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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

Mostly finished pregame part of hot-seat mode.

This commit is contained in:
Michał W. Urbańczyk 2010-02-16 16:35:24 +00:00
parent ab75f4b1f8
commit 4035155969
9 changed files with 179 additions and 103 deletions

View File

@ -3,6 +3,7 @@
#include "global.h"
#include <vector>
#include <string>
/*
* StartInfo.h, part of VCMI engine
@ -53,7 +54,7 @@ struct StartInfo
{
ui8 mode; //0 - new game; 1 - load game
ui8 difficulty; //0=easy; 4=impossible
std::vector<PlayerSettings> playerInfos;
std::vector<PlayerSettings> playerInfos; //serial indexed
ui8 turnTime; //in minutes, 0=unlimited
std::string mapname;
PlayerSettings & getIthPlayersSettings(int no)
@ -63,8 +64,17 @@ struct StartInfo
return playerInfos[i];
tlog1 << "Cannot find info about player " << no <<". Throwing...\n";
throw std::string("Cannot find info about player");
}
PlayerSettings *getPlayersSettings(const std::string &name)
{
for(unsigned int i=0; i<playerInfos.size(); ++i)
if(playerInfos[i].name == name)
return &playerInfos[i];
return NULL;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & mode;

View File

@ -51,7 +51,8 @@ void startGame(StartInfo * options);
CGPreGame * CGP;
static const CMapInfo *curMap;
static StartInfo *curOpts;
static int playerColor, playerSerial;
static int playerColor, playerSerial; //if more than one player - applies to the first
static std::vector<std::string> playerNames; // serial id of name <-> player name
static std::string selectedName; //set when game is started/loaded
@ -211,9 +212,8 @@ CGPreGame::~CGPreGame()
void CGPreGame::openSel( CMenuScreen::EState type )
{
std::vector<std::string> names;
names.push_back(CGI->generaltexth->allTexts[434]);
GH.pushInt(new CSelectionScreen(type, names));
playerNames.push_back(CGI->generaltexth->allTexts[434]); //we have only one player and his name is "Player"
GH.pushInt(new CSelectionScreen(type));
}
void CGPreGame::loadGraphics()
@ -257,8 +257,7 @@ void CGPreGame::update()
GH.handleEvents();
}
CSelectionScreen::CSelectionScreen( CMenuScreen::EState Type, const std::vector<std::string> &PlayerNames )
:playerNames(PlayerNames)
CSelectionScreen::CSelectionScreen(CMenuScreen::EState Type)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
IShowActivable::type = BLOCK_ADV_HOTKEYS;
@ -358,6 +357,7 @@ CSelectionScreen::~CSelectionScreen()
curMap = NULL;
curOpts = NULL;
playerSerial = playerColor = -1;
playerNames.clear();
}
void CSelectionScreen::toggleTab(CIntObject *tab)
@ -396,6 +396,25 @@ void CSelectionScreen::changeSelection( const CMapInfo *to )
}
}
void setPlayer(PlayerSettings &pset, unsigned player)
{
if(player < playerNames.size())
{
pset.name = playerNames[player];
pset.human = true;
if(playerColor < 0)
{
playerColor = pset.color;
playerSerial = pset.serial;
}
}
else
{
pset.name = CGI->generaltexth->allTexts[468];//Computer
pset.human = false;
}
}
void CSelectionScreen::updateStartInfo( const CMapInfo * to )
{
sInfo.playerInfos.clear();
@ -405,7 +424,7 @@ void CSelectionScreen::updateStartInfo( const CMapInfo * to )
sInfo.playerInfos.resize(to->playerAmnt);
sInfo.mapname = to->filename;
playerSerial = playerColor = -1;
int placedPlayers = 0;
ui8 placedPlayers = 0;
int serialC=0;
for (int i = 0; i < PLAYER_LIMIT; i++)
@ -419,22 +438,7 @@ void CSelectionScreen::updateStartInfo( const CMapInfo * to )
PlayerSettings &pset = sInfo.playerInfos[serialC];
pset.color = i;
pset.serial = serialC++;
if (pinfo.canHumanPlay && placedPlayers < playerNames.size())
{
pset.name = playerNames[placedPlayers++];
pset.human = true;
if(playerColor < 0)
{
playerColor = i;
playerSerial = pset.serial;
}
}
else
{
pset.name = CGI->generaltexth->allTexts[468];//Computer
pset.human = false;
}
setPlayer(pset, placedPlayers++);
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
{
@ -1479,22 +1483,77 @@ void OptionsTab::setTurnLength( int npos )
void OptionsTab::flagPressed( int player )
{
if(player == playerSerial) //that color is already selected, no action needed
return;
static std::pair<int, int> playerToRestore(-1, -1); //<color serial, player name serial>
PlayerSettings &s = curOpts->playerInfos[player],
&old = curOpts->playerInfos[playerSerial];
PlayerSettings &clicked = curOpts->playerInfos[player];
PlayerSettings *old = NULL;
std::swap(old.human, s.human);
std::swap(old.name, s.name);
playerColor = s.color;
if(playerNames.size() == 1) //single player -> swap
{
if(player == playerSerial) //that color is already selected, no action needed
return;
if(!entries[playerSerial]->fixedHero)
old.hero = -1;
playerSerial = player;
entries[s.serial]->selectButtons();
entries[old.serial]->selectButtons();
old = &curOpts->playerInfos[playerSerial];
std::swap(old->human, clicked.human);
std::swap(old->name, clicked.name);
playerColor = clicked.color;
playerSerial = player;
}
else
{
//identify clicked player
int curNameID = clicked.human
? vstd::findPos(playerNames, clicked.name)
: -1;
if(curNameID >= 0 && playerToRestore.second == curNameID) //player to restore is about to being replaced -> put him back to the old place
{
PlayerSettings &restPos = curOpts->playerInfos[playerToRestore.first];
setPlayer(restPos, playerToRestore.second);
playerToRestore.first = playerToRestore.second = 0;
}
//who will be put here?
if(curNameID < 0) //if possible replace computer with unallocated player
{
for(int i = 0; i < playerNames.size(); i++)
{
if(!curOpts->getPlayersSettings(playerNames[i]))
{
curNameID = i-1; //-1 because it'll incremented soon
break;
}
}
}
setPlayer(clicked, ++curNameID); //simply next player
//if that player was somewhere else, we need to replace him with computer
if(curNameID < playerNames.size())
{
for(std::vector<PlayerSettings>::iterator i = curOpts->playerInfos.begin(); i != curOpts->playerInfos.end(); i++)
{
if(i->serial != player && i->name == playerNames[curNameID])
{
assert(i->human);
playerToRestore.first = i->serial;
playerToRestore.second = vstd::findPos(playerNames, i->name);
setPlayer(*i, -1); //set computer
old = &*i;
break;
}
}
}
}
entries[clicked.serial]->selectButtons();
if(old)
{
entries[old->serial]->selectButtons();
if(!entries[playerSerial]->fixedHero)
old->hero = -1;
}
GH.totalRedraw();
}
@ -1991,13 +2050,12 @@ CHotSeatPlayers::CHotSeatPlayers(const std::string &firstPlayer)
void CHotSeatPlayers::enterSelectionScreen()
{
std::vector<std::string> playerNames;
for(int i = 0; i < ARRAY_COUNT(txt); i++)
if(txt[i]->text.length())
playerNames.push_back(txt[i]->text);
GH.popInts(2);
GH.pushInt(new CSelectionScreen(CMenuScreen::newGame, playerNames));
GH.pushInt(new CSelectionScreen(CMenuScreen::newGame));
}
CBonusSelection::CBonusSelection( const CCampaign * ourCampaign, int whichMap )

View File

@ -206,9 +206,8 @@ public:
const CMapInfo *current;
StartInfo sInfo;
CIntObject *curTab;
std::vector<std::string> playerNames;
CSelectionScreen(CMenuScreen::EState Type, const std::vector<std::string> &PlayerNames = std::vector<std::string>());
CSelectionScreen(CMenuScreen::EState Type);
~CSelectionScreen();
void toggleTab(CIntObject *tab);
void changeSelection(const CMapInfo *to);

View File

@ -156,7 +156,7 @@ void CGuiHandler::handleEvent(SDL_Event *sEvent)
}
bool keysCaptured = false;
for(std::list<CIntObject*>::iterator i=keyinterested.begin(); i != keyinterested.end();i++)
for(std::list<CIntObject*>::iterator i=keyinterested.begin(); i != keyinterested.end() && current; i++)
{
if((*i)->captureAllKeys)
{
@ -166,7 +166,7 @@ void CGuiHandler::handleEvent(SDL_Event *sEvent)
}
std::list<CIntObject*> miCopy = keyinterested;
for(std::list<CIntObject*>::iterator i=miCopy.begin(); i != miCopy.end();i++)
for(std::list<CIntObject*>::iterator i=miCopy.begin(); i != miCopy.end() && current; i++)
if(vstd::contains(keyinterested,*i) && (!keysCaptured || (*i)->captureAllKeys))
(**i).keyPressed(key);
}
@ -183,7 +183,7 @@ void CGuiHandler::handleEvent(SDL_Event *sEvent)
if(lastClick == sEvent->motion && (SDL_GetTicks() - lastClickTime) < 300)
{
std::list<CIntObject*> hlp = doubleClickInterested;
for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end();i++)
for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end() && current; i++)
{
if(!vstd::contains(doubleClickInterested,*i)) continue;
if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
@ -198,7 +198,7 @@ void CGuiHandler::handleEvent(SDL_Event *sEvent)
lastClickTime = SDL_GetTicks();
std::list<CIntObject*> hlp = lclickable;
for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end();i++)
for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end() && current; i++)
{
if(!vstd::contains(lclickable,*i)) continue;
if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
@ -212,7 +212,7 @@ void CGuiHandler::handleEvent(SDL_Event *sEvent)
else if (sEvent->button.button == SDL_BUTTON_RIGHT)
{
std::list<CIntObject*> hlp = rclickable;
for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end();i++)
for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end() && current; i++)
{
if(!vstd::contains(rclickable,*i)) continue;
if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
@ -226,7 +226,7 @@ void CGuiHandler::handleEvent(SDL_Event *sEvent)
else if(sEvent->button.button == SDL_BUTTON_WHEELDOWN || sEvent->button.button == SDL_BUTTON_WHEELUP)
{
std::list<CIntObject*> hlp = wheelInterested;
for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end();i++)
for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end() && current; i++)
{
if(!vstd::contains(wheelInterested,*i)) continue;
(*i)->wheelScrolled(sEvent->button.button == SDL_BUTTON_WHEELDOWN, isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y));
@ -236,7 +236,7 @@ void CGuiHandler::handleEvent(SDL_Event *sEvent)
else if ((sEvent->type==SDL_MOUSEBUTTONUP) && (sEvent->button.button == SDL_BUTTON_LEFT))
{
std::list<CIntObject*> hlp = lclickable;
for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end();i++)
for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end() && current; i++)
{
if(!vstd::contains(lclickable,*i)) continue;
prev = (*i)->pressedL;
@ -252,7 +252,7 @@ void CGuiHandler::handleEvent(SDL_Event *sEvent)
else if ((sEvent->type==SDL_MOUSEBUTTONUP) && (sEvent->button.button == SDL_BUTTON_RIGHT))
{
std::list<CIntObject*> hlp = rclickable;
for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end();i++)
for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end() && current; i++)
{
if(!vstd::contains(rclickable,*i)) continue;
prev = (*i)->pressedR;

View File

@ -460,7 +460,7 @@ public:
//objs to blit
std::vector<IShowable*> objsToBlit;
SDL_Event * current; //current event
SDL_Event * current; //current event - can be set to NULL to stop handling event
IUpdateable *curInt;
Point lastClick;

View File

@ -62,7 +62,8 @@ using namespace CSDL_Ext;
extern std::queue<SDL_Event*> events;
extern boost::mutex eventsM;
CTextInput * CTextInput::inputWithFocus;
std::list<CFocusable*> CFocusable::focusables;
CFocusable * CFocusable::inputWithFocus;
#undef min
#undef max
@ -5174,8 +5175,9 @@ void CGStatusBar::init()
}
CTextInput::CTextInput( const Rect &Pos, const Point &bgOffset, const std::string &bgName, const CFunctionList<void(const std::string &)> &CB )
:cb(CB), focus(false)
:cb(CB)
{
focus = false;
pos += Pos;
OBJ_CONSTRUCTION;
bg = new CPicture(bgName, bgOffset.x, bgOffset.y);
@ -5184,8 +5186,8 @@ CTextInput::CTextInput( const Rect &Pos, const Point &bgOffset, const std::strin
}
CTextInput::CTextInput(const Rect &Pos, SDL_Surface *srf)
: focus(false)
{
focus = false;
pos += Pos;
OBJ_CONSTRUCTION;
bg = new CPicture(Pos, 0, true);
@ -5213,7 +5215,16 @@ void CTextInput::clickLeft( tribool down, bool previousState )
void CTextInput::keyPressed( const SDL_KeyboardEvent & key )
{
if(!focus || key.state != SDL_PRESSED) return;
if(!focus || key.state != SDL_PRESSED)
return;
if(key.keysym.sym == SDLK_TAB)
{
moveFocus();
GH.current = NULL;
return;
}
switch(key.keysym.sym)
{
case SDLK_BACKSPACE:
@ -5241,11 +5252,21 @@ void CTextInput::setText( const std::string &nText, bool callCb )
CTextInput::~CTextInput()
{
if(inputWithFocus == this)
inputWithFocus = NULL;
}
void CTextInput::giveFocus()
CFocusable::CFocusable()
{
focusables.push_back(this);
}
CFocusable::~CFocusable()
{
if(inputWithFocus == this)
inputWithFocus = NULL;
focusables -= this;
}
void CFocusable::giveFocus()
{
if(inputWithFocus)
{
@ -5257,3 +5278,20 @@ void CTextInput::giveFocus()
inputWithFocus = this;
redraw();
}
void CFocusable::moveFocus()
{
std::list<CFocusable*>::iterator i = vstd::find(focusables, this),
ourIt = i;
for(i++; i != ourIt; i++)
{
if(i == focusables.end())
i = focusables.begin();
if((*i)->active)
{
(*i)->giveFocus();
break;;
}
}
}

View File

@ -261,7 +261,7 @@ public:
};
class CLabel
: public CIntObject
: public virtual CIntObject
{
public:
enum EAlignment {TOPLEFT, CENTER, BOTTOMRIGHT} alignment;
@ -296,12 +296,26 @@ public:
~CGStatusBar();
};
class CFocusable
: public virtual CIntObject
{
public:
bool focus; //only one focusable control can have focus at one moment
class CTextInput : public CLabel
void giveFocus(); //captures focus
void moveFocus(); //moves focus to next active control (may be used for tab switching)
static std::list<CFocusable*> focusables; //all existing objs
static CFocusable *inputWithFocus; //who has focus now
CFocusable();
~CFocusable();
};
class CTextInput
: public CLabel, public CFocusable
{
public:
CFunctionList<void(const std::string &)> cb;
bool focus; //only one text input may have focus at once
void setText(const std::string &nText, bool callCb = false);
@ -311,8 +325,6 @@ public:
void showAll(SDL_Surface * to);
void clickLeft(tribool down, bool previousState);
void keyPressed(const SDL_KeyboardEvent & key);
void giveFocus();
static CTextInput *inputWithFocus;
};
class CList : public CIntObject

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@ -1069,44 +1069,6 @@ SDL_Surface * CMapHandler::getVisBitmap(int x, int y, const std::vector< std::ve
return fullHide->ourImages[0].bitmap; //this case should never happen, but it is better to hide too much than reveal it....
}
int CMapHandler::getCost(int3 &a, int3 &b, const CGHeroInstance *hero)
{
int ret=-1;
if(a.x>=CGI->mh->map->width && a.y>=CGI->mh->map->height)
ret = hero->type->heroClass->terrCosts[CGI->mh->ttiles[CGI->mh->map->width-1][CGI->mh->map->width-1][a.z].tileInfo->malle];
else if(a.x>=CGI->mh->map->width && a.y<CGI->mh->map->height)
ret = hero->type->heroClass->terrCosts[CGI->mh->ttiles[CGI->mh->map->width-1][a.y][a.z].tileInfo->malle];
else if(a.x<CGI->mh->map->width && a.y>=CGI->mh->map->height)
ret = hero->type->heroClass->terrCosts[CGI->mh->ttiles[a.x][CGI->mh->map->width-1][a.z].tileInfo->malle];
else
ret = hero->type->heroClass->terrCosts[CGI->mh->ttiles[a.x][a.y][a.z].tileInfo->malle];
if(!(a.x==b.x || a.y==b.y))
ret*=1.41421;
//TODO: use hero's pathfinding skill during calculating cost
return ret;
}
//std::vector < CGObjectInstance * > CMapHandler::getVisitableObjs(int3 pos)
//{
// std::vector < CGObjectInstance * > ret;
// for(int h=0; h<ttiles[pos.x][pos.y][pos.z].objects.size(); ++h)
// {
// CGObjectInstance * curi = ttiles[pos.x][pos.y][pos.z].objects[h].first;
// if(curi->visitableAt(- curi->pos.x + pos.x + curi->getWidth() - 1, -curi->pos.y + pos.y + curi->getHeight() - 1))
// ret.push_back(curi);
// }
// return ret;
//}
std::string CMapHandler::getDefName(int id, int subid)
{
CGDefInfo* temp = CGI->dobjinfo->gobjs[id][subid];
if(temp)
return temp->name;
throw std::string("Def not found.");
}
bool CMapHandler::printObject(const CGObjectInstance *obj)
{
const SDL_Surface *bitmap = obj->defInfo->handler->ourImages[0].bitmap;

View File

@ -117,11 +117,8 @@ public:
void loadDefs();
SDL_Surface * getVisBitmap(int x, int y, const std::vector< std::vector< std::vector<unsigned char> > > & visibilityMap, int lvl);
int getCost(int3 & a, int3 & b, const CGHeroInstance * hero);
std::vector< std::string > getObjDescriptions(int3 pos); //returns desriptions of objects blocking given position
//std::vector< CGObjectInstance * > getVisitableObjs(int3 pos); //returns vector of visitable objects at certain position
CGObjectInstance * createObject(int id, int subid, int3 pos, int owner=254); //creates a new object with a certain id and subid
std::string getDefName(int id, int subid); //returns name of def for object with given id and subid
bool printObject(const CGObjectInstance * obj); //puts appropriate things to ttiles, so obj will be visible on map
bool hideObject(const CGObjectInstance * obj); //removes appropriate things from ttiles, so obj will be no longer visible on map (but still will exist)
bool removeObject(CGObjectInstance * obj); //removes object from each place in VCMI (I hope)