#include "../stdafx.h" #include "CPreGame.h" #include #include // includes all needed Boost.Filesystem declarations #include #include #include "../timeHandler.h" #include #include "SDL_Extensions.h" #include "CGameInfo.h" #include "CCursorHandler.h" #include "CAnimation.h" #include "CDefHandler.h" #include "../lib/CDefObjInfoHandler.h" #include "../lib/CGeneralTextHandler.h" #include "../lib/CLodHandler.h" #include "../lib/CTownHandler.h" #include "../lib/CHeroHandler.h" #include "../lib/CObjectHandler.h" #include "../lib/CCampaignHandler.h" #include "../lib/CCreatureHandler.h" #include "../lib/JsonNode.h" #include "CMusicHandler.h" #include "CVideoHandler.h" #include #include "Graphics.h" //#include #include #include #include #include #include #include "../lib/Connection.h" #include "../lib/VCMIDirs.h" #include "../lib/map.h" #include "AdventureMapButton.h" #include "GUIClasses.h" #include "CPlayerInterface.h" #include "../CCallback.h" #include #include #include "CMessage.h" #include "../lib/CSpellHandler.h" /*for campaign bonuses*/ #include "../lib/CArtHandler.h" /*for campaign bonuses*/ #include "../lib/CBuildingHandler.h" /*for campaign bonuses*/ #include "CBitmapHandler.h" #include "Client.h" #include "../lib/NetPacks.h" #include "../lib/RegisterTypes.cpp" #include #include "../CThreadHelper.h" #include "CConfigHandler.h" #include "../lib/CFileUtility.h" /* * CPreGame.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 * */ namespace fs = boost::filesystem; using boost::bind; using boost::ref; #if _MSC_VER >= 1600 #define bind boost::bind #define ref boost::ref #endif void startGame(StartInfo * options, CConnection *serv = NULL); extern SystemOptions GDefaultOptions; CGPreGame * CGP; ISelectionScreenInfo *SEL; static int playerColor; //if more than one player - applies to the first static std::string selectedName; //set when game is started/loaded struct EvilHlpStruct { CConnection *serv; StartInfo *sInfo; void reset(bool strong = true) { if(strong) { delNull(serv); delNull(sInfo); } else { serv = NULL; sInfo = NULL; } } } startingInfo; static void do_quit() { SDL_Event event; event.quit.type = SDL_QUIT; SDL_PushEvent(&event); } static CMapInfo *mapInfoFromGame() { CMapInfo *ret = new CMapInfo(); CMapHeader *headerCopy = new CMapHeader(*LOCPLINT->cb->getMapHeader()); //will be deleted by CMapInfo d-tor ret->setHeader(headerCopy); return ret; } static void setPlayersFromGame() { playerColor = LOCPLINT->playerID; } static void swapPlayers(PlayerSettings &a, PlayerSettings &b) { std::swap(a.human, b.human); std::swap(a.name, b.name); if(a.human == 1) playerColor = a.color; else if(b.human == 1) playerColor = b.color; } void setPlayer(PlayerSettings &pset, unsigned player, const std::map &playerNames) { if(vstd::contains(playerNames, player)) pset.name = playerNames.find(player)->second; else pset.name = CGI->generaltexth->allTexts[468];//Computer pset.human = player; if(player == playerNames.begin()->first) playerColor = pset.color; } void updateStartInfo(std::string filename, StartInfo & sInfo, const CMapHeader * mapHeader, const std::map &playerNames) { sInfo.playerInfos.clear(); if(!filename.size()) return; /*sInfo.playerInfos.resize(to->playerAmnt);*/ sInfo.mapname = filename; playerColor = -1; std::map::const_iterator namesIt = playerNames.begin(); for (int i = 0; i < PLAYER_LIMIT; i++) { const PlayerInfo &pinfo = mapHeader->players[i]; //neither computer nor human can play - no player if (!(pinfo.canComputerPlay || pinfo.canComputerPlay)) continue; PlayerSettings &pset = sInfo.playerInfos[i]; pset.color = i; if(pinfo.canHumanPlay && namesIt != playerNames.end()) setPlayer(pset, namesIt++->first, playerNames); else setPlayer(pset, 0, playerNames); pset.castle = pinfo.defaultCastle(); pset.hero = pinfo.defaultHero(); if(pinfo.mainHeroName.length()) { pset.heroName = pinfo.mainHeroName; if((pset.heroPortrait = pinfo.mainHeroPortrait) == 255) pset.heroPortrait = pinfo.p9; } pset.handicap = 0; } } template class CApplyOnPG; class CBaseForPGApply { public: virtual void applyOnPG(CSelectionScreen *selScr, void *pack) const =0; virtual ~CBaseForPGApply(){}; template static CBaseForPGApply *getApplier(const U * t=NULL) { return new CApplyOnPG; } }; template class CApplyOnPG : public CBaseForPGApply { public: void applyOnPG(CSelectionScreen *selScr, void *pack) const { T *ptr = static_cast(pack); ptr->apply(selScr); } }; static CApplier *applier = NULL; CMenuScreen::CMenuScreen( EState which ) { OBJ_CONSTRUCTION; bgAd = NULL; switch(which) { case mainMenu: { buttons[0] = new AdventureMapButton("", CGI->generaltexth->zelp[3].second, // New game bind(&CMenuScreen::moveTo, this, ref(CGP->scrs[newGame])), 540, 10, "ZMENUNG.DEF", SDLK_n); buttons[1] = new AdventureMapButton("", CGI->generaltexth->zelp[4].second, // Load game bind(&CMenuScreen::moveTo, this, ref(CGP->scrs[loadGame])), 532, 132, "ZMENULG.DEF", SDLK_l); buttons[2] = new AdventureMapButton("", CGI->generaltexth->zelp[5].second, 0, 524, 251, "ZMENUHS.DEF", SDLK_h); // Highscore buttons[3] = new AdventureMapButton("", CGI->generaltexth->zelp[6].second, 0 /*cb*/, 557, 359, "ZMENUCR.DEF", SDLK_c); // Credits boost::function confWindow = bind(CInfoWindow::showYesNoDialog, ref(CGI->generaltexth->allTexts[69]), (const std::vector*)0, do_quit, 0, false, 1); buttons[4] = new AdventureMapButton("", CGI->generaltexth->zelp[7].second, confWindow, 586, 468, "ZMENUQT.DEF", SDLK_ESCAPE); // Exit } break; case newGame: { bgAd = new CPicture(BitmapHandler::loadBitmap("ZNEWGAM.bmp"), 114, 312, true); buttons[0] = new AdventureMapButton("", CGI->generaltexth->zelp[10].second, // Single player bind(&CGPreGame::openSel, CGP, newGame, SINGLE_PLAYER), 545, 4, "ZTSINGL.DEF", SDLK_s); buttons[1] = new AdventureMapButton("", CGI->generaltexth->zelp[12].second, &pushIntT, 568, 120, "ZTMULTI.DEF", SDLK_m); buttons[2] = new AdventureMapButton("", CGI->generaltexth->zelp[11].second, bind(&CMenuScreen::moveTo, this, ref(CGP->scrs[campaignMain])), 541, 233, "ZTCAMPN.DEF", SDLK_c); buttons[3] = new AdventureMapButton("", CGI->generaltexth->zelp[13].second, 0 /*cb*/, 545, 358, "ZTTUTOR.DEF", SDLK_t); buttons[4] = new AdventureMapButton("", CGI->generaltexth->zelp[14].second, bind(&CMenuScreen::moveTo, this, CGP->scrs[mainMenu]), 582, 464, "ZTBACK.DEF", SDLK_ESCAPE); } break; case loadGame: { bgAd = new CPicture(BitmapHandler::loadBitmap("ZLOADGAM.bmp"), 114, 312, true); buttons[0] = new AdventureMapButton("", CGI->generaltexth->zelp[10].second, bind(&CGPreGame::openSel, CGP, loadGame, SINGLE_PLAYER), 545, 4, "ZTSINGL.DEF", SDLK_s); buttons[1] = new AdventureMapButton("", CGI->generaltexth->zelp[12].second, bind(&CGPreGame::openSel, CGP, loadGame, MULTI_HOT_SEAT), 568, 120, "ZTMULTI.DEF", SDLK_m); buttons[2] = new AdventureMapButton("", CGI->generaltexth->zelp[11].second, 0 /*cb*/, 541, 233, "ZTCAMPN.DEF", SDLK_c); buttons[3] = new AdventureMapButton("", CGI->generaltexth->zelp[13].second, 0 /*cb*/, 545, 358, "ZTTUTOR.DEF", SDLK_t); buttons[4] = new AdventureMapButton("", CGI->generaltexth->zelp[14].second, bind(&CMenuScreen::moveTo, this, CGP->scrs[mainMenu]), 582, 464, "ZTBACK.DEF", SDLK_ESCAPE); } break; case campaignMain: { buttons[0] = new AdventureMapButton("", "", bind(&CGPreGame::openCampaignScreen, CGP, CCampaignScreen::WOG), 535, 8, "ZSSSOD.DEF", SDLK_s); // WOG buttons[1] = new AdventureMapButton("", "", bind(&CGPreGame::openCampaignScreen, CGP, CCampaignScreen::ROE) , 494, 117, "ZSSROE.DEF", SDLK_m); // ROE buttons[2] = new AdventureMapButton("", "", bind(&CGPreGame::openCampaignScreen, CGP, CCampaignScreen::AB), 486, 241, "ZSSARM.DEF", SDLK_c); // AB buttons[3] = new AdventureMapButton("", "", bind(&CGPreGame::openSel, CGP, campaignList, SINGLE_PLAYER), 550, 358, "ZSSCUS.DEF", SDLK_t); // Custom buttons[4] = new AdventureMapButton("", "", bind(&CMenuScreen::moveTo, this, CGP->scrs[newGame]), 582, 464, "ZTBACK.DEF", SDLK_ESCAPE); // Back } break; } for(int i = 0; i < ARRAY_COUNT(buttons); i++) buttons[i]->hoverable = true; } CMenuScreen::~CMenuScreen() { } void CMenuScreen::showAll( SDL_Surface * to ) { blitAt(CGP->mainbg, 0, 0, to); CIntObject::showAll(to); } void CMenuScreen::show( SDL_Surface * to ) { CCS->videoh->update(pos.x + 8, pos.y + 105, to, true, false); CIntObject::show(to); } void CMenuScreen::moveTo( CMenuScreen *next ) { GH.popInt(this); GH.pushInt(next); } CGPreGame::CGPreGame() { GH.defActionsDef = 63; CGP = this; mainbg = BitmapHandler::loadBitmap("ZPIC1005.bmp"); for(int i = 0; i < ARRAY_COUNT(scrs); i++) scrs[i] = new CMenuScreen((CMenuScreen::EState)i); } CGPreGame::~CGPreGame() { SDL_FreeSurface(mainbg); for(int i = 0; i < ARRAY_COUNT(scrs); i++) delete scrs[i]; } void CGPreGame::openSel(CMenuScreen::EState screenType, CMenuScreen::EMultiMode multi /*= CMenuScreen::SINGLE_PLAYER*/) { GH.pushInt(new CSelectionScreen(screenType, multi)); } void CGPreGame::openCampaignScreen(CCampaignScreen::CampaignSet campaigns) { std::map defaultCamp; GH.pushInt(new CCampaignScreen(campaigns, defaultCamp)); } void CGPreGame::loadGraphics() { victory = CDefHandler::giveDef("SCNRVICT.DEF"); loss = CDefHandler::giveDef("SCNRLOSS.DEF"); bonuses = CDefHandler::giveDef("SCNRSTAR.DEF"); rHero = BitmapHandler::loadBitmap("HPSRAND1.bmp"); rTown = BitmapHandler::loadBitmap("HPSRAND0.bmp"); nHero = BitmapHandler::loadBitmap("HPSRAND6.bmp"); nTown = BitmapHandler::loadBitmap("HPSRAND5.bmp"); } void CGPreGame::disposeGraphics() { delete victory; delete loss; SDL_FreeSurface(rHero); SDL_FreeSurface(nHero); SDL_FreeSurface(rTown); SDL_FreeSurface(nTown); } void CGPreGame::update() { if (GH.listInt.size() == 0) { CCS->musich->playMusic(musicBase::mainMenu, -1); CCS->videoh->open("ACREDIT.SMK"); GH.pushInt(scrs[CMenuScreen::mainMenu]); } if(SEL) SEL->update(); // Handles mouse and key input GH.updateTime(); GH.handleEvents(); if (GH.curInt == 0) // no redraw, when a new game was created return; GH.topInt()->show(screen); if (conf.cc.showFPS) GH.drawFPSCounter(); // draw the mouse cursor and update the screen CCS->curh->draw1(); CSDL_Ext::update(screen); CCS->curh->draw2(); } CSelectionScreen::CSelectionScreen(CMenuScreen::EState Type, CMenuScreen::EMultiMode MultiPlayer /*= CMenuScreen::SINGLE_PLAYER*/, const std::map *Names /*= NULL*/) : ISelectionScreenInfo(Names), serverHandlingThread(NULL), mx(new boost::recursive_mutex), serv(NULL), ongoingClosing(false), myNameID(255) { screenType = Type; multiPlayer = MultiPlayer; OBJ_CONSTRUCTION_CAPTURING_ALL; bool network = (MultiPlayer == CMenuScreen::MULTI_NETWORK_GUEST || MultiPlayer == CMenuScreen::MULTI_NETWORK_HOST); CServerHandler *sh = NULL; if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST) { sh = new CServerHandler; sh->startServer(); } IShowActivable::type = BLOCK_ADV_HOTKEYS; pos.w = 762; pos.h = 584; if(Type == CMenuScreen::saveGame) { center(pos); } else if(Type == CMenuScreen::campaignList) { bg = new CPicture(BitmapHandler::loadBitmap("CamCust.bmp"), 0, 0, true); pos.x = 3; pos.y = 6; } else { pos.x = 3; pos.y = 6; bg = new CPicture(BitmapHandler::loadBitmap(rand()%2 ? "ZPIC1000.bmp" : "ZPIC1001.bmp"), -3, -6, true); } CGP->loadGraphics(); sInfo.difficulty = 1; current = NULL; sInfo.mode = (Type == CMenuScreen::newGame ? StartInfo::NEW_GAME : StartInfo::LOAD_GAME); sInfo.turnTime = 0; curTab = NULL; card = new InfoCard(network); //right info card if (screenType == CMenuScreen::campaignList) { opt = NULL; } else { opt = new OptionsTab(); //scenario options tab opt->recActions = DISPOSE; } sel = new SelectionTab(screenType, bind(&CSelectionScreen::changeSelection, this, _1), multiPlayer); //scenario selection tab sel->recActions = DISPOSE; switch(screenType) { case CMenuScreen::newGame: { card->difficulty->onChange = bind(&CSelectionScreen::difficultyChange, this, _1); card->difficulty->select(1, 0); AdventureMapButton *select = new AdventureMapButton(CGI->generaltexth->zelp[45], bind(&CSelectionScreen::toggleTab, this, sel), 411, 75, "GSPBUTT.DEF", SDLK_s); select->addTextOverlay(CGI->generaltexth->allTexts[500], FONT_SMALL); AdventureMapButton *opts = new AdventureMapButton(CGI->generaltexth->zelp[46], bind(&CSelectionScreen::toggleTab, this, opt), 411, 503, "GSPBUTT.DEF", SDLK_a); opts->addTextOverlay(CGI->generaltexth->allTexts[501], FONT_SMALL); AdventureMapButton *random = new AdventureMapButton(CGI->generaltexth->zelp[47], bind(&CSelectionScreen::toggleTab, this, sel), 411, 99, "GSPBUTT.DEF", SDLK_r); random->addTextOverlay(CGI->generaltexth->allTexts[740], FONT_SMALL); start = new AdventureMapButton(CGI->generaltexth->zelp[103], bind(&CSelectionScreen::startGame, this), 411, 529, "SCNRBEG.DEF", SDLK_b); if(network) { AdventureMapButton *hideChat = new AdventureMapButton(CGI->generaltexth->zelp[48], bind(&InfoCard::toggleChat, card), 619, 75, "GSPBUT2.DEF", SDLK_h); hideChat->addTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL); if(multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST) { SDL_Color orange = {232, 184, 32, 0}; select->text->color = opts->text->color = random->text->color = orange; select->block(true); opts->block(true); random->block(true); start->block(true); } } } break; case CMenuScreen::loadGame: sel->recActions = 255; start = new AdventureMapButton(CGI->generaltexth->zelp[103], bind(&CSelectionScreen::startGame, this), 411, 529, "SCNRLOD.DEF", SDLK_l); break; case CMenuScreen::saveGame: sel->recActions = 255; start = new AdventureMapButton("", CGI->generaltexth->zelp[103].second, bind(&CSelectionScreen::startGame, this), 411, 529, "SCNRSAV.DEF"); break; case CMenuScreen::campaignList: sel->recActions = 255; start = new AdventureMapButton(std::pair(), bind(&CSelectionScreen::startCampaign, this), 411, 529, "SCNRLOD.DEF", SDLK_b); break; } start->assignedKeys.insert(SDLK_RETURN); std::string backName; if(Type == CMenuScreen::campaignList) { backName = "SCNRBACK.DEF"; } else { backName = "SCNRBACK.DEF"; } back = new AdventureMapButton("", CGI->generaltexth->zelp[105].second, bind(&CGuiHandler::popIntTotally, &GH, this), 581, 529, backName, SDLK_ESCAPE); if(network) { if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST) { assert(playerNames.size() == 1 && vstd::contains(playerNames, 1)); //TODO hot-seat/network combo serv = sh->connectToServer(); *serv << (ui8) 4; myNameID = 1; } else { serv = CServerHandler::justConnectToServer(); } *serv << playerNames.begin()->second; if(multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST) { const CMapInfo *map; *serv >> myNameID >> map; serv->connectionID = myNameID; changeSelection(map); } else //host { if(current) { SelectMap sm(*current); *serv << &sm; UpdateStartOptions uso(sInfo); *serv << &uso; } } applier = new CApplier; registerTypes4(*applier); serverHandlingThread = new boost::thread(&CSelectionScreen::handleConnection, this); } delete sh; } CSelectionScreen::~CSelectionScreen() { ongoingClosing = true; if(serv) { assert(serverHandlingThread); QuitMenuWithoutStarting qmws; *serv << &qmws; // while(!serverHandlingThread->timed_join(boost::posix_time::milliseconds(50))) // processPacks(); serverHandlingThread->join(); delete serverHandlingThread; } playerColor = -1; playerNames.clear(); assert(!serv); delNull(applier); delete mx; } void CSelectionScreen::toggleTab(CIntObject *tab) { if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST && serv) { PregameGuiAction pga; if(tab == curTab) pga.action = PregameGuiAction::NO_TAB; else if(tab == opt) pga.action = PregameGuiAction::OPEN_OPTIONS; else if(tab == sel) pga.action = PregameGuiAction::OPEN_SCENARIO_LIST; *serv << &pga; } if(curTab && curTab->active) { curTab->deactivate(); curTab->recActions = DISPOSE; } if(curTab != tab) { tab->recActions = 255; tab->activate(); curTab = tab; } else { curTab = NULL; }; GH.totalRedraw(); } void CSelectionScreen::changeSelection( const CMapInfo *to ) { if(multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST) { delNull(current); } current = to; if(to && (screenType == CMenuScreen::loadGame || screenType == CMenuScreen::saveGame)) SEL->sInfo.difficulty = to->scenarioOpts->difficulty; if(screenType != CMenuScreen::campaignList) { updateStartInfo(to ? to->filename : "", sInfo, to ? to->mapHeader : NULL); } card->changeSelection(to); if(screenType != CMenuScreen::campaignList) { opt->recreate(); } if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST && serv) { SelectMap sm(*to); *serv << &sm; UpdateStartOptions uso(sInfo); *serv << &uso; } } void CSelectionScreen::startCampaign() { CCampaign * ourCampaign = CCampaignHandler::getCampaign(SEL->current->filename, SEL->current->lodCmpgn); CCampaignState * campState = new CCampaignState(); campState->camp = ourCampaign; GH.pushInt( new CBonusSelection(campState) ); } void CSelectionScreen::startGame() { if(screenType == CMenuScreen::newGame) { //there must be at least one human player before game can be started std::map::const_iterator i; for(i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++) if(i->second.human) break; if(i == SEL->sInfo.playerInfos.end()) { GH.pushInt(CInfoWindow::create(CGI->generaltexth->allTexts[530])); //You must position yourself prior to starting the game. return; } } if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST) { start->block(true); StartWithCurrentSettings swcs; *serv << &swcs; ongoingClosing = true; return; } if(screenType != CMenuScreen::saveGame) { if(!current) return; selectedName = sInfo.mapname; StartInfo *si = new StartInfo(sInfo); GH.popIntTotally(this); //delete me GH.popInt(GH.topInt()); //only deactivate main menu screen //SEL->current = NULL; //curOpts = NULL; ::startGame(si); } else { if(!(sel && sel->txt && sel->txt->text.size())) return; selectedName = GVCMIDirs.UserPath + "/Games/" + sel->txt->text + ".vlgm1"; CFunctionList overWrite; overWrite += bind(&CCallback::save, LOCPLINT->cb, sel->txt->text); overWrite += bind(&CGuiHandler::popIntTotally, &GH, this); if(fs::exists(selectedName)) { std::string hlp = CGI->generaltexth->allTexts[493]; //%s exists. Overwrite? boost::algorithm::replace_first(hlp, "%s", sel->txt->text); LOCPLINT->showYesNoDialog(hlp, std::vector(), overWrite, 0, false); } else overWrite(); // LOCPLINT->cb->save(sel->txt->text); // GH.popIntTotally(this); } } void CSelectionScreen::difficultyChange( int to ) { assert(screenType == CMenuScreen::newGame); sInfo.difficulty = to; propagateOptions(); GH.totalRedraw(); } void CSelectionScreen::handleConnection() { setThreadName(-1, "CSelectionScreen::handleConnection"); try { assert(serv); while(serv) { CPackForSelectionScreen *pack = NULL; *serv >> pack; assert(pack); if(QuitMenuWithoutStarting *endingPack = dynamic_cast(pack)) { endingPack->apply(this); } else if(StartWithCurrentSettings *endingPack = dynamic_cast(pack)) { endingPack->apply(this); } else { boost::unique_lock lll(*mx); upcomingPacks.push_back(pack); } } } HANDLE_EXCEPTION catch(int i) { if(i != 666) throw; } } void CSelectionScreen::setSInfo(const StartInfo &si) { std::map::const_iterator i; for(i = si.playerInfos.begin(); i != si.playerInfos.end(); i++) { if(i->second.human == myNameID) { playerColor = i->first; break; } } if(i == si.playerInfos.end()) //not found playerColor = -1; sInfo = si; if(current) opt->recreate(); //will force to recreate using current sInfo card->difficulty->select(si.difficulty, 0); GH.totalRedraw(); } void CSelectionScreen::processPacks() { boost::unique_lock lll(*mx); while(upcomingPacks.size()) { CPackForSelectionScreen *pack = upcomingPacks.front(); upcomingPacks.pop_front(); CBaseForPGApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier apply->applyOnPG(this, pack); delete pack; } } void CSelectionScreen::update() { if(serverHandlingThread) processPacks(); } void CSelectionScreen::propagateOptions() { if(isHost() && serv) { UpdateStartOptions ups(sInfo); *serv << &ups; } } void CSelectionScreen::postRequest(ui8 what, ui8 dir) { if(!isGuest() || !serv) return; RequestOptionsChange roc(what, dir, myNameID); *serv << &roc; } void CSelectionScreen::postChatMessage(const std::string &txt) { assert(serv); ChatMessage cm; cm.message = txt; cm.playerName = sInfo.getPlayersSettings(myNameID)->name; *serv << &cm; } void CSelectionScreen::propagateNames() { PlayersNames pn; pn.playerNames = playerNames; *serv << &pn; } // A new size filter (Small, Medium, ...) has been selected. Populate // selMaps with the relevant data. void SelectionTab::filter( int size, bool selectFirst ) { curItems.clear(); if(tabType == CMenuScreen::campaignList) { for (size_t i=0; iversion && (!size || allItems[i].mapHeader->width == size)) curItems.push_back(&allItems[i]); } if(curItems.size()) { slider->block(false); slider->setAmount(curItems.size()); sort(); if(selectFirst) { slider->moveTo(0); onSelect(curItems[0]); } selectAbs(0); } else { slider->block(true); onSelect(NULL); } } void SelectionTab::getFiles(std::vector &out, const std::string &dirname, const std::string &ext) { CFileUtility::getFilesWithExt(out, dirname, ext); allItems.resize(out.size()); } void SelectionTab::parseMaps(std::vector &files, int start, int threads) { int read=0; unsigned char mapBuffer[1500]; while(start < allItems.size()) { gzFile tempf = gzopen(files[start].name.c_str(),"rb"); read = gzread(tempf, mapBuffer, 1500); gzclose(tempf); if(read < 50 || !mapBuffer[4]) { tlog3 << "\t\tWarning: corrupted map file: " << files[start].name << std::endl; } else //valid map { allItems[start].mapInit(files[start].name, mapBuffer); //allItems[start].date = "DATEDATE";// files[start].date; } start += threads; } } void SelectionTab::parseGames(std::vector &files, bool multi) { for(int i=0; i> sign; if(std::memcmp(sign,"VCMISVG",7)) { tlog1 << files[i].name << " is not a correct savefile!" << std::endl; continue; } allItems[i].mapHeader = new CMapHeader(); lf >> *(allItems[i].mapHeader) >> allItems[i].scenarioOpts; allItems[i].filename = files[i].name; allItems[i].countPlayers(); allItems[i].date = std::asctime(std::localtime(&files[i].date)); if((allItems[i].actualHumanPlayers > 1) != multi) //if multi mode then only multi games, otherwise single { delete allItems[i].mapHeader; allItems[i].mapHeader = NULL; } } } void SelectionTab::parseCampaigns( std::vector & files ) { for(int i=0; i &OnSelect, CMenuScreen::EMultiMode MultiPlayer /*= CMenuScreen::SINGLE_PLAYER*/) :bg(NULL), onSelect(OnSelect) { OBJ_CONSTRUCTION; selectionPos = 0; used = LCLICK | WHEEL | KEYBOARD | DOUBLECLICK; slider = NULL; txt = NULL; tabType = Type; if (Type != CMenuScreen::campaignList) { bg = new CPicture(BitmapHandler::loadBitmap("SCSELBCK.bmp"), 0, 0, true); pos.w = bg->pos.w; pos.h = bg->pos.h; } else { SDL_Surface * tmp1 = BitmapHandler::loadBitmap("CAMCUST.bmp"); SDL_Surface * tmp = CSDL_Ext::newSurface(400, tmp1->h); blitAt(tmp1, 0, 0, tmp); SDL_FreeSurface(tmp1); bg = new CPicture(tmp, 0, 0, true); pos.w = bg->pos.w; pos.h = bg->pos.h; bg->pos.x = bg->pos.y = 0; } if(MultiPlayer == CMenuScreen::MULTI_NETWORK_GUEST) { positions = 18; } else { std::vector toParse; std::vector cpm; switch(tabType) { case CMenuScreen::newGame: getFiles(toParse, DATA_DIR "/Maps", "h3m"); //get all maps /* Load maps from user directory too, unless it is also the * same as the data directory (as is the case on * windows). */ if (GVCMIDirs.UserPath != DATA_DIR) getFiles(toParse, GVCMIDirs.UserPath + "/Maps", "h3m"); //get all maps parseMaps(toParse); positions = 18; break; case CMenuScreen::loadGame: case CMenuScreen::saveGame: getFiles(toParse, GVCMIDirs.UserPath + "/Games", "vlgm1"); //get all saves parseGames(toParse, MultiPlayer); if(tabType == CMenuScreen::loadGame) { positions = 18; } else { positions = 16; } if(tabType == CMenuScreen::saveGame) txt = new CTextInput(Rect(32, 539, 350, 20), Point(-32, -25), "GSSTRIP.bmp", 0); break; case CMenuScreen::campaignList: getFiles(toParse, DATA_DIR "/Maps", "h3c"); //get all campaigns for (int g=0; ggeneraltexth->zelp[54+i].second, bind(&SelectionTab::filter, this, sizes[i], true), 158 + 47*i, 46, names[i]); } //sort buttons buttons { int xpos[] = {23, 55, 88, 121, 306, 339}; const char * names[] = {"SCBUTT1.DEF", "SCBUTT2.DEF", "SCBUTCP.DEF", "SCBUTT3.DEF", "SCBUTT4.DEF", "SCBUTT5.DEF"}; for(int i = 0; i < 6; i++) new AdventureMapButton("", CGI->generaltexth->zelp[107+i].second, bind(&SelectionTab::sortBy, this, i), xpos[i], 86, names[i]); } } else { //sort by buttons new AdventureMapButton("", "", bind(&SelectionTab::sortBy, this, _numOfMaps), 23, 86, "CamCusM.DEF"); //by num of maps new AdventureMapButton("", "", bind(&SelectionTab::sortBy, this, _name), 55, 86, "CamCusL.DEF"); //by name } slider = new CSlider(372, 86, tabType != CMenuScreen::saveGame ? 480 : 430, bind(&SelectionTab::sliderMove, this, _1), positions, curItems.size(), 0, false, 1); slider->changeUsedEvents(WHEEL, true); slider->slider->keepFrame = true; format = CDefHandler::giveDef("SCSELC.DEF"); sortingBy = _format; ascending = true; filter(0); //select(0); switch(tabType) { case CMenuScreen::newGame: selectFName(DATA_DIR "/Maps/Arrogance.h3m"); break; case CMenuScreen::loadGame: case CMenuScreen::campaignList: select(0); break; case CMenuScreen::saveGame:; if(selectedName.size()) { if(selectedName[2] == 'M') //name starts with ./Maps instead of ./Games => there was nothing to select txt->setText("NEWGAME"); else selectFName(selectedName); } } } SelectionTab::~SelectionTab() { delete format; } void SelectionTab::sortBy( int criteria ) { if(criteria == sortingBy) { ascending = !ascending; } else { sortingBy = (ESortBy)criteria; ascending = true; } sort(); selectAbs(0); } void SelectionTab::sort() { if(sortingBy != _name) std::stable_sort(curItems.begin(), curItems.end(), mapSorter(_name)); std::stable_sort(curItems.begin(), curItems.end(), mapSorter(sortingBy)); if(!ascending) std::reverse(curItems.begin(), curItems.end()); redraw(); } void SelectionTab::select( int position ) { if(!curItems.size()) return; // New selection. py is the index in curItems. int py = position + slider->value; amax(py, 0); amin(py, curItems.size()-1); selectionPos = py; if(position < 0) slider->moveTo(slider->value + position); else if(position >= positions) slider->moveTo(slider->value + position - positions + 1); if(txt) txt->setText(fs::basename(curItems[py]->filename)); onSelect(curItems[py]); } void SelectionTab::selectAbs( int position ) { select(position - slider->value); } int SelectionTab::getPosition( int x, int y ) { return -1; } void SelectionTab::sliderMove( int slidPos ) { if(!slider) return; //ignore spurious call when slider is being created redraw(); } // Display the tab with the scenario names // // elemIdx is the index of the maps or saved game to display on line 0 // slider->capacity contains the number of available screen lines // slider->positionsAmnt is the number of elements after filtering void SelectionTab::printMaps(SDL_Surface *to) { int elemIdx = slider->value; // Display all elements if there's enough space //if(slider->amount < slider->capacity) // elemIdx = 0; SDL_Color itemColor; #define POS(xx, yy) pos.x + xx, pos.y + yy + line*25 for (int line = 0; line < positions && elemIdx < curItems.size(); elemIdx++, line++) { CMapInfo *currentItem = curItems[elemIdx]; if (elemIdx == selectionPos) itemColor=tytulowy; else itemColor=zwykly; if(tabType != CMenuScreen::campaignList) { //amount of players std::ostringstream ostr(std::ostringstream::out); ostr << currentItem->playerAmnt << "/" << currentItem->humenPlayers; CSDL_Ext::printAt(ostr.str(), POS(29, 120), FONT_SMALL, itemColor, to); //map size std::string temp2 = "C"; switch (currentItem->mapHeader->width) { case 36: temp2="S"; break; case 72: temp2="M"; break; case 108: temp2="L"; break; case 144: temp2="XL"; break; } CSDL_Ext::printAtMiddle(temp2, POS(70, 128), FONT_SMALL, itemColor, to); int temp=-1; switch (currentItem->mapHeader->version) { case CMapHeader::RoE: temp=0; break; case CMapHeader::AB: temp=1; break; case CMapHeader::SoD: temp=2; break; case CMapHeader::WoG: temp=3; break; default: // Unknown version. Be safe and ignore that map tlog2 << "Warning: " << currentItem->filename << " has wrong version!\n"; continue; } blitAt(format->ourImages[temp].bitmap, POS(88, 117), to); //victory conditions if (currentItem->mapHeader->victoryCondition.condition == winStandard) temp = 11; else temp = currentItem->mapHeader->victoryCondition.condition; blitAt(CGP->victory->ourImages[temp].bitmap, POS(306, 117), to); //loss conditions if (currentItem->mapHeader->lossCondition.typeOfLossCon == lossStandard) temp=3; else temp=currentItem->mapHeader->lossCondition.typeOfLossCon; blitAt(CGP->loss->ourImages[temp].bitmap, POS(339, 117), to); } else //if campaign { //number of maps in campaign std::ostringstream ostr(std::ostringstream::out); ostr << CGI->generaltexth->campaignRegionNames[ currentItem->campaignHeader->mapVersion ].size(); CSDL_Ext::printAt(ostr.str(), POS(29, 120), FONT_SMALL, itemColor, to); } std::string name; if(tabType == CMenuScreen::newGame) { if (!currentItem->mapHeader->name.length()) currentItem->mapHeader->name = "Unnamed"; name = currentItem->mapHeader->name; } else if(tabType == CMenuScreen::campaignList) { name = currentItem->campaignHeader->name; } else { name = fs::basename(currentItem->filename); } //print name CSDL_Ext::printAtMiddle(name, POS(213, 128), FONT_SMALL, itemColor, to); } #undef POS } void SelectionTab::showAll( SDL_Surface * to ) { CIntObject::showAll(to); printMaps(to); std::string title; switch(tabType) { case CMenuScreen::newGame: title = CGI->generaltexth->arraytxt[229]; break; case CMenuScreen::loadGame: title = CGI->generaltexth->arraytxt[230]; break; case CMenuScreen::saveGame: title = CGI->generaltexth->arraytxt[231]; break; case CMenuScreen::campaignList: title = "Select a Campaign"; //TODO: find where is the title break; } CSDL_Ext::printAtMiddle(title, pos.x+205, pos.y+28, FONT_MEDIUM, tytulowy, to); //Select a Scenario to Play if(tabType != CMenuScreen::campaignList) { CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[510], pos.x+87, pos.y+62, FONT_SMALL, tytulowy, to); //Map sizes } } void SelectionTab::clickLeft( tribool down, bool previousState ) { if(down) { int line = getLine(); if(line != -1) select(line); } } void SelectionTab::keyPressed( const SDL_KeyboardEvent & key ) { if(key.state != SDL_PRESSED) return; int moveBy = 0; switch(key.keysym.sym) { case SDLK_UP: moveBy = -1; break; case SDLK_DOWN: moveBy = +1; break; case SDLK_PAGEUP: moveBy = -positions+1; break; case SDLK_PAGEDOWN: moveBy = +positions-1; break; case SDLK_HOME: select(-slider->value); return; case SDLK_END: select(curItems.size() - slider->value); return; default: return; } select(selectionPos - slider->value + moveBy); } void SelectionTab::onDoubleClick() { if(getLine() != -1) //double clicked scenarios list { //act as if start button was pressed (static_cast(parent))->start->callback(); } } int SelectionTab::getLine() { int line = -1; Point clickPos(GH.current->button.x, GH.current->button.y); clickPos = clickPos - pos.topLeft(); if (clickPos.y > 115 && clickPos.y < 564 && clickPos.x > 22 && clickPos.x < 371) { line = (clickPos.y-115) / 25; //which line } return line; } void SelectionTab::selectFName( const std::string &fname ) { for(int i = curItems.size() - 1; i >= 0; i--) { if(curItems[i]->filename == fname) { slider->moveTo(i); selectAbs(i); return; } } selectAbs(0); } CChatBox::CChatBox(const Rect &rect) { OBJ_CONSTRUCTION; pos += rect; used = KEYBOARD; captureAllKeys = true; const int height = graphics->fonts[FONT_SMALL]->height; inputBox = new CTextInput(Rect(0, rect.h - height, rect.w, height)); inputBox->used &= ~KEYBOARD; chatHistory = new CTextBox("", Rect(0, 0, rect.w, rect.h - height), 1); SDL_Color green = {0,252,0}; chatHistory->color = green; } void CChatBox::keyPressed(const SDL_KeyboardEvent & key) { if(key.keysym.sym == SDLK_RETURN && key.state == SDL_PRESSED && inputBox->text.size()) { SEL->postChatMessage(inputBox->text); inputBox->setText(""); } else inputBox->keyPressed(key); } void CChatBox::addNewMessage(const std::string &text) { chatHistory->setTxt(chatHistory->text + text + "\n"); if(chatHistory->slider) chatHistory->slider->moveToMax(); } InfoCard::InfoCard( bool Network ) : bg(NULL), network(Network), chatOn(false), chat(NULL), playerListBg(NULL), difficulty(NULL), sizes(NULL), sFlags(NULL) { OBJ_CONSTRUCTION; pos.x += 393; used = RCLICK; mapDescription = NULL; Rect descriptionRect(26, 149, 320, 115); mapDescription = new CTextBox("", descriptionRect, 1); if(SEL->screenType == CMenuScreen::campaignList) { CSelectionScreen *ss = static_cast(parent); moveChild(new CPicture(*ss->bg, descriptionRect + Point(-393, 0)), this, mapDescription, true); //move subpicture bg to our description control (by default it's our (Infocard) child) } else { bg = new CPicture(BitmapHandler::loadBitmap("GSELPOP1.bmp"), 0, 0, true); std::swap(children.front(), children.back()); pos.w = bg->pos.w; pos.h = bg->pos.h; sizes = CDefHandler::giveDef("SCNRMPSZ.DEF"); sFlags = CDefHandler::giveDef("ITGFLAGS.DEF"); difficulty = new CHighlightableButtonsGroup(0); { static const char *difButns[] = {"GSPBUT3.DEF", "GSPBUT4.DEF", "GSPBUT5.DEF", "GSPBUT6.DEF", "GSPBUT7.DEF"}; for(int i = 0; i < 5; i++) { difficulty->addButton(new CHighlightableButton("", CGI->generaltexth->zelp[24+i].second, 0, 110 + i*32, 450, difButns[i], i)); } } if(SEL->screenType != CMenuScreen::newGame) difficulty->block(true); //description needs bg moveChild(new CPicture(*bg, descriptionRect), this, mapDescription, true); //move subpicture bg to our description control (by default it's our (Infocard) child) if(network) { playerListBg = new CPicture("CHATPLUG.bmp", 16, 276); chat = new CChatBox(descriptionRect); moveChild(new CPicture(*bg, chat->chatHistory->pos - pos), this, chat->chatHistory, true); //move subpicture bg to our description control (by default it's our (Infocard) child) chatOn = true; mapDescription->disable(); } } } InfoCard::~InfoCard() { delete sizes; delete sFlags; } void InfoCard::showAll( SDL_Surface * to ) { CIntObject::showAll(to); //blit texts if(SEL->screenType != CMenuScreen::campaignList) { printAtLoc(CGI->generaltexth->allTexts[390] + ":", 24, 400, FONT_SMALL, zwykly, to); //Allies printAtLoc(CGI->generaltexth->allTexts[391] + ":", 190, 400, FONT_SMALL, zwykly, to); //Enemies printAtLoc(CGI->generaltexth->allTexts[494], 33, 430, FONT_SMALL, tytulowy, to);//"Map Diff:" printAtLoc(CGI->generaltexth->allTexts[492] + ":", 133,430, FONT_SMALL, tytulowy, to); //player difficulty printAtLoc(CGI->generaltexth->allTexts[218] + ":", 290,430, FONT_SMALL, tytulowy, to); //"Rating:" printAtLoc(CGI->generaltexth->allTexts[495], 26, 22, FONT_SMALL, tytulowy, to); //Scenario Name: if(!chatOn) { printAtLoc(CGI->generaltexth->allTexts[496], 26, 132, FONT_SMALL, tytulowy, to); //Scenario Description: printAtLoc(CGI->generaltexth->allTexts[497], 26, 283, FONT_SMALL, tytulowy, to); //Victory Condition: printAtLoc(CGI->generaltexth->allTexts[498], 26, 339, FONT_SMALL, tytulowy, to); //Loss Condition: } else //players list { std::map playerNames = SEL->playerNames; int playerSoFar = 0; for (std::map::const_iterator i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++) { if(i->second.human) { printAtLoc(i->second.name, 24, 285 + playerSoFar++ * graphics->fonts[FONT_SMALL]->height, FONT_SMALL, zwykly, to); playerNames.erase(i->second.human); } } playerSoFar = 0; for (std::map::const_iterator i = playerNames.begin(); i != playerNames.end(); i++) { printAtLoc(i->second, 193, 285 + playerSoFar++ * graphics->fonts[FONT_SMALL]->height, FONT_SMALL, zwykly, to); } } } if(SEL->current) { if(SEL->screenType != CMenuScreen::campaignList) { if(SEL->screenType != CMenuScreen::newGame) { for (int i = 0; i < difficulty->buttons.size(); i++) { //if(i == SEL->current->difficulty) // difficulty->buttons[i]->state = 3; //else // difficulty->buttons[i]->state = 2; difficulty->buttons[i]->showAll(to); } } int temp = -1; if(!chatOn) { //victory conditions temp = SEL->current->mapHeader->victoryCondition.condition+1; if (temp>20) temp=0; std::string sss = CGI->generaltexth->victoryConditions[temp]; if (temp && SEL->current->mapHeader->victoryCondition.allowNormalVictory) sss+= "/" + CGI->generaltexth->victoryConditions[0]; printAtLoc(sss, 60, 307, FONT_SMALL, zwykly, to); temp = SEL->current->mapHeader->victoryCondition.condition; if (temp>12) temp=11; blitAtLoc(CGP->victory->ourImages[temp].bitmap, 24, 302, to); //victory cond descr //loss conditoins temp = SEL->current->mapHeader->lossCondition.typeOfLossCon+1; if (temp>20) temp=0; sss = CGI->generaltexth->lossCondtions[temp]; printAtLoc(sss, 60, 366, FONT_SMALL, zwykly, to); temp=SEL->current->mapHeader->lossCondition.typeOfLossCon; if (temp>12) temp=3; blitAtLoc(CGP->loss->ourImages[temp].bitmap, 24, 359, to); //loss cond } //difficulty assert(SEL->current->mapHeader->difficulty <= 4); std::string &diff = CGI->generaltexth->arraytxt[142 + SEL->current->mapHeader->difficulty]; printAtMiddleLoc(diff, 62, 472, FONT_SMALL, zwykly, to); //selecting size icon switch (SEL->current->mapHeader->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; } blitAtLoc(sizes->ourImages[temp].bitmap, 318, 22, to); if(SEL->screenType == CMenuScreen::loadGame) printToLoc((static_cast(SEL->current))->date,308,34, FONT_SMALL, zwykly, to); //print flags int fx = 34 + graphics->fonts[FONT_SMALL]->getWidth(CGI->generaltexth->allTexts[390].c_str()); int ex = 200 + graphics->fonts[FONT_SMALL]->getWidth(CGI->generaltexth->allTexts[391].c_str()); int myT; if(playerColor >= 0) myT = SEL->current->mapHeader->players[playerColor].team; else myT = -1; for (std::map::const_iterator i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++) { int *myx = ((i->first == playerColor || SEL->current->mapHeader->players[i->first].team == myT) ? &fx : &ex); blitAtLoc(sFlags->ourImages[i->first].bitmap, *myx, 399, to); *myx += sFlags->ourImages[i->first].bitmap->w; } std::string tob; switch (SEL->sInfo.difficulty) { 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; } printAtMiddleLoc(tob, 311, 472, FONT_SMALL, zwykly, to); } //blit description std::string name; if (SEL->screenType == CMenuScreen::campaignList) { name = SEL->current->campaignHeader->name; } else { name = SEL->current->mapHeader->name; } //name if (name.length()) printAtLoc(name, 26, 39, FONT_BIG, tytulowy, to); else printAtLoc("Unnamed", 26, 39, FONT_BIG, tytulowy, to); } } void InfoCard::changeSelection( const CMapInfo *to ) { if(to && mapDescription) { if (SEL->screenType == CMenuScreen::campaignList) mapDescription->setTxt(to->campaignHeader->description); else mapDescription->setTxt(to->mapHeader->description); if(SEL->screenType != CMenuScreen::newGame && SEL->screenType != CMenuScreen::campaignList) { difficulty->block(true); difficulty->select(SEL->sInfo.difficulty, 0); } } GH.totalRedraw(); } void InfoCard::clickRight( tribool down, bool previousState ) { static const Rect flagArea(19, 397, 335, 23); if(down && SEL->current && isItInLoc(flagArea, GH.current->motion.x, GH.current->motion.y)) showTeamsPopup(); } void InfoCard::showTeamsPopup() { SDL_Surface *bmp = CMessage::drawBox1(256, 90 + 50 * SEL->current->mapHeader->howManyTeams); CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[657], 128, 30, FONT_MEDIUM, tytulowy, bmp); //{Team Alignments} for(int i = 0; i < SEL->current->mapHeader->howManyTeams; i++) { std::vector flags; std::string hlp = CGI->generaltexth->allTexts[656]; //Team %d hlp.replace(hlp.find("%d"), 2, boost::lexical_cast(i+1)); CSDL_Ext::printAtMiddle(hlp, 128, 65 + 50*i, FONT_SMALL, zwykly, bmp); for(int j = 0; j < PLAYER_LIMIT; j++) if((SEL->current->mapHeader->players[j].canHumanPlay || SEL->current->mapHeader->players[j].canComputerPlay) && SEL->current->mapHeader->players[j].team == i) flags.push_back(j); int curx = 128 - 9*flags.size(); for(int j = 0; j < flags.size(); j++) { blitAt(sFlags->ourImages[flags[j]].bitmap, curx, 75 + 50*i, bmp); curx += 18; } } GH.pushInt(new CInfoPopup(bmp, true)); } void InfoCard::toggleChat() { setChat(!chatOn); } void InfoCard::setChat(bool activateChat) { if(chatOn == activateChat) return; assert(active); if(activateChat) { mapDescription->disable(); chat->enable(); playerListBg->enable(); } else { mapDescription->enable(); chat->disable(); playerListBg->disable(); } chatOn = activateChat; GH.totalRedraw(); } OptionsTab::OptionsTab(): turnDuration(NULL) { OBJ_CONSTRUCTION; bg = new CPicture(BitmapHandler::loadBitmap("ADVOPTBK.bmp"), 0, 0, true); pos = bg->pos; if(SEL->screenType == CMenuScreen::newGame) turnDuration = new CSlider(55, 551, 194, bind(&OptionsTab::setTurnLength, this, _1), 1, 11, 11, true, 1); } OptionsTab::~OptionsTab() { } void OptionsTab::showAll( SDL_Surface * to ) { CIntObject::showAll(to); printAtMiddleLoc(CGI->generaltexth->allTexts[515], 222, 30, FONT_BIG, tytulowy, to); printAtMiddleWBLoc(CGI->generaltexth->allTexts[516], 222, 58, FONT_SMALL, 55, zwykly, to); //Select starting options, handicap, and name for each player in the game. printAtMiddleWBLoc(CGI->generaltexth->allTexts[517], 107, 102, FONT_SMALL, 14, tytulowy, to); //Player Name Handicap Type printAtMiddleWBLoc(CGI->generaltexth->allTexts[518], 197, 102, FONT_SMALL, 10, tytulowy, to); //Starting Town printAtMiddleWBLoc(CGI->generaltexth->allTexts[519], 273, 102, FONT_SMALL, 10, tytulowy, to); //Starting Hero printAtMiddleWBLoc(CGI->generaltexth->allTexts[520], 349, 102, FONT_SMALL, 10, tytulowy, to); //Starting Bonus printAtMiddleLoc(CGI->generaltexth->allTexts[521], 222, 538, FONT_SMALL, tytulowy, to); // Player Turn Duration if (turnDuration) printAtMiddleLoc(CGI->generaltexth->turnDurations[turnDuration->value], 319,559, FONT_SMALL, zwykly, to);//Turn duration value } void OptionsTab::nextCastle( int player, int dir ) { if(SEL->isGuest()) { SEL->postRequest(RequestOptionsChange::TOWN, dir); return; } PlayerSettings &s = SEL->sInfo.playerInfos[player]; si32 &cur = s.castle; ui32 allowed = SEL->current->mapHeader->players[s.color].allowedFactions; if (cur == -2) //no castle - no change return; if (cur == -1) //random => first/last available { int pom = (dir>0) ? (0) : (F_NUMBER-1); // last or first for (;pom >= 0 && pom < F_NUMBER; pom+=dir) { if((1 << pom) & allowed) { cur=pom; break; } } } else // next/previous available { for (;;) { cur+=dir; if ((1 << cur) & allowed) break; if (cur >= F_NUMBER || cur<0) { double p1 = log((double)allowed) / log(2.0f)+0.000001f; double check = p1 - ((int)p1); if (check < 0.001) cur = (int)p1; else cur = -1; break; } } } if(s.hero >= 0) s.hero = -1; if(cur < 0 && s.bonus == PlayerSettings::bresource) s.bonus = PlayerSettings::brandom; entries[player]->selectButtons(); SEL->propagateOptions(); redraw(); } void OptionsTab::nextHero( int player, int dir ) { if(SEL->isGuest()) { SEL->postRequest(RequestOptionsChange::HERO, dir); return; } PlayerSettings &s = SEL->sInfo.playerInfos[player]; int old = s.hero; if (s.castle < 0 || !s.human || s.hero == -2) return; if (s.hero == -1) //random => first/last available { int max = (s.castle*HEROES_PER_TYPE*2+15), min = (s.castle*HEROES_PER_TYPE*2); s.hero = nextAllowedHero(min,max,0,dir); } else { if(dir > 0) s.hero = nextAllowedHero(s.hero,(s.castle*HEROES_PER_TYPE*2+16),1,dir); else s.hero = nextAllowedHero(s.castle*HEROES_PER_TYPE*2-1,s.hero,1,dir); } if(old != s.hero) { usedHeroes.erase(old); usedHeroes.insert(s.hero); redraw(); } SEL->propagateOptions(); } int OptionsTab::nextAllowedHero( int min, int max, int incl, int dir ) { 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; } bool OptionsTab::canUseThisHero( int ID ) { //for(int i=0;iret.playerInfos.size();i++) // if(CPG->ret.playerInfos[i].hero==ID) //hero is already taken // return false; return !vstd::contains(usedHeroes, ID) && SEL->current->mapHeader->allowedHeroes[ID]; } void OptionsTab::nextBonus( int player, int dir ) { if(SEL->isGuest()) { SEL->postRequest(RequestOptionsChange::BONUS, dir); return; } PlayerSettings &s = SEL->sInfo.playerInfos[player]; si8 &ret = s.bonus += dir; if (s.hero==-2 && !SEL->current->mapHeader->players[s.color].heroesNames.size() && ret==PlayerSettings::bartifact) //no hero - can't be artifact { if (dir<0) ret=PlayerSettings::brandom; else ret=PlayerSettings::bgold; } if(ret > PlayerSettings::bresource) ret = PlayerSettings::brandom; if(ret < PlayerSettings::brandom) ret = PlayerSettings::bresource; if (s.castle==-1 && ret==PlayerSettings::bresource) //random castle - can't be resource { if (dir<0) ret=PlayerSettings::bgold; else ret=PlayerSettings::brandom; } SEL->propagateOptions(); redraw(); } void OptionsTab::recreate() { bool wasActive = active; if(active) deactivate(); for(std::map::iterator it = entries.begin(); it != entries.end(); ++it) { children -= it->second; delete it->second; } entries.clear(); usedHeroes.clear(); OBJ_CONSTRUCTION_CAPTURING_ALL; for(std::map::iterator it = SEL->sInfo.playerInfos.begin(); it != SEL->sInfo.playerInfos.end(); ++it) { entries.insert(std::make_pair(it->first, new PlayerOptionsEntry(this, it->second))); const std::vector &heroes = SEL->current->mapHeader->players[it->first].heroesNames; for(size_t hi=0; hisInfo.turnTime = times[npos]; redraw(); } void OptionsTab::flagPressed( int color ) { PlayerSettings &clicked = SEL->sInfo.playerInfos[color]; PlayerSettings *old = NULL; if(SEL->playerNames.size() == 1) //single player -> just swap { if(color == playerColor) //that color is already selected, no action needed return; old = &SEL->sInfo.playerInfos[playerColor]; swapPlayers(*old, clicked); } else { //identify clicked player int clickedNameID = clicked.human; //human is a number of player, zero means AI if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place { PlayerSettings &restPos = SEL->sInfo.playerInfos[playerToRestore.color]; SEL->setPlayer(restPos, playerToRestore.id); playerToRestore.reset(); } int newPlayer; //which player will take clicked position //who will be put here? if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player { newPlayer = SEL->getIdOfFirstUnallocatedPlayer(); if(!newPlayer) //no "free" player -> get just first one newPlayer = SEL->playerNames.begin()->first; } else //human clicked -> take next { std::map::const_iterator i = SEL->playerNames.find(clickedNameID); //clicked one i++; //player AFTER clicked one if(i != SEL->playerNames.end()) newPlayer = i->first; else newPlayer = 0; //AI if we scrolled through all players } SEL->setPlayer(clicked, newPlayer); //put player //if that player was somewhere else, we need to replace him with computer if(newPlayer) //not AI { for(std::map::iterator i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++) { int curNameID = i->second.human; if(i->first != color && curNameID == newPlayer) { assert(i->second.human); playerToRestore.color = i->first; playerToRestore.id = newPlayer; SEL->setPlayer(i->second, 0); //set computer old = &i->second; break; } } } } entries[clicked.color]->selectButtons(); if(old) { entries[old->color]->selectButtons(); old->hero = entries[old->color]->pi.defaultHero(); } SEL->propagateOptions(); GH.totalRedraw(); } OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry( OptionsTab *owner, PlayerSettings &S) : pi(SEL->current->mapHeader->players[S.color]), s(S) { OBJ_CONSTRUCTION; defActions |= SHARE_POS; int serial = 0; for(int g=0; g < s.color; ++g) { PlayerInfo &itred = SEL->current->mapHeader->players[g]; if( itred.canComputerPlay || itred.canHumanPlay) serial++; } pos = parent->pos + Point(54, 122 + serial*50); 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"}; bg = new CPicture(BitmapHandler::loadBitmap(bgs[s.color]), 0, 0, true); if(SEL->screenType == CMenuScreen::newGame) { btns[0] = new AdventureMapButton(CGI->generaltexth->zelp[132], bind(&OptionsTab::nextCastle, owner, s.color, -1), 107, 5, "ADOPLFA.DEF"); btns[1] = new AdventureMapButton(CGI->generaltexth->zelp[133], bind(&OptionsTab::nextCastle, owner, s.color, +1), 168, 5, "ADOPRTA.DEF"); btns[2] = new AdventureMapButton(CGI->generaltexth->zelp[148], bind(&OptionsTab::nextHero, owner, s.color, -1), 183, 5, "ADOPLFA.DEF"); btns[3] = new AdventureMapButton(CGI->generaltexth->zelp[149], bind(&OptionsTab::nextHero, owner, s.color, +1), 244, 5, "ADOPRTA.DEF"); btns[4] = new AdventureMapButton(CGI->generaltexth->zelp[164], bind(&OptionsTab::nextBonus, owner, s.color, -1), 259, 5, "ADOPLFA.DEF"); btns[5] = new AdventureMapButton(CGI->generaltexth->zelp[165], bind(&OptionsTab::nextBonus, owner, s.color, +1), 320, 5, "ADOPRTA.DEF"); } else for(int i = 0; i < 6; i++) btns[i] = NULL; selectButtons(); assert(SEL->current && SEL->current->mapHeader); const PlayerInfo &p = SEL->current->mapHeader->players[s.color]; 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; if(SEL->screenType != CMenuScreen::scenarioInfo && SEL->current->mapHeader->players[s.color].canHumanPlay && SEL->multiPlayer != CMenuScreen::MULTI_NETWORK_GUEST) { flag = new AdventureMapButton(CGI->generaltexth->zelp[180], bind(&OptionsTab::flagPressed, owner, s.color), -43, 2, flags[s.color]); flag->hoverable = true; } else flag = NULL; defActions &= ~SHARE_POS; town = new SelectedBox(TOWN, s.color); town->pos += pos + Point(119, 2); hero = new SelectedBox(HERO, s.color); hero->pos += pos + Point(195, 2); bonus = new SelectedBox(BONUS, s.color); bonus->pos += pos + Point(271, 2); } void OptionsTab::PlayerOptionsEntry::showAll( SDL_Surface * to ) { CIntObject::showAll(to); printAtMiddleLoc(s.name, 55, 10, FONT_SMALL, zwykly, to); printAtMiddleWBLoc(CGI->generaltexth->arraytxt[206+whoCanPlay], 28, 34, FONT_TINY, 8, zwykly, to); } void OptionsTab::PlayerOptionsEntry::selectButtons() { if(!btns[0]) return; if( (pi.defaultCastle() != -1) //fixed tow || (SEL->isGuest() && s.color != playerColor)) //or not our player { btns[0]->disable(); btns[1]->disable(); } else { btns[0]->enable(active); btns[1]->enable(active); } if( (pi.defaultHero() != -1 || !s.human || s.castle < 0) //fixed hero || (SEL->isGuest() && s.color != playerColor))//or not our player { btns[2]->disable(); btns[3]->disable(); } else { btns[2]->enable(active); btns[3]->enable(active); } if(SEL->isGuest() && s.color != playerColor)//or not our player { btns[4]->disable(); btns[5]->disable(); } else { btns[4]->enable(active); btns[5]->enable(active); } } void OptionsTab::SelectedBox::showAll( SDL_Surface * to ) { //PlayerSettings &s = SEL->sInfo.playerInfos[player]; SDL_Surface *toBlit = getImg(); const std::string *toPrint = getText(); blitAt(toBlit, pos, to); printAtMiddleLoc(*toPrint, 23, 39, FONT_TINY, zwykly, to); } OptionsTab::SelectedBox::SelectedBox( SelType Which, ui8 Player ) :which(Which), player(Player) { SDL_Surface *img = getImg(); pos.w = img->w; pos.h = img->h; used = RCLICK; } SDL_Surface * OptionsTab::SelectedBox::getImg() const { const PlayerSettings &s = SEL->sInfo.playerInfos[player]; switch(which) { case TOWN: if (s.castle < F_NUMBER && s.castle >= 0) return graphics->getPic(s.castle, true, false); else if (s.castle == -1) return CGP->rTown; else if (s.castle == -2) return CGP->nTown; case HERO: if (s.hero == -1) { return CGP->rHero; } else if (s.hero == -2) { if(s.heroPortrait >= 0) return graphics->portraitSmall[s.heroPortrait]; else return CGP->nHero; } else { return graphics->portraitSmall[s.hero]; } break; case BONUS: { int pom; switch (s.bonus) { case -1: pom=10; break; case 0: pom=9; break; case 1: pom=8; break; case 2: pom=CGI->townh->towns[s.castle].bonus; break; default: assert(0); } return CGP->bonuses->ourImages[pom].bitmap; } default: return NULL; } } const std::string * OptionsTab::SelectedBox::getText() const { const PlayerSettings &s = SEL->sInfo.playerInfos[player]; switch(which) { case TOWN: if (s.castle < F_NUMBER && s.castle >= 0) return &CGI->townh->towns[s.castle].Name(); else if (s.castle == -1) return &CGI->generaltexth->allTexts[522]; else if (s.castle == -2) return &CGI->generaltexth->allTexts[523]; case HERO: if (s.hero == -1) return &CGI->generaltexth->allTexts[522]; else if (s.hero == -2) { if(s.heroPortrait >= 0) { if(s.heroName.length()) return &s.heroName; else return &CGI->heroh->heroes[s.heroPortrait]->name; } else return &CGI->generaltexth->allTexts[523]; } else { //if(s.heroName.length()) // return &s.heroName; //else return &CGI->heroh->heroes[s.hero]->name; } case BONUS: switch (s.bonus) { case -1: return &CGI->generaltexth->allTexts[522]; default: return &CGI->generaltexth->arraytxt[214 + s.bonus]; } default: return NULL; } } void OptionsTab::SelectedBox::clickRight( tribool down, bool previousState ) { if(indeterminate(down) || !down) return; const PlayerSettings &s = SEL->sInfo.playerInfos[player]; SDL_Surface *bmp = NULL; const std::string *title = NULL, *subTitle = NULL; subTitle = getText(); int val=-1; switch(which) { case TOWN: val = s.castle; break; case HERO: val = s.hero; if(val == -2) //none => we may have some preset info { int p9 = SEL->current->mapHeader->players[s.color].p9; if(p9 != 255 && SEL->sInfo.playerInfos[player].heroPortrait >= 0) val = p9; } break; case BONUS: val = s.bonus; break; } if(val == -1 || which == BONUS) //random or bonus box { bmp = CMessage::drawBox1(256, 190); std::string *description = NULL; switch(which) { case TOWN: title = &CGI->generaltexth->allTexts[103]; description = &CGI->generaltexth->allTexts[104]; break; case HERO: title = &CGI->generaltexth->allTexts[101]; description = &CGI->generaltexth->allTexts[102]; break; case BONUS: { switch(val) { case PlayerSettings::brandom: title = &CGI->generaltexth->allTexts[86]; //{Random Bonus} description = &CGI->generaltexth->allTexts[94]; //Gold, wood and ore, or an artifact is randomly chosen as your starting bonus break; case PlayerSettings::bartifact: title = &CGI->generaltexth->allTexts[83]; //{Artifact Bonus} description = &CGI->generaltexth->allTexts[90]; //An artifact is randomly chosen and equipped to your starting hero break; case PlayerSettings::bgold: title = &CGI->generaltexth->allTexts[84]; //{Gold Bonus} subTitle = &CGI->generaltexth->allTexts[87]; //500-1000 description = &CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool break; case PlayerSettings::bresource: { title = &CGI->generaltexth->allTexts[85]; //{Resource Bonus} switch(CGI->townh->towns[s.castle].primaryRes) { case 1: subTitle = &CGI->generaltexth->allTexts[694]; description = &CGI->generaltexth->allTexts[690]; break; case 3: subTitle = &CGI->generaltexth->allTexts[695]; description = &CGI->generaltexth->allTexts[691]; break; case 4: subTitle = &CGI->generaltexth->allTexts[692]; description = &CGI->generaltexth->allTexts[688]; break; case 5: subTitle = &CGI->generaltexth->allTexts[693]; description = &CGI->generaltexth->allTexts[689]; break; case 127: subTitle = &CGI->generaltexth->allTexts[89]; //5-10 wood / 5-10 ore description = &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 break; } } break; } } break; } if(description) CSDL_Ext::printAtMiddleWB(*description, 125, 145, FONT_SMALL, 37, zwykly, bmp); } else if(val == -2) { return; } else if(which == TOWN) { bmp = CMessage::drawBox1(256, 319); title = &CGI->generaltexth->allTexts[80]; CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[79], 135, 137, FONT_MEDIUM, tytulowy, bmp); const CTown &t = CGI->townh->towns[val]; //print creatures int x = 60, y = 159; for(int i = 0; i < 7; i++) { int c = t.basicCreatures[i]; blitAt(graphics->smallImgs[c], x, y, bmp); CSDL_Ext::printAtMiddleWB(CGI->creh->creatures[c]->nameSing, x + 16, y + 45, FONT_TINY, 10, zwykly, bmp); if(i == 2) { x = 40; y += 76; } else { x += 52; } } } else if(val >= 0) { const CHero *h = CGI->heroh->heroes[val]; bmp = CMessage::drawBox1(320, 255); title = &CGI->generaltexth->allTexts[77]; CSDL_Ext::printAtMiddle(*title, 167, 36, FONT_MEDIUM, tytulowy, bmp); CSDL_Ext::printAtMiddle(*subTitle + " - " + h->heroClass->name, 160, 99, FONT_SMALL, zwykly, bmp); blitAt(getImg(), 136, 56, bmp); //print specialty CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[78], 166, 132, FONT_MEDIUM, tytulowy, bmp); blitAt(graphics->un44->ourImages[val].bitmap, 140, 150, bmp); CSDL_Ext::printAtMiddle(CGI->generaltexth->hTxts[val].bonusName, 166, 203, FONT_SMALL, zwykly, bmp); GH.pushInt(new CInfoPopup(bmp, true)); return; } if(title) CSDL_Ext::printAtMiddle(*title, 135, 36, FONT_MEDIUM, tytulowy, bmp); if(subTitle) CSDL_Ext::printAtMiddle(*subTitle, 127, 103, FONT_SMALL, zwykly, bmp); blitAt(getImg(), 104, 60, bmp); GH.pushInt(new CInfoPopup(bmp, true)); } CScenarioInfo::CScenarioInfo(const CMapHeader *mapHeader, const StartInfo *startInfo) { OBJ_CONSTRUCTION_CAPTURING_ALL; for(std::map::const_iterator it = startInfo->playerInfos.begin(); it != startInfo->playerInfos.end(); ++it) { if(it->second.human) { playerColor = it->first; } } pos.w = 762; pos.h = 584; center(pos); assert(LOCPLINT); sInfo = *LOCPLINT->cb->getStartInfo(); assert(!SEL->current); current = mapInfoFromGame(); setPlayersFromGame(); screenType = CMenuScreen::scenarioInfo; card = new InfoCard(); opt = new OptionsTab(); opt->recreate(); card->difficulty->select(startInfo->difficulty, 0); back = new AdventureMapButton("", CGI->generaltexth->zelp[105].second, bind(&CGuiHandler::popIntTotally, &GH, this), 584, 535, "SCNRBACK.DEF", SDLK_ESCAPE); } CScenarioInfo::~CScenarioInfo() { delete current; } bool mapSorter::operator()(const CMapInfo *aaa, const CMapInfo *bbb) { const CMapHeader * a = aaa->mapHeader, * b = bbb->mapHeader; if(a && b) //if we are sorting scenarios { switch (sortBy) { case _format: //by map format (RoE, WoG, etc) return (a->versionversion); break; case _loscon: //by loss conditions return (a->lossCondition.typeOfLossConlossCondition.typeOfLossCon); break; case _playerAm: //by player amount int playerAmntB,humenPlayersB,playerAmntA,humenPlayersA; playerAmntB=humenPlayersB=playerAmntA=humenPlayersA=0; for (int i=0;i<8;i++) { if (a->players[i].canHumanPlay) {playerAmntA++;humenPlayersA++;} else if (a->players[i].canComputerPlay) {playerAmntA++;} if (b->players[i].canHumanPlay) {playerAmntB++;humenPlayersB++;} else if (b->players[i].canComputerPlay) {playerAmntB++;} } if (playerAmntB!=playerAmntA) return (playerAmntAwidthwidth); break; case _viccon: //by victory conditions return (a->victoryCondition.condition < b->victoryCondition.condition); break; case _name: //by name return (a->namename); break; default: return (a->namename); break; } } else //if we are sorting campaigns { switch(sortBy) { case _numOfMaps: //by number of maps in campaign return CGI->generaltexth->campaignRegionNames[ aaa->campaignHeader->mapVersion ].size() < CGI->generaltexth->campaignRegionNames[ bbb->campaignHeader->mapVersion ].size(); break; case _name: //by name return aaa->campaignHeader->name < bbb->campaignHeader->name; break; default: return aaa->campaignHeader->name < bbb->campaignHeader->name; break; } } } CMultiMode::CMultiMode() { OBJ_CONSTRUCTION; bg = new CPicture("MUPOPUP.bmp"); bg->convertToScreenBPP(); //so we could draw without problems blitAt(CPicture("MUMAP.bmp"), 16, 77, *bg); //blit img pos = bg->center(); //center, window has size of bg graphic bar = new CGStatusBar(new CPicture(Rect(7, 465, 440, 18), 0));//226, 472 txt = new CTextInput(Rect(19, 436, 334, 16), *bg); txt->setText(GDefaultOptions.playerName); //Player btns[0] = new AdventureMapButton(CGI->generaltexth->zelp[266], bind(&CMultiMode::openHotseat, this), 373, 78, "MUBHOT.DEF"); btns[1] = new AdventureMapButton("Host TCP/IP game", "", bind(&CMultiMode::hostTCP, this), 373, 78 + 57*1, "MUBHOST.DEF"); btns[2] = new AdventureMapButton("Join TCP/IP game", "", bind(&CMultiMode::joinTCP, this), 373, 78 + 57*2, "MUBJOIN.DEF"); btns[6] = new AdventureMapButton(CGI->generaltexth->zelp[288], bind(&CGuiHandler::popIntTotally, ref(GH), this), 373, 424, "MUBCANC.DEF", SDLK_ESCAPE); } void CMultiMode::openHotseat() { GH.pushInt(new CHotSeatPlayers(txt->text)); } void CMultiMode::hostTCP() { GDefaultOptions.setPlayerName(txt->text); GH.popIntTotally(this); GH.pushInt(new CSelectionScreen(CMenuScreen::newGame, CMenuScreen::MULTI_NETWORK_HOST)); } void CMultiMode::joinTCP() { GDefaultOptions.setPlayerName(txt->text); GH.popIntTotally(this); GH.pushInt(new CSelectionScreen(CMenuScreen::newGame, CMenuScreen::MULTI_NETWORK_GUEST)); } CHotSeatPlayers::CHotSeatPlayers(const std::string &firstPlayer) { OBJ_CONSTRUCTION; bg = new CPicture("MUHOTSEA.bmp"); bg->convertToScreenBPP(); //so we could draw without problems bg->printAtMiddleWBLoc(CGI->generaltexth->allTexts[446], 185, 55, FONT_BIG, 50, zwykly, *bg); //HOTSEAT Please enter names pos = bg->center(); //center, window has size of bg graphic for(int i = 0; i < ARRAY_COUNT(txt); i++) txt[i] = new CTextInput(Rect(60, 85 + i*30, 280, 16), *bg); txt[0]->setText(firstPlayer); txt[0]->giveFocus(); ok = new AdventureMapButton(CGI->generaltexth->zelp[560], bind(&CHotSeatPlayers::enterSelectionScreen, this), 95, 338, "MUBCHCK.DEF", SDLK_RETURN); cancel = new AdventureMapButton(CGI->generaltexth->zelp[561], bind(&CGuiHandler::popIntTotally, ref(GH), this), 205, 338, "MUBCANC.DEF", SDLK_ESCAPE); bar = new CGStatusBar(new CPicture(Rect(7, 381, 348, 18), 0));//226, 472 } void CHotSeatPlayers::enterSelectionScreen() { std::map names; for(int i = 0, j = 1; i < ARRAY_COUNT(txt); i++) if(txt[i]->text.length()) names[j++] = txt[i]->text; assert(names.size() > 1); //two players at least - after all, it's hot seat mode... GDefaultOptions.setPlayerName(names.begin()->second); //remember selected name GH.popInts(2); //pop MP mode window and this GH.pushInt(new CSelectionScreen(CMenuScreen::newGame, CMenuScreen::MULTI_HOT_SEAT, &names)); } CBonusSelection::CBonusSelection( CCampaignState * _ourCampaign ) : highlightedRegion(NULL), ourCampaign(_ourCampaign), ourHeader(NULL), diffLb(NULL), diffRb(NULL), bonuses(NULL) { OBJ_CONSTRUCTION_CAPTURING_ALL; static const std::string bgNames [] = {"E1_BG.BMP", "G2_BG.BMP", "E2_BG.BMP", "G1_BG.BMP", "G3_BG.BMP", "N1_BG.BMP", "S1_BG.BMP", "BR_BG.BMP", "IS_BG.BMP", "KR_BG.BMP", "NI_BG.BMP", "TA_BG.BMP", "AR_BG.BMP", "HS_BG.BMP", "BB_BG.BMP", "NB_BG.BMP", "EL_BG.BMP", "RN_BG.BMP", "UA_BG.BMP", "SP_BG.BMP"}; loadPositionsOfGraphics(); background = BitmapHandler::loadBitmap(bgNames[ourCampaign->camp->header.mapVersion]); SDL_Surface * panel = BitmapHandler::loadBitmap("CAMPBRF.BMP"); blitAt(panel, 456, 6, background); startB = new AdventureMapButton("", "", bind(&CBonusSelection::startMap, this), 475, 536, "CBBEGIB.DEF", SDLK_RETURN); backB = new AdventureMapButton("", "", bind(&CBonusSelection::goBack, this), 624, 536, "CBCANCB.DEF", SDLK_ESCAPE); startB->setState(CButtonBase::BLOCKED); //campaign name if (ourCampaign->camp->header.name.length()) printAtLoc(ourCampaign->camp->header.name, 481, 28, FONT_BIG, tytulowy, background); else printAtLoc("Unnamed", 481, 28, FONT_BIG, tytulowy, background); //map size icon sizes = CDefHandler::giveDef("SCNRMPSZ.DEF"); //campaign description printAtLoc(CGI->generaltexth->allTexts[38], 481, 63, FONT_SMALL, tytulowy, background); cmpgDesc = new CTextBox(ourCampaign->camp->header.description, Rect(480, 86, 286, 117), 1); cmpgDesc->showAll(background); //map description mapDesc = new CTextBox("", Rect(480, 280, 286, 117), 1); //bonus choosing printAtLoc(CGI->generaltexth->allTexts[71], 511, 432, FONT_MEDIUM, zwykly, background); //Choose a bonus: bonuses = new CHighlightableButtonsGroup(bind(&CBonusSelection::selectBonus, this, _1)); //set left part of window for (int g=0; gcamp->scenarios.size(); ++g) { if(ourCampaign->camp->conquerable(g)) { regions.push_back(new CRegion(this, true, true, g)); regions[regions.size()-1]->rclickText = ourCampaign->camp->scenarios[g].regionText; if (highlightedRegion == NULL) { highlightedRegion = regions.back(); selectMap(g); } } else if (ourCampaign->camp->scenarios[g].conquered) //display as striped { regions.push_back(new CRegion(this, false, false, g)); regions[regions.size()-1]->rclickText = ourCampaign->camp->scenarios[g].regionText; } } //init campaign state if necessary if (ourCampaign->campaignName.size() == 0) { ourCampaign->initNewCampaign(sInfo); } //allies / enemies printAtLoc(CGI->generaltexth->allTexts[390] + ":", 486, 407, FONT_SMALL, zwykly, background); //Allies printAtLoc(CGI->generaltexth->allTexts[391] + ":", 619, 407, FONT_SMALL, zwykly, background); //Enemies SDL_FreeSurface(panel); //difficulty std::vector difficulty; boost::split(difficulty, CGI->generaltexth->allTexts[492], boost::is_any_of(" ")); printAtLoc(difficulty.back(), 689, 432, FONT_MEDIUM, zwykly, background); //Difficulty //difficulty pics for (int b=0; b(b+3) + ".DEF"); SDL_Surface * surfToDuplicate = cde->ourImages[0].bitmap; diffPics[b] = SDL_ConvertSurface(surfToDuplicate, surfToDuplicate->format, surfToDuplicate->flags); delete cde; } //difficulty selection buttons if (ourCampaign->camp->header.difficultyChoosenByPlayer) { diffLb = new AdventureMapButton("", "", bind(&CBonusSelection::changeDiff, this, false), 694, 508, "SCNRBLF.DEF"); diffRb = new AdventureMapButton("", "", bind(&CBonusSelection::changeDiff, this, true), 738, 508, "SCNRBRT.DEF"); } //load miniflags sFlags = CDefHandler::giveDef("ITGFLAGS.DEF"); } CBonusSelection::~CBonusSelection() { SDL_FreeSurface(background); delete sizes; delete ourHeader; delete sFlags; for (int b=0; bgeneraltexth->campaignMapNames.size()); } void CBonusSelection::selectMap( int whichOne ) { sInfo.difficulty = ourCampaign->camp->scenarios[whichOne].difficulty; sInfo.mapname = ourCampaign->camp->header.filename; sInfo.mode = StartInfo::CAMPAIGN; //get header int i = 0; delete ourHeader; ourHeader = new CMapHeader(); ourHeader->initFromMemory((const unsigned char*)ourCampaign->camp->mapPieces.find(whichOne)->second.c_str(), i); std::map names; names[1] = GDefaultOptions.playerName; updateStartInfo(ourCampaign->camp->header.filename, sInfo, ourHeader, names); sInfo.turnTime = 0; sInfo.whichMapInCampaign = whichOne; sInfo.difficulty = ourCampaign->camp->scenarios[whichOne].difficulty; ourCampaign->currentMap = whichOne; mapDesc->setTxt(ourHeader->description); updateBonusSelection(); } void CBonusSelection::show( SDL_Surface * to ) { //blitAt(background, pos.x, pos.y, to); //map name std::string mapName = ourHeader->name; if (mapName.length()) printAtLoc(mapName, 481, 219, FONT_BIG, tytulowy, to); else printAtLoc("Unnamed", 481, 219, FONT_BIG, tytulowy, to); //map description printAtLoc(CGI->generaltexth->allTexts[496], 481, 253, FONT_SMALL, tytulowy, to); mapDesc->showAll(to); //showAll because CTextBox has no show() //map size icon int temp; switch (ourHeader->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; } blitAtLoc(sizes->ourImages[temp].bitmap, 735, 26, to); //flags int fx = 496 + graphics->fonts[FONT_SMALL]->getWidth(CGI->generaltexth->allTexts[390].c_str()); int ex = 629 + graphics->fonts[FONT_SMALL]->getWidth(CGI->generaltexth->allTexts[391].c_str()); int myT; myT = ourHeader->players[playerColor].team; for (std::map::const_iterator i = sInfo.playerInfos.begin(); i != sInfo.playerInfos.end(); i++) { int *myx = ((i->first == playerColor || ourHeader->players[i->first].team == myT) ? &fx : &ex); blitAtLoc(sFlags->ourImages[i->first].bitmap, *myx, 405, to); *myx += sFlags->ourImages[i->first].bitmap->w; } //difficulty blitAt(diffPics[sInfo.difficulty], 709, 455, to); CIntObject::show(to); } void CBonusSelection::updateBonusSelection() { //graphics: //spell - SPELLBON.DEF //monster - TWCRPORT.DEF //building - BO*.BMP graphics //artifact - ARTIFBON.DEF //spell scroll - SPELLBON.DEF //prim skill - PSKILBON.DEF //sec skill - SSKILBON.DEF //resource - BORES.DEF //player - CREST58.DEF //hero - PORTRAITSLARGE (HPL###.BMPs) const CCampaignScenario &scenario = ourCampaign->camp->scenarios[sInfo.whichMapInCampaign]; const std::vector & bonDescs = scenario.travelOptions.bonusesToChoose; for (size_t i=0; ibuttons.size(); i++) { if (bonuses->buttons[i]->active) bonuses->buttons[i]->deactivate(); bonuses->delChild(bonuses->buttons[i]); } bonuses->buttons.clear(); static const char *bonusPics[] = {"SPELLBON.DEF", "TWCRPORT.DEF", "", "ARTIFBON.DEF", "SPELLBON.DEF", "PSKILBON.DEF", "SSKILBON.DEF", "BORES.DEF", "CREST58.DEF", "PORTRAITSLARGE"}; for(int i = 0; i < bonDescs.size(); i++) { std::string picName=bonusPics[bonDescs[i].type]; size_t picNumber=bonDescs[i].info2; std::string desc; switch(bonDescs[i].type) { case 0: //spell desc = CGI->generaltexth->allTexts[715]; boost::algorithm::replace_first(desc, "%s", CGI->spellh->spells[bonDescs[i].info2]->name); break; case 1: //monster picNumber = bonDescs[i].info2 + 2; desc = CGI->generaltexth->allTexts[717]; boost::algorithm::replace_first(desc, "%d", boost::lexical_cast(bonDescs[i].info3)); boost::algorithm::replace_first(desc, "%s", CGI->creh->creatures[bonDescs[i].info2]->namePl); break; case 2: //building { int faction = -1; for(std::map::iterator it = sInfo.playerInfos.begin(); it != sInfo.playerInfos.end(); ++it) { if (it->second.human) { faction = it->second.castle; break; } } assert(faction != -1); int buildID = CBuildingHandler::campToERMU(bonDescs[i].info1, faction, std::set()); picName = graphics->ERMUtoPicture[faction][buildID]; picNumber = -1; tlog1<buildh->buildings.size()<<"\t"<buildh->buildings[faction].size()<<"\t"<buildh->buildings[faction], buildID)) desc = CGI->buildh->buildings[faction].find(buildID)->second->Description(); } break; case 3: //artifact desc = CGI->generaltexth->allTexts[715]; boost::algorithm::replace_first(desc, "%s", CGI->arth->artifacts[bonDescs[i].info2]->Name()); break; case 4: //spell scroll desc = CGI->generaltexth->allTexts[716]; boost::algorithm::replace_first(desc, "%s", CGI->spellh->spells[bonDescs[i].info2]->name); break; case 5: //primary skill { int leadingSkill = -1; std::vector > toPrint; //primary skills to be listed const ui8* ptr = reinterpret_cast(&bonDescs[i].info2); for (int g=0; g ptr[leadingSkill]) { leadingSkill = g; } if (ptr[g] != 0) { toPrint.push_back(std::make_pair(g, ptr[g])); } } picNumber = leadingSkill; desc = CGI->generaltexth->allTexts[715]; std::string substitute; //text to be printed instead of %s for (int v=0; v(toPrint[v].second); substitute += " " + CGI->generaltexth->primarySkillNames[toPrint[v].first]; if(v != toPrint.size() - 1) { substitute += ", "; } } boost::algorithm::replace_first(desc, "%s", substitute); break; } case 6: //secondary skill desc = CGI->generaltexth->allTexts[718]; boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->levels[bonDescs[i].info3]); //skill level boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->skillName[bonDescs[i].info2]); //skill name break; case 7: //resource { int serialResID = 0; switch(bonDescs[i].info1) { case 0: case 1: case 2: case 3: case 4: case 5: case 6: serialResID = bonDescs[i].info1; break; case 0xFD: //wood + ore serialResID = 7; break; case 0xFE: //rare resources serialResID = 8; break; } picNumber = serialResID; desc = CGI->generaltexth->allTexts[717]; boost::algorithm::replace_first(desc, "%d", boost::lexical_cast(bonDescs[i].info2)); std::string replacement; if (serialResID <= 6) { replacement = CGI->generaltexth->restypes[serialResID]; } else { replacement = CGI->generaltexth->allTexts[714 + serialResID]; } boost::algorithm::replace_first(desc, "%s", replacement); } break; case 8: //player aka hero crossover picNumber = bonDescs[i].info1; desc = CGI->generaltexth->allTexts[718]; boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->capColors[bonDescs[i].info1]); //player color boost::algorithm::replace_first(desc, "%s", ourCampaign->camp->scenarios[bonDescs[i].info2].mapName); //scenario break; case 9: //hero desc = CGI->generaltexth->allTexts[718]; boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->capColors[bonDescs[i].info1]); //hero's color if (bonDescs[i].info2 == 0xFFFF) { boost::algorithm::replace_first(desc, "%s", CGI->heroh->heroes[0]->name); //hero's name picNumber = 0; } else { boost::algorithm::replace_first(desc, "%s", CGI->heroh->heroes[bonDescs[i].info2]->name); //hero's name } break; } CHighlightableButton *bonusButton = new CHighlightableButton(desc, desc, 0, 475 + i*68, 455, "", i); if (picNumber != -1) picName += ":" + boost::lexical_cast(picNumber); CAnimation * anim = new CAnimation(); anim->setCustom(picName, 0); bonusButton->setImage(anim); bonusButton->borderColor = Colors::Yellow; // yellow border bonuses->addButton(bonusButton); } if (active) for (size_t i=0; ibuttons.size(); i++) bonuses->buttons[i]->activate(); } void CBonusSelection::startMap() { StartInfo *si = new StartInfo(sInfo); if (ourCampaign->mapsConquered.size()) { GH.popInts(1); } else { // Deletes either the Custom campaign selection screen + Bonus selection screen or // one of the main campaign selection screens + Bonus selection screen and // deactivates the main menu GH.popInts(2); GH.popInt(GH.topInt()); } ::startGame(si); } void CBonusSelection::selectBonus( int id ) { // Total redraw is needed because the border around the bonus images // have to be undrawn/drawn. if (id != sInfo.choosenCampaignBonus) { sInfo.choosenCampaignBonus = id; GH.totalRedraw(); if (startB->getState() == CButtonBase::BLOCKED) startB->setState(CButtonBase::NORMAL); } const CCampaignScenario &scenario = ourCampaign->camp->scenarios[sInfo.whichMapInCampaign]; const std::vector & bonDescs = scenario.travelOptions.bonusesToChoose; if (bonDescs[id].type == 8) //hero crossover { SEL->setPlayer(sInfo.playerInfos[0], bonDescs[id].info1); //TODO: substitute with appropriate color } } void CBonusSelection::changeDiff( bool increase ) { if (increase) { sInfo.difficulty = std::min(sInfo.difficulty + 1, 4); } else { sInfo.difficulty = std::max(sInfo.difficulty - 1, 0); } } CBonusSelection::CRegion::CRegion( CBonusSelection * _owner, bool _accessible, bool _selectable, int _myNumber ) : owner(_owner), accessible(_accessible), selectable(_selectable), myNumber(_myNumber) { OBJ_CONSTRUCTION; used = LCLICK | RCLICK; static const std::string colors[2][8] = { {"R", "B", "N", "G", "O", "V", "T", "P"}, {"Re", "Bl", "Br", "Gr", "Or", "Vi", "Te", "Pi"}}; const SCampPositions & campDsc = owner->campDescriptions[owner->ourCampaign->camp->header.mapVersion]; const SCampPositions::SRegionDesc & desc = campDsc.regions[myNumber]; pos.x = desc.xpos; pos.y = desc.ypos; //loading of graphics std::string prefix = campDsc.campPrefix + desc.infix + "_"; std::string suffix = colors[campDsc.colorSuffixLength - 1][owner->ourCampaign->camp->scenarios[myNumber].regionColor]; static const std::string infix [] = {"En", "Se", "Co"}; for (int g = 0; g < ARRAY_COUNT(infix); g++) { graphics[g] = BitmapHandler::loadBitmap(prefix + infix[g] + suffix + ".BMP"); } pos.w = graphics[0]->w; pos.h = graphics[0]->h; } CBonusSelection::CRegion::~CRegion() { for (int g=0; gmotion.x-pos.x, GH.current->motion.y-pos.y) ) { owner->selectMap(myNumber); owner->highlightedRegion = this; parent->showAll(screen); } } void CBonusSelection::CRegion::clickRight( tribool down, bool previousState ) { //show r-click text if( down && !CSDL_Ext::isTransparent(graphics[0], GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) && rclickText.size() ) { CRClickPopup::createAndPush(rclickText); } } void CBonusSelection::CRegion::show( SDL_Surface * to ) { //const SCampPositions::SRegionDesc & desc = owner->campDescriptions[owner->ourCampaign->camp->header.mapVersion].regions[myNumber]; if (!accessible) { //show as striped blitAt(graphics[2], pos.x, pos.y, to); } else if (this == owner->highlightedRegion) { //show as selected blitAt(graphics[1], pos.x, pos.y, to); } else { //show as not selected selected blitAt(graphics[0], pos.x, pos.y, to); } } CSavingScreen::CSavingScreen(bool hotseat) : CSelectionScreen(CMenuScreen::saveGame, hotseat ? CMenuScreen::MULTI_HOT_SEAT : CMenuScreen::SINGLE_PLAYER) { ourGame = mapInfoFromGame(); sInfo = *LOCPLINT->cb->getStartInfo(); setPlayersFromGame(); } CSavingScreen::~CSavingScreen() { } ISelectionScreenInfo::ISelectionScreenInfo(const std::map *Names /*= NULL*/) { multiPlayer = CMenuScreen::SINGLE_PLAYER; assert(!SEL); SEL = this; current = NULL; if(Names && Names->size()) //if have custom set of player names - use it playerNames = *Names; else playerNames[1] = GDefaultOptions.playerName; //by default we have only one player and his name is "Player" (or whatever the last used name was) } ISelectionScreenInfo::~ISelectionScreenInfo() { assert(SEL == this); SEL = NULL; } void ISelectionScreenInfo::updateStartInfo(std::string filename, StartInfo & sInfo, const CMapHeader * mapHeader) { ::updateStartInfo(filename, sInfo, mapHeader, playerNames); } void ISelectionScreenInfo::setPlayer(PlayerSettings &pset, unsigned player) { ::setPlayer(pset, player, playerNames); } int ISelectionScreenInfo::getIdOfFirstUnallocatedPlayer() { for(std::map::const_iterator i = playerNames.begin(); i != playerNames.end(); i++) if(!sInfo.getPlayersSettings(i->first)) // return i->first; return 0; } bool ISelectionScreenInfo::isGuest() const { return multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST; } bool ISelectionScreenInfo::isHost() const { return multiPlayer == CMenuScreen::MULTI_NETWORK_HOST; } void ChatMessage::apply(CSelectionScreen *selScreen) { selScreen->card->chat->addNewMessage(playerName + ": " + message); GH.totalRedraw(); } void QuitMenuWithoutStarting::apply(CSelectionScreen *selScreen) { if(!selScreen->ongoingClosing) { *selScreen->serv << this; //resend to confirm GH.popIntTotally(selScreen); //will wait with deleting us before this thread ends } delNull(selScreen->serv); } void PlayerJoined::apply(CSelectionScreen *selScreen) { //assert(SEL->playerNames.size() == connectionID); //temporary, TODO when player exits SEL->playerNames[connectionID] = playerName; //put new player in first slot with AI for(std::map::iterator i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++) { if(!i->second.human) { selScreen->setPlayer(i->second, connectionID); selScreen->opt->entries[i->second.color]->selectButtons(); break; } } selScreen->propagateNames(); selScreen->propagateOptions(); GH.totalRedraw(); } void SelectMap::apply(CSelectionScreen *selScreen) { if(selScreen->multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST) { free = false; selScreen->changeSelection(mapInfo); } } void UpdateStartOptions::apply(CSelectionScreen *selScreen) { if(!selScreen->isGuest()) return; selScreen->setSInfo(*options); } void PregameGuiAction::apply(CSelectionScreen *selScreen) { if(!selScreen->isGuest()) return; switch(action) { case NO_TAB: selScreen->toggleTab(selScreen->curTab); break; case OPEN_OPTIONS: selScreen->toggleTab(selScreen->opt); break; case OPEN_SCENARIO_LIST: selScreen->toggleTab(selScreen->sel); break; } } void RequestOptionsChange::apply(CSelectionScreen *selScreen) { if(!selScreen->isHost()) return; ui8 color = selScreen->sInfo.getPlayersSettings(playerID)->color; switch(what) { case TOWN: selScreen->opt->nextCastle(color, direction); break; case HERO: selScreen->opt->nextHero(color, direction); break; case BONUS: selScreen->opt->nextBonus(color, direction); break; } } void PlayerLeft::apply(CSelectionScreen *selScreen) { if(selScreen->isGuest()) return; SEL->playerNames.erase(playerID); if(PlayerSettings *s = selScreen->sInfo.getPlayersSettings(playerID)) //it's possible that player was unallocated { selScreen->setPlayer(*s, 0); selScreen->opt->entries[s->color]->selectButtons(); } selScreen->propagateNames(); selScreen->propagateOptions(); GH.totalRedraw(); } void PlayersNames::apply(CSelectionScreen *selScreen) { if(selScreen->isGuest()) selScreen->playerNames = playerNames; } void StartWithCurrentSettings::apply(CSelectionScreen *selScreen) { startingInfo.reset(); startingInfo.serv = selScreen->serv; startingInfo.sInfo = new StartInfo(selScreen->sInfo); if(!selScreen->ongoingClosing) { *selScreen->serv << this; //resend to confirm } selScreen->serv = NULL; //hide it so it won't be deleted delNull(selScreen->serverHandlingThread); //detach us selectedName = selScreen->sInfo.mapname; GH.curInt = NULL; GH.popIntTotally(selScreen); GH.popInt(GH.topInt()); //only deactivate main menu screen ::startGame(startingInfo.sInfo, startingInfo.serv); throw 666; //EVIL, EVIL, EVIL workaround to kill thread (does "goto catch" outside listening loop) } CCampaignScreen::CCampaignScreen(CampaignSet campaigns, std::map& camps) { OBJ_CONSTRUCTION; // sets this as parent std::string bgImage; if (campaigns == ROE || campaigns == AB) bgImage = "CAMPBACK.BMP"; else if (campaigns == SOD) bgImage = "CAMPBKX2.BMP"; else if (campaigns == WOG) bgImage = "CAMPZALL.BMP"; // Load background image bg = BitmapHandler::loadBitmap(bgImage); pos.x = 0; pos.y = 0; pos.w = bg->w; pos.h = bg->h; // Create back button back = new AdventureMapButton("", "", bind(&CGuiHandler::popIntTotally, &GH, this), 658, 482, "CMPSCAN.DEF", SDLK_ESCAPE); back->hoverable = true; // Load all campaign buttons // 1.index: 0 => ROE, 1 => AB, 2 => WOG static const int buttonCords[7][2] = { {90, 72} , {539, 72} , {43, 245} , {313, 244}, {586, 246}, {34, 417}, {404, 414}}; static const std::string campFiles[3][7] = { {"GOOD1", "EVIL1", "GOOD2", "NEUTRAL1", "EVIL2", "GOOD3", "SECRET"}, { "AB", "BLOOD", "SLAYER", "FESTIVAL", "FIRE", "FOOL" }, { "ZC1", "ZC2", "ZC3", "ZC4" } }; static const std::string campImages[3][7] = { { "CAMPGD1S.BMP", "CAMPEV1S.BMP", "CAMPGD2S.BMP", "CAMPNEUS.BMP", "CAMPEV2S.BMP", "CAMPGD3S.BMP", "CAMPSCTS.BMP" }, { "CAMP1AB7.BMP", "CAMP1DB2.BMP", "CAMP1DS1.BMP", "CAMP1FL3.BMP", "CAMP1PF2.BMP", "CAMP1FW1.BMP" }, { "CAMPZ01.BMP", "CAMPZ02.BMP", "CAMPZ03.BMP", "CAMPZ04.BMP" } }; #ifdef _WIN32 static const std::string campVideos[3][7] = { { "CGOOD1.BIK", "CEVIL1.BIK", "CGOOD2.BIK", "CNEUTRAL.BIK", "CEVIL2.BIK", "CGOOD3.BIK", "CSECRET.BIK" }, { "C1ab7.BIK", "C1db2.BIK", "C1ds1.BIK", "C1fl3.BIK", "C1pf2.BIK", "C1fw1.BIK" } }; #else static const std::string campVideos[3][7] = { { "cgood1.mjpg", "cevil1.mjpg", "cgood2.mjpg", "cneutral.mjpg", "cevil2.mjpg", "cgood3.mjpg", "csecret.mjpg" } }; #endif static const std::string campTexts[3][7] = { { getMapText(0), getMapText(3), getMapText(1), getMapText(5), getMapText(4), getMapText(2), getMapText(6) }, { "Armageddon's Blade", "Dragon's Blood", "Dragon Slayer", "Festival of Life", "Playing With Fire", "Foolhardy Waywardness" }, { "In the Wake of Gods", "The Samaritan", "A Life of A-d-v-e-n-t-u-r-e", "Evil Way Home" } }; static const CampaignStatus campDefaults[3][7] = { { CCampaignScreen::ENABLED, CCampaignScreen::ENABLED, CCampaignScreen::DISABLED, CCampaignScreen::ENABLED, CCampaignScreen::DISABLED, CCampaignScreen::DISABLED, CCampaignScreen::DISABLED }, { CCampaignScreen::ENABLED, CCampaignScreen::ENABLED, CCampaignScreen::ENABLED, CCampaignScreen::ENABLED, CCampaignScreen::ENABLED, CCampaignScreen::DISABLED}, { CCampaignScreen::ENABLED, CCampaignScreen::ENABLED, CCampaignScreen::ENABLED, CCampaignScreen::ENABLED } }; if (campaigns == ROE) { createButtons(buttonCords, campFiles[0], campImages[0], campVideos[0], campTexts[0], camps, campDefaults[0]); if (camps[campFiles[0][6]] == 0) drawCampaignPlaceholder(); } if (campaigns == AB) { // Foolhardy Waywardness -- draw deactivated image SDL_Surface *ab5Dis = BitmapHandler::loadBitmap("CAMP1FWX"); Rect ab5DisRect(buttonCords[5][0] - 2, buttonCords[5][1] - 2, ab5Dis->w, ab5Dis->h); blitAt(ab5Dis, ab5DisRect, bg); createButtons(buttonCords, campFiles[1], campImages[1], campVideos[1], campTexts[1], camps, campDefaults[1]); drawCampaignPlaceholder(); } if (campaigns == WOG) { createButtons(buttonCords, campFiles[2], campImages[2], campVideos[2], campTexts[2], camps, campDefaults[2]); campButtons[3]->pos.x -= 2; // special rule for the 4.th campaign campButtons[3]->pos.y -= 2; drawCampaignPlaceholder(); } } CCampaignScreen::~CCampaignScreen() { // Free background image and re-start WOG main menu animation SDL_FreeSurface(bg); if (noCamp != 0) SDL_FreeSurface(noCamp); //campButtons.clear(); CCS->videoh->open("ACREDIT.SMK"); } void CCampaignScreen::createButtons(const int buttonCords[7][2], const std::string campFiles[], const std::string campImages[], const std::string campVideos[], const std::string campTexts[], std::map& camps, const CampaignStatus campDefaults[]) { for (int i = 0; i < 7; i++) { if (campFiles[i] != "") // if it's setted in the array { std::string file = campFiles[i]; CCampaignButton *button = new CCampaignButton(bg, campImages[i], buttonCords[i][0], buttonCords[i][1], camps[file] != 0 ? camps[file] : campDefaults[i]); button->campFile = file; button->hoverText = campTexts[i]; button->video = campVideos[i]; campButtons.push_back(button); } } } std::string CCampaignScreen::getMapText(int index) { return CGI->generaltexth->campaignMapNames[index]; } void CCampaignScreen::drawCampaignPlaceholder() { noCamp = BitmapHandler::loadBitmap("CAMPNOSC.BMP"); noCamp->w -= 2; Rect noCampRect(385, 401, 238, 143); blitAt(noCamp, noCampRect, bg); } void CCampaignScreen::show(SDL_Surface *to) { // Draw background image and all interactive objects like buttons blitAt(bg, pos.x, pos.y, to); for (int i = 0; i < this->campButtons.size(); i++) { campButtons[i]->show(to); } back->showAll(to); } CCampaignScreen::CCampaignButton::CCampaignButton(SDL_Surface *bg, const std::string image, const int x, const int y, CampaignStatus status) { OBJ_CONSTRUCTION; // sets this as parent // Initialize CCampaignButton members this->bg = bg; this->image = image; this->status = status; // Initialize pos and size pos.x = x; pos.y = y; pos.w = 200; pos.h = 116; // Creates the button image button = BitmapHandler::loadBitmap(image); if (status != CCampaignScreen::DISABLED && button != 0) { blitAt(button, pos, bg); used = LCLICK | HOVER; // set these flags to activate left click and hover event functions } // Create the checked image if (status == CCampaignScreen::COMPLETED) checked = BitmapHandler::loadBitmap("CAMPCHK.BMP"); // Create the button hover effect hoverLabel = new CLabel(pos.w / 2., pos.h + 20, FONT_MEDIUM, CENTER, tytulowy, ""); hoverLabel->ignoreLeadingWhitespace = false; } CCampaignScreen::CCampaignButton::~CCampaignButton() { if (button != 0) SDL_FreeSurface(button); if (status == CCampaignScreen::COMPLETED) SDL_FreeSurface(checked); } void CCampaignScreen::CCampaignButton::hover(bool on) { if (on) hoverLabel->setTxt(hoverText); // Shows the name of the campaign when you get into the bounds of the button else { // Deletes the text from the screen when you hover out of the bounds of the button hoverLabel->setTxt(" "); } } void CCampaignScreen::CCampaignButton::show(SDL_Surface *to) { hoverLabel->showAll(to); if (status == CCampaignScreen::DISABLED || video == "" || button == 0) return; // Play the campaign button video when the mouse cursor is placed over the button if (CCS->curh->xpos >= pos.x && CCS->curh->ypos >= pos.y && CCS->curh->xpos < pos.x + pos.w && CCS->curh->ypos < pos.y + pos.h) { if (CCS->videoh->fname != video) CCS->videoh->open(video); CCS->videoh->update(pos.x, pos.y, to, true, false); // plays sequentially frame by frame, starts at the beginning when the video is over } else if (CCS->videoh->fname == video) // When you got out of the bounds of the button then close the video { CCS->videoh->close(); blitAt(button, pos, to); } if (status == CCampaignScreen::COMPLETED) // Draw a checked symbol when you completed the mission { Rect chkRect(pos.x + 5, pos.y + 74, 42, 40); blitAt(checked, chkRect, to); // this is needed because the video gets drawn on top of the screen blitAt(checked, chkRect, bg); // this is needed because of the totalRedraw at the hover method } } void CCampaignScreen::CCampaignButton::clickLeft(tribool down, bool previousState) { if (down) { // Close running video and open the selected campaign CCS->videoh->close(); CCampaign * ourCampaign = CCampaignHandler::getCampaign(campFile, true); CCampaignState * campState = new CCampaignState(); campState->camp = ourCampaign; GH.pushInt( new CBonusSelection(campState) ); } }