#include "../stdafx.h" #include "CPreGame.h" #include "../hch/CDefHandler.h" #include #include // includes all needed Boost.Filesystem declarations #include #include #include "../timeHandler.h" #include #include "SDL_Extensions.h" #include "CGameInfo.h" #include "../hch/CGeneralTextHandler.h" #include "CCursorHandler.h" #include "../hch/CLodHandler.h" #include "../hch/CTownHandler.h" #include "../hch/CHeroHandler.h" #include #include "Graphics.h" //#include #include #include #include "../lib/Connection.h" #include "../lib/VCMIDirs.h" #include "../hch/CMusicHandler.h" #include "../hch/CVideoHandler.h" #include "AdventureMapButton.h" #include "GUIClasses.h" #include "../hch/CCreatureHandler.h" #include "CPlayerInterface.h" #include "../CCallback.h" #include /* * 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; void startGame(StartInfo * options); CGPreGame * CGP; static const CMapHeader *curMap; static StartInfo *curOpts; static int playerColor, playerSerial; static std::string selectedName; //set when game is started/loaded static void do_quit() { SDL_Event event; event.quit.type = SDL_QUIT; SDL_PushEvent(&event); } CMenuScreen::CMenuScreen( EState which ) { OBJ_CONSTRUCTION; bgAd = NULL; switch(which) { case mainMenu: { buttons[0] = new AdventureMapButton("", CGI->generaltexth->zelp[3].second, bind(&CMenuScreen::moveTo, this, ref(CGP->scrs[newGame])), 540, 10, "ZMENUNG.DEF", SDLK_n); buttons[1] = new AdventureMapButton("", CGI->generaltexth->zelp[4].second, bind(&CMenuScreen::moveTo, this, ref(CGP->scrs[loadGame])), 532, 132, "ZMENULG.DEF", SDLK_l); buttons[2] = new AdventureMapButton("", CGI->generaltexth->zelp[5].second, 0 /*cb*/, 524, 251, "ZMENUHS.DEF", SDLK_h); buttons[3] = new AdventureMapButton("", CGI->generaltexth->zelp[6].second, 0 /*cb*/, 557, 359, "ZMENUCR.DEF", SDLK_c); 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); } break; case newGame: { bgAd = new CPicture(BitmapHandler::loadBitmap("ZNEWGAM.bmp"), 114, 312, true); buttons[0] = new AdventureMapButton("", CGI->generaltexth->zelp[10].second, bind(&CGPreGame::openSel, CGP, newGame), 545, 4, "ZTSINGL.DEF", SDLK_s); buttons[1] = new AdventureMapButton("", CGI->generaltexth->zelp[11].second, 0 /*cb*/, 568, 120, "ZTMULTI.DEF", SDLK_m); buttons[2] = new AdventureMapButton("", CGI->generaltexth->zelp[12].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 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), 545, 4, "ZTSINGL.DEF", SDLK_s); buttons[1] = new AdventureMapButton("", CGI->generaltexth->zelp[11].second, 0 /*cb*/, 568, 120, "ZTMULTI.DEF", SDLK_m); buttons[2] = new AdventureMapButton("", CGI->generaltexth->zelp[12].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; } 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 ) { CIntObject::show(to); CGI->videoh->update(pos.x + 8, pos.y + 105, screen, true, false); } void CMenuScreen::moveTo( CMenuScreen *next ) { GH.popInt(this); GH.pushInt(next); } void CGPreGame::run() { GH.handleEvents(); while(!terminate) { if (GH.listInt.size() == 0) { #ifdef _WIN32 CGI->videoh->open("ACREDIT.SMK"); #else CGI->videoh->open("ACREDIT.SMK", true, false); #endif GH.pushInt(scrs[mainMenu]); } CGI->curh->draw1(); SDL_Flip(screen); CGI->curh->draw2(); SDL_Delay(20); //give time for other apps GH.topInt()->show(screen); GH.updateTime(); GH.handleEvents(); } } CGPreGame::CGPreGame() { GH.defActionsDef = 63; CGP = this; mainbg = BitmapHandler::loadBitmap("ZPIC1005.bmp"); terminate = false; for(int i = 0; i < ARRAY_COUNT(scrs); i++) scrs[i] = new CMenuScreen((EState)i); } CGPreGame::~CGPreGame() { SDL_FreeSurface(mainbg); for(int i = 0; i < ARRAY_COUNT(scrs); i++) delete scrs[i]; } void CGPreGame::openSel( EState type ) { GH.pushInt(new CSelectionScreen(type)); } 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); } CSelectionScreen::CSelectionScreen( EState Type ) { OBJ_CONSTRUCTION_CAPTURING_ALL; IShowActivable::type = BLOCK_ADV_HOTKEYS; pos.w = 762; pos.h = 584; if(Type == saveGame) { center(pos); } else { pos.x = 3; pos.y = 6; bg = new CPicture(BitmapHandler::loadBitmap(rand()%2 ? "ZPIC1000.bmp" : "ZPIC1001.bmp"), -3, -6, true); } CGP->loadGraphics(); type = Type; curOpts = &sInfo; sInfo.difficulty = 1; current = NULL; sInfo.mode = (Type == newGame ? 0 : 1); sInfo.turnTime = 0; curTab = NULL; card = new InfoCard(type); opt = new OptionsTab(type/*, sInfo*/); opt->recActions = DISPOSE; sel = new SelectionTab(type, bind(&CSelectionScreen::changeSelection, this, _1)); sel->recActions = DISPOSE; switch(type) { case 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); } break; case loadGame: sel->recActions = 255; start = new AdventureMapButton(CGI->generaltexth->zelp[103], bind(&CSelectionScreen::startGame, this), 411, 529, "SCNRLOD.DEF", SDLK_l); break; case saveGame: sel->recActions = 255; start = new AdventureMapButton("", CGI->generaltexth->zelp[103].second, bind(&CSelectionScreen::startGame, this), 411, 529, "SCNRSAV.DEF"); break; } start->assignedKeys.insert(SDLK_RETURN); back = new AdventureMapButton("", CGI->generaltexth->zelp[105].second, bind(&CGuiHandler::popIntTotally, &GH, this), 581, 529, "SCNRBACK.DEF", SDLK_ESCAPE); } CSelectionScreen::~CSelectionScreen() { curMap = NULL; curOpts = NULL; playerSerial = playerColor = -1; } void CSelectionScreen::toggleTab(CIntObject *tab) { 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 ) { curMap = current = to; if(to && type == loadGame) curOpts->difficulty = to->seldiff; updateStartInfo(to); card->changeSelection(to); opt->changeSelection(to); } void CSelectionScreen::updateStartInfo( const CMapInfo * to ) { sInfo.playerInfos.clear(); if(!to) return; sInfo.playerInfos.resize(to->playerAmnt); sInfo.mapname = to->filename; playerSerial = playerColor = -1; int serialC=0; for (int i = 0; i < PLAYER_LIMIT; i++) { const PlayerInfo &pinfo = to->players[i]; //neither computer nor human can play - no player if (!(pinfo.canComputerPlay || pinfo.canComputerPlay)) continue; PlayerSettings &pset = sInfo.playerInfos[serialC]; pset.color = i; pset.serial = serialC++; if (pinfo.canHumanPlay && playerColor < 0) { pset.name = CGI->generaltexth->allTexts[434]; //Player pset.human = true; playerColor = i; playerSerial = pset.serial; } else { pset.name = CGI->generaltexth->allTexts[468];//Computer pset.human = false; } 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 { if((1 << j) & pinfo.allowedFactions) { if (pset.castle >= 0) //we've already assigned a castle and another one is possible -> set random and let player choose pset.castle = -1; //breaks if (pset.castle == -2) //first available castle - pick pset.castle = j; } } if ((pinfo.generateHeroAtMainTown || to->version==CMapHeader::RoE) && pinfo.hasMainTown //we will generate hero in front of main town || pinfo.p8) //random hero pset.hero = -1; else pset.hero = -2; if(pinfo.mainHeroName.length()) { pset.heroName = pinfo.mainHeroName; if((pset.heroPortrait = pinfo.mainHeroPortrait) == 255) pset.heroPortrait = pinfo.p9; } pset.handicap = 0; } } void CSelectionScreen::startGame() { if(type != saveGame) { if(!current) return; selectedName = sInfo.mapname; StartInfo *si = new StartInfo(sInfo); GH.popInt(this); GH.popInt(GH.topInt()); curMap = NULL; curOpts = NULL; ::startGame(si); } else { if(!(sel && sel->txt && sel->txt->text.size())) return; selectedName = GVCMIDirs.UserPath + "/Games/" + sel->txt->text + ".vlgm1"; LOCPLINT->cb->save(sel->txt->text); GH.popInt(this); } } void CSelectionScreen::difficultyChange( int to ) { assert(type == newGame); sInfo.difficulty = to; GH.totalRedraw(); } // A new size filter (Small, Medium, ...) has been selected. Populate // selMaps with the relevant data. void SelectionTab::filter( int size, bool selectFirst ) { curItems.clear(); for (size_t i=0; iblock(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) { if(!boost::filesystem::exists(dirname)) { tlog1 << "Cannot find " << dirname << " directory!\n"; } fs::path tie(dirname); fs::directory_iterator end_iter; for ( fs::directory_iterator file (tie); file!=end_iter; ++file ) { if(fs::is_regular_file(file->status()) && boost::ends_with(file->path().filename(), ext)) { out.resize(out.size()+1); out.back().date = fs::last_write_time(file->path()); out.back().name = file->path().string(); } } 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].init(files[start].name, mapBuffer); //allItems[start].date = "DATEDATE";// files[start].date; } start += threads; } } void SelectionTab::parseGames(std::vector &files) { for(int i=0; i> sign; if(std::memcmp(sign,"VCMISVG",7)) { tlog1 << files[i].name << " is not a correct savefile!" << std::endl; continue; } lf >> static_cast(allItems[i]) >> allItems[i].seldiff; allItems[i].filename = files[i].name; allItems[i].countPlayers(); allItems[i].date = std::asctime(std::localtime(&files[i].date)); } } SelectionTab::SelectionTab(EState Type, const boost::function &OnSelect) :onSelect(OnSelect) { OBJ_CONSTRUCTION; selectionPos = 0; used = LCLICK | WHEEL | KEYBOARD | DOUBLECLICK; slider = NULL; txt = NULL; type = Type; bg = new CPicture(BitmapHandler::loadBitmap("SCSELBCK.bmp"), 0, 0, true); pos.w = bg->pos.w; pos.h = bg->pos.h; std::vector toParse; switch(type) { case newGame: getFiles(toParse, DATA_DIR "/Maps", "h3m"); parseMaps(toParse); positions = 18; break; case loadGame: case saveGame: getFiles(toParse, GVCMIDirs.UserPath + "/Games", "vlgm1"); parseGames(toParse); if(type == loadGame) { positions = 18; } else { positions = 16; } if(type == saveGame) txt = new CTextInput(Rect(32, 539, 350, 20), Point(-32, -25), "GSSTRIP.bmp", 0); break; default: assert(0); } //size filter buttons { int sizes[] = {36, 72, 108, 144, 0}; const char * names[] = {"SCSMBUT.DEF", "SCMDBUT.DEF", "SCLGBUT.DEF", "SCXLBUT.DEF", "SCALBUT.DEF"}; for(int i = 0; i < 5; i++) new AdventureMapButton("", CGI->generaltexth->zelp[54+i].second, bind(&SelectionTab::filter, this, sizes[i], true), 158 + 47*i, 46, names[i]); } { 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]); } slider = new CSlider(372, 86, type != saveGame ? 480 : 430, bind(&SelectionTab::sliderMove, this, _1), positions, curItems.size(), 0, false, 1); format = CDefHandler::giveDef("SCSELC.DEF"); sortingBy = _format; ascending = true; filter(0); //select(0); switch(type) { case newGame: selectFName(DATA_DIR "/Maps/Arrogance.h3m"); break; case loadGame: select(0); break; case saveGame:; if(selectedName.size()) { if(selectedName[0] == 'M') 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); 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 nasz; #define POS(xx, yy) pos.x + xx, pos.y + yy + line*25 for (int line = 0; line < positions && elemIdx < curItems.size(); elemIdx++, line++) { CMapInfo* curMap = curItems[elemIdx]; if (elemIdx == selectionPos) nasz=tytulowy; else nasz=zwykly; std::ostringstream ostr(std::ostringstream::out); ostr << curMap->playerAmnt << "/" << curMap->humenPlayers; CSDL_Ext::printAt(ostr.str(), POS(29, 120), FONT_SMALL, nasz, to); std::string temp2 = "C"; switch (curMap->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, nasz, to); int temp=-1; switch (curMap->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: " << curMap->filename << " has wrong version!\n"; continue; } blitAt(format->ourImages[temp].bitmap, POS(88, 117), to); if (type == newGame) { if (!curMap->name.length()) curMap->name = "Unnamed"; CSDL_Ext::printAtMiddle(curMap->name, POS(213, 128), FONT_SMALL, nasz, to); } else CSDL_Ext::printAtMiddle(fs::basename(curMap->filename), POS(213, 128), FONT_SMALL, nasz, to); if (curMap->victoryCondition.condition == winStandard) temp = 11; else temp = curMap->victoryCondition.condition; blitAt(CGP->victory->ourImages[temp].bitmap, POS(306, 117), to); if (curMap->lossCondition.typeOfLossCon == lossStandard) temp=3; else temp=curMap->lossCondition.typeOfLossCon; blitAt(CGP->loss->ourImages[temp].bitmap, POS(339, 117), to); } #undef POS } void SelectionTab::showAll( SDL_Surface * to ) { CIntObject::showAll(to); printMaps(to); int txtid; switch(type) { case newGame: txtid = 229; break; case loadGame: txtid = 230; break; case saveGame: txtid = 231; break; } CSDL_Ext::printAtMiddle(CGI->generaltexth->arraytxt[txtid], pos.x+205, pos.y+28, FONT_MEDIUM, tytulowy, to); //Select a Scenario to Play 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::wheelScrolled( bool down, bool in ) { slider->moveTo(slider->value + 3 * (down ? +1 : -1)); //select(selectionPos - slider->value + (down ? +1 : -1)); } 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); } InfoCard::InfoCard( EState Type ) { OBJ_CONSTRUCTION; pos.x += 393; used = RCLICK; sizes = CDefHandler::giveDef("SCNRMPSZ.DEF"); sFlags = CDefHandler::giveDef("ITGFLAGS.DEF"); type = Type; bg = new CPicture(BitmapHandler::loadBitmap("GSELPOP1.bmp"), 0, 0, true); pos.w = bg->pos.w; pos.h = bg->pos.h; difficulty = new CHighlightableButtonsGroup(0); { static const char *difButns[] = {"GSPBUT3.DEF", "GSPBUT4.DEF", "GSPBUT5.DEF", "GSPBUT6.DEF", "GSPBUT7.DEF"}; BLOCK_CAPTURING; 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)); difficulty->buttons.back()->pos += pos.topLeft(); } } if(type != newGame) difficulty->block(true); } InfoCard::~InfoCard() { delete sizes; delete sFlags; } void InfoCard::showAll( SDL_Surface * to ) { CIntObject::showAll(to); //blit texts 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: 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: if(curMap) { if(type != newGame) { for (int i = 0; i < difficulty->buttons.size(); i++) { //if(i == curMap->difficulty) // difficulty->buttons[i]->state = 3; //else // difficulty->buttons[i]->state = 2; difficulty->buttons[i]->showAll(to); } } int temp = curMap->victoryCondition.condition+1; if (temp>20) temp=0; std::string sss = CGI->generaltexth->victoryConditions[temp]; if (temp && curMap->victoryCondition.allowNormalVictory) sss+= "/" + CGI->generaltexth->victoryConditions[0]; printAtLoc(sss, 60, 307, FONT_SMALL, zwykly, to); temp = curMap->lossCondition.typeOfLossCon+1; if (temp>20) temp=0; sss = CGI->generaltexth->lossCondtions[temp]; printAtLoc(sss, 60, 366, FONT_SMALL, zwykly, to); //blit description std::vector *desc = CMessage::breakText(curMap->description,52); for (int i=0;isize();i++) printAtLoc((*desc)[i], 26, 149 + i*16, FONT_SMALL, zwykly, to); delete desc; if (curMap->name.length()) printAtLoc(curMap->name, 26, 39, FONT_BIG, tytulowy, to); else printAtLoc("Unnamed", 26, 39, FONT_BIG, tytulowy, to); assert(curMap->difficulty <= 4); std::string &diff = CGI->generaltexth->arraytxt[142 + curMap->difficulty]; printAtMiddleLoc(diff, 62, 472, FONT_SMALL, zwykly, to); switch (curMap->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); temp = curMap->victoryCondition.condition; if (temp>12) temp=11; blitAtLoc(CGP->victory->ourImages[temp].bitmap, 24, 302, to); //victory cond descr temp=curMap->lossCondition.typeOfLossCon; if (temp>12) temp=3; blitAtLoc(CGP->loss->ourImages[temp].bitmap, 24, 359, to); //loss cond if(type == loadGame) printToLoc((static_cast(curMap))->date,308,34, FONT_SMALL, zwykly, to); //print flags int fx=64, ex=244, myT; //if (curMap->howManyTeams) myT = curMap->players[playerColor].team; //else // myT = -1; for (std::vector::const_iterator i = curOpts->playerInfos.begin(); i != curOpts->playerInfos.end(); i++) { int *myx = ((i->color == playerColor || curMap->players[i->color].team == myT) ? &fx : &ex); blitAtLoc(sFlags->ourImages[i->color].bitmap, *myx, 399, to); *myx += sFlags->ourImages[i->color].bitmap->w; } std::string tob; switch (curOpts->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); } } void InfoCard::changeSelection( const CMapInfo *to ) { if(to && type != newGame) difficulty->select(curOpts->difficulty, 0); GH.totalRedraw(); } void InfoCard::clickRight( tribool down, bool previousState ) { static const Rect flagArea(19, 397, 335, 23); if(down && curMap && isItInLoc(flagArea, GH.current->motion.x, GH.current->motion.y)) showTeamsPopup(); } void InfoCard::showTeamsPopup() { SDL_Surface *bmp = CMessage::drawBox1(256, 90 + 50 * curMap->howManyTeams); CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[657], 128, 30, FONT_MEDIUM, tytulowy, bmp); //{Team Alignments} for(int i = 0; i < curMap->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((curMap->players[j].canHumanPlay || curMap->players[j].canComputerPlay) && curMap->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)); } OptionsTab::OptionsTab( EState Type) :type(Type) { OBJ_CONSTRUCTION; bg = new CPicture(BitmapHandler::loadBitmap("ADVOPTBK.bmp"), 0, 0, true); pos = bg->pos; if(type == 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(curOpts->turnTime) { std::ostringstream os; os << (int)curOpts->turnTime << " Minutes"; printAtMiddleLoc(os.str(), 319,559, FONT_SMALL, zwykly, to); } else printAtMiddleLoc("Unlimited",319,559, FONT_SMALL, zwykly, to); } void OptionsTab::nextCastle( int player, int dir ) { PlayerSettings &s = curOpts->playerInfos[player]; si32 &cur = s.castle; ui32 allowed = curMap->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 == bresource) s.bonus = brandom; entries[player]->selectButtons(); redraw(); } void OptionsTab::nextHero( int player, int dir ) { PlayerSettings &s = curOpts->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(); } } 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) && curMap->allowedHeroes[ID]; } void OptionsTab::nextBonus( int player, int dir ) { PlayerSettings &s = curOpts->playerInfos[player]; si8 &ret = s.bonus += dir; if (s.hero==-2 && !curMap->players[s.color].heroesNames.size() && ret==bartifact) //no hero - can't be artifact { if (dir<0) ret=brandom; else ret=bgold; } if(ret > bresource) ret = brandom; if(ret < brandom) ret = bresource; if (s.castle==-1 && ret==bresource) //random castle - can't be resource { if (dir<0) ret=bgold; else ret=brandom; } redraw(); } void OptionsTab::changeSelection( const CMapHeader *to ) { for(int i = 0; i < entries.size(); i++) { children -= entries[i]; delete entries[i]; } entries.clear(); usedHeroes.clear(); OBJ_CONSTRUCTION; for(int i = 0; i < curOpts->playerInfos.size(); i++) { entries.push_back(new PlayerOptionsEntry(this, curOpts->playerInfos[i])); const std::vector &heroes = curMap->players[curOpts->playerInfos[i].color].heroesNames; for(size_t hi=0; hiturnTime = times[npos]; redraw(); } void OptionsTab::flagPressed( int player ) { if(player == playerSerial) //that color is already selected, no action needed return; PlayerSettings &s = curOpts->playerInfos[player], &old = curOpts->playerInfos[playerSerial]; std::swap(old.human, s.human); std::swap(old.name, s.name); playerColor = s.color; if(!entries[playerSerial]->fixedHero) old.hero = -1; playerSerial = player; entries[s.serial]->selectButtons(); entries[old.serial]->selectButtons(); GH.totalRedraw(); } OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry( OptionsTab *owner, PlayerSettings &S) :s(S) { OBJ_CONSTRUCTION; defActions |= SHARE_POS; pos = parent->pos + Point(54, 122 + s.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(owner->type == newGame) { btns[0] = new AdventureMapButton(CGI->generaltexth->zelp[132], bind(&OptionsTab::nextCastle, owner, s.serial, -1), 107, 5, "ADOPLFA.DEF"); btns[1] = new AdventureMapButton(CGI->generaltexth->zelp[133], bind(&OptionsTab::nextCastle, owner, s.serial, +1), 168, 5, "ADOPRTA.DEF"); btns[2] = new AdventureMapButton(CGI->generaltexth->zelp[148], bind(&OptionsTab::nextHero, owner, s.serial, -1), 183, 5, "ADOPLFA.DEF"); btns[3] = new AdventureMapButton(CGI->generaltexth->zelp[149], bind(&OptionsTab::nextHero, owner, s.serial, +1), 244, 5, "ADOPRTA.DEF"); btns[4] = new AdventureMapButton(CGI->generaltexth->zelp[164], bind(&OptionsTab::nextBonus, owner, s.serial, -1), 259, 5, "ADOPLFA.DEF"); btns[5] = new AdventureMapButton(CGI->generaltexth->zelp[165], bind(&OptionsTab::nextBonus, owner, s.serial, +1), 320, 5, "ADOPRTA.DEF"); } else for(int i = 0; i < 6; i++) btns[i] = NULL; fixedHero = s.hero != -1; //if we doesn't start with "random hero" it must be fixed or none selectButtons(false); if(owner->type != scenarioInfo && curMap->players[s.color].canHumanPlay) { flag = new AdventureMapButton(CGI->generaltexth->zelp[180], bind(&OptionsTab::flagPressed, owner, s.serial), -43, 2, flags[s.color]); flag->hoverable = true; } else flag = NULL; defActions &= ~SHARE_POS; town = new SelectedBox(TOWN, s.serial); town->pos += pos + Point(119, 2); hero = new SelectedBox(HERO, s.serial); hero->pos += pos + Point(195, 2); bonus = new SelectedBox(BONUS, s.serial); 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); } void OptionsTab::PlayerOptionsEntry::selectButtons(bool onlyHero) { if(!btns[0]) return; if(!onlyHero && s.castle != -1) { btns[0]->disable(); btns[1]->disable(); } if(fixedHero || !s.human || s.castle < 0) { btns[2]->disable(); btns[3]->disable(); } else { btns[2]->enable(active); btns[3]->enable(active); } } void OptionsTab::SelectedBox::showAll( SDL_Surface * to ) { PlayerSettings &s = curOpts->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 { PlayerSettings &s = curOpts->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 { PlayerSettings &s = curOpts->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; PlayerSettings &s = curOpts->playerInfos[player]; SDL_Surface *bmp = NULL; const std::string *title = NULL, *subTitle = NULL; subTitle = getText(); int val; switch(which) { case TOWN: val = s.castle; break; case HERO: val = s.hero; if(val < 0) { int p9 = curMap->players[s.color].p9; if(p9 != 255 && curOpts->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 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 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 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 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); 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 *mapInfo, const StartInfo *startInfo ) { OBJ_CONSTRUCTION_CAPTURING_ALL; for(size_t i = 0; i < startInfo->playerInfos.size(); i++) { if(startInfo->playerInfos[i].human) { playerColor = startInfo->playerInfos[i].color; playerSerial = i; } } pos.w = 762; pos.h = 584; center(pos); curMap = mapInfo; curOpts = (StartInfo*)startInfo; card = new InfoCard(scenarioInfo); opt = new OptionsTab(scenarioInfo); opt->changeSelection(0); 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() { } CTextInput::CTextInput() { bg = NULL; used = 0; } CTextInput::CTextInput( const Rect &Pos, const Point &bgOffset, const std::string &bgName, const CFunctionList &CB ) :cb(CB) { pos += Pos; OBJ_CONSTRUCTION; bg = new CPicture(bgName, bgOffset.x, bgOffset.y); used = LCLICK | KEYBOARD; } CTextInput::~CTextInput() { } void CTextInput::showAll( SDL_Surface * to ) { CIntObject::showAll(to); CSDL_Ext::printAt(text + "_", pos.x, pos.y, FONT_SMALL, zwykly, to); } void CTextInput::clickLeft( tribool down, bool previousState ) { //TODO } void CTextInput::keyPressed( const SDL_KeyboardEvent & key ) { if(key.state != SDL_PRESSED) return; switch(key.keysym.sym) { case SDLK_BACKSPACE: if(text.size()) text.resize(text.size()-1); break; default: char c = key.keysym.unicode; //TODO 16-/>8 static const std::string forbiddenChars = "<>:\"/\\|?*"; //if we are entering a filename, some special characters won't be allowed if(!vstd::contains(forbiddenChars,c) && std::isprint(c)) text += c; break; } redraw(); cb(text); } void CTextInput::setText( const std::string &nText, bool callCb ) { text = nText; redraw(); if(callCb) cb(text); }