/* * OptionsTab.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "OptionsTab.h" #include "CSelectionBase.h" #include "../CGameInfo.h" #include "../CServerHandler.h" #include "../gui/CGuiHandler.h" #include "../gui/WindowHandler.h" #include "../widgets/CComponent.h" #include "../widgets/Buttons.h" #include "../widgets/MiscWidgets.h" #include "../widgets/ObjectLists.h" #include "../widgets/Slider.h" #include "../widgets/TextControls.h" #include "../windows/GUIClasses.h" #include "../windows/InfoWindows.h" #include "../../lib/NetPacksLobby.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/CArtHandler.h" #include "../../lib/CTownHandler.h" #include "../../lib/CHeroHandler.h" #include "../../lib/mapping/CMapInfo.h" #include "../../lib/mapping/CMapHeader.h" OptionsTab::OptionsTab() : humanPlayers(0) { recActions = 0; OBJ_CONSTRUCTION; background = std::make_shared("ADVOPTBK", 0, 6); pos = background->pos; labelTitle = std::make_shared(222, 30, FONT_BIG, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[515]); labelSubTitle = std::make_shared(Rect(60, 44, 320, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[516]); labelPlayerNameAndHandicap = std::make_shared(Rect(58, 86, 100, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[517]); labelStartingTown = std::make_shared(Rect(163, 86, 70, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[518]); labelStartingHero = std::make_shared(Rect(239, 86, 70, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[519]); labelStartingBonus = std::make_shared(Rect(315, 86, 70, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[520]); if(SEL->screenType == ESelectionScreen::newGame || SEL->screenType == ESelectionScreen::loadGame || SEL->screenType == ESelectionScreen::scenarioInfo) { sliderTurnDuration = std::make_shared(Point(55, 551), 194, std::bind(&IServerAPI::setTurnLength, CSH, _1), 1, (int)GameConstants::POSSIBLE_TURNTIME.size(), (int)GameConstants::POSSIBLE_TURNTIME.size(), Orientation::HORIZONTAL, CSlider::BLUE); sliderTurnDuration->setScrollBounds(Rect(-3, -25, 337, 43)); sliderTurnDuration->setPanningStep(20); labelPlayerTurnDuration = std::make_shared(222, 538, FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[521]); labelTurnDurationValue = std::make_shared(319, 559, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE); } } void OptionsTab::recreate() { entries.clear(); humanPlayers = 0; OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE; for(auto & pInfo : SEL->getStartInfo()->playerInfos) { if(pInfo.second.isControlledByHuman()) humanPlayers++; entries.insert(std::make_pair(pInfo.first, std::make_shared(pInfo.second, * this))); } if(sliderTurnDuration) { sliderTurnDuration->scrollTo(vstd::find_pos(GameConstants::POSSIBLE_TURNTIME, SEL->getStartInfo()->turnTime)); labelTurnDurationValue->setText(CGI->generaltexth->turnDurations[sliderTurnDuration->getValue()]); } } size_t OptionsTab::CPlayerSettingsHelper::getImageIndex() { enum EBonusSelection //frames of bonuses file { WOOD_ORE = 0, CRYSTAL = 1, GEM = 2, MERCURY = 3, SULFUR = 5, GOLD = 8, ARTIFACT = 9, RANDOM = 10, WOOD = 0, ORE = 0, MITHRIL = 10, // resources unavailable in bonuses file TOWN_RANDOM = 38, TOWN_NONE = 39, // Special frames in ITPA HERO_RANDOM = 163, HERO_NONE = 164 // Special frames in PortraitsSmall }; auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle; switch(type) { case TOWN: switch(settings.castle) { case PlayerSettings::NONE: return TOWN_NONE; case PlayerSettings::RANDOM: return TOWN_RANDOM; default: return (*CGI->townh)[factionIndex]->town->clientInfo.icons[true][false] + 2; } case HERO: switch(settings.hero) { case PlayerSettings::NONE: return HERO_NONE; case PlayerSettings::RANDOM: return HERO_RANDOM; default: { if(settings.heroPortrait >= 0) return settings.heroPortrait; auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero; return (*CGI->heroh)[index]->imageIndex; } } case BONUS: { switch(settings.bonus) { case PlayerSettings::RANDOM: return RANDOM; case PlayerSettings::ARTIFACT: return ARTIFACT; case PlayerSettings::GOLD: return GOLD; case PlayerSettings::RESOURCE: { switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum()) { case EGameResID::WOOD_AND_ORE: return WOOD_ORE; case EGameResID::WOOD: return WOOD; case EGameResID::MERCURY: return MERCURY; case EGameResID::ORE: return ORE; case EGameResID::SULFUR: return SULFUR; case EGameResID::CRYSTAL: return CRYSTAL; case EGameResID::GEMS: return GEM; case EGameResID::GOLD: return GOLD; case EGameResID::MITHRIL: return MITHRIL; } } } } } return 0; } std::string OptionsTab::CPlayerSettingsHelper::getImageName() { switch(type) { case OptionsTab::TOWN: return "ITPA"; case OptionsTab::HERO: return "PortraitsSmall"; case OptionsTab::BONUS: return "SCNRSTAR"; } return ""; } std::string OptionsTab::CPlayerSettingsHelper::getName() { switch(type) { case TOWN: { switch(settings.castle) { case PlayerSettings::NONE: return CGI->generaltexth->allTexts[523]; case PlayerSettings::RANDOM: return CGI->generaltexth->allTexts[522]; default: { auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle; return (*CGI->townh)[factionIndex]->getNameTranslated(); } } } case HERO: { switch(settings.hero) { case PlayerSettings::NONE: return CGI->generaltexth->allTexts[523]; case PlayerSettings::RANDOM: return CGI->generaltexth->allTexts[522]; default: { if(!settings.heroName.empty()) return settings.heroName; auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero; return (*CGI->heroh)[index]->getNameTranslated(); } } } case BONUS: { switch(settings.bonus) { case PlayerSettings::RANDOM: return CGI->generaltexth->allTexts[522]; default: return CGI->generaltexth->arraytxt[214 + settings.bonus]; } } } return ""; } std::string OptionsTab::CPlayerSettingsHelper::getTitle() { switch(type) { case OptionsTab::TOWN: return (settings.castle < 0) ? CGI->generaltexth->allTexts[103] : CGI->generaltexth->allTexts[80]; case OptionsTab::HERO: return (settings.hero < 0) ? CGI->generaltexth->allTexts[101] : CGI->generaltexth->allTexts[77]; case OptionsTab::BONUS: { switch(settings.bonus) { case PlayerSettings::RANDOM: return CGI->generaltexth->allTexts[86]; //{Random Bonus} case PlayerSettings::ARTIFACT: return CGI->generaltexth->allTexts[83]; //{Artifact Bonus} case PlayerSettings::GOLD: return CGI->generaltexth->allTexts[84]; //{Gold Bonus} case PlayerSettings::RESOURCE: return CGI->generaltexth->allTexts[85]; //{Resource Bonus} } } } return ""; } std::string OptionsTab::CPlayerSettingsHelper::getSubtitle() { auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle; auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero; switch(type) { case TOWN: return getName(); case HERO: { if(settings.hero >= 0) return getName() + " - " + (*CGI->heroh)[heroIndex]->heroClass->getNameTranslated(); return getName(); } case BONUS: { switch(settings.bonus) { case PlayerSettings::GOLD: return CGI->generaltexth->allTexts[87]; //500-1000 case PlayerSettings::RESOURCE: { switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum()) { case EGameResID::MERCURY: return CGI->generaltexth->allTexts[694]; case EGameResID::SULFUR: return CGI->generaltexth->allTexts[695]; case EGameResID::CRYSTAL: return CGI->generaltexth->allTexts[692]; case EGameResID::GEMS: return CGI->generaltexth->allTexts[693]; case EGameResID::WOOD_AND_ORE: return CGI->generaltexth->allTexts[89]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool } } } } } return ""; } std::string OptionsTab::CPlayerSettingsHelper::getDescription() { auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle; switch(type) { case TOWN: return CGI->generaltexth->allTexts[104]; case HERO: return CGI->generaltexth->allTexts[102]; case BONUS: { switch(settings.bonus) { case PlayerSettings::RANDOM: return CGI->generaltexth->allTexts[94]; //Gold, wood and ore, or an artifact is randomly chosen as your starting bonus case PlayerSettings::ARTIFACT: return CGI->generaltexth->allTexts[90]; //An artifact is randomly chosen and equipped to your starting hero case PlayerSettings::GOLD: return CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool case PlayerSettings::RESOURCE: { switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum()) { case EGameResID::MERCURY: return CGI->generaltexth->allTexts[690]; case EGameResID::SULFUR: return CGI->generaltexth->allTexts[691]; case EGameResID::CRYSTAL: return CGI->generaltexth->allTexts[688]; case EGameResID::GEMS: return CGI->generaltexth->allTexts[689]; case EGameResID::WOOD_AND_ORE: return CGI->generaltexth->allTexts[93]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool } } } } } return ""; } OptionsTab::CPlayerOptionTooltipBox::CPlayerOptionTooltipBox(CPlayerSettingsHelper & helper) : CWindowObject(BORDERED | RCLICK_POPUP), CPlayerSettingsHelper(helper) { OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE; int value = PlayerSettings::NONE; switch(CPlayerSettingsHelper::type) { break; case TOWN: value = settings.castle; break; case HERO: value = settings.hero; break; case BONUS: value = settings.bonus; } if(value == PlayerSettings::RANDOM) genBonusWindow(); else if(CPlayerSettingsHelper::type == BONUS) genBonusWindow(); else if(CPlayerSettingsHelper::type == HERO) genHeroWindow(); else if(CPlayerSettingsHelper::type == TOWN) genTownWindow(); center(); } void OptionsTab::CPlayerOptionTooltipBox::genHeader() { backgroundTexture = std::make_shared("DIBOXBCK", pos); updateShadow(); labelTitle = std::make_shared(pos.w / 2 + 8, 21, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, getTitle()); labelSubTitle = std::make_shared(pos.w / 2, 88, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, getSubtitle()); image = std::make_shared(getImageName(), getImageIndex(), 0, pos.w / 2 - 24, 45); } void OptionsTab::CPlayerOptionTooltipBox::genTownWindow() { pos = Rect(0, 0, 228, 290); genHeader(); labelAssociatedCreatures = std::make_shared(pos.w / 2 + 8, 122, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[79]); auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle; std::vector> components; const CTown * town = (*CGI->townh)[factionIndex]->town; for(auto & elem : town->creatures) { if(!elem.empty()) components.push_back(std::make_shared(CComponent::creature, elem.front(), 0, CComponent::tiny)); } boxAssociatedCreatures = std::make_shared(components, Rect(10, 140, pos.w - 20, 140)); } void OptionsTab::CPlayerOptionTooltipBox::genHeroWindow() { pos = Rect(0, 0, 292, 226); genHeader(); labelHeroSpeciality = std::make_shared(pos.w / 2 + 4, 117, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[78]); auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero; imageSpeciality = std::make_shared("UN44", (*CGI->heroh)[heroIndex]->imageIndex, 0, pos.w / 2 - 22, 134); labelSpecialityName = std::make_shared(pos.w / 2, 188, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, (*CGI->heroh)[heroIndex]->getSpecialtyNameTranslated()); } void OptionsTab::CPlayerOptionTooltipBox::genBonusWindow() { pos = Rect(0, 0, 228, 162); genHeader(); textBonusDescription = std::make_shared(getDescription(), Rect(10, 100, pos.w - 20, 70), 0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE); } OptionsTab::SelectedBox::SelectedBox(Point position, PlayerSettings & settings, SelType type) : Scrollable(SHOW_POPUP, position, Orientation::HORIZONTAL) , CPlayerSettingsHelper(settings, type) { OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE; image = std::make_shared(getImageName(), getImageIndex()); subtitle = std::make_shared(23, 39, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, getName()); pos = image->pos; setPanningStep(pos.w); } void OptionsTab::SelectedBox::update() { image->setFrame(getImageIndex()); subtitle->setText(getName()); } void OptionsTab::SelectedBox::showPopupWindow(const Point & cursorPosition) { // cases when we do not need to display a message if(settings.castle == -2 && CPlayerSettingsHelper::type == TOWN) return; if(settings.hero == -2 && !SEL->getPlayerInfo(settings.color.getNum()).hasCustomMainHero() && CPlayerSettingsHelper::type == HERO) return; GH.windows().createAndPushWindow(*this); } void OptionsTab::SelectedBox::scrollBy(int distance) { // FIXME: currently options tab is completely recreacted from scratch whenever we receive any information from server // because of that, panning event gets interrupted (due to destruction of element) // so, currently, gesture will always move selection only by 1, and then wait for recreation from server info distance = std::clamp(distance, -1, 1); switch(CPlayerSettingsHelper::type) { case TOWN: CSH->setPlayerOption(LobbyChangePlayerOption::TOWN, distance, settings.color); break; case HERO: CSH->setPlayerOption(LobbyChangePlayerOption::HERO, distance, settings.color); break; case BONUS: CSH->setPlayerOption(LobbyChangePlayerOption::BONUS, distance, settings.color); break; } setScrollingEnabled(false); } OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry(const PlayerSettings & S, const OptionsTab & parent) : pi(std::make_unique(SEL->getPlayerInfo(S.color.getNum()))) , s(std::make_unique(S)) , parentTab(parent) { OBJ_CONSTRUCTION; defActions |= SHARE_POS; int serial = 0; for(int g = 0; g < s->color.getNum(); ++g) { auto itred = SEL->getPlayerInfo(g); if(itred.canComputerPlay || itred.canHumanPlay) serial++; } pos.x += 54; pos.y += 122 + serial * 50; assert(CSH->mi && CSH->mi->mapHeader); const PlayerInfo & p = SEL->getPlayerInfo(s->color.getNum()); assert(p.canComputerPlay || p.canHumanPlay); //someone must be able to control this player if(p.canHumanPlay && p.canComputerPlay) whoCanPlay = HUMAN_OR_CPU; else if(p.canComputerPlay) whoCanPlay = CPU; else whoCanPlay = HUMAN; static const std::array flags = {{ "AOFLGBR.DEF", "AOFLGBB.DEF", "AOFLGBY.DEF", "AOFLGBG.DEF", "AOFLGBO.DEF", "AOFLGBP.DEF", "AOFLGBT.DEF", "AOFLGBS.DEF" }}; static const std::array bgs = {{ "ADOPRPNL.bmp", "ADOPBPNL.bmp", "ADOPYPNL.bmp", "ADOPGPNL.bmp", "ADOPOPNL.bmp", "ADOPPPNL.bmp", "ADOPTPNL.bmp", "ADOPSPNL.bmp" }}; background = std::make_shared(bgs[s->color.getNum()], 0, 0); labelPlayerName = std::make_shared(55, 10, EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, s->name); labelWhoCanPlay = std::make_shared(Rect(6, 23, 45, (int)graphics->fonts[EFonts::FONT_TINY]->getLineHeight()*2), EFonts::FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->arraytxt[206 + whoCanPlay]); if(SEL->screenType == ESelectionScreen::newGame) { buttonTownLeft = std::make_shared(Point(107, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[132], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, -1, s->color)); buttonTownRight = std::make_shared(Point(168, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[133], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, +1, s->color)); buttonHeroLeft = std::make_shared(Point(183, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[148], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, -1, s->color)); buttonHeroRight = std::make_shared(Point(244, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[149], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, +1, s->color)); buttonBonusLeft = std::make_shared(Point(259, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[164], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, -1, s->color)); buttonBonusRight = std::make_shared(Point(320, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[165], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, +1, s->color)); } hideUnavailableButtons(); if(SEL->screenType != ESelectionScreen::scenarioInfo && SEL->getPlayerInfo(s->color.getNum()).canHumanPlay) { flag = std::make_shared( Point(-43, 2), flags[s->color.getNum()], CGI->generaltexth->zelp[180], std::bind(&OptionsTab::onSetPlayerClicked, &parentTab, *s) ); flag->hoverable = true; flag->block(CSH->isGuest()); } else flag = nullptr; town = std::make_shared(Point(119, 2), *s, TOWN); hero = std::make_shared(Point(195, 2), *s, HERO); bonus = std::make_shared(Point(271, 2), *s, BONUS); } void OptionsTab::onSetPlayerClicked(const PlayerSettings & ps) const { if(ps.isControlledByAI() || humanPlayers > 0) CSH->setPlayer(ps.color); } void OptionsTab::PlayerOptionsEntry::hideUnavailableButtons() { if(!buttonTownLeft) return; const bool foreignPlayer = CSH->isGuest() && !CSH->isMyColor(s->color); if((pi->allowedFactions.size() < 2 && !pi->isFactionRandom) || foreignPlayer) { buttonTownLeft->disable(); buttonTownRight->disable(); } else { buttonTownLeft->enable(); buttonTownRight->enable(); } if((pi->defaultHero() != -1 || s->castle < 0) //fixed hero || foreignPlayer) //or not our player { buttonHeroLeft->disable(); buttonHeroRight->disable(); } else { buttonHeroLeft->enable(); buttonHeroRight->enable(); } if(foreignPlayer) { buttonBonusLeft->disable(); buttonBonusRight->disable(); } else { buttonBonusLeft->enable(); buttonBonusRight->enable(); } }