mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Little more work on pregame. Fixed some leaks.
Fixed: #80, #159, #234, #235, #319, #320, #430
This commit is contained in:
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ac7bc76b7b
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3699786ab0
@ -131,10 +131,12 @@ void AdventureMapButton::clickLeft(tribool down, bool previousState)
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if (down)
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{
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CGI->soundh->playSound(soundBase::button);
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state=1;
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state = 1;
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}
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else if(hoverable && hovered)
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state = 3;
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else
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state=0;
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state = 0;
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show(screenBuf);
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if (actOnDown && down)
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@ -1830,7 +1830,7 @@ void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
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return;
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case SDLK_s:
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if(isActive())
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GH.pushInt(new CSelectionScreen(CMenuScreen::saveGame));
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GH.pushInt(new CSavingScreen);
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return;
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case SDLK_d:
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{
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@ -852,10 +852,7 @@ void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector
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if(stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
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stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
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std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
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pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
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CInfoWindow * temp = new CInfoWindow(text,playerID,0,components,pom,false);
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CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);
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if(makingTurn && GH.listInt.size() && LOCPLINT == this)
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{
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CGI->soundh->playSound(static_cast<soundBase::soundID>(soundID));
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@ -69,6 +69,28 @@ static void do_quit()
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SDL_PushEvent(&event);
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}
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static CMapInfo *mapInfoFromGame()
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{
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CMapInfo *ret = new CMapInfo();
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CMapHeader *headerCopy = new CMapHeader(*LOCPLINT->cb->getMapHeader()); //will be deleted by CMapInfo d-tor
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ret->setHeader(headerCopy);
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return ret;
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}
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static void setPlayersFromGame()
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{
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playerColor = LOCPLINT->playerID;
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playerSerial = LOCPLINT->serialID;
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}
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static void clearInfo()
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{
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delNull(curMap);
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delNull(curOpts);
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playerColor = playerSerial = -1;
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playerNames.clear();
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}
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void CMapInfo::countPlayers()
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{
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actualHumanPlayers = playerAmnt = humenPlayers = 0;
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@ -133,6 +155,11 @@ void CMapInfo::campaignInit()
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campaignHeader = new CCampaignHeader( CCampaignHandler::getHeader(filename, lodCmpgn) );
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}
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void CMapInfo::setHeader(CMapHeader *header)
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{
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mapHeader = header;
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}
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CMenuScreen::CMenuScreen( EState which )
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{
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OBJ_CONSTRUCTION;
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@ -404,7 +431,7 @@ void CSelectionScreen::changeSelection( const CMapInfo *to )
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if(to && type == CMenuScreen::loadGame)
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curOpts->difficulty = to->scenarioOpts->difficulty;
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if(type != CMenuScreen::campaignList)
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if(type != CMenuScreen::campaignList && type != CMenuScreen::saveGame)
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{
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updateStartInfo(to, sInfo, to ? to->mapHeader : NULL);
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}
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@ -457,7 +484,10 @@ void CSelectionScreen::updateStartInfo( const CMapInfo * to, StartInfo & sInfo,
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PlayerSettings &pset = sInfo.playerInfos[serialC];
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pset.color = i;
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pset.serial = serialC++;
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setPlayer(pset, placedPlayers++);
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if(pinfo.canHumanPlay)
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setPlayer(pset, placedPlayers++);
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else
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setPlayer(pset, -1);
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for (int j = 0; j < F_NUMBER && pset.castle != -1; j++) //we start with none and find matching faction. if more than one, then set to random
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{
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@ -495,6 +525,21 @@ void CSelectionScreen::startCampaign()
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void CSelectionScreen::startGame()
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{
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if(type == CMenuScreen::newGame)
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{
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//there must be at least one human player before game can be started
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std::vector<PlayerSettings>::const_iterator i;
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for(i = curOpts->playerInfos.begin(); i != curOpts->playerInfos.end(); i++)
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if(i->human)
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break;
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if(i == curOpts->playerInfos.end())
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{
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GH.pushInt(CInfoWindow::create(CGI->generaltexth->allTexts[530])); //You must position yourself prior to starting the game.
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return;
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}
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}
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if(type != CMenuScreen::saveGame)
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{
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if(!current)
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@ -502,8 +547,8 @@ void CSelectionScreen::startGame()
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selectedName = sInfo.mapname;
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StartInfo *si = new StartInfo(sInfo);
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GH.popInt(this);
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GH.popInt(GH.topInt());
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GH.popIntTotally(this); //delete me
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GH.popInt(GH.topInt()); //only deactivate main menu screen
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//curMap = NULL;
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curOpts = NULL;
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::startGame(si);
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@ -514,8 +559,22 @@ void CSelectionScreen::startGame()
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return;
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selectedName = GVCMIDirs.UserPath + "/Games/" + sel->txt->text + ".vlgm1";
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LOCPLINT->cb->save(sel->txt->text);
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GH.popInt(this);
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CFunctionList<void()> overWrite;
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overWrite += bind(&CCallback::save, LOCPLINT->cb, sel->txt->text);
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overWrite += bind(&CGuiHandler::popIntTotally, &GH, this);
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if(fs::exists(selectedName))
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{
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std::string hlp = CGI->generaltexth->allTexts[493]; //%s exists. Overwrite?
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boost::algorithm::replace_first(hlp, "%s", sel->txt->text);
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LOCPLINT->showYesNoDialog(hlp, std::vector<SComponent*>(), overWrite, 0, false);
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}
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else
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overWrite();
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// LOCPLINT->cb->save(sel->txt->text);
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// GH.popIntTotally(this);
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}
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}
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@ -787,7 +846,7 @@ SelectionTab::SelectionTab(CMenuScreen::EState Type, const boost::function<void(
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case CMenuScreen::saveGame:;
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if(selectedName.size())
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{
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if(selectedName[0] == 'M')
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if(selectedName[2] == 'M') //name starts with ./Maps instead of ./Games => there was nothing to select
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txt->setText("NEWGAME");
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else
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selectFName(selectedName);
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@ -844,6 +903,9 @@ void SelectionTab::select( int position )
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else if(position >= positions)
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slider->moveTo(slider->value + position - positions + 1);
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if(txt)
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txt->setText(fs::basename(curItems[py]->filename));
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onSelect(curItems[py]);
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}
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@ -1641,6 +1703,15 @@ OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry( OptionsTab *owner, PlayerSet
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fixedHero = s.hero != -1; //if we doesn't start with "random hero" it must be fixed or none
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selectButtons(false);
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assert(curMap && curMap->mapHeader);
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const PlayerInfo &p = curMap->mapHeader->players[s.color];
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assert(p.canComputerPlay || p.canHumanPlay); //someone must be able to control this player
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if(p.canHumanPlay && p.canComputerPlay)
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whoCanPlay = HUMAN_OR_CPU;
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else if(p.canComputerPlay)
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whoCanPlay = CPU;
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else
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whoCanPlay = HUMAN;
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if(owner->type != CMenuScreen::scenarioInfo && curMap->mapHeader->players[s.color].canHumanPlay)
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{
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@ -1663,6 +1734,7 @@ void OptionsTab::PlayerOptionsEntry::showAll( SDL_Surface * to )
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{
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CIntObject::showAll(to);
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printAtMiddleLoc(s.name, 55, 10, FONT_SMALL, zwykly, to);
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printAtMiddleWBLoc(CGI->generaltexth->arraytxt[206+whoCanPlay], 28, 34, FONT_TINY, 6, zwykly, to);
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}
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void OptionsTab::PlayerOptionsEntry::selectButtons(bool onlyHero)
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@ -1967,7 +2039,7 @@ void OptionsTab::SelectedBox::clickRight( tribool down, bool previousState )
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GH.pushInt(new CInfoPopup(bmp, true));
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}
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CScenarioInfo::CScenarioInfo( const CMapHeader *mapHeader, const StartInfo *startInfo, const CMapInfo * makeItCurrent )
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CScenarioInfo::CScenarioInfo(const CMapHeader *mapHeader, const StartInfo *startInfo)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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@ -1984,11 +2056,12 @@ CScenarioInfo::CScenarioInfo( const CMapHeader *mapHeader, const StartInfo *star
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pos.h = 584;
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center(pos);
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if(makeItCurrent)
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{
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curMap = makeItCurrent;
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}
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curOpts = const_cast<StartInfo*>(startInfo); //I hope it's safe
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assert(LOCPLINT);
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assert(!curOpts);
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curOpts = new StartInfo(*LOCPLINT->cb->getStartInfo()); //deleted by clearInfo
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assert(!curMap);
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curMap = mapInfoFromGame(); //deleted by clearInfo
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setPlayersFromGame();
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card = new InfoCard(CMenuScreen::scenarioInfo);
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opt = new OptionsTab(CMenuScreen::scenarioInfo);
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@ -2000,6 +2073,7 @@ CScenarioInfo::CScenarioInfo( const CMapHeader *mapHeader, const StartInfo *star
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CScenarioInfo::~CScenarioInfo()
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{
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clearInfo();
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}
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bool mapSorter::operator()(const CMapInfo *aaa, const CMapInfo *bbb)
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@ -2418,3 +2492,16 @@ void CBonusSelection::CRegion::show( SDL_Surface * to )
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blitAt(graphics[0], pos.x, pos.y, to);
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}
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}
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CSavingScreen::CSavingScreen()
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: CSelectionScreen(CMenuScreen::saveGame)
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{
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ourGame = mapInfoFromGame();
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sInfo = *LOCPLINT->cb->getStartInfo();
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setPlayersFromGame();
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}
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CSavingScreen::~CSavingScreen()
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{
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}
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@ -39,6 +39,7 @@ public:
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CMapInfo(bool map = true);
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~CMapInfo();
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//CMapInfo(const std::string &fname, const unsigned char *map);
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void setHeader(CMapHeader *header);
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void mapInit(const std::string &fname, const unsigned char *map);
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void campaignInit();
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void countPlayers();
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@ -169,6 +170,7 @@ public:
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SelectedBox *hero;
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SelectedBox *bonus;
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bool fixedHero;
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enum {HUMAN_OR_CPU, HUMAN, CPU} whoCanPlay;
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PlayerOptionsEntry(OptionsTab *owner, PlayerSettings &S);
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void selectButtons(bool onlyHero = true); //hides unavailable buttons
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@ -222,6 +224,16 @@ public:
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void difficultyChange(int to);
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};
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class CSavingScreen : public CSelectionScreen
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{
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public:
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const CMapInfo *ourGame;
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CSavingScreen();
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~CSavingScreen();
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};
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class CScenarioInfo : public CIntObject
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{
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public:
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@ -229,7 +241,7 @@ public:
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InfoCard *card;
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OptionsTab *opt;
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CScenarioInfo(const CMapHeader *mapHeader, const StartInfo *startInfo, const CMapInfo * makeItCurrent=NULL);
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CScenarioInfo(const CMapHeader *mapHeader, const StartInfo *startInfo);
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~CScenarioInfo();
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};
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@ -740,6 +740,14 @@ void CInfoWindow::showYesNoDialog(const std::string & text, const std::vector<SC
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GH.pushInt(temp);
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}
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CInfoWindow * CInfoWindow::create(const std::string &text, int playerID /*= 1*/, const std::vector<SComponent*> *components /*= NULL*/)
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{
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std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
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pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
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CInfoWindow * ret = new CInfoWindow(text, playerID, 0, components ? *components : std::vector<SComponent*>(), pom, false);
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return ret;
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}
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void CRClickPopup::clickRight(tribool down, bool previousState)
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{
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if(down)
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@ -3002,7 +3010,7 @@ void CSystemOptionsWindow::bmainmenuf()
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void CSystemOptionsWindow::bsavef()
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{
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GH.popIntTotally(this);
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GH.pushInt(new CSelectionScreen(CMenuScreen::saveGame));
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GH.pushInt(new CSavingScreen);
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/*using namespace boost::posix_time;
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std::ostringstream fnameStream;
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fnameStream << second_clock::local_time();
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@ -83,7 +83,8 @@ public:
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CInfoWindow(); //c-tor
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~CInfoWindow(); //d-tor
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static void showYesNoDialog( const std::string & text, const std::vector<SComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps, int player); //use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
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static void showYesNoDialog( const std::string & text, const std::vector<SComponent*> *components, const CFunctionList<void( ) > &onYes, const CFunctionList<void()> &onNo, bool DelComps = true, int player = 1); //use only before the game starts! (showYesNoDialog in LOCPLINT must be used then)
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static CInfoWindow *create(const std::string &text, int playerID = 1, const std::vector<SComponent*> *components = NULL);
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};
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class CSelWindow : public CInfoWindow //component selection window
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{ //warning - this window deletes its components by closing!
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7
global.h
7
global.h
@ -288,6 +288,13 @@ t1 & abetw(t1 &a, const t2 &b, const t3 &c) //makes a to fit the range <b, c>
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return a;
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}
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template <typename T>
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void delNull(T* &ptr) //deleted pointer and sets it to NULL
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{
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delete ptr;
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ptr = NULL;
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}
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#include "CConsoleHandler.h"
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extern DLL_EXPORT std::ostream *logfile;
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extern DLL_EXPORT CConsoleHandler *console;
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