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vcmi/client/lobby/OptionsTab.cpp

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/*
* OptionsTab.cpp, 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
*
*/
#include "StdInc.h"
#include "CSelectionBase.h"
#include "OptionsTab.h"
#include "../CBitmapHandler.h"
#include "../CGameInfo.h"
#include "../CServerHandler.h"
#include "../gui/CAnimation.h"
#include "../gui/CGuiHandler.h"
#include "../widgets/CComponent.h"
#include "../widgets/Buttons.h"
#include "../widgets/MiscWidgets.h"
#include "../widgets/ObjectLists.h"
#include "../widgets/TextControls.h"
#include "../windows/GUIClasses.h"
#include "../windows/InfoWindows.h"
#include "../../lib/NetPacksLobby.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/CArtHandler.h"
#include "../../lib/CTownHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/mapping/CMapInfo.h"
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OptionsTab::OptionsTab() : humanPlayers(0)
{
recActions = 0;
OBJ_CONSTRUCTION;
background = std::make_shared<CPicture>("ADVOPTBK", 0, 6);
pos = background->pos;
labelTitle = std::make_shared<CLabel>(222, 30, FONT_BIG, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[515]);
labelSubTitle = std::make_shared<CMultiLineLabel>(Rect(60, 44, 320, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, EAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[516]);
labelPlayerNameAndHandicap = std::make_shared<CMultiLineLabel>(Rect(58, 86, 100, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, EAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[517]);
labelStartingTown = std::make_shared<CMultiLineLabel>(Rect(163, 86, 70, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, EAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[518]);
labelStartingHero = std::make_shared<CMultiLineLabel>(Rect(239, 86, 70, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, EAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[519]);
labelStartingBonus = std::make_shared<CMultiLineLabel>(Rect(315, 86, 70, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, EAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[520]);
if(SEL->screenType == ESelectionScreen::newGame || SEL->screenType == ESelectionScreen::loadGame || SEL->screenType == ESelectionScreen::scenarioInfo)
{
sliderTurnDuration = std::make_shared<CSlider>(Point(55, 551), 194, std::bind(&IServerAPI::setTurnLength, CSH, _1), 1, (int)GameConstants::POSSIBLE_TURNTIME.size(), (int)GameConstants::POSSIBLE_TURNTIME.size(), true, CSlider::BLUE);
labelPlayerTurnDuration = std::make_shared<CLabel>(222, 538, FONT_SMALL, EAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[521]);
labelTurnDurationValue = std::make_shared<CLabel>(319, 559, FONT_SMALL, EAlignment::CENTER, Colors::WHITE);
}
}
void OptionsTab::recreate()
{
entries.clear();
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humanPlayers = 0;
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
for(auto & pInfo : SEL->getStartInfo()->playerInfos)
{
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if(pInfo.second.isControlledByHuman())
humanPlayers++;
entries.insert(std::make_pair(pInfo.first, std::make_shared<PlayerOptionsEntry>(pInfo.second, * this)));
}
if(sliderTurnDuration)
{
sliderTurnDuration->moveTo(vstd::find_pos(GameConstants::POSSIBLE_TURNTIME, SEL->getStartInfo()->turnTime));
labelTurnDurationValue->setText(CGI->generaltexth->turnDurations[sliderTurnDuration->getValue()]);
}
}
size_t OptionsTab::CPlayerSettingsHelper::getImageIndex()
{
enum EBonusSelection //frames of bonuses file
{
WOOD_ORE = 0, CRYSTAL = 1, GEM = 2,
MERCURY = 3, SULFUR = 5, GOLD = 8,
ARTIFACT = 9, RANDOM = 10,
WOOD = 0, ORE = 0, MITHRIL = 10, // resources unavailable in bonuses file
TOWN_RANDOM = 38, TOWN_NONE = 39, // Special frames in ITPA
HERO_RANDOM = 163, HERO_NONE = 164 // Special frames in PortraitsSmall
};
auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
switch(type)
{
case TOWN:
switch(settings.castle)
{
case PlayerSettings::NONE:
return TOWN_NONE;
case PlayerSettings::RANDOM:
return TOWN_RANDOM;
default:
return (*CGI->townh)[factionIndex]->town->clientInfo.icons[true][false] + 2;
}
case HERO:
switch(settings.hero)
{
case PlayerSettings::NONE:
return HERO_NONE;
case PlayerSettings::RANDOM:
return HERO_RANDOM;
default:
{
if(settings.heroPortrait >= 0)
return settings.heroPortrait;
auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
return (*CGI->heroh)[index]->imageIndex;
}
}
case BONUS:
{
switch(settings.bonus)
{
case PlayerSettings::RANDOM:
return RANDOM;
case PlayerSettings::ARTIFACT:
return ARTIFACT;
case PlayerSettings::GOLD:
return GOLD;
case PlayerSettings::RESOURCE:
{
switch((*CGI->townh)[factionIndex]->town->primaryRes)
{
case Res::WOOD_AND_ORE:
return WOOD_ORE;
case Res::WOOD:
return WOOD;
case Res::MERCURY:
return MERCURY;
case Res::ORE:
return ORE;
case Res::SULFUR:
return SULFUR;
case Res::CRYSTAL:
return CRYSTAL;
case Res::GEMS:
return GEM;
case Res::GOLD:
return GOLD;
case Res::MITHRIL:
return MITHRIL;
}
}
}
}
}
return 0;
}
std::string OptionsTab::CPlayerSettingsHelper::getImageName()
{
switch(type)
{
case OptionsTab::TOWN:
return "ITPA";
case OptionsTab::HERO:
return "PortraitsSmall";
case OptionsTab::BONUS:
return "SCNRSTAR";
}
return "";
}
std::string OptionsTab::CPlayerSettingsHelper::getName()
{
switch(type)
{
case TOWN:
{
switch(settings.castle)
{
case PlayerSettings::NONE:
return CGI->generaltexth->allTexts[523];
case PlayerSettings::RANDOM:
return CGI->generaltexth->allTexts[522];
default:
{
auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
return (*CGI->townh)[factionIndex]->name;
}
}
}
case HERO:
{
switch(settings.hero)
{
case PlayerSettings::NONE:
return CGI->generaltexth->allTexts[523];
case PlayerSettings::RANDOM:
return CGI->generaltexth->allTexts[522];
default:
{
if(!settings.heroName.empty())
return settings.heroName;
auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
return (*CGI->heroh)[index]->name;
}
}
}
case BONUS:
{
switch(settings.bonus)
{
case PlayerSettings::RANDOM:
return CGI->generaltexth->allTexts[522];
default:
return CGI->generaltexth->arraytxt[214 + settings.bonus];
}
}
}
return "";
}
std::string OptionsTab::CPlayerSettingsHelper::getTitle()
{
switch(type)
{
case OptionsTab::TOWN:
return (settings.castle < 0) ? CGI->generaltexth->allTexts[103] : CGI->generaltexth->allTexts[80];
case OptionsTab::HERO:
return (settings.hero < 0) ? CGI->generaltexth->allTexts[101] : CGI->generaltexth->allTexts[77];
case OptionsTab::BONUS:
{
switch(settings.bonus)
{
case PlayerSettings::RANDOM:
return CGI->generaltexth->allTexts[86]; //{Random Bonus}
case PlayerSettings::ARTIFACT:
return CGI->generaltexth->allTexts[83]; //{Artifact Bonus}
case PlayerSettings::GOLD:
return CGI->generaltexth->allTexts[84]; //{Gold Bonus}
case PlayerSettings::RESOURCE:
return CGI->generaltexth->allTexts[85]; //{Resource Bonus}
}
}
}
return "";
}
std::string OptionsTab::CPlayerSettingsHelper::getSubtitle()
{
auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
switch(type)
{
case TOWN:
return getName();
case HERO:
{
if(settings.hero >= 0)
return getName() + " - " + (*CGI->heroh)[heroIndex]->heroClass->name;
return getName();
}
case BONUS:
{
switch(settings.bonus)
{
case PlayerSettings::GOLD:
return CGI->generaltexth->allTexts[87]; //500-1000
case PlayerSettings::RESOURCE:
{
switch((*CGI->townh)[factionIndex]->town->primaryRes)
{
case Res::MERCURY:
return CGI->generaltexth->allTexts[694];
case Res::SULFUR:
return CGI->generaltexth->allTexts[695];
case Res::CRYSTAL:
return CGI->generaltexth->allTexts[692];
case Res::GEMS:
return CGI->generaltexth->allTexts[693];
case Res::WOOD_AND_ORE:
return CGI->generaltexth->allTexts[89]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool
}
}
}
}
}
return "";
}
std::string OptionsTab::CPlayerSettingsHelper::getDescription()
{
auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
switch(type)
{
case TOWN:
return CGI->generaltexth->allTexts[104];
case HERO:
return CGI->generaltexth->allTexts[102];
case BONUS:
{
switch(settings.bonus)
{
case PlayerSettings::RANDOM:
return CGI->generaltexth->allTexts[94]; //Gold, wood and ore, or an artifact is randomly chosen as your starting bonus
case PlayerSettings::ARTIFACT:
return CGI->generaltexth->allTexts[90]; //An artifact is randomly chosen and equipped to your starting hero
case PlayerSettings::GOLD:
return CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool
case PlayerSettings::RESOURCE:
{
switch((*CGI->townh)[factionIndex]->town->primaryRes)
{
case Res::MERCURY:
return CGI->generaltexth->allTexts[690];
case Res::SULFUR:
return CGI->generaltexth->allTexts[691];
case Res::CRYSTAL:
return CGI->generaltexth->allTexts[688];
case Res::GEMS:
return CGI->generaltexth->allTexts[689];
case Res::WOOD_AND_ORE:
return CGI->generaltexth->allTexts[93]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool
}
}
}
}
}
return "";
}
OptionsTab::CPlayerOptionTooltipBox::CPlayerOptionTooltipBox(CPlayerSettingsHelper & helper)
: CWindowObject(BORDERED | RCLICK_POPUP), CPlayerSettingsHelper(helper)
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
int value = PlayerSettings::NONE;
switch(CPlayerSettingsHelper::type)
{
break;
case TOWN:
value = settings.castle;
break;
case HERO:
value = settings.hero;
break;
case BONUS:
value = settings.bonus;
}
if(value == PlayerSettings::RANDOM)
genBonusWindow();
else if(CPlayerSettingsHelper::type == BONUS)
genBonusWindow();
else if(CPlayerSettingsHelper::type == HERO)
genHeroWindow();
else if(CPlayerSettingsHelper::type == TOWN)
genTownWindow();
center();
}
void OptionsTab::CPlayerOptionTooltipBox::genHeader()
{
backgroundTexture = std::make_shared<CFilledTexture>("DIBOXBCK", pos);
updateShadow();
labelTitle = std::make_shared<CLabel>(pos.w / 2 + 8, 21, FONT_MEDIUM, CENTER, Colors::YELLOW, getTitle());
labelSubTitle = std::make_shared<CLabel>(pos.w / 2, 88, FONT_SMALL, CENTER, Colors::WHITE, getSubtitle());
image = std::make_shared<CAnimImage>(getImageName(), getImageIndex(), 0, pos.w / 2 - 24, 45);
}
void OptionsTab::CPlayerOptionTooltipBox::genTownWindow()
{
pos = Rect(0, 0, 228, 290);
genHeader();
labelAssociatedCreatures = std::make_shared<CLabel>(pos.w / 2 + 8, 122, FONT_MEDIUM, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[79]);
auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
std::vector<std::shared_ptr<CComponent>> components;
const CTown * town = (*CGI->townh)[factionIndex]->town;
for(auto & elem : town->creatures)
{
if(!elem.empty())
components.push_back(std::make_shared<CComponent>(CComponent::creature, elem.front(), 0, CComponent::tiny));
}
boxAssociatedCreatures = std::make_shared<CComponentBox>(components, Rect(10, 140, pos.w - 20, 140));
}
void OptionsTab::CPlayerOptionTooltipBox::genHeroWindow()
{
pos = Rect(0, 0, 292, 226);
genHeader();
labelHeroSpeciality = std::make_shared<CLabel>(pos.w / 2 + 4, 117, FONT_MEDIUM, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[78]);
auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
imageSpeciality = std::make_shared<CAnimImage>("UN44", (*CGI->heroh)[heroIndex]->imageIndex, 0, pos.w / 2 - 22, 134);
labelSpecialityName = std::make_shared<CLabel>(pos.w / 2, 188, FONT_SMALL, CENTER, Colors::WHITE, (*CGI->heroh)[heroIndex]->specName);
}
void OptionsTab::CPlayerOptionTooltipBox::genBonusWindow()
{
pos = Rect(0, 0, 228, 162);
genHeader();
textBonusDescription = std::make_shared<CTextBox>(getDescription(), Rect(10, 100, pos.w - 20, 70), 0, FONT_SMALL, CENTER, Colors::WHITE);
}
OptionsTab::SelectedBox::SelectedBox(Point position, PlayerSettings & settings, SelType type)
: CIntObject(RCLICK, position), CPlayerSettingsHelper(settings, type)
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
image = std::make_shared<CAnimImage>(getImageName(), getImageIndex());
subtitle = std::make_shared<CLabel>(23, 39, FONT_TINY, CENTER, Colors::WHITE, getName());
pos = image->pos;
}
void OptionsTab::SelectedBox::update()
{
image->setFrame(getImageIndex());
subtitle->setText(getName());
}
void OptionsTab::SelectedBox::clickRight(tribool down, bool previousState)
{
if(down)
{
// cases when we do not need to display a message
if(settings.castle == -2 && CPlayerSettingsHelper::type == TOWN)
return;
if(settings.hero == -2 && !SEL->getPlayerInfo(settings.color.getNum()).hasCustomMainHero() && CPlayerSettingsHelper::type == HERO)
return;
GH.pushIntT<CPlayerOptionTooltipBox>(*this);
}
}
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OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry(const PlayerSettings & S, const OptionsTab & parent)
: pi(SEL->getPlayerInfo(S.color.getNum())), s(S), parentTab(parent)
{
OBJ_CONSTRUCTION;
defActions |= SHARE_POS;
int serial = 0;
for(int g = 0; g < s.color.getNum(); ++g)
{
auto itred = SEL->getPlayerInfo(g);
if(itred.canComputerPlay || itred.canHumanPlay)
serial++;
}
pos.x += 54;
pos.y += 122 + serial * 50;
assert(CSH->mi && CSH->mi->mapHeader);
const PlayerInfo & p = SEL->getPlayerInfo(s.color.getNum());
assert(p.canComputerPlay || p.canHumanPlay); //someone must be able to control this player
if(p.canHumanPlay && p.canComputerPlay)
whoCanPlay = HUMAN_OR_CPU;
else if(p.canComputerPlay)
whoCanPlay = CPU;
else
whoCanPlay = HUMAN;
static const char * flags[] =
{
"AOFLGBR.DEF", "AOFLGBB.DEF", "AOFLGBY.DEF", "AOFLGBG.DEF",
"AOFLGBO.DEF", "AOFLGBP.DEF", "AOFLGBT.DEF", "AOFLGBS.DEF"
};
static const char * bgs[] =
{
"ADOPRPNL.bmp", "ADOPBPNL.bmp", "ADOPYPNL.bmp", "ADOPGPNL.bmp",
"ADOPOPNL.bmp", "ADOPPPNL.bmp", "ADOPTPNL.bmp", "ADOPSPNL.bmp"
};
background = std::make_shared<CPicture>(BitmapHandler::loadBitmap(bgs[s.color.getNum()]), 0, 0, true);
labelPlayerName = std::make_shared<CLabel>(55, 10, EFonts::FONT_SMALL, EAlignment::CENTER, Colors::WHITE, s.name);
labelWhoCanPlay = std::make_shared<CMultiLineLabel>(Rect(6, 23, 45, (int)graphics->fonts[EFonts::FONT_TINY]->getLineHeight()*2), EFonts::FONT_TINY, EAlignment::CENTER, Colors::WHITE, CGI->generaltexth->arraytxt[206 + whoCanPlay]);
if(SEL->screenType == ESelectionScreen::newGame)
{
buttonTownLeft = std::make_shared<CButton>(Point(107, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[132], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, -1, s.color));
buttonTownRight = std::make_shared<CButton>(Point(168, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[133], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, +1, s.color));
buttonHeroLeft = std::make_shared<CButton>(Point(183, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[148], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, -1, s.color));
buttonHeroRight = std::make_shared<CButton>(Point(244, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[149], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, +1, s.color));
buttonBonusLeft = std::make_shared<CButton>(Point(259, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[164], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, -1, s.color));
buttonBonusRight = std::make_shared<CButton>(Point(320, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[165], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, +1, s.color));
}
hideUnavailableButtons();
if(SEL->screenType != ESelectionScreen::scenarioInfo && SEL->getPlayerInfo(s.color.getNum()).canHumanPlay)
{
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flag = std::make_shared<CButton>(
Point(-43, 2),
flags[s.color.getNum()],
CGI->generaltexth->zelp[180],
std::bind(&OptionsTab::onSetPlayerClicked, &parentTab, s)
);
flag->hoverable = true;
flag->block(CSH->isGuest());
}
else
flag = nullptr;
town = std::make_shared<SelectedBox>(Point(119, 2), s, TOWN);
hero = std::make_shared<SelectedBox>(Point(195, 2), s, HERO);
bonus = std::make_shared<SelectedBox>(Point(271, 2), s, BONUS);
}
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void OptionsTab::onSetPlayerClicked(const PlayerSettings & ps) const
{
if(ps.isControlledByAI() || humanPlayers > 1)
CSH->setPlayer(ps.color);
}
void OptionsTab::PlayerOptionsEntry::hideUnavailableButtons()
{
if(!buttonTownLeft)
return;
const bool foreignPlayer = CSH->isGuest() && !CSH->isMyColor(s.color);
if((pi.allowedFactions.size() < 2 && !pi.isFactionRandom) || foreignPlayer)
{
buttonTownLeft->disable();
buttonTownRight->disable();
}
else
{
buttonTownLeft->enable();
buttonTownRight->enable();
}
if((pi.defaultHero() != -1 || s.castle < 0) //fixed hero
|| foreignPlayer) //or not our player
{
buttonHeroLeft->disable();
buttonHeroRight->disable();
}
else
{
buttonHeroLeft->enable();
buttonHeroRight->enable();
}
if(foreignPlayer)
{
buttonBonusLeft->disable();
buttonBonusRight->disable();
}
else
{
buttonBonusLeft->enable();
buttonBonusRight->enable();
}
}