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vcmi/CPreGame.h
Ste 314fd8e20e * Fixed game crash when doing "NEW GAME" -> "SINGLE SCENARIO" -> "Show Advanced Options"
* Fixed bug. If you select town/hero and resource bonus and after that select random town the hero and bonus aren't set to random. Same for hero -> artifact bonus
 * Fixed two typos in error messages
2007-07-26 23:11:01 +00:00

199 lines
5.4 KiB
C++

#ifndef CPREGAME_H
#define CPREGAME_H
#include "SDL.h"
#include "CSemiDefHandler.h"
#include "CSemiLodHandler.h"
#include "CPreGameTextHandler.h"
#include "CMessage.h"
#include "map.h"
#include "CMusicHandler.h"
class CPreGame;
extern CPreGame * CPG;
enum Ebonus {brandom=-1,bartifact, bgold, bresource};
struct StartInfo
{
struct PlayerSettings
{
int castle, hero, heroPortrait; //ID, if -1 then random, if -2 then none
std::string heroName;
Ebonus bonus;
Ecolor color; //from 0 -
int handicap;//0-no, 1-mild, 2-severe
std::string name;
};
std::vector<PlayerSettings> playerInfos;
int turnTime; //in minutes, 0=unlimited
};
class PreGameTab
{
public:
bool showed;
virtual void init()=0;
virtual void show()=0;
virtual void hide()=0;
PreGameTab();
};
class RanSel : public PreGameTab
{
Button<> horcpl[9], horcte[9], conpl[9], conte[8], water[4], monster[4], //last is random
size[4], twoLevel, showRand;
CGroup<> *Ghorcpl, *Ghorcte, *Gconpl, *Gconte, *Gwater, *Gmonster, *Gsize;
};
class Options : public PreGameTab
{
bool inited;
struct OptionSwitch:public HighButton
{
void hover(bool on=true){};
void select(bool on=true){};
OptionSwitch( SDL_Rect Pos, CDefHandler* Imgs, bool Left, int Which)
:HighButton(Pos,Imgs,false,7),left(Left),which(Which)
{selectable=false;highlightable=false;}
void press(bool down=true);
bool left;
int playerID;
int serialID;
int which; //-1=castle;0=hero;1=bonus
};
struct PlayerFlag:public HighButton
{
int color;
PlayerFlag(SDL_Rect Pos, CDefHandler* Imgs, int Color)
:HighButton(Pos,Imgs,false,7),color(Color)
{selectable=false;highlightable=true;}
void hover(bool on=true);
void press(bool down=true);
void select(bool on=true){};
};
struct PlayerOptions
{
PlayerOptions(int serial, int player);
Ecolor color;
PlayerFlag flag;
//SDL_Surface * bg;
OptionSwitch Cleft, Cright, Hleft, Hright, Bleft, Bright;
int nr;
};
public:
Slider<> * turnLength;
SDL_Surface * bg,
* rHero, * rCastle, * nHero, * nCastle;
std::vector<SDL_Surface*> bgs;
std::vector<CDefHandler*> flags;
CDefHandler //* castles, * heroes, * bonus,
* left, * right,
* bonuses;
std::vector<PlayerOptions*> poptions;
void show();
void hide();
void init();
void showIcon (int what, int nr, bool abs); //what: -1=castle, 0=hero, 1=bonus, 2=all; abs=true -> nr is absolute
Options(){inited=showed=false;};
~Options();
};
class MapSel : public PreGameTab
{
public:
ESortBy sortBy;
SDL_Surface * bg;
int selected;
CDefHandler * Dtypes, * Dvic;
CDefHandler *Dsizes, * Dloss;
std::vector<Mapa*> scenList;
std::vector<SDL_Surface*> scenImgs;
int current;
std::vector<CMapInfo> ourMaps;
IntBut<> small, medium, large, xlarge, all;
SetrButton<> nrplayer, mapsize, type, name, viccon, loscon;
Slider<> *slid, *descslid;
int sizeFilter;
int whichWL(int nr);
int countWL();
void show();
void hide();
void init();
std::string gdiff(std::string ss);
void printMaps(int from,int to=18, int at=0, bool abs=false);
void select(int which, bool updateMapsList=true);
void moveByOne(bool up);
void printSelectedInfo();
MapSel();
~MapSel();
};
class ScenSel
{
public:
bool listShowed;
//RanSel ransel;
MapSel mapsel;
SDL_Surface * background, *scenInf, *scenList, *randMap, *options ;
Button<> bScens, bOptions, bRandom, bBegin, bBack;
IntSelBut<> bEasy, bNormal, bHard, bExpert, bImpossible;
Button<> * pressed;
CPoinGroup<> * difficulty;
std::vector<Mapa> maps;
int selectedDiff;
void initRanSel();
void showRanSel();
void hideRanSel();
void genScenList();
~ScenSel(){delete difficulty;};
} ;
class CPreGame
{
public:
HighButton * highlighted;
PreGameTab* currentTab;
StartInfo ret;
bool run;
std::vector<Slider<> *> interested;
CMusicHandler * mush;
CSemiLodHandler * slh ;
std::vector<HighButton *> btns;
CPreGameTextHandler * preth ;
SDL_Rect * currentMessage;
SDL_Surface * behindCurMes;
CDefHandler *ok, *cancel;
enum EState { //where are we?
mainMenu, newGame, loadGame, ScenarioList
} state;
struct menuItems {
SDL_Surface * background, *bgAd;
CDefHandler *newGame, *loadGame, *highScores,*credits, *quit;
SDL_Rect lNewGame, lLoadGame, lHighScores, lCredits, lQuit;
ttt fNewGame, fLoadGame, fHighScores, fCredits, fQuit;
int highlighted;//0=none; 1=new game; 2=load game; 3=high score; 4=credits; 5=quit
} * ourMainMenu, * ourNewMenu;
ScenSel * ourScenSel;
Options * ourOptions;
std::string map; //selected map
std::vector<CSemiLodHandler *> handledLods;
CPreGame(); //c-tor
std::string buttonText(int which);
menuItems * currentItems();
void(CPreGame::*handleOther)(SDL_Event&);
void scenHandleEv(SDL_Event& sEvent);
void begin(){run=false;};
void quitAskBox();
void quit(){exit(0);};
void initScenSel();
void showScenSel();
void showScenList();
void initOptions();
void showOptions();
void initNewMenu();
void showNewMenu();
void showMainMenu();
StartInfo runLoop(); // runs mainloop of PreGame
void initMainMenu(); //loads components for main menu
void highlightButton(int which, int on); //highlights one from 5 main menu buttons
void showCenBox (std::string data); //
void showAskBox (std::string data, void(*f1)(),void(*f2)());
void hideBox ();
void printMapsFrom(int from);
void setTurnLength(int on);
void sortMaps();
};
#endif //CPREGAME_H