMenuScreen::SINGLE_PLAYER, const std::map<TPlayerColor, std::string> *Names = NULL);
~CSelectionScreen();
void toggleTab(CIntObject *tab);
void changeSelection(const CMapInfo *to);
void startCampaign();
void startGame();
void difficultyChange(int to);
void handleConnection();
void processPacks();
void setSInfo(const StartInfo &si);
void update() OVERRIDE;
void propagateOptions() OVERRIDE;
void postRequest(ui8 what, ui8 dir) OVERRIDE;
void postChatMessage(const std::string &txt) OVERRIDE;
void propagateNames();
void showAll(SDL_Surface *to);
};
/// Save game screen
class CSavingScreen : public CSelectionScreen
{
public:
const CMapInfo *ourGame;
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CSavingScreen(bool hotseat = false);
~CSavingScreen();
};
/// Scenario information screen shown during the game (thus not really a "pre-game" but fits here anyway)
class CScenarioInfo : public CIntObject, public ISelectionScreenInfo
{
public:
CAdventureMapButton *back;
InfoCard *card;
OptionsTab *opt;
CScenarioInfo(const CMapHeader *mapHeader, const StartInfo *startInfo);
~CScenarioInfo();
};
/// Multiplayer mode
class CMultiMode : public CIntObject
{
public:
CPicture *bg;
CTextInput *txt;
CAdventureMapButton *btns[7]; //0 - hotseat, 6 - cancel
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CGStatusBar *bar;
CMultiMode();
void openHotseat();
void hostTCP();
void joinTCP();
};
/// Hot seat player window
class CHotSeatPlayers : public CIntObject
{
CPicture *bg;
CTextBox *title;
CTextInput* txt[8];
CAdventureMapButton *ok, *cancel;
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CGStatusBar *bar;
void onChange(std::string newText);
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void enterSelectionScreen();
public:
CHotSeatPlayers(const std::string &firstPlayer);
};
/// Campaign screen where you can choose one out of three starting bonuses
class CBonusSelection : public CIntObject
{
SDL_Surface * background;
CAdventureMapButton * startB, * backB;
//campaign & map descriptions:
CTextBox * cmpgDesc, * mapDesc;
struct SCampPositions
{
std::string campPrefix;
int colorSuffixLength;
struct SRegionDesc
{
std::string infix;
int xpos, ypos;
};
std::vector<SRegionDesc> regions;
};
std::vector<SCampPositions> campDescriptions;
class CRegion : public CIntObject
{
CBonusSelection * owner;
SDL_Surface* graphics[3]; //[0] - not selected, [1] - selected, [2] - striped
bool accessible; //false if region should be striped
bool selectable; //true if region should be selectable
int myNumber; //number of region
public:
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std::string rclickText;
CRegion(CBonusSelection * _owner, bool _accessible, bool _selectable, int _myNumber);
~CRegion();
void clickLeft(tribool down, bool previousState);
void clickRight(tribool down, bool previousState);
void show(SDL_Surface * to);
};
std::vector<CRegion *> regions;
CRegion * highlightedRegion;
void loadPositionsOfGraphics();
shared_ptr<CCampaignState> ourCampaign;
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CMapHeader *ourHeader;
CDefHandler *sizes; //icons of map sizes
SDL_Surface* diffPics[5]; //pictures of difficulties, user-selectable (or not if campaign locks this)
CAdventureMapButton * diffLb, * diffRb; //buttons for changing difficulty
void changeDiff(bool increase); //if false, then decrease
void updateStartButtonState(int selected = -1); //-1 -- no bonus is selected
//bonus selection
void updateBonusSelection();
CHighlightableButtonsGroup * bonuses;
public:
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StartInfo sInfo;
CDefHandler *sFlags;
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void selectMap(int whichOne);
void selectBonus(int id);
void init();
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CBonusSelection(std::string campaignFName);
CBonusSelection(shared_ptr<CCampaignState> _ourCampaign);
~CBonusSelection();
void showAll(SDL_Surface * to);
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void show(SDL_Surface * to);
void goBack();
void startMap();
};
/// Campaign selection screen
class CCampaignScreen : public CIntObject
{
public:
enum CampaignStatus {DEFAULT = 0, ENABLED, DISABLED, COMPLETED}; // the status of the campaign
private:
/// A button which plays a video when you move the mouse cursor over it
class CCampaignButton : public CIntObject
{
private:
CPicture *image;
CPicture *checkMark;
CLabel *hoverLabel;
CampaignStatus status;
std::string campFile; // the filename/resourcename of the campaign
std::string video; // the resource name of the video
std::string hoverText;
void clickLeft(tribool down, bool previousState);
void hover(bool on);
public:
CCampaignButton(const JsonNode &config );
void show(SDL_Surface * to);
};
CAdventureMapButton *back;
std::vector<CCampaignButton*> campButtons;
std::vector<CPicture*> images;
CAdventureMapButton* createExitButton(const JsonNode& button);
public:
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enum CampaignSet {ROE, AB, SOD, WOG};
CCampaignScreen(const JsonNode &config);
void showAll(SDL_Surface *to);
};
/// Handles background screen, loads graphics for victory/loss condition and random town or hero selection
class CGPreGame : public CIntObject, public IUpdateable
{
void loadGraphics();
void disposeGraphics();
CGPreGame(); //Use createIfNotPresent
public:
const JsonNode * const pregameConfig;
CMenuScreen* menu;
SDL_Surface *nHero, *rHero, *nTown, *rTown; // none/random hero/town imgs
CDefHandler *bonuses;
CDefHandler *victory, *loss;
~CGPreGame();
void update();
void openSel(CMenuScreen::EState type, CMenuScreen::EMultiMode multi = CMenuScreen::SINGLE_PLAYER);
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void openCampaignScreen(std::string name);
static CGPreGame * create();
void removeFromGui();
};
extern ISelectionScreenInfo *SEL;
extern CGPreGame *CGP;