2008-08-02 18:08:03 +03:00
# include "stdafx.h"
# include "CPreGame.h"
# include "hch/CDefHandler.h"
# include "SDL.h"
# include "boost/filesystem.hpp" // includes all needed Boost.Filesystem declarations
# include "boost/algorithm/string.hpp"
//#include "boost/foreach.hpp"
# include "zlib.h"
# include "timeHandler.h"
# include <sstream>
# include "SDL_Extensions.h"
# include "CGameInfo.h"
# include "hch/CGeneralTextHandler.h"
# include "CCursorHandler.h"
# include "hch/CLodHandler.h"
# include "hch/CTownHandler.h"
# include "hch/CHeroHandler.h"
# include <cmath>
# include "client/Graphics.h"
# include <boost/thread.hpp>
# include <boost/bind.hpp>
extern SDL_Surface * screen ;
extern SDL_Color tytulowy , tlo , zwykly ;
extern TTF_Font * TNRB16 , * TNR , * GEOR13 , * GEORXX , * GEORM ;
SDL_Rect genRect ( int hh , int ww , int xx , int yy ) ;
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=screen);
CPreGame * CPG ;
bool isItIn ( const SDL_Rect * rect , int x , int y ) ;
namespace fs = boost : : filesystem ;
namespace s = CSDL_Ext ;
void HighButton : : show ( )
{
blitAt ( imgs - > ourImages [ state ] . bitmap , pos . x , pos . y ) ;
updateRect ( & pos ) ;
}
void HighButton : : press ( bool down )
{
int i ;
if ( down ) state = i = 1 ;
else state = i = 0 ;
SDL_BlitSurface ( imgs - > ourImages [ i ] . bitmap , NULL , screen , & pos ) ;
updateRect ( & pos ) ;
}
template < class T > void SetrButton < T > : : press ( bool down )
{
# ifndef __GNUC__
if ( ! down & & state = = 1 )
* poin = key ;
# endif
HighButton : : press ( down ) ;
}
void HighButton : : hover ( bool on )
{
if ( ! highlightable ) return ;
int i ;
if ( on )
{
state = i = 3 ;
highlighted = true ;
}
else
{
state = i = 0 ;
highlighted = false ;
}
SDL_BlitSurface ( imgs - > ourImages [ i ] . bitmap , NULL , screen , & pos ) ;
updateRect ( & pos ) ;
}
template < class T > void Button < T > : : hover ( bool on )
{
HighButton : : hover ( on ) ;
}
template < class T > void Button < T > : : select ( bool on )
{
int i ;
if ( on ) state = i = 3 ;
else state = i = 0 ;
SDL_BlitSurface ( imgs - > ourImages [ i ] . bitmap , NULL , screen , & pos ) ;
updateRect ( & pos ) ;
if ( ourGroup & & on & & ourGroup - > type = = 1 )
{
if ( ourGroup - > selected & & ourGroup - > selected ! = this )
ourGroup - > selected - > select ( false ) ;
ourGroup - > selected = this ;
}
}
//void Slider::clickDown(int x, int y, bool bzgl=true);
//void Slider::clickUp(int x, int y, bool bzgl=true);
//void Slider::mMove(int x, int y, bool bzgl=true);
template < > void Slider < CPreGame > : : updateSlid ( )
{
float perc = ( ( float ) whereAreWe ) / ( ( float ) positionsAmnt - capacity ) ;
float myh ;
if ( vertical )
{
myh = perc * ( ( float ) pos . h - 48 ) + pos . y + 16 ;
SDL_FillRect ( screen , & genRect ( pos . h - 32 , pos . w , pos . x , pos . y + 16 ) , 0 ) ;
blitAt ( slider . imgs - > ourImages [ 0 ] . bitmap , pos . x , ( int ) myh ) ;
slider . pos . y = ( int ) myh ;
}
else
{
myh = perc * ( ( float ) pos . w - 48 ) + pos . x + 16 ;
SDL_FillRect ( screen , & genRect ( pos . h , pos . w - 32 , pos . x + 16 , pos . y ) , 0 ) ;
blitAt ( slider . imgs - > ourImages [ 0 ] . bitmap , ( int ) myh , pos . y ) ;
slider . pos . x = ( int ) myh ;
}
updateRect ( & pos ) ;
}
template < > void Slider < CPreGame > : : moveDown ( )
{
if ( whereAreWe < positionsAmnt - capacity )
( CPG - > * fun ) ( + + whereAreWe ) ;
updateSlid ( ) ;
}
template < > void Slider < CPreGame > : : moveUp ( )
{
if ( whereAreWe > 0 )
( CPG - > * fun ) ( - - whereAreWe ) ;
updateSlid ( ) ;
}
//void Slider::moveByOne(bool up);
template < > Slider < CPreGame > : : Slider ( int x , int y , int h , int amnt , int cap , bool ver )
{
vertical = ver ;
positionsAmnt = amnt ;
capacity = cap ;
if ( ver )
{
pos = genRect ( h , 16 , x , y ) ;
down = Button < void ( Slider : : * ) ( ) > ( genRect ( 16 , 16 , x , y + h - 16 ) , & Slider : : moveDown , CDefHandler : : giveDef ( " SCNRBDN.DEF " ) , false ) ;
up = Button < void ( Slider : : * ) ( ) > ( genRect ( 16 , 16 , x , y ) , & Slider : : moveUp , CDefHandler : : giveDef ( " SCNRBUP.DEF " ) , false ) ;
slider = Button < void ( Slider : : * ) ( ) > ( genRect ( 16 , 16 , x , y + 16 ) , NULL , CDefHandler : : giveDef ( " SCNRBSL.DEF " ) , false ) ;
}
else
{
pos = genRect ( 16 , h , x , y ) ;
down = Button < void ( Slider : : * ) ( ) > ( genRect ( 16 , 16 , x + h - 16 , y ) , & Slider : : moveDown , CDefHandler : : giveDef ( " SCNRBRT.DEF " ) , false ) ;
up = Button < void ( Slider : : * ) ( ) > ( genRect ( 16 , 16 , x , y ) , & Slider : : moveUp , CDefHandler : : giveDef ( " SCNRBLF.DEF " ) , false ) ;
slider = Button < void ( Slider : : * ) ( ) > ( genRect ( 16 , 16 , x + 16 , y ) , NULL , CDefHandler : : giveDef ( " SCNRBSL.DEF " ) , false ) ;
}
moving = false ;
whereAreWe = 0 ;
}
template < > void Slider < CPreGame > : : deactivate ( )
{
CPG - > interested . erase ( std : : find ( CPG - > interested . begin ( ) , CPG - > interested . end ( ) , this ) ) ;
}
template < > void Slider < CPreGame > : : activate ( )
{
SDL_FillRect ( screen , & pos , 0 ) ;
up . show ( ) ;
down . show ( ) ;
slider . show ( ) ;
//SDL_Flip(screen);
CSDL_Ext : : update ( screen ) ;
CPG - > interested . push_back ( this ) ;
}
template < > void Slider < CPreGame > : : handleIt ( SDL_Event sEvent )
{
if ( ( sEvent . type = = SDL_MOUSEBUTTONDOWN ) & & ( sEvent . button . button = = SDL_BUTTON_LEFT ) )
{
if ( isItIn ( & down . pos , sEvent . motion . x , sEvent . motion . y ) )
{
down . press ( ) ;
}
else if ( isItIn ( & up . pos , sEvent . motion . x , sEvent . motion . y ) )
{
up . press ( ) ;
}
else if ( isItIn ( & slider . pos , sEvent . motion . x , sEvent . motion . y ) )
{
//slider.press();
moving = true ;
}
else if ( isItIn ( & pos , sEvent . motion . x , sEvent . motion . y ) )
{
float dy ;
float pe ;
if ( vertical )
{
dy = sEvent . motion . y - pos . y - 16 ;
pe = dy / ( ( float ) ( pos . h - 32 ) ) ;
if ( pe > 1 ) pe = 1 ;
if ( pe < 0 ) pe = 0 ;
}
else
{
dy = sEvent . motion . x - pos . x - 16 ;
pe = dy / ( ( float ) ( pos . w - 32 ) ) ;
if ( pe > 1 ) pe = 1 ;
if ( pe < 0 ) pe = 0 ;
}
whereAreWe = pe * ( positionsAmnt - capacity ) ;
if ( whereAreWe < 0 ) whereAreWe = 0 ;
updateSlid ( ) ;
( CPG - > * fun ) ( whereAreWe ) ;
}
}
else if ( ( sEvent . type = = SDL_MOUSEBUTTONUP ) & & ( sEvent . button . button = = SDL_BUTTON_LEFT ) )
{
if ( ( down . state = = 1 ) & & isItIn ( & down . pos , sEvent . motion . x , sEvent . motion . y ) )
{
( this - > * down . fun ) ( ) ;
}
if ( ( up . state = = 1 ) & & isItIn ( & up . pos , sEvent . motion . x , sEvent . motion . y ) )
{
( this - > * up . fun ) ( ) ;
}
if ( down . state = = 1 ) down . press ( false ) ;
if ( up . state = = 1 ) up . press ( false ) ;
if ( moving )
{
//slider.press();
moving = false ;
}
}
else if ( sEvent . type = = SDL_KEYDOWN )
{
switch ( sEvent . key . keysym . sym )
{
case ( SDLK_UP ) :
CPG - > ourScenSel - > mapsel . moveByOne ( true ) ;
break ;
case ( SDLK_DOWN ) :
CPG - > ourScenSel - > mapsel . moveByOne ( false ) ;
break ;
}
}
else if ( moving & & sEvent . type = = SDL_MOUSEMOTION )
{
if ( isItIn ( & genRect ( pos . h , pos . w + 64 , pos . x - 32 , pos . y ) , sEvent . motion . x , sEvent . motion . y ) )
{
int my ;
int all ;
float ile ;
if ( vertical )
{
my = sEvent . motion . y - ( pos . y + 16 ) ;
all = pos . h - 48 ;
ile = ( float ) my / ( float ) all ;
if ( ile > 1 ) ile = 1 ;
if ( ile < 0 ) ile = 0 ;
}
else
{
my = sEvent . motion . x - ( pos . x + 16 ) ;
all = pos . w - 48 ;
ile = ( float ) my / ( float ) all ;
if ( ile > 1 ) ile = 1 ;
if ( ile < 0 ) ile = 0 ;
}
int ktory = ile * ( positionsAmnt - capacity ) ;
if ( ktory ! = whereAreWe )
{
whereAreWe = ktory ;
updateSlid ( ) ;
}
( CPG - > * fun ) ( whereAreWe ) ;
}
}
/*else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))
{
if ( ourScenSel - > pressed )
{
ourScenSel - > pressed - > press ( false ) ;
ourScenSel - > pressed = NULL ;
}
for ( int i = 0 ; i < btns . size ( ) ; i + + )
{
if ( isItIn ( & btns [ i ] - > pos , sEvent . motion . x , sEvent . motion . y ) )
{
if ( btns [ i ] - > selectable )
btns [ i ] - > select ( true ) ;
if ( btns [ i ] - > fun )
( this - > * ( btns [ i ] - > fun ) ) ( ) ;
return ;
}
}
if ( isItIn ( & down . pos , sEvent . motion . x , sEvent . motion . y ) )
{
( this - > * down . fun ) ( ) ;
}
if ( isItIn ( & up . pos , sEvent . motion . x , sEvent . motion . y ) )
{
( this - > * up . fun ) ( ) ;
}
if ( isItIn ( & slider . pos , sEvent . motion . x , sEvent . motion . y ) )
{
( this - > * slider . fun ) ( ) ;
}
} */
}
/********************************************************************************************/
void PreGameTab : : show ( )
{
if ( CPG - > currentTab )
CPG - > currentTab - > hide ( ) ;
showed = true ;
CPG - > currentTab = this ;
}
void PreGameTab : : hide ( )
{
showed = false ;
CPG - > currentTab = NULL ;
}
PreGameTab : : PreGameTab ( )
{
showed = false ;
}
/********************************************************************************************/
Options : : PlayerOptions : : PlayerOptions ( int serial , int player )
: Cleft ( genRect ( 24 , 11 , 164 , 133 + serial * 50 ) , CPG - > ourOptions - > left , true , - 1 ) , //left castle arrow
Cright ( genRect ( 24 , 11 , 225 , 133 + serial * 50 ) , CPG - > ourOptions - > right , false , - 1 ) , //right castle arrow
Hleft ( genRect ( 24 , 11 , 240 , 133 + serial * 50 ) , CPG - > ourOptions - > left , true , 0 ) , //left hero arrow
Hright ( genRect ( 24 , 11 , 301 , 133 + serial * 50 ) , CPG - > ourOptions - > right , false , 0 ) , //right hero arrow
Bleft ( genRect ( 24 , 11 , 316 , 133 + serial * 50 ) , CPG - > ourOptions - > left , true , 1 ) , //left bonus arrow
Bright ( genRect ( 24 , 11 , 377 , 133 + serial * 50 ) , CPG - > ourOptions - > right , false , 1 ) , //right bonus arrow
flag ( genRect ( 50 , 42 , 14 , 130 + serial * 50 ) , CPG - > ourOptions - > flags [ player ] , player )
{
Bleft . playerID = Bright . playerID = Hleft . playerID = Hright . playerID = Cleft . playerID = Cright . playerID = player ;
Bleft . serialID = Bright . serialID = Hleft . serialID = Hright . serialID = Cleft . serialID = Cright . serialID = serial ;
}
bool Options : : canUseThisHero ( int ID )
{
//TODO: check if hero is allowed on selected map
for ( int i = 0 ; i < CPG - > ret . playerInfos . size ( ) ; i + + )
if ( CPG - > ret . playerInfos [ i ] . hero = = ID )
return false ;
return ( usedHeroes . find ( ID ) = = usedHeroes . end ( ) ) ;
}
int Options : : nextAllowedHero ( int min , int max , int incl , int dir ) //incl 0 - wlacznie; incl 1 - wylacznie; min-max - zakres szukania
{
if ( dir > 0 )
{
for ( int i = min + incl ; i < = max - incl ; i + + )
{
if ( canUseThisHero ( i ) )
return i ;
}
}
else
{
for ( int i = max - incl ; i > = min + incl ; i - - )
{
if ( canUseThisHero ( i ) )
return i ;
}
}
return - 1 ;
}
void Options : : OptionSwitch : : press ( bool down )
{
HighButton : : press ( down ) ;
StartInfo : : PlayerSettings * ourOpt = & CPG - > ret . playerInfos [ serialID ] ;
PlayerInfo * ourInf = & CPG - > ourScenSel - > mapsel . ourMaps [ CPG - > ourScenSel - > mapsel . selected ] . players [ playerID ] ;
int dir = ( left ) ? ( - 1 ) : ( 1 ) ;
if ( down ) return ;
switch ( which ) //which button is this?
{
case - 1 : //castle change
{
int oCas = ourOpt - > castle ;
if ( ourOpt - > castle = = - 2 ) //no castle - no change
return ;
else if ( ourOpt - > castle = = - 1 ) //random => first/last available
{
int pom = ( left ) ? ( F_NUMBER - 1 ) : ( 0 ) ; // last or first
for ( ; pom > = 0 & & pom < F_NUMBER ; pom + = dir )
{
if ( ( ( int ) pow ( ( double ) 2 , pom ) ) & ourInf - > allowedFactions )
{
ourOpt - > castle = pom ;
break ;
}
else continue ;
}
}
else // next/previous available
{
for ( ; ; )
{
ourOpt - > castle + = dir ;
if ( ( ( int ) pow ( ( double ) 2 , ( int ) ourOpt - > castle ) ) & ourInf - > allowedFactions )
{
break ;
}
if ( ourOpt - > castle > = F_NUMBER | | ourOpt - > castle < 0 )
{
double p1 = log ( ( double ) ourInf - > allowedFactions ) / log ( 2.0f ) + 0.000001f ;
double check = p1 - ( ( int ) p1 ) ;
if ( check < 0.001 )
ourOpt - > castle = ( int ) p1 ;
else
ourOpt - > castle = - 1 ;
break ;
}
}
}
if ( oCas ! = ourOpt - > castle ) //changed castle
{
ourOpt - > hero = - 1 ;
ourOpt - > bonus = brandom ;
CPG - > ourOptions - > showIcon ( 0 , serialID , false ) ;
CPG - > ourOptions - > showIcon ( 1 , serialID , false ) ;
}
break ;
}
case 0 : //hero change
{
if ( ourOpt - > castle < 0 )
{
break ;
}
if ( ourOpt - > hero = = - 2 ) //no hero - no change
return ;
else if ( ourOpt - > hero = = - 1 ) //random => first/last available
{
int max = ( ourOpt - > castle * HEROES_PER_TYPE * 2 + 15 ) ,
min = ( ourOpt - > castle * HEROES_PER_TYPE * 2 ) ;
ourOpt - > hero = CPG - > ourOptions - > nextAllowedHero ( min , max , 0 , dir ) ;
}
else
{
if ( dir > 0 )
ourOpt - > hero = CPG - > ourOptions - > nextAllowedHero ( ourOpt - > hero , ( ourOpt - > castle * HEROES_PER_TYPE * 2 + 16 ) , 1 , dir ) ;
else
ourOpt - > hero = CPG - > ourOptions - > nextAllowedHero ( ourOpt - > castle * HEROES_PER_TYPE * 2 - 1 , ourOpt - > hero , 1 , dir ) ;
}
break ;
}
case 1 : //bonus change
{
if ( dir > 0 & & ourOpt - > bonus = = bresource )
ourOpt - > bonus = brandom ;
else if ( dir < 0 & & ourOpt - > bonus = = brandom )
ourOpt - > bonus = bresource ;
else ourOpt - > bonus = ( Ebonus ) ( ourOpt - > bonus + dir ) ;
if ( ourOpt - > hero = = - 2 & & ourOpt - > bonus = = bartifact ) //no hero - can't be artifact
{
if ( dir > 0 )
ourOpt - > bonus = brandom ;
else ourOpt - > bonus = bgold ;
}
if ( ourOpt - > castle = = - 1 & & ourOpt - > bonus = = bresource )
{
if ( dir < 0 )
ourOpt - > bonus = bgold ;
else ourOpt - > bonus = brandom ;
}
break ;
}
}
CPG - > ourOptions - > showIcon ( which , serialID , false ) ;
}
void Options : : PlayerFlag : : press ( bool down )
{
HighButton : : press ( down ) ;
int i = 0 ;
for ( ; i < CPG - > ret . playerInfos . size ( ) ; i + + )
if ( CPG - > ret . playerInfos [ i ] . color = = color )
break ;
if ( CPG - > ret . playerInfos [ i ] . human | | ( ! CPG - > ourScenSel - > mapsel . ourMaps [ CPG - > ourScenSel - > mapsel . selected ] . players [ CPG - > ret . playerInfos [ i ] . color ] . canHumanPlay ) )
return ; //if this is already human player, or if human is forbidden
int j = 0 ;
for ( ; j < CPG - > ret . playerInfos . size ( ) ; j + + )
if ( CPG - > ret . playerInfos [ j ] . human )
break ;
CPG - > ret . playerInfos [ i ] . human = true ;
CPG - > ret . playerInfos [ j ] . human = false ;
std : : string pom = CPG - > ret . playerInfos [ i ] . name ;
CPG - > ret . playerInfos [ i ] . name = CPG - > ret . playerInfos [ j ] . name ;
CPG - > ret . playerInfos [ j ] . name = pom ;
SDL_BlitSurface ( CPG - > ourOptions - > bgs [ CPG - > ret . playerInfos [ i ] . color ] , & genRect ( 19 , 99 , 5 , 1 ) , screen , & genRect ( 19 , 99 , 62 , 129 + i * 50 ) ) ;
SDL_UpdateRect ( screen , 62 , 129 + 50 * i , 99 , 19 ) ;
SDL_BlitSurface ( CPG - > ourOptions - > bgs [ CPG - > ret . playerInfos [ j ] . color ] , & genRect ( 19 , 99 , 5 , 1 ) , screen , & genRect ( 19 , 99 , 62 , 129 + j * 50 ) ) ;
SDL_UpdateRect ( screen , 62 , 129 + 50 * j , 99 , 19 ) ;
CSDL_Ext : : printAtMiddle ( CPG - > ret . playerInfos [ i ] . name , 111 , 137 + i * 50 , GEOR13 , zwykly ) ;
CSDL_Ext : : printAtMiddle ( CPG - > ret . playerInfos [ j ] . name , 111 , 137 + j * 50 , GEOR13 , zwykly ) ;
CPG - > playerColor = CPG - > ret . playerInfos [ i ] . color ;
CPG - > ourScenSel - > mapsel . printFlags ( ) ;
} ;
void Options : : PlayerFlag : : hover ( bool on )
{
HighButton : : hover ( on ) ;
}
void Options : : showIcon ( int what , int nr , bool abs ) //what: -1=castle, 0=hero, 1=bonus, 2=all; abs=true -> nr is absolute
{
if ( what = = - 2 )
{
showIcon ( - 1 , nr , abs ) ;
showIcon ( 0 , nr , abs ) ;
showIcon ( 1 , nr , abs ) ;
}
int ab , se ;
if ( ! abs )
{
ab = CPG - > ret . playerInfos [ nr ] . color ;
se = nr ;
}
else
{
ab = nr ;
for ( int i = 0 ; i < CPG - > ret . playerInfos . size ( ) ; i + + )
{
if ( CPG - > ret . playerInfos [ i ] . color = = nr )
{
se = i ;
break ;
}
}
}
StartInfo : : PlayerSettings * ourOpt = & CPG - > ret . playerInfos [ se ] ;
switch ( what )
{
case - 1 :
{
int pom = ourOpt - > castle ;
if ( ourOpt - > castle < F_NUMBER & & ourOpt - > castle > = 0 )
{
blitAtWR ( graphics - > getPic ( ourOpt - > castle , true , false ) , 176 , 130 + 50 * se ) ;
}
else if ( ourOpt - > castle = = - 1 )
{
blitAtWR ( CPG - > ourOptions - > rCastle , 176 , 130 + 50 * se ) ;
}
else if ( ourOpt - > castle = = - 2 )
{
blitAtWR ( CPG - > ourOptions - > nCastle , 176 , 130 + 50 * se ) ;
}
break ;
}
case 0 :
{
int pom = ourOpt - > hero ;
if ( ourOpt - > hero = = - 1 )
{
blitAtWR ( CPG - > ourOptions - > rHero , 252 , 130 + 50 * se ) ;
}
else if ( ourOpt - > hero = = - 2 )
{
if ( ourOpt - > heroPortrait > = 0 )
{
//TODO: restore drawing hero portrait
//blitAtWR(CGI->heroh->heroes[ourOpt->heroPortrait]->portraitSmall,252,130+50*se);
}
else
{
blitAtWR ( CPG - > ourOptions - > nHero , 252 , 130 + 50 * se ) ;
}
}
else
{
//TODO: restore drawing hero portrait
//blitAtWR(CGI->heroh->heroes[pom]->portraitSmall,252,130+50*se);
}
break ;
}
case 1 :
{
int pom ;
switch ( ourOpt - > bonus )
{
case - 1 :
pom = 10 ;
break ;
case 0 :
pom = 9 ;
break ;
case 1 :
pom = 8 ;
break ;
case 2 :
pom = CGI - > townh - > towns [ ourOpt - > castle ] . bonus ;
break ;
}
blitAtWR ( bonuses - > ourImages [ pom ] . bitmap , 328 , 130 + 50 * se ) ;
break ;
}
}
}
Options : : ~ Options ( )
{
if ( ! inited ) return ;
for ( int i = 0 ; i < bgs . size ( ) ; i + + )
SDL_FreeSurface ( bgs [ i ] ) ;
for ( int i = 0 ; i < flags . size ( ) ; i + + )
delete flags [ i ] ;
SDL_FreeSurface ( bg ) ;
SDL_FreeSurface ( rHero ) ;
SDL_FreeSurface ( rCastle ) ;
SDL_FreeSurface ( nHero ) ;
SDL_FreeSurface ( nCastle ) ;
delete turnLength ;
delete left ;
delete right ;
delete bonuses ;
}
void Options : : init ( )
{
inited = true ;
bg = BitmapHandler : : loadBitmap ( " ADVOPTBK.bmp " ) ;
SDL_SetColorKey ( bg , SDL_SRCCOLORKEY , SDL_MapRGB ( bg - > format , 0 , 255 , 255 ) ) ;
left = CDefHandler : : giveDef ( " ADOPLFA.DEF " ) ;
right = CDefHandler : : giveDef ( " ADOPRTA.DEF " ) ;
bonuses = CDefHandler : : giveDef ( " SCNRSTAR.DEF " ) ;
rHero = BitmapHandler : : loadBitmap ( " HPSRAND1.bmp " ) ;
rCastle = BitmapHandler : : loadBitmap ( " HPSRAND0.bmp " ) ;
nHero = BitmapHandler : : loadBitmap ( " HPSRAND6.bmp " ) ;
nCastle = BitmapHandler : : loadBitmap ( " HPSRAND5.bmp " ) ;
turnLength = new Slider < > ( 57 , 557 , 195 , 11 , 1 , false ) ;
turnLength - > fun = & CPreGame : : setTurnLength ;
flags . push_back ( CDefHandler : : giveDef ( " AOFLGBR.DEF " ) ) ;
flags . push_back ( CDefHandler : : giveDef ( " AOFLGBB.DEF " ) ) ;
flags . push_back ( CDefHandler : : giveDef ( " AOFLGBY.DEF " ) ) ;
flags . push_back ( CDefHandler : : giveDef ( " AOFLGBG.DEF " ) ) ;
flags . push_back ( CDefHandler : : giveDef ( " AOFLGBO.DEF " ) ) ;
flags . push_back ( CDefHandler : : giveDef ( " AOFLGBP.DEF " ) ) ;
flags . push_back ( CDefHandler : : giveDef ( " AOFLGBT.DEF " ) ) ;
flags . push_back ( CDefHandler : : giveDef ( " AOFLGBS.DEF " ) ) ;
bgs . push_back ( BitmapHandler : : loadBitmap ( " ADOPRPNL.bmp " ) ) ;
bgs . push_back ( BitmapHandler : : loadBitmap ( " ADOPBPNL.bmp " ) ) ;
bgs . push_back ( BitmapHandler : : loadBitmap ( " ADOPYPNL.bmp " ) ) ;
bgs . push_back ( BitmapHandler : : loadBitmap ( " ADOPGPNL.bmp " ) ) ;
bgs . push_back ( BitmapHandler : : loadBitmap ( " ADOPOPNL.bmp " ) ) ;
bgs . push_back ( BitmapHandler : : loadBitmap ( " ADOPPPNL.bmp " ) ) ;
bgs . push_back ( BitmapHandler : : loadBitmap ( " ADOPTPNL.bmp " ) ) ;
bgs . push_back ( BitmapHandler : : loadBitmap ( " ADOPSPNL.bmp " ) ) ;
}
void Options : : show ( )
{
if ( showed ) return ;
PreGameTab : : show ( ) ;
MapSel & ms = CPG - > ourScenSel - > mapsel ;
blitAt ( bg , 3 , 6 ) ;
CPG - > ourScenSel - > listShowed = false ;
for ( int i = 0 ; i < CPG - > btns . size ( ) ; i + + )
{
if ( CPG - > btns [ i ] - > ID ! = 10 ) //leave only right panel buttons
{
CPG - > btns . erase ( CPG - > btns . begin ( ) + i ) ;
i - - ;
}
}
CPG - > interested . clear ( ) ;
CSDL_Ext : : printAtMiddle ( " Advanced Options " , 225 , 35 , GEORXX ) ;
CSDL_Ext : : printAtMiddle ( CGI - > generaltexth - > allTexts [ 521 ] , 224 , 544 , GEOR13 ) ; // Player Turn Duration
int playersSoFar = 0 ;
for ( int i = 0 ; i < PLAYER_LIMIT ; i + + )
{
if ( ! ( ms . ourMaps [ ms . selected ] . players [ i ] . canComputerPlay | | ms . ourMaps [ ms . selected ] . players [ i ] . canComputerPlay ) )
continue ;
for ( int hi = 0 ; hi < ms . ourMaps [ ms . selected ] . players [ i ] . heroesNames . size ( ) ; hi + + )
usedHeroes . insert ( ms . ourMaps [ ms . selected ] . players [ i ] . heroesNames [ hi ] . heroID ) ;
blitAt ( bgs [ i ] , 57 , 128 + playersSoFar * 50 ) ;
poptions . push_back ( new PlayerOptions ( playersSoFar , i ) ) ;
poptions [ poptions . size ( ) - 1 ] - > nr = playersSoFar ;
poptions [ poptions . size ( ) - 1 ] - > color = ( Ecolor ) i ;
poptions [ poptions . size ( ) - 1 ] - > Cleft . show ( ) ;
poptions [ poptions . size ( ) - 1 ] - > Cright . show ( ) ;
poptions [ poptions . size ( ) - 1 ] - > Hleft . show ( ) ;
poptions [ poptions . size ( ) - 1 ] - > Hright . show ( ) ;
poptions [ poptions . size ( ) - 1 ] - > Bleft . show ( ) ;
poptions [ poptions . size ( ) - 1 ] - > Bright . show ( ) ;
CPG - > btns . push_back ( & poptions [ poptions . size ( ) - 1 ] - > Cleft ) ;
CPG - > btns . push_back ( & poptions [ poptions . size ( ) - 1 ] - > Cright ) ;
CPG - > btns . push_back ( & poptions [ poptions . size ( ) - 1 ] - > Hleft ) ;
CPG - > btns . push_back ( & poptions [ poptions . size ( ) - 1 ] - > Hright ) ;
CPG - > btns . push_back ( & poptions [ poptions . size ( ) - 1 ] - > Bleft ) ;
CPG - > btns . push_back ( & poptions [ poptions . size ( ) - 1 ] - > Bright ) ;
CSDL_Ext : : printAtMiddle ( CPG - > ret . playerInfos [ playersSoFar ] . name , 111 , 137 + playersSoFar * 50 , GEOR13 , zwykly ) ;
if ( ms . ourMaps [ ms . selected ] . players [ i ] . canHumanPlay )
{
poptions [ poptions . size ( ) - 1 ] - > flag . show ( ) ;
CPG - > btns . push_back ( & poptions [ poptions . size ( ) - 1 ] - > flag ) ;
if ( ms . ourMaps [ ms . selected ] . players [ i ] . canComputerPlay )
CSDL_Ext : : printAtMiddleWB ( " Human or CPU " , 86 , 163 + playersSoFar * 50 , GEORM , 7 , zwykly ) ;
else
CSDL_Ext : : printAtMiddleWB ( " Human " , 86 , 163 + playersSoFar * 50 , GEORM , 6 , zwykly ) ;
}
else
CSDL_Ext : : printAtMiddleWB ( " CPU " , 86 , 163 + playersSoFar * 50 , GEORM , 6 , zwykly ) ;
playersSoFar + + ;
}
CSDL_Ext : : printAtMiddleWB ( CGI - > generaltexth - > allTexts [ 516 ] , 221 , 63 , GEOR13 , 55 , zwykly ) ;
CSDL_Ext : : printAtMiddleWB ( CGI - > preth - > getTitle ( CGI - > preth - > zelp [ 256 ] . second ) , 109 , 109 , GEOR13 , 14 ) ;
CSDL_Ext : : printAtMiddleWB ( CGI - > preth - > getTitle ( CGI - > preth - > zelp [ 259 ] . second ) , 201 , 109 , GEOR13 , 10 ) ;
CSDL_Ext : : printAtMiddleWB ( CGI - > preth - > getTitle ( CGI - > preth - > zelp [ 260 ] . second ) , 275 , 109 , GEOR13 , 10 ) ;
CSDL_Ext : : printAtMiddleWB ( CGI - > preth - > getTitle ( CGI - > preth - > zelp [ 261 ] . second ) , 354 , 109 , GEOR13 , 10 ) ;
turnLength - > activate ( ) ;
for ( int i = 0 ; i < poptions . size ( ) ; i + + )
showIcon ( - 2 , i , false ) ;
for ( int i = 0 ; i < 12 ; i + + )
turnLength - > moveDown ( ) ;
//SDL_Flip(screen);
CSDL_Ext : : update ( screen ) ;
}
void Options : : hide ( )
{
if ( ! showed ) return ;
PreGameTab : : hide ( ) ;
for ( int i = 0 ; i < CPG - > btns . size ( ) ; i + + )
if ( CPG - > btns [ i ] - > ID = = 7 )
CPG - > btns . erase ( CPG - > btns . begin ( ) + i - - ) ;
for ( int i = 0 ; i < poptions . size ( ) ; i + + )
delete poptions [ i ] ;
poptions . clear ( ) ;
turnLength - > deactivate ( ) ;
}
MapSel : : ~ MapSel ( )
{
SDL_FreeSurface ( bg ) ;
for ( int i = 0 ; i < scenImgs . size ( ) ; i + + )
SDL_FreeSurface ( scenImgs [ i ] ) ;
for ( int i = 0 ; i < scenList . size ( ) ; i + + )
delete scenList [ i ] ;
delete sFlags ;
}
int MapSel : : countWL ( )
{
int ret = 0 ;
for ( int i = 0 ; i < ourMaps . size ( ) ; i + + )
{
if ( sizeFilter & & ( ( ourMaps [ i ] . width ) ! = sizeFilter ) )
continue ;
else ret + + ;
}
return ret ;
}
void MapSel : : printMaps ( int from , int to , int at , bool abs )
{
if ( true ) //
{
int help = - 1 ;
for ( int i = 0 ; i < ourMaps . size ( ) ; i + + )
{
if ( sizeFilter & & ( ( ourMaps [ i ] . width ) ! = sizeFilter ) )
continue ;
else help + + ;
if ( help = = from )
{
from = i ;
break ;
}
}
}
SDL_Surface * scenin = CSDL_Ext : : newSurface ( 351 , 25 ) ;
SDL_Color nasz ;
for ( int i = at ; i < to ; i + + )
{
if ( ( i - at + from ) > ourMaps . size ( ) - 1 )
{
SDL_Surface * scenin = CSDL_Ext : : newSurface ( 351 , 25 ) ;
SDL_BlitSurface ( bg , & genRect ( 25 , 351 , 22 , ( i - at ) * 25 + 115 ) , scenin , NULL ) ;
blitAt ( scenin , 24 , 121 + ( i - at ) * 25 ) ;
//SDL_Flip(screen);
CSDL_Ext : : update ( screen ) ;
SDL_FreeSurface ( scenin ) ;
continue ;
}
if ( sizeFilter & & ( ( ourMaps [ ( i - at ) + from ] . width ) ! = sizeFilter ) )
{
to + + ;
at + + ;
from + + ;
if ( ( ( i - at ) + from ) > ourMaps . size ( ) - 1 ) break ;
else continue ;
}
if ( ( i - at + from ) = = selected )
nasz = tytulowy ;
else nasz = zwykly ;
//SDL_Rect pier = genRect(25,351,24,126+(i*25));
SDL_BlitSurface ( bg , & genRect ( 25 , 351 , 22 , ( i - at ) * 25 + 115 ) , scenin , NULL ) ;
int temp = - 1 ;
std : : ostringstream ostr ( std : : ostringstream : : out ) ; ostr < < ourMaps [ ( i - at ) + from ] . playerAmnt < < " / " < < ourMaps [ ( i - at ) + from ] . humenPlayers ;
CSDL_Ext : : printAt ( ostr . str ( ) , 6 , 4 , GEOR13 , nasz , scenin , 2 ) ;
std : : string temp2 ;
switch ( ourMaps [ ( i - at ) + from ] . width )
{
case 36 :
temp2 = " S " ;
break ;
case 72 :
temp2 = " M " ;
break ;
case 108 :
temp2 = " L " ;
break ;
case 144 :
temp2 = " XL " ;
break ;
default :
temp2 = " C " ;
break ;
}
CSDL_Ext : : printAtMiddle ( temp2 , 50 , 13 , GEOR13 , nasz , scenin , 2 ) ;
switch ( ourMaps [ ( i - at ) + from ] . version )
{
case RoE :
temp = 0 ;
break ;
case AB :
temp = 1 ;
break ;
case SoD :
temp = 2 ;
break ;
case WoG :
temp = 3 ;
break ;
}
blitAt ( Dtypes - > ourImages [ temp ] . bitmap , 67 , 2 , scenin ) ;
if ( ! ( ourMaps [ ( i - at ) + from ] . name . length ( ) ) )
ourMaps [ ( i - at ) + from ] . name = " Unnamed " ;
CSDL_Ext : : printAtMiddle ( ourMaps [ ( i - at ) + from ] . name , 192 , 13 , GEOR13 , nasz , scenin , 2 ) ;
if ( ourMaps [ ( i - at ) + from ] . victoryCondition = = winStandard )
temp = 11 ;
else temp = ourMaps [ ( i - at ) + from ] . victoryCondition ;
blitAt ( Dvic - > ourImages [ temp ] . bitmap , 285 , 2 , scenin ) ;
if ( ourMaps [ ( i - at ) + from ] . lossCondition . typeOfLossCon = = lossStandard )
temp = 3 ;
else temp = ourMaps [ ( i - at ) + from ] . lossCondition . typeOfLossCon ;
blitAt ( Dloss - > ourImages [ temp ] . bitmap , 318 , 2 , scenin ) ;
blitAt ( scenin , 24 , 121 + ( i - at ) * 25 ) ;
SDL_UpdateRect ( screen , 24 , 121 + ( i - at ) * 25 , scenin - > w , scenin - > h ) ;
}
SDL_FreeSurface ( scenin ) ;
}
int MapSel : : whichWL ( int nr )
{
int help = - 1 ;
for ( int i = 0 ; i < ourMaps . size ( ) ; i + + )
{
if ( sizeFilter & & ( ( ourMaps [ i ] . width ) ! = sizeFilter ) )
continue ;
else help + + ;
if ( help = = nr )
{
help = i ;
break ;
}
}
return help ;
}
void MapSel : : hide ( )
{
if ( ! showed ) return ;
PreGameTab : : hide ( ) ;
CPG - > btns . erase ( std : : find ( CPG - > btns . begin ( ) , CPG - > btns . end ( ) , & small ) ) ;
CPG - > btns . erase ( std : : find ( CPG - > btns . begin ( ) , CPG - > btns . end ( ) , & medium ) ) ;
CPG - > btns . erase ( std : : find ( CPG - > btns . begin ( ) , CPG - > btns . end ( ) , & large ) ) ;
CPG - > btns . erase ( std : : find ( CPG - > btns . begin ( ) , CPG - > btns . end ( ) , & xlarge ) ) ;
CPG - > btns . erase ( std : : find ( CPG - > btns . begin ( ) , CPG - > btns . end ( ) , & all ) ) ;
CPG - > btns . erase ( std : : find ( CPG - > btns . begin ( ) , CPG - > btns . end ( ) , & nrplayer ) ) ;
CPG - > btns . erase ( std : : find ( CPG - > btns . begin ( ) , CPG - > btns . end ( ) , & mapsize ) ) ;
CPG - > btns . erase ( std : : find ( CPG - > btns . begin ( ) , CPG - > btns . end ( ) , & type ) ) ;
CPG - > btns . erase ( std : : find ( CPG - > btns . begin ( ) , CPG - > btns . end ( ) , & name ) ) ;
CPG - > btns . erase ( std : : find ( CPG - > btns . begin ( ) , CPG - > btns . end ( ) , & viccon ) ) ;
CPG - > btns . erase ( std : : find ( CPG - > btns . begin ( ) , CPG - > btns . end ( ) , & loscon ) ) ;
slid - > deactivate ( ) ;
CPG - > currentTab = NULL ;
} ;
void MapSel : : show ( )
{
if ( showed ) return ;
PreGameTab : : show ( ) ;
//blit bg
blitAt ( bg , 3 , 6 ) ;
CSDL_Ext : : printAt ( " Map Sizes " , 55 , 60 , GEOR13 ) ;
CSDL_Ext : : printAt ( " Select a Scenario to Play " , 110 , 25 , TNRB16 ) ;
//size buttons
small . show ( ) ;
medium . show ( ) ;
large . show ( ) ;
xlarge . show ( ) ;
all . show ( ) ;
CPG - > btns . push_back ( & small ) ;
CPG - > btns . push_back ( & medium ) ;
CPG - > btns . push_back ( & large ) ;
CPG - > btns . push_back ( & xlarge ) ;
CPG - > btns . push_back ( & all ) ;
//sort by buttons
nrplayer . show ( ) ;
mapsize . show ( ) ;
type . show ( ) ;
name . show ( ) ;
viccon . show ( ) ;
loscon . show ( ) ;
CPG - > btns . push_back ( & nrplayer ) ;
CPG - > btns . push_back ( & mapsize ) ;
CPG - > btns . push_back ( & type ) ;
CPG - > btns . push_back ( & name ) ;
CPG - > btns . push_back ( & viccon ) ;
CPG - > btns . push_back ( & loscon ) ;
//print scenario list
printMaps ( 0 , 18 ) ;
slid - > activate ( ) ;
//SDL_Flip(screen);
CSDL_Ext : : update ( screen ) ;
}
boost : : mutex mx ;
void MapSel : : processMaps ( std : : vector < std : : string > & pliczkiTemp , int & index )
{
bool areMaps = true ;
int pom = - 1 ;
while ( areMaps )
{
mx . lock ( ) ;
if ( index > = pliczkiTemp . size ( ) )
{
mx . unlock ( ) ;
break ;
}
else
{
pom = index + + ;
mx . unlock ( ) ;
}
gzFile tempf = gzopen ( pliczkiTemp [ pom ] . c_str ( ) , " rb " ) ;
unsigned char * sss = new unsigned char [ 1000 ] ;
int iii = 0 ;
while ( true )
{
if ( iii > = 1000 ) break ;
int z = gzgetc ( tempf ) ;
if ( z > = 0 )
{
sss [ iii + + ] = unsigned char ( z ) ;
}
else break ;
}
gzclose ( tempf ) ;
if ( iii < 50 ) { std : : cout < < " \t \t Warning: corrupted map file: " < < pliczkiTemp [ pom ] < < std : : endl ; continue ; }
if ( ! sss [ 4 ] ) continue ; //nie ma graczy? mapa niegrywalna //ju� to kiedy� komentowa�em- - to bzdura //tu calkiem pasuje...
CMapInfo mi ( pliczkiTemp [ pom ] , sss ) ;
mx . lock ( ) ;
ourMaps . push_back ( mi ) ;
mx . unlock ( ) ;
delete [ ] sss ;
}
}
void MapSel : : init ( )
{
//get map files names
std : : vector < std : : string > pliczkiTemp ;
fs : : path tie ( ( fs : : initial_path < fs : : path > ( ) ) / " /maps " ) ;
fs : : directory_iterator end_iter ;
for ( fs : : directory_iterator dir ( tie ) ; dir ! = end_iter ; + + dir )
{
if ( fs : : is_regular ( dir - > status ( ) ) ) ;
{
if ( boost : : ends_with ( dir - > path ( ) . leaf ( ) , std : : string ( " .h3m " ) ) )
pliczkiTemp . push_back ( " Maps/ " + ( dir - > path ( ) . leaf ( ) ) ) ;
}
}
int mapInd = 0 ;
boost : : thread_group group ;
int cores = max ( 1 , boost : : thread : : hardware_concurrency ( ) ) ;
for ( int ti = 0 ; ti < cores ; ti + + )
group . create_thread ( boost : : bind ( & MapSel : : processMaps , this , boost : : ref ( pliczkiTemp ) , boost : : ref ( mapInd ) ) ) ;
bg = BitmapHandler : : loadBitmap ( " SCSELBCK.bmp " ) ;
SDL_SetColorKey ( bg , SDL_SRCCOLORKEY , SDL_MapRGB ( bg - > format , 0 , 255 , 255 ) ) ;
small . imgs = CDefHandler : : giveDef ( " SCSMBUT.DEF " ) ;
small . fun = NULL ;
small . pos = genRect ( small . imgs - > ourImages [ 0 ] . bitmap - > h , small . imgs - > ourImages [ 0 ] . bitmap - > w , 161 , 52 ) ;
small . ourGroup = NULL ;
medium . imgs = CDefHandler : : giveDef ( " SCMDBUT.DEF " ) ;
medium . fun = NULL ;
medium . pos = genRect ( medium . imgs - > ourImages [ 0 ] . bitmap - > h , medium . imgs - > ourImages [ 0 ] . bitmap - > w , 208 , 52 ) ;
medium . ourGroup = NULL ;
large . imgs = CDefHandler : : giveDef ( " SCLGBUT.DEF " ) ;
large . fun = NULL ;
large . pos = genRect ( large . imgs - > ourImages [ 0 ] . bitmap - > h , large . imgs - > ourImages [ 0 ] . bitmap - > w , 255 , 52 ) ;
large . ourGroup = NULL ;
xlarge . imgs = CDefHandler : : giveDef ( " SCXLBUT.DEF " ) ;
xlarge . fun = NULL ;
xlarge . pos = genRect ( xlarge . imgs - > ourImages [ 0 ] . bitmap - > h , xlarge . imgs - > ourImages [ 0 ] . bitmap - > w , 302 , 52 ) ;
xlarge . ourGroup = NULL ;
all . imgs = CDefHandler : : giveDef ( " SCALBUT.DEF " ) ;
all . fun = NULL ;
all . pos = genRect ( all . imgs - > ourImages [ 0 ] . bitmap - > h , all . imgs - > ourImages [ 0 ] . bitmap - > w , 349 , 52 ) ;
all . ourGroup = NULL ;
all . selectable = xlarge . selectable = large . selectable = medium . selectable = small . selectable = false ;
small . what = medium . what = large . what = xlarge . what = all . what = & sizeFilter ;
small . key = 36 ; medium . key = 72 ; large . key = 108 ; xlarge . key = 144 ; all . key = 0 ;
//Button<> nrplayer, mapsize, type, name, viccon, loscon;
nrplayer . imgs = CDefHandler : : giveDef ( " SCBUTT1.DEF " ) ;
nrplayer . fun = NULL ;
nrplayer . pos = genRect ( nrplayer . imgs - > ourImages [ 0 ] . bitmap - > h , nrplayer . imgs - > ourImages [ 0 ] . bitmap - > w , 26 , 92 ) ;
nrplayer . key = _playerAm ;
mapsize . imgs = CDefHandler : : giveDef ( " SCBUTT2.DEF " ) ;
mapsize . fun = NULL ;
mapsize . pos = genRect ( mapsize . imgs - > ourImages [ 0 ] . bitmap - > h , mapsize . imgs - > ourImages [ 0 ] . bitmap - > w , 58 , 92 ) ;
mapsize . key = _size ;
type . imgs = CDefHandler : : giveDef ( " SCBUTCP.DEF " ) ;
type . fun = NULL ;
type . pos = genRect ( type . imgs - > ourImages [ 0 ] . bitmap - > h , type . imgs - > ourImages [ 0 ] . bitmap - > w , 91 , 92 ) ;
type . key = _format ;
name . imgs = CDefHandler : : giveDef ( " SCBUTT3.DEF " ) ;
name . fun = NULL ;
name . pos = genRect ( name . imgs - > ourImages [ 0 ] . bitmap - > h , name . imgs - > ourImages [ 0 ] . bitmap - > w , 124 , 92 ) ;
name . key = _name ;
viccon . imgs = CDefHandler : : giveDef ( " SCBUTT4.DEF " ) ;
viccon . fun = NULL ;
viccon . pos = genRect ( viccon . imgs - > ourImages [ 0 ] . bitmap - > h , viccon . imgs - > ourImages [ 0 ] . bitmap - > w , 309 , 92 ) ;
viccon . key = _viccon ;
loscon . imgs = CDefHandler : : giveDef ( " SCBUTT5.DEF " ) ;
loscon . fun = NULL ;
loscon . pos = genRect ( loscon . imgs - > ourImages [ 0 ] . bitmap - > h , loscon . imgs - > ourImages [ 0 ] . bitmap - > w , 342 , 92 ) ;
loscon . key = _loscon ;
nrplayer . poin = mapsize . poin = type . poin = name . poin = viccon . poin = loscon . poin = ( int * ) ( & sortBy ) ;
nrplayer . fun = mapsize . fun = type . fun = name . fun = viccon . fun = loscon . fun = & CPreGame : : sortMaps ;
Dtypes = CDefHandler : : giveDef ( " SCSELC.DEF " ) ;
Dvic = CDefHandler : : giveDef ( " SCNRVICT.DEF " ) ;
Dloss = CDefHandler : : giveDef ( " SCNRLOSS.DEF " ) ;
//Dsizes = CPG->slh->giveDef("SCNRMPSZ.DEF");
Dsizes = CDefHandler : : giveDef ( " SCNRMPSZ.DEF " ) ;
sFlags = CDefHandler : : giveDef ( " ITGFLAGS.DEF " ) ;
group . join_all ( ) ;
std : : sort ( ourMaps . begin ( ) , ourMaps . end ( ) , mapSorter ( _name ) ) ;
slid = new Slider < > ( 375 , 92 , 480 , ourMaps . size ( ) , 18 , true ) ;
slid - > fun = & CPreGame : : printMapsFrom ;
}
void MapSel : : moveByOne ( bool up )
{
int help = selected ;
if ( up ) selected - - ;
else selected + + ;
for ( int i = selected ; i < ourMaps . size ( ) & & i > = 0 ; )
{
help = i ;
if ( ! ( sizeFilter & & ( ( ourMaps [ i ] . width ) ! = sizeFilter ) ) )
break ;
if ( up )
{
i - - ;
}
else
{
i + + ;
if ( i < 0 ) break ;
}
}
select ( help ) ;
slid - > updateSlid ( ) ;
}
void MapSel : : select ( int which , bool updateMapsList )
{
bool dontSaveSettings = ( ( selected ! = which ) | | ( CPG - > ret . playerInfos . size ( ) = = 0 ) ) ;
selected = which ;
CPG - > ret . mapname = ourMaps [ selected ] . filename ;
if ( updateMapsList )
printMaps ( slid - > whereAreWe , 18 , 0 , true ) ;
int serialC = 0 ;
if ( dontSaveSettings )
{
CPG - > ret . playerInfos . clear ( ) ;
bool wasntpl = true ;
for ( int i = 0 ; i < PLAYER_LIMIT ; i + + )
{
if ( ! ( ourMaps [ selected ] . players [ i ] . canComputerPlay | | ourMaps [ selected ] . players [ i ] . canComputerPlay ) )
continue ; // this caused some serious problems becouse of lack of simple bijection between two sets of player's numbers (one is returned by CPreGame, second is used in h3m)
StartInfo : : PlayerSettings pset ;
pset . color = ( Ecolor ) i ;
pset . serial = serialC ;
serialC + + ;
pset . bonus = brandom ;
pset . castle = - 2 ;
if ( ourMaps [ which ] . players [ i ] . canHumanPlay & & wasntpl )
{
pset . name = CGI - > generaltexth - > allTexts [ 434 ] ; //Player
pset . human = true ;
CPG - > playerColor = i ;
wasntpl = false ;
}
else
{
pset . name = CGI - > generaltexth - > allTexts [ 468 ] ; //Computer
pset . human = false ;
}
for ( int j = 0 ; j < F_NUMBER ; j + + )
{
if ( ( ( int ) pow ( ( double ) 2 , j ) ) & ourMaps [ selected ] . players [ i ] . allowedFactions )
{
if ( pset . castle > = 0 )
pset . castle = - 1 ;
if ( pset . castle = = - 2 )
pset . castle = j ;
}
}
pset . heroPortrait = - 1 ;
if ( ! ( ( ourMaps [ which ] . players [ i ] . generateHeroAtMainTown & & ourMaps [ which ] . players [ i ] . hasMainTown ) | | ourMaps [ which ] . players [ i ] . p8 ) )
pset . hero = - 2 ;
else
pset . hero = - 1 ;
if ( ourMaps [ which ] . players [ i ] . mainHeroName . length ( ) )
{
pset . heroName = ourMaps [ which ] . players [ i ] . mainHeroName ;
if ( ( pset . heroPortrait = ourMaps [ which ] . players [ i ] . mainHeroPortrait ) = = 255 )
pset . heroPortrait = ourMaps [ which ] . players [ i ] . p9 ;
}
pset . handicap = 0 ;
CPG - > ret . playerInfos . push_back ( pset ) ;
}
}
printSelectedInfo ( ) ;
}
MapSel : : MapSel ( ) : selected ( 0 ) , sizeFilter ( 0 )
{
}
void MapSel : : printSelectedInfo ( )
{
SDL_BlitSurface ( CPG - > ourScenSel - > scenInf , & genRect ( 399 , 337 , 17 , 23 ) , screen , & genRect ( 399 , 337 , 413 , 29 ) ) ;
SDL_BlitSurface ( CPG - > ourScenSel - > scenInf , & genRect ( 50 , 91 , 18 , 447 ) , screen , & genRect ( 50 , 91 , 414 , 453 ) ) ;
SDL_BlitSurface ( CPG - > ourScenSel - > bScens . imgs - > ourImages [ 0 ] . bitmap , NULL , screen , & CPG - > ourScenSel - > bScens . pos ) ;
SDL_BlitSurface ( CPG - > ourScenSel - > bOptions . imgs - > ourImages [ 0 ] . bitmap , NULL , screen , & CPG - > ourScenSel - > bOptions . pos ) ;
SDL_BlitSurface ( CPG - > ourScenSel - > bRandom . imgs - > ourImages [ 0 ] . bitmap , NULL , screen , & CPG - > ourScenSel - > bRandom . pos ) ;
//blit texts
CSDL_Ext : : printAt ( CGI - > preth - > zelp [ 21 ] . second , 420 , 25 , GEOR13 ) ;
CSDL_Ext : : printAt ( CGI - > generaltexth - > allTexts [ 496 ] , 420 , 135 , GEOR13 ) ;
CSDL_Ext : : printAt ( CGI - > generaltexth - > allTexts [ 497 ] , 420 , 285 , GEOR13 ) ;
CSDL_Ext : : printAt ( CGI - > generaltexth - > allTexts [ 498 ] , 420 , 340 , GEOR13 ) ;
CSDL_Ext : : printAt ( CGI - > generaltexth - > allTexts [ 390 ] , 420 , 406 , GEOR13 , zwykly ) ;
CSDL_Ext : : printAt ( CGI - > generaltexth - > allTexts [ 391 ] , 585 , 406 , GEOR13 , zwykly ) ;
int temp = ourMaps [ selected ] . victoryCondition + 1 ;
if ( temp > 20 ) temp = 0 ;
std : : string sss = CPG - > preth - > victoryConditions [ temp ] ;
if ( temp & & ourMaps [ selected ] . vicConDetails - > allowNormalVictory ) sss + = " / " + CPG - > preth - > victoryConditions [ 0 ] ;
CSDL_Ext : : printAt ( sss , 452 , 310 , GEOR13 , zwykly ) ;
temp = ourMaps [ selected ] . lossCondition . typeOfLossCon + 1 ;
if ( temp > 20 ) temp = 0 ;
sss = CPG - > preth - > lossCondtions [ temp ] ;
CSDL_Ext : : printAt ( sss , 452 , 370 , GEOR13 , zwykly ) ;
//blit descrption
std : : vector < std : : string > desc = * CMessage : : breakText ( ourMaps [ selected ] . description , 50 ) ;
for ( int i = 0 ; i < desc . size ( ) ; i + + )
CSDL_Ext : : printAt ( desc [ i ] , 417 , 152 + i * 13 , GEOR13 , zwykly ) ;
if ( ( selected < 0 ) | | ( selected > = ourMaps . size ( ) ) )
return ;
if ( ourMaps [ selected ] . name . length ( ) )
CSDL_Ext : : printAt ( ourMaps [ selected ] . name , 420 , 41 , GEORXX ) ;
else CSDL_Ext : : printAt ( " Unnamed " , 420 , 41 , GEORXX ) ;
std : : string diff ;
switch ( ourMaps [ selected ] . difficulty )
{
case 0 :
diff = gdiff ( CPG - > preth - > zelp [ 24 ] . second ) ;
break ;
case 1 :
diff = gdiff ( CPG - > preth - > zelp [ 25 ] . second ) ;
break ;
case 2 :
diff = gdiff ( CPG - > preth - > zelp [ 26 ] . second ) ;
break ;
case 3 :
diff = gdiff ( CPG - > preth - > zelp [ 27 ] . second ) ;
break ;
case 4 :
diff = gdiff ( CPG - > preth - > zelp [ 28 ] . second ) ;
break ;
}
temp = - 1 ;
switch ( ourMaps [ selected ] . width )
{
case 36 :
temp = 0 ;
break ;
case 72 :
temp = 1 ;
break ;
case 108 :
temp = 2 ;
break ;
case 144 :
temp = 3 ;
break ;
default :
temp = 4 ;
break ;
}
blitAt ( Dsizes - > ourImages [ temp ] . bitmap , 714 , 28 ) ;
temp = ourMaps [ selected ] . victoryCondition ;
if ( temp > 12 ) temp = 11 ;
blitAt ( Dvic - > ourImages [ temp ] . bitmap , 420 , 308 ) ; //v
temp = ourMaps [ selected ] . lossCondition . typeOfLossCon ;
if ( temp > 12 ) temp = 3 ;
blitAt ( Dloss - > ourImages [ temp ] . bitmap , 420 , 366 ) ; //l
CSDL_Ext : : printAtMiddle ( diff , 458 , 477 , GEOR13 , zwykly ) ;
//SDL_Flip(screen);
printFlags ( ) ;
CSDL_Ext : : update ( screen ) ;
}
void MapSel : : printFlags ( )
{
int hy = 405 , fx = 460 , ex = 640 , myT ;
if ( ourMaps [ selected ] . howManyTeams )
myT = ourMaps [ selected ] . players [ CPG - > playerColor ] . team ;
else myT = - 1 ;
for ( int i = 0 ; i < CPG - > ret . playerInfos . size ( ) ; i + + )
{
if ( myT > = 0 )
{
if ( ourMaps [ selected ] . players [ CPG - > ret . playerInfos [ i ] . color ] . team = = myT )
{
blitAtWR ( sFlags - > ourImages [ CPG - > ret . playerInfos [ i ] . color ] . bitmap , fx , hy ) ;
fx + = sFlags - > ourImages [ CPG - > ret . playerInfos [ i ] . color ] . bitmap - > w ;
}
else
{
blitAtWR ( sFlags - > ourImages [ CPG - > ret . playerInfos [ i ] . color ] . bitmap , ex , hy ) ;
ex + = sFlags - > ourImages [ CPG - > ret . playerInfos [ i ] . color ] . bitmap - > w ;
}
}
else
{
if ( CPG - > ret . playerInfos [ i ] . color = = CPG - > playerColor )
{
blitAtWR ( sFlags - > ourImages [ CPG - > ret . playerInfos [ i ] . color ] . bitmap , fx , hy ) ;
fx + = sFlags - > ourImages [ CPG - > ret . playerInfos [ i ] . color ] . bitmap - > w ;
}
else
{
blitAtWR ( sFlags - > ourImages [ CPG - > ret . playerInfos [ i ] . color ] . bitmap , ex , hy ) ;
ex + = sFlags - > ourImages [ CPG - > ret . playerInfos [ i ] . color ] . bitmap - > w ;
}
}
}
}
std : : string MapSel : : gdiff ( std : : string ss )
{
std : : string ret ;
for ( int i = 2 ; i < ss . length ( ) ; i + + )
{
if ( ss [ i ] = = ' ' )
break ;
ret + = ss [ i ] ;
}
return ret ;
}
void CPreGame : : printRating ( )
{
SDL_BlitSurface ( CPG - > ourScenSel - > scenInf , & genRect ( 47 , 83 , 271 , 449 ) , screen , & genRect ( 47 , 83 , 666 , 455 ) ) ;
updateRect ( & genRect ( 47 , 83 , 666 , 455 ) ) ;
std : : string tob ;
switch ( ourScenSel - > selectedDiff )
{
case 0 :
tob = " 80% " ;
break ;
case 1 :
tob = " 100% " ;
break ;
case 2 :
tob = " 130% " ;
break ;
case 3 :
tob = " 160% " ;
break ;
case 4 :
tob = " 200% " ;
break ;
}
CSDL_Ext : : printAtMiddle ( tob , 703 , 477 , GEOR13 , zwykly ) ;
}
void CPreGame : : printMapsFrom ( int from )
{
ourScenSel - > mapsel . printMaps ( from ) ;
}
void CPreGame : : showScenList ( )
{
if ( currentTab ! = & ourScenSel - > mapsel )
{
ourScenSel - > listShowed = true ;
ourScenSel - > mapsel . show ( ) ;
}
else
{
currentTab - > hide ( ) ;
showScenSel ( ) ;
}
}
CPreGame : : CPreGame ( )
{
highlighted = NULL ;
currentTab = NULL ;
run = true ;
timeHandler tmh ; tmh . getDif ( ) ;
tytulowy . r = 229 ; tytulowy . g = 215 ; tytulowy . b = 123 ; tytulowy . unused = 0 ;
zwykly . r = 255 ; zwykly . g = 255 ; zwykly . b = 255 ; zwykly . unused = 0 ; //gbr
tlo . r = 66 ; tlo . g = 44 ; tlo . b = 24 ; tlo . unused = 0 ;
preth = new CPreGameTextHandler ;
preth - > loadTexts ( ) ;
CGI - > preth = preth ;
THC std : : cout < < " \t CPreGame: loading txts: " < < tmh . getDif ( ) < < std : : endl ;
currentMessage = NULL ;
behindCurMes = NULL ;
initMainMenu ( ) ;
THC std : : cout < < " \t CPreGame: main menu initialization: " < < tmh . getDif ( ) < < std : : endl ;
initNewMenu ( ) ;
THC std : : cout < < " \t CPreGame: newgame menu initialization: " < < tmh . getDif ( ) < < std : : endl ;
initScenSel ( ) ;
THC std : : cout < < " \t CPreGame: scenario choice initialization: " < < tmh . getDif ( ) < < std : : endl ;
initOptions ( ) ;
THC std : : cout < < " \t CPreGame: scenario options initialization: " < < tmh . getDif ( ) < < std : : endl ;
showMainMenu ( ) ;
THC std : : cout < < " \t CPreGame: displaying main menu: " < < tmh . getDif ( ) < < std : : endl ;
CPG = this ;
playerName = " Player " ;
}
void CPreGame : : initOptions ( )
{
ourOptions = new Options ( ) ;
ourOptions - > init ( ) ;
}
void CPreGame : : initScenSel ( )
{
ourScenSel = new ScenSel ( ) ;
ourScenSel - > listShowed = false ;
if ( rand ( ) % 2 ) ourScenSel - > background = BitmapHandler : : loadBitmap ( " ZPIC1000.bmp " ) ;
else ourScenSel - > background = BitmapHandler : : loadBitmap ( " ZPIC1001.bmp " ) ;
ourScenSel - > pressed = NULL ;
ourScenSel - > scenInf = BitmapHandler : : loadBitmap ( " GSELPOP1.bmp " ) ; //SDL_LoadBMP("h3bitmap.lod\\GSELPOP1.bmp");
ourScenSel - > randMap = BitmapHandler : : loadBitmap ( " RANMAPBK.bmp " ) ;
ourScenSel - > options = BitmapHandler : : loadBitmap ( " ADVOPTBK.bmp " ) ;
SDL_SetColorKey ( ourScenSel - > scenInf , SDL_SRCCOLORKEY , SDL_MapRGB ( ourScenSel - > scenInf - > format , 0 , 255 , 255 ) ) ;
//SDL_SetColorKey(ourScenSel->scenList,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->scenList->format,0,255,255));
SDL_SetColorKey ( ourScenSel - > randMap , SDL_SRCCOLORKEY , SDL_MapRGB ( ourScenSel - > randMap - > format , 0 , 255 , 255 ) ) ;
SDL_SetColorKey ( ourScenSel - > options , SDL_SRCCOLORKEY , SDL_MapRGB ( ourScenSel - > options - > format , 0 , 255 , 255 ) ) ;
ourScenSel - > difficulty = new CPoinGroup < > ( ) ;
ourScenSel - > difficulty - > type = 1 ;
ourScenSel - > selectedDiff = - 77 ;
ourScenSel - > difficulty - > gdzie = & ourScenSel - > selectedDiff ;
ourScenSel - > bEasy = IntSelBut < > ( genRect ( 0 , 0 , 506 , 456 ) , NULL , CDefHandler : : giveDef ( " GSPBUT3.DEF " ) , true , ourScenSel - > difficulty , 0 ) ;
ourScenSel - > bNormal = IntSelBut < > ( genRect ( 0 , 0 , 538 , 456 ) , NULL , CDefHandler : : giveDef ( " GSPBUT4.DEF " ) , true , ourScenSel - > difficulty , 1 ) ;
ourScenSel - > bHard = IntSelBut < > ( genRect ( 0 , 0 , 570 , 456 ) , NULL , CDefHandler : : giveDef ( " GSPBUT5.DEF " ) , true , ourScenSel - > difficulty , 2 ) ;
ourScenSel - > bExpert = IntSelBut < > ( genRect ( 0 , 0 , 602 , 456 ) , NULL , CDefHandler : : giveDef ( " GSPBUT6.DEF " ) , true , ourScenSel - > difficulty , 3 ) ;
ourScenSel - > bImpossible = IntSelBut < > ( genRect ( 0 , 0 , 634 , 456 ) , NULL , CDefHandler : : giveDef ( " GSPBUT7.DEF " ) , true , ourScenSel - > difficulty , 4 ) ;
ourScenSel - > bBack = Button < > ( genRect ( 0 , 0 , 584 , 535 ) , & CPreGame : : showNewMenu , CDefHandler : : giveDef ( " SCNRBACK.DEF " ) ) ;
ourScenSel - > bBegin = Button < > ( genRect ( 0 , 0 , 414 , 535 ) , & CPreGame : : begin , CDefHandler : : giveDef ( " SCNRBEG.DEF " ) ) ;
ourScenSel - > bScens = Button < > ( genRect ( 0 , 0 , 414 , 81 ) , & CPreGame : : showScenList , CDefHandler : : giveDef ( " GSPBUTT.DEF " ) ) ;
for ( int i = 0 ; i < ourScenSel - > bScens . imgs - > ourImages . size ( ) ; i + + )
CSDL_Ext : : printAt ( CGI - > generaltexth - > allTexts [ 500 ] , 25 + i , 2 + i , GEOR13 , zwykly , ourScenSel - > bScens . imgs - > ourImages [ i ] . bitmap ) ; //"Show Available Scenarios"
ourScenSel - > bRandom = Button < > ( genRect ( 0 , 0 , 414 , 105 ) , & CPreGame : : showScenList , CDefHandler : : giveDef ( " GSPBUTT.DEF " ) ) ;
for ( int i = 0 ; i < ourScenSel - > bRandom . imgs - > ourImages . size ( ) ; i + + )
CSDL_Ext : : printAt ( CGI - > generaltexth - > allTexts [ 740 ] , 25 + i , 2 + i , GEOR13 , zwykly , ourScenSel - > bRandom . imgs - > ourImages [ i ] . bitmap ) ;
ourScenSel - > bOptions = Button < > ( genRect ( 0 , 0 , 414 , 509 ) , & CPreGame : : showOptions , CDefHandler : : giveDef ( " GSPBUTT.DEF " ) ) ;
for ( int i = 0 ; i < ourScenSel - > bOptions . imgs - > ourImages . size ( ) ; i + + )
CSDL_Ext : : printAt ( CGI - > generaltexth - > allTexts [ 501 ] , 25 + i , 2 + i , GEOR13 , zwykly , ourScenSel - > bOptions . imgs - > ourImages [ i ] . bitmap ) ; //"Show Advanced Options"
CPG = this ;
ourScenSel - > mapsel . init ( ) ;
}
void CPreGame : : showScenSel ( )
{
state = ScenarioList ;
SDL_BlitSurface ( ourScenSel - > background , NULL , screen , NULL ) ;
SDL_BlitSurface ( ourScenSel - > scenInf , NULL , screen , & genRect ( ourScenSel - > scenInf - > h , ourScenSel - > scenInf - > w , 396 , 6 ) ) ;
CSDL_Ext : : printAt ( CGI - > generaltexth - > allTexts [ 494 ] , 427 , 438 , GEOR13 ) ; //"Map Diff:"
CSDL_Ext : : printAt ( CGI - > generaltexth - > allTexts [ 492 ] , 527 , 438 , GEOR13 ) ; //player difficulty
CSDL_Ext : : printAt ( CGI - > generaltexth - > allTexts [ 218 ] , 685 , 438 , GEOR13 ) ; //"Rating:"
//blit buttons
SDL_BlitSurface ( ourScenSel - > bEasy . imgs - > ourImages [ 0 ] . bitmap , NULL , screen , & ourScenSel - > bEasy . pos ) ;
SDL_BlitSurface ( ourScenSel - > bNormal . imgs - > ourImages [ 0 ] . bitmap , NULL , screen , & ourScenSel - > bNormal . pos ) ;
SDL_BlitSurface ( ourScenSel - > bHard . imgs - > ourImages [ 0 ] . bitmap , NULL , screen , & ourScenSel - > bHard . pos ) ;
SDL_BlitSurface ( ourScenSel - > bExpert . imgs - > ourImages [ 0 ] . bitmap , NULL , screen , & ourScenSel - > bExpert . pos ) ;
SDL_BlitSurface ( ourScenSel - > bImpossible . imgs - > ourImages [ 0 ] . bitmap , NULL , screen , & ourScenSel - > bImpossible . pos ) ;
SDL_BlitSurface ( ourScenSel - > bBegin . imgs - > ourImages [ 0 ] . bitmap , NULL , screen , & ourScenSel - > bBegin . pos ) ;
SDL_BlitSurface ( ourScenSel - > bBack . imgs - > ourImages [ 0 ] . bitmap , NULL , screen , & ourScenSel - > bBack . pos ) ;
//blitAt(ourScenSel->bScens.imgs->ourImages[0].bitmap,ourScenSel->bScens.pos.x,ourScenSel->bScens.pos.y);
//blitAt(ourScenSel->bRandom.imgs->ourImages[0].bitmap,414,105);
//blitAt(ourScenSel->bOptions.imgs->ourImages[0].bitmap,414,509);
//blitAt(ourScenSel->bBegin.imgs->ourImages[0].bitmap,414,535);
//blitAt(ourScenSel->bBack.imgs->ourImages[0].bitmap,584,535);
//add buttons info
if ( first )
{
btns . push_back ( & ourScenSel - > bEasy ) ;
btns . push_back ( & ourScenSel - > bNormal ) ;
btns . push_back ( & ourScenSel - > bHard ) ;
btns . push_back ( & ourScenSel - > bExpert ) ;
btns . push_back ( & ourScenSel - > bImpossible ) ;
btns . push_back ( & ourScenSel - > bScens ) ;
btns . push_back ( & ourScenSel - > bRandom ) ;
btns . push_back ( & ourScenSel - > bOptions ) ;
btns . push_back ( & ourScenSel - > bBegin ) ;
btns . push_back ( & ourScenSel - > bBack ) ;
ourScenSel - > selectedDiff = 1 ;
ourScenSel - > bNormal . select ( true ) ;
handleOther = & CPreGame : : scenHandleEv ;
ourScenSel - > mapsel . select ( 0 , false ) ;
for ( int i = 0 ; i < btns . size ( ) ; i + + )
{
btns [ i ] - > pos . w = btns [ i ] - > imgs - > ourImages [ 0 ] . bitmap - > w ;
btns [ i ] - > pos . h = btns [ i ] - > imgs - > ourImages [ 0 ] . bitmap - > h ;
btns [ i ] - > ID = 10 ;
}
}
else
{
ourScenSel - > mapsel . select ( ourScenSel - > mapsel . selected , false ) ;
switch ( ourScenSel - > selectedDiff )
{
case 0 :
ourScenSel - > bEasy . select ( true ) ;
break ;
case 1 :
ourScenSel - > bNormal . select ( true ) ;
break ;
case 2 :
ourScenSel - > bHard . select ( true ) ;
break ;
case 3 :
ourScenSel - > bExpert . select ( true ) ;
break ;
case 4 :
ourScenSel - > bImpossible . select ( true ) ;
break ;
}
}
//ourScenSel->mapsel.printSelectedInfo(); // this is already called in select()
//SDL_Flip(screen);
CSDL_Ext : : update ( screen ) ;
first = false ;
}
void CPreGame : : showOptions ( )
{
ourOptions - > show ( ) ;
}
void CPreGame : : initNewMenu ( )
{
ourNewMenu = new menuItems ( ) ;
ourNewMenu - > bgAd = BitmapHandler : : loadBitmap ( " ZNEWGAM.bmp " ) ;
ourNewMenu - > background = BitmapHandler : : loadBitmap ( " ZPIC1005.bmp " ) ;
blitAt ( ourNewMenu - > bgAd , 114 , 312 , ourNewMenu - > background ) ;
//loading menu buttons
ourNewMenu - > newGame = CDefHandler : : giveDef ( " ZTSINGL.DEF " ) ;
ourNewMenu - > loadGame = CDefHandler : : giveDef ( " ZTMULTI.DEF " ) ;
ourNewMenu - > highScores = CDefHandler : : giveDef ( " ZTCAMPN.DEF " ) ;
ourNewMenu - > credits = CDefHandler : : giveDef ( " ZTTUTOR.DEF " ) ;
ourNewMenu - > quit = CDefHandler : : giveDef ( " ZTBACK.DEF " ) ;
ok = CDefHandler : : giveDef ( " IOKAY.DEF " ) ;
cancel = CDefHandler : : giveDef ( " ICANCEL.DEF " ) ;
// single scenario
ourNewMenu - > lNewGame . h = ourNewMenu - > newGame - > ourImages [ 0 ] . bitmap - > h ;
ourNewMenu - > lNewGame . w = ourNewMenu - > newGame - > ourImages [ 0 ] . bitmap - > w ;
ourNewMenu - > lNewGame . x = 545 ;
ourNewMenu - > lNewGame . y = 4 ;
ourNewMenu - > fNewGame = & CPreGame : : showScenSel ;
//multiplayer
ourNewMenu - > lLoadGame . h = ourNewMenu - > loadGame - > ourImages [ 0 ] . bitmap - > h ;
ourNewMenu - > lLoadGame . w = ourNewMenu - > loadGame - > ourImages [ 0 ] . bitmap - > w ;
ourNewMenu - > lLoadGame . x = 568 ;
ourNewMenu - > lLoadGame . y = 120 ;
//campaign
ourNewMenu - > lHighScores . h = ourNewMenu - > highScores - > ourImages [ 0 ] . bitmap - > h ;
ourNewMenu - > lHighScores . w = ourNewMenu - > highScores - > ourImages [ 0 ] . bitmap - > w ;
ourNewMenu - > lHighScores . x = 541 ;
ourNewMenu - > lHighScores . y = 233 ;
//tutorial
ourNewMenu - > lCredits . h = ourNewMenu - > credits - > ourImages [ 0 ] . bitmap - > h ;
ourNewMenu - > lCredits . w = ourNewMenu - > credits - > ourImages [ 0 ] . bitmap - > w ;
ourNewMenu - > lCredits . x = 545 ;
ourNewMenu - > lCredits . y = 358 ;
//back
ourNewMenu - > lQuit . h = ourNewMenu - > quit - > ourImages [ 0 ] . bitmap - > h ;
ourNewMenu - > lQuit . w = ourNewMenu - > quit - > ourImages [ 0 ] . bitmap - > w ;
ourNewMenu - > lQuit . x = 582 ;
ourNewMenu - > lQuit . y = 464 ;
ourNewMenu - > fQuit = & CPreGame : : showMainMenu ;
ourNewMenu - > highlighted = 0 ;
}
void CPreGame : : showNewMenu ( )
{
if ( currentTab /*==&ourScenSel->mapsel*/ )
currentTab - > hide ( ) ;
btns . clear ( ) ;
interested . clear ( ) ;
handleOther = NULL ;
state = newGame ;
SDL_BlitSurface ( ourNewMenu - > background , NULL , screen , NULL ) ;
SDL_BlitSurface ( ourNewMenu - > newGame - > ourImages [ 0 ] . bitmap , NULL , screen , & ourNewMenu - > lNewGame ) ;
SDL_BlitSurface ( ourNewMenu - > loadGame - > ourImages [ 0 ] . bitmap , NULL , screen , & ourNewMenu - > lLoadGame ) ;
SDL_BlitSurface ( ourNewMenu - > highScores - > ourImages [ 0 ] . bitmap , NULL , screen , & ourNewMenu - > lHighScores ) ;
SDL_BlitSurface ( ourNewMenu - > credits - > ourImages [ 0 ] . bitmap , NULL , screen , & ourNewMenu - > lCredits ) ;
SDL_BlitSurface ( ourNewMenu - > quit - > ourImages [ 0 ] . bitmap , NULL , screen , & ourNewMenu - > lQuit ) ;
//SDL_Flip(screen);
CSDL_Ext : : update ( screen ) ;
first = true ;
}
void CPreGame : : initMainMenu ( )
{
ourMainMenu = new menuItems ( ) ;
ourMainMenu - > background = BitmapHandler : : loadBitmap ( " ZPIC1005.bmp " ) ; //SDL_LoadBMP("h3bitmap.lod\\ZPIC1005.bmp");
//loading menu buttons
ourMainMenu - > newGame = CDefHandler : : giveDef ( " ZMENUNG.DEF " ) ;
ourMainMenu - > loadGame = CDefHandler : : giveDef ( " ZMENULG.DEF " ) ;
ourMainMenu - > highScores = CDefHandler : : giveDef ( " ZMENUHS.DEF " ) ;
ourMainMenu - > credits = CDefHandler : : giveDef ( " ZMENUCR.DEF " ) ;
ourMainMenu - > quit = CDefHandler : : giveDef ( " ZMENUQT.DEF " ) ;
ok = CDefHandler : : giveDef ( " IOKAY.DEF " ) ;
cancel = CDefHandler : : giveDef ( " ICANCEL.DEF " ) ;
// new game button location
ourMainMenu - > lNewGame . h = ourMainMenu - > newGame - > ourImages [ 0 ] . bitmap - > h ;
ourMainMenu - > lNewGame . w = ourMainMenu - > newGame - > ourImages [ 0 ] . bitmap - > w ;
ourMainMenu - > lNewGame . x = 540 ;
ourMainMenu - > lNewGame . y = 10 ;
ourMainMenu - > fNewGame = & CPreGame : : showNewMenu ;
//load game location
ourMainMenu - > lLoadGame . h = ourMainMenu - > loadGame - > ourImages [ 0 ] . bitmap - > h ;
ourMainMenu - > lLoadGame . w = ourMainMenu - > loadGame - > ourImages [ 0 ] . bitmap - > w ;
ourMainMenu - > lLoadGame . x = 532 ;
ourMainMenu - > lLoadGame . y = 132 ;
//high scores
ourMainMenu - > lHighScores . h = ourMainMenu - > highScores - > ourImages [ 0 ] . bitmap - > h ;
ourMainMenu - > lHighScores . w = ourMainMenu - > highScores - > ourImages [ 0 ] . bitmap - > w ;
ourMainMenu - > lHighScores . x = 524 ;
ourMainMenu - > lHighScores . y = 251 ;
//credits
ourMainMenu - > lCredits . h = ourMainMenu - > credits - > ourImages [ 0 ] . bitmap - > h ;
ourMainMenu - > lCredits . w = ourMainMenu - > credits - > ourImages [ 0 ] . bitmap - > w ;
ourMainMenu - > lCredits . x = 557 ;
ourMainMenu - > lCredits . y = 359 ;
//quit
ourMainMenu - > lQuit . h = ourMainMenu - > quit - > ourImages [ 0 ] . bitmap - > h ;
ourMainMenu - > lQuit . w = ourMainMenu - > quit - > ourImages [ 0 ] . bitmap - > w ;
ourMainMenu - > lQuit . x = 586 ;
ourMainMenu - > lQuit . y = 468 ;
ourMainMenu - > fQuit = & CPreGame : : quitAskBox ;
ourMainMenu - > highlighted = 0 ;
}
void CPreGame : : showMainMenu ( )
{
state = mainMenu ;
SDL_BlitSurface ( ourMainMenu - > background , NULL , screen , NULL ) ;
SDL_BlitSurface ( ourMainMenu - > newGame - > ourImages [ 0 ] . bitmap , NULL , screen , & ourMainMenu - > lNewGame ) ;
SDL_BlitSurface ( ourMainMenu - > loadGame - > ourImages [ 0 ] . bitmap , NULL , screen , & ourMainMenu - > lLoadGame ) ;
SDL_BlitSurface ( ourMainMenu - > highScores - > ourImages [ 0 ] . bitmap , NULL , screen , & ourMainMenu - > lHighScores ) ;
SDL_BlitSurface ( ourMainMenu - > credits - > ourImages [ 0 ] . bitmap , NULL , screen , & ourMainMenu - > lCredits ) ;
SDL_BlitSurface ( ourMainMenu - > quit - > ourImages [ 0 ] . bitmap , NULL , screen , & ourMainMenu - > lQuit ) ;
//SDL_Flip(screen);
CSDL_Ext : : update ( screen ) ;
}
void CPreGame : : highlightButton ( int which , int on )
{
menuItems * current = currentItems ( ) ;
switch ( which )
{
case 1 :
{
SDL_BlitSurface ( current - > newGame - > ourImages [ on ] . bitmap , NULL , screen , & current - > lNewGame ) ;
break ;
}
case 2 :
{
SDL_BlitSurface ( current - > loadGame - > ourImages [ on ] . bitmap , NULL , screen , & current - > lLoadGame ) ;
break ;
}
case 3 :
{
SDL_BlitSurface ( current - > highScores - > ourImages [ on ] . bitmap , NULL , screen , & current - > lHighScores ) ;
break ;
}
case 4 :
{
SDL_BlitSurface ( current - > credits - > ourImages [ on ] . bitmap , NULL , screen , & current - > lCredits ) ;
break ;
}
case 5 :
{
SDL_BlitSurface ( current - > quit - > ourImages [ on ] . bitmap , NULL , screen , & current - > lQuit ) ;
break ;
}
}
//SDL_Flip(screen);
CSDL_Ext : : update ( screen ) ;
}
void CPreGame : : showCenBox ( std : : string data )
{
CMessage * cmh = new CMessage ( ) ;
SDL_Surface * infoBox = cmh - > genMessage ( preth - > getTitle ( data ) , preth - > getDescr ( data ) ) ;
behindCurMes = CSDL_Ext : : newSurface ( infoBox - > w , infoBox - > h , screen ) ;
SDL_Rect pos = genRect ( infoBox - > h , infoBox - > w ,
( screen - > w / 2 ) - ( infoBox - > w / 2 ) , ( screen - > h / 2 ) - ( infoBox - > h / 2 ) ) ;
SDL_BlitSurface ( screen , & pos , behindCurMes , NULL ) ;
SDL_BlitSurface ( infoBox , NULL , screen , & pos ) ;
SDL_UpdateRect ( screen , pos . x , pos . y , pos . w , pos . h ) ;
SDL_FreeSurface ( infoBox ) ;
currentMessage = new SDL_Rect ( pos ) ;
delete cmh ;
}
void CPreGame : : showAskBox ( std : : string data , void ( * f1 ) ( ) , void ( * f2 ) ( ) )
{
CMessage * cmh = new CMessage ( ) ;
std : : vector < CDefHandler * > * przyciski = new std : : vector < CDefHandler * > ( 0 ) ;
std : : vector < SDL_Rect > * btnspos = new std : : vector < SDL_Rect > ( 0 ) ;
przyciski - > push_back ( ok ) ;
przyciski - > push_back ( cancel ) ;
SDL_Surface * infoBox = cmh - > genMessage ( preth - > getTitle ( data ) , preth - > getDescr ( data ) , yesOrNO , przyciski , btnspos ) ;
behindCurMes = CSDL_Ext : : newSurface ( infoBox - > w , infoBox - > h , screen ) ;
SDL_Rect pos = genRect ( infoBox - > h , infoBox - > w ,
( screen - > w / 2 ) - ( infoBox - > w / 2 ) , ( screen - > h / 2 ) - ( infoBox - > h / 2 ) ) ;
SDL_BlitSurface ( screen , & pos , behindCurMes , NULL ) ;
SDL_BlitSurface ( infoBox , NULL , screen , & pos ) ;
SDL_UpdateRect ( screen , pos . x , pos . y , pos . w , pos . h ) ;
SDL_FreeSurface ( infoBox ) ;
currentMessage = new SDL_Rect ( pos ) ;
( * btnspos ) [ 0 ] . x + = pos . x ;
( * btnspos ) [ 0 ] . y + = pos . y ;
( * btnspos ) [ 1 ] . x + = pos . x ;
( * btnspos ) [ 1 ] . y + = pos . y ;
btns . push_back ( new Button < > ( ( * btnspos ) [ 0 ] , & CPreGame : : quit , ok , false , NULL , 2 ) ) ;
btns . push_back ( new Button < > ( ( * btnspos ) [ 1 ] , ( & CPreGame : : hideBox ) , cancel , false , NULL , 2 ) ) ;
delete cmh ;
delete przyciski ;
delete btnspos ;
}
void CPreGame : : hideBox ( )
{
SDL_BlitSurface ( behindCurMes , NULL , screen , currentMessage ) ;
SDL_UpdateRect
( screen , currentMessage - > x , currentMessage - > y , currentMessage - > w , currentMessage - > h ) ;
for ( int i = 0 ; i < btns . size ( ) ; i + + )
{
if ( btns [ i ] - > ID = = 2 )
{
delete btns [ i ] ;
btns . erase ( btns . begin ( ) + i ) ;
i - - ;
}
}
SDL_FreeSurface ( behindCurMes ) ;
delete currentMessage ;
currentMessage = NULL ;
behindCurMes = NULL ;
}
CPreGame : : menuItems * CPreGame : : currentItems ( )
{
switch ( state )
{
case mainMenu :
return ourMainMenu ;
case newGame :
return ourNewMenu ;
default :
return NULL ;
}
}
void CPreGame : : scenHandleEv ( SDL_Event & sEvent )
{
if ( sEvent . type = = SDL_MOUSEMOTION )
{
CGI - > curh - > cursorMove ( sEvent . motion . x , sEvent . motion . y ) ;
}
if ( ( sEvent . type = = SDL_MOUSEBUTTONDOWN ) & & ( sEvent . button . button = = SDL_BUTTON_LEFT ) )
{
for ( int i = 0 ; i < btns . size ( ) ; i + + )
{
if ( isItIn ( & btns [ i ] - > pos , sEvent . motion . x , sEvent . motion . y ) )
{
btns [ i ] - > press ( true ) ;
ourScenSel - > pressed = ( Button < > * ) btns [ i ] ;
}
}
if ( ( currentTab = = & ourScenSel - > mapsel ) & & ( sEvent . button . y > 121 ) & & ( sEvent . button . y < 570 )
& & ( sEvent . button . x > 55 ) & & ( sEvent . button . x < 372 ) )
{
int py = ( ( sEvent . button . y - 121 ) / 25 ) + ourScenSel - > mapsel . slid - > whereAreWe ;
ourScenSel - > mapsel . select ( ourScenSel - > mapsel . whichWL ( py ) ) ;
}
}
else if ( ( sEvent . type = = SDL_MOUSEBUTTONUP ) & & ( sEvent . button . button = = SDL_BUTTON_LEFT ) )
{
Button < > * prnr = ourScenSel - > pressed ;
if ( ourScenSel - > pressed & & ourScenSel - > pressed - > state = = 1 )
{
ourScenSel - > pressed - > press ( false ) ;
ourScenSel - > pressed = NULL ;
}
for ( int i = 0 ; i < btns . size ( ) ; i + + )
{
if ( isItIn ( & btns [ i ] - > pos , sEvent . motion . x , sEvent . motion . y ) )
{
if ( btns [ i ] - > selectable )
btns [ i ] - > select ( true ) ;
if ( btns [ i ] - > type = = 1 & & ( ( Button < > * ) btns [ i ] ) - > fun )
( this - > * ( ( ( Button < > * ) btns [ i ] ) - > fun ) ) ( ) ;
int zz = btns . size ( ) ;
if ( i > = zz )
break ;
if ( btns [ i ] = = prnr & & btns [ i ] - > type = = 2 )
{
( ( IntBut < > * ) ( btns [ i ] ) ) - > set ( ) ;
ourScenSel - > mapsel . slid - > whereAreWe = 0 ;
ourScenSel - > mapsel . slid - > updateSlid ( ) ;
ourScenSel - > mapsel . slid - > positionsAmnt = ourScenSel - > mapsel . countWL ( ) ;
ourScenSel - > mapsel . printMaps ( 0 ) ;
}
}
}
}
else if ( sEvent . type = = SDL_MOUSEMOTION )
{
if ( highlighted )
{
if ( isItIn ( & highlighted - > pos , sEvent . motion . x , sEvent . motion . y ) )
return ;
else
{
highlighted - > hover ( false ) ;
highlighted = NULL ;
}
}
for ( int i = 0 ; i < btns . size ( ) ; i + + )
{
if ( ! btns [ i ] - > highlightable )
continue ;
if ( isItIn ( & btns [ i ] - > pos , sEvent . motion . x , sEvent . motion . y ) )
{
btns [ i ] - > hover ( true ) ;
highlighted = btns [ i ] ;
return ;
}
else if ( btns [ i ] - > highlighted )
btns [ i ] - > hover ( false ) ;
}
}
}
StartInfo CPreGame : : runLoop ( )
{
SDL_Event sEvent ;
while ( run )
{
try
{
if ( SDL_PollEvent ( & sEvent ) ) //wait for event...
{
menuItems * current = currentItems ( ) ;
if ( sEvent . type = = SDL_QUIT )
{
exit ( 0 ) ;
return ret ;
}
for ( int i = 0 ; i < interested . size ( ) ; i + + )
interested [ i ] - > handleIt ( sEvent ) ;
if ( ! current )
{
( this - > * handleOther ) ( sEvent ) ;
}
else if ( sEvent . type = = SDL_KEYDOWN )
{
if ( sEvent . key . keysym . sym = = SDLK_q )
{
exit ( 0 ) ;
}
/*if (state==EState::newGame)
{
switch ( sEvent . key . keysym . sym )
{
case SDLK_LEFT :
{
if ( currentItems ( ) - > lNewGame . x > 0 )
currentItems ( ) - > lNewGame . x - - ;
break ;
}
case ( SDLK_RIGHT ) :
{
currentItems ( ) - > lNewGame . x + + ;
break ;
}
case ( SDLK_UP ) :
{
if ( currentItems ( ) - > lNewGame . y > 0 )
currentItems ( ) - > lNewGame . y - - ;
break ;
}
case ( SDLK_DOWN ) :
{
currentItems ( ) - > lNewGame . y + + ;
break ;
}
}
showNewMenu ( ) ;
} */
}
else if ( sEvent . type = = SDL_MOUSEMOTION )
{
CGI - > curh - > cursorMove ( sEvent . motion . x , sEvent . motion . y ) ; //for graphical mouse
if ( currentMessage ) continue ;
if ( current - > highlighted )
{
switch ( current - > highlighted )
{
case 1 :
{
if ( isItIn ( & current - > lNewGame , sEvent . motion . x , sEvent . motion . y ) )
continue ;
else
{
current - > highlighted = 0 ;
highlightButton ( 1 , 0 ) ;
}
break ;
}
case 2 :
{
if ( isItIn ( & current - > lLoadGame , sEvent . motion . x , sEvent . motion . y ) )
continue ;
else
{
current - > highlighted = 0 ;
highlightButton ( 2 , 0 ) ;
}
break ;
}
case 3 :
{
if ( isItIn ( & current - > lHighScores , sEvent . motion . x , sEvent . motion . y ) )
continue ;
else
{
current - > highlighted = 0 ;
highlightButton ( 3 , 0 ) ;
}
break ;
}
case 4 :
{
if ( isItIn ( & current - > lCredits , sEvent . motion . x , sEvent . motion . y ) )
continue ;
else
{
current - > highlighted = 0 ;
highlightButton ( 4 , 0 ) ;
}
break ;
}
case 5 :
{
if ( isItIn ( & current - > lQuit , sEvent . motion . x , sEvent . motion . y ) )
continue ;
else
{
current - > highlighted = 0 ;
highlightButton ( 5 , 0 ) ;
}
break ;
}
} //switch (current->highlighted)
} // if (current->highlighted)
if ( isItIn ( & current - > lNewGame , sEvent . motion . x , sEvent . motion . y ) )
{
highlightButton ( 1 , 2 ) ;
current - > highlighted = 1 ;
}
else if ( isItIn ( & current - > lLoadGame , sEvent . motion . x , sEvent . motion . y ) )
{
highlightButton ( 2 , 2 ) ;
current - > highlighted = 2 ;
}
else if ( isItIn ( & current - > lHighScores , sEvent . motion . x , sEvent . motion . y ) )
{
highlightButton ( 3 , 2 ) ;
current - > highlighted = 3 ;
}
else if ( isItIn ( & current - > lCredits , sEvent . motion . x , sEvent . motion . y ) )
{
highlightButton ( 4 , 2 ) ;
current - > highlighted = 4 ;
}
else if ( isItIn ( & current - > lQuit , sEvent . motion . x , sEvent . motion . y ) )
{
highlightButton ( 5 , 2 ) ;
current - > highlighted = 5 ;
}
}
else if ( ( sEvent . type = = SDL_MOUSEBUTTONDOWN ) & & ( sEvent . button . button = = SDL_BUTTON_LEFT ) )
{
mush - > playClick ( ) ;
for ( int i = 0 ; i < btns . size ( ) ; i + + )
{
if ( isItIn ( & btns [ i ] - > pos , sEvent . motion . x , sEvent . motion . y ) )
{
btns [ i ] - > press ( true ) ;
//SDL_BlitSurface((btns[i].imgs)->ourImages[1].bitmap,NULL,screen,&btns[i].pos);
//updateRect(&btns[i].pos);
}
}
if ( currentMessage ) continue ;
if ( isItIn ( & current - > lNewGame , sEvent . motion . x , sEvent . motion . y ) )
{
highlightButton ( 1 , 1 ) ;
current - > highlighted = 1 ;
}
else if ( isItIn ( & current - > lLoadGame , sEvent . motion . x , sEvent . motion . y ) )
{
highlightButton ( 2 , 1 ) ;
current - > highlighted = 2 ;
}
else if ( isItIn ( & current - > lHighScores , sEvent . motion . x , sEvent . motion . y ) )
{
highlightButton ( 3 , 1 ) ;
current - > highlighted = 3 ;
}
else if ( isItIn ( & current - > lCredits , sEvent . motion . x , sEvent . motion . y ) )
{
highlightButton ( 4 , 1 ) ;
current - > highlighted = 4 ;
}
else if ( isItIn ( & current - > lQuit , sEvent . motion . x , sEvent . motion . y ) )
{
highlightButton ( 5 , 1 ) ;
current - > highlighted = 5 ;
}
}
else if ( ( sEvent . type = = SDL_MOUSEBUTTONUP ) & & ( sEvent . button . button = = SDL_BUTTON_LEFT ) )
{
for ( int i = 0 ; i < btns . size ( ) ; i + + )
{
if ( isItIn ( & btns [ i ] - > pos , sEvent . motion . x , sEvent . motion . y ) )
( this - > * ( ( ( Button < > * ) btns [ i ] ) - > fun ) ) ( ) ;
else
{
btns [ i ] - > press ( false ) ;
//SDL_BlitSurface((btns[i].imgs)->ourImages[0].bitmap,NULL,screen,&btns[i].pos);
//updateRect(&btns[i].pos);
}
}
if ( currentMessage ) continue ;
if ( isItIn ( & current - > lNewGame , sEvent . motion . x , sEvent . motion . y ) )
{
highlightButton ( 1 , 2 ) ;
current - > highlighted = 1 ;
( this - > * ( current - > fNewGame ) ) ( ) ;
}
else if ( isItIn ( & current - > lLoadGame , sEvent . motion . x , sEvent . motion . y ) )
{
highlightButton ( 2 , 2 ) ;
current - > highlighted = 2 ;
}
else if ( isItIn ( & current - > lHighScores , sEvent . motion . x , sEvent . motion . y ) )
{
highlightButton ( 3 , 2 ) ;
current - > highlighted = 3 ;
}
else if ( isItIn ( & current - > lCredits , sEvent . motion . x , sEvent . motion . y ) )
{
highlightButton ( 4 , 2 ) ;
current - > highlighted = 4 ;
}
else if ( isItIn ( & current - > lQuit , sEvent . motion . x , sEvent . motion . y ) )
{
highlightButton ( 5 , 2 ) ;
current - > highlighted = 5 ;
( this - > * ( current - > fQuit ) ) ( ) ;
}
}
else if ( ( sEvent . type = = SDL_MOUSEBUTTONDOWN ) & & ( sEvent . button . button = = SDL_BUTTON_RIGHT ) )
{
if ( currentMessage ) continue ;
if ( isItIn ( & current - > lNewGame , sEvent . motion . x , sEvent . motion . y ) )
{
showCenBox ( buttonText ( 0 ) ) ;
}
else if ( isItIn ( & current - > lLoadGame , sEvent . motion . x , sEvent . motion . y ) )
{
showCenBox ( buttonText ( 1 ) ) ;
}
else if ( isItIn ( & current - > lHighScores , sEvent . motion . x , sEvent . motion . y ) )
{
showCenBox ( buttonText ( 2 ) ) ;
}
else if ( isItIn ( & current - > lCredits , sEvent . motion . x , sEvent . motion . y ) )
{
showCenBox ( buttonText ( 3 ) ) ;
}
else if ( isItIn ( & ourMainMenu - > lQuit , sEvent . motion . x , sEvent . motion . y ) )
{
showCenBox ( buttonText ( 4 ) ) ;
}
}
else if ( ( sEvent . type = = SDL_MOUSEBUTTONUP ) & & ( sEvent . button . button = = SDL_BUTTON_RIGHT ) & & currentMessage )
{
hideBox ( ) ;
}
}
}
catch ( . . . )
{ continue ; }
CGI - > curh - > draw1 ( ) ;
SDL_Flip ( screen ) ;
CGI - > curh - > draw2 ( ) ;
SDL_Delay ( 20 ) ; //give time for other apps
}
return ret ;
}
std : : string CPreGame : : buttonText ( int which )
{
if ( state = = mainMenu )
{
switch ( which )
{
case 0 :
return CPG - > preth - > zelp [ 3 ] . second ;
case 1 :
return CPG - > preth - > zelp [ 4 ] . second ;
case 2 :
return CPG - > preth - > zelp [ 5 ] . second ;
case 3 :
return CPG - > preth - > zelp [ 6 ] . second ;
case 4 :
return CPG - > preth - > zelp [ 7 ] . second ;
}
}
else if ( state = = newGame )
{
switch ( which )
{
case 0 :
return CPG - > preth - > zelp [ 10 ] . second ;
case 1 :
return CPG - > preth - > zelp [ 11 ] . second ;
case 2 :
return CPG - > preth - > zelp [ 12 ] . second ;
case 3 :
return CPG - > preth - > zelp [ 13 ] . second ;
case 4 :
return CPG - > preth - > zelp [ 14 ] . second ;
}
}
return std : : string ( ) ;
}
void CPreGame : : quitAskBox ( )
{
showAskBox ( " \" {} Are you sure you want to quit? \" " , NULL , NULL ) ;
}
void CPreGame : : sortMaps ( )
{
std : : sort ( ourScenSel - > mapsel . ourMaps . begin ( ) , ourScenSel - > mapsel . ourMaps . end ( ) , mapSorter ( ourScenSel - > mapsel . sortBy ) ) ;
ourScenSel - > mapsel . select ( 0 ) ;
printMapsFrom ( 0 ) ;
}
void CPreGame : : setTurnLength ( int on )
{
int min ;
switch ( on )
{
case 0 :
min = 1 ;
break ;
case 1 :
min = 2 ;
break ;
case 2 :
min = 4 ;
break ;
case 3 :
min = 6 ;
break ;
case 4 :
min = 8 ;
break ;
case 5 :
min = 10 ;
break ;
case 6 :
min = 15 ;
break ;
case 7 :
min = 20 ;
break ;
case 8 :
min = 25 ;
break ;
case 9 :
min = 30 ;
break ;
case 10 :
min = 0 ;
break ;
default :
min = 0 ;
break ;
}
SDL_BlitSurface ( ourOptions - > bg , & genRect ( 23 , 134 , 256 , 547 ) , screen , & genRect ( 23 , 134 , 258 , 553 ) ) ;
updateRect ( & genRect ( 23 , 134 , 258 , 553 ) ) ;
if ( min )
{
std : : ostringstream os ;
os < < min < < " Minutes " ;
CSDL_Ext : : printAtMiddle ( os . str ( ) , 323 , 563 , GEOR13 ) ;
}
else CSDL_Ext : : printAtMiddle ( " Unlimited " , 323 , 563 , GEOR13 ) ;
}