mirror of
https://github.com/vcmi/vcmi.git
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b4edd10e6c
* very minor changes
442 lines
12 KiB
C++
442 lines
12 KiB
C++
#ifndef __CPREGAME_H__
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#define __CPREGAME_H__
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#include "../global.h"
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#include <set>
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#include <SDL.h>
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#include "../StartInfo.h"
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#include "GUIBase.h"
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#include "FunctionList.h"
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#include "../lib/CMapInfo.h"
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/*
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* CPreGame.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CMusicHandler;
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class CMapHeader;
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class CCampaignHeader;
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class CTextInput;
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class CCampaign;
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class CGStatusBar;
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class CTextBox;
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class CCampaignState;
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class CConnection;
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struct CPackForSelectionScreen;
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struct PlayerInfo;
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namespace boost{ class thread; class recursive_mutex;}
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enum ESortBy{_playerAm, _size, _format, _name, _viccon, _loscon, _numOfMaps}; //_numOfMaps is for campaigns
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/// Class which handles map sorting by different criteria
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class mapSorter
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{
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public:
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ESortBy sortBy;
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bool operator()(const CMapInfo *aaa, const CMapInfo *bbb);
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mapSorter(ESortBy es):sortBy(es){};
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};
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/// The main menu screens listed in the EState enum
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class CMenuScreen : public CIntObject
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{
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public:
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enum EState { //where are we?
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mainMenu, newGame, loadGame, campaignMain, saveGame, scenarioInfo, campaignList
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};
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enum EMultiMode {
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SINGLE_PLAYER = 0, MULTI_HOT_SEAT, MULTI_NETWORK_HOST, MULTI_NETWORK_GUEST
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};
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CPicture *bgAd;
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AdventureMapButton *buttons[5];
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CMenuScreen(EState which);
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~CMenuScreen();
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void showAll(SDL_Surface * to);
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void show(SDL_Surface * to);
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void moveTo(CMenuScreen *next);
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};
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/// Struct which stores name, date and a value which says if the file is located in LOD
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struct FileInfo
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{
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std::string name; // file name with full path and extension
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std::time_t date;
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bool inLod; //tells if this file is located in Lod
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};
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/// Implementation of the chat box
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class CChatBox : public CIntObject
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{
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public:
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CTextBox *chatHistory;
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CTextInput *inputBox;
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CChatBox(const Rect &rect);
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void keyPressed(const SDL_KeyboardEvent & key);
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void addNewMessage(const std::string &text);
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};
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class InfoCard : public CIntObject
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{
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CPicture *bg;
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public:
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CMenuScreen::EState type;
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bool network;
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bool chatOn; //if chat is shown, then description is hidden
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CTextBox *mapDescription;
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CChatBox *chat;
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CPicture *playerListBg;
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CHighlightableButtonsGroup *difficulty;
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CDefHandler *sizes, *sFlags;;
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void changeSelection(const CMapInfo *to);
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void showAll(SDL_Surface * to);
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void clickRight(tribool down, bool previousState);
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void showTeamsPopup();
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void toggleChat();
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void setChat(bool activateChat);
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InfoCard(bool Network = false);
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~InfoCard();
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};
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/// The selection tab which is shown at the map selection screen
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class SelectionTab : public CIntObject
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{
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private:
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CDefHandler *format; //map size
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void parseMaps(std::vector<FileInfo> &files, int start = 0, int threads = 1);
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void parseGames(std::vector<FileInfo> &files, bool multi);
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void parseCampaigns( std::vector<FileInfo> & files );
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void getFiles(std::vector<FileInfo> &out, const std::string &dirname, const std::string &ext);
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CMenuScreen::EState tabType;
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public:
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int positions; //how many entries (games/maps) can be shown
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CPicture *bg; //general bg image
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CSlider *slider;
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std::vector<CMapInfo> allItems;
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std::vector<CMapInfo*> curItems;
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size_t selectionPos;
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boost::function<void(CMapInfo *)> onSelect;
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ESortBy sortingBy;
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bool ascending;
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CTextInput *txt;
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void filter(int size, bool selectFirst = false); //0 - all
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void select(int position); //position: <0 - positions> position on the screen
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void selectAbs(int position); //position: absolute position in curItems vector
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int getPosition(int x, int y); //convert mouse coords to entry position; -1 means none
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void sliderMove(int slidPos);
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void sortBy(int criteria);
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void sort();
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void printMaps(SDL_Surface *to);
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int getLine();
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void selectFName(const std::string &fname);
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void showAll(SDL_Surface * to);
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void clickLeft(tribool down, bool previousState);
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void keyPressed(const SDL_KeyboardEvent & key);
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void onDoubleClick();
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SelectionTab(CMenuScreen::EState Type, const boost::function<void(CMapInfo *)> &OnSelect, CMenuScreen::EMultiMode MultiPlayer = CMenuScreen::SINGLE_PLAYER);
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~SelectionTab();
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};
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/// The options tab which is shown at the map selection phase.
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class OptionsTab : public CIntObject
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{
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CPicture *bg;
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public:
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enum SelType {TOWN, HERO, BONUS};
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struct SelectedBox : public CIntObject //img with current town/hero/bonus
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{
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SelType which;
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ui8 player; //serial nr
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SDL_Surface *getImg() const;
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const std::string *getText() const;
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SelectedBox(SelType Which, ui8 Player);
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void showAll(SDL_Surface * to);
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void clickRight(tribool down, bool previousState);
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};
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struct PlayerOptionsEntry : public CIntObject
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{
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PlayerInfo π
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PlayerSettings &s;
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CPicture *bg;
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AdventureMapButton *btns[6]; //left and right for town, hero, bonus
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AdventureMapButton *flag;
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SelectedBox *town;
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SelectedBox *hero;
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SelectedBox *bonus;
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enum {HUMAN_OR_CPU, HUMAN, CPU} whoCanPlay;
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PlayerOptionsEntry(OptionsTab *owner, PlayerSettings &S);
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void selectButtons(bool onlyHero = true); //hides unavailable buttons
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void showAll(SDL_Surface * to);
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};
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CSlider *turnDuration;
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std::set<int> usedHeroes;
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struct PlayerToRestore
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{
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int color, id;
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void reset() { color = id = -1; }
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PlayerToRestore(){ reset(); }
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} playerToRestore;
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std::map<int, PlayerOptionsEntry *> entries; //indexed by color
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void nextCastle(int player, int dir); //dir == -1 or +1
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void nextHero(int player, int dir); //dir == -1 or +1
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void nextBonus(int player, int dir); //dir == -1 or +1
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void setTurnLength(int npos);
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void flagPressed(int player);
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void recreate();
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OptionsTab();
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~OptionsTab();
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void showAll(SDL_Surface * to);
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int nextAllowedHero( int min, int max, int incl, int dir );
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bool canUseThisHero( int ID );
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};
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/// Interface for selecting a map.
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class ISelectionScreenInfo
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{
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public:
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CMenuScreen::EMultiMode multiPlayer;
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CMenuScreen::EState screenType; //new/save/load#Game
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const CMapInfo *current;
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StartInfo sInfo;
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std::map<ui32, std::string> playerNames; // id of player <-> player name; 0 is reserved as ID of AI "players"
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ISelectionScreenInfo(const std::map<ui32, std::string> *Names = NULL);
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virtual ~ISelectionScreenInfo();
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virtual void update(){};
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virtual void propagateOptions() {};
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virtual void postRequest(ui8 what, ui8 dir) {};
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virtual void postChatMessage(const std::string &txt){};
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void setPlayer(PlayerSettings &pset, unsigned player);
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void updateStartInfo( std::string filename, StartInfo & sInfo, const CMapHeader * mapHeader );
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int getIdOfFirstUnallocatedPlayer(); //returns 0 if none
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bool isGuest() const;
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bool isHost() const;
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};
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/// The actual map selection screen which consists of the options and selection tab
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class CSelectionScreen : public CIntObject, public ISelectionScreenInfo
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{
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public:
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CPicture *bg; //general bg image
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InfoCard *card;
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OptionsTab *opt;
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AdventureMapButton *start, *back;
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SelectionTab *sel;
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CIntObject *curTab;
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boost::thread *serverHandlingThread;
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boost::recursive_mutex *mx;
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std::list<CPackForSelectionScreen *> upcomingPacks; //protected by mx
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CConnection *serv; //connection to server, used in MP mode
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bool ongoingClosing;
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ui8 myNameID; //used when networking - otherwise all player are "mine"
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CSelectionScreen(CMenuScreen::EState Type, CMenuScreen::EMultiMode MultiPlayer = CMenuScreen::SINGLE_PLAYER, const std::map<ui32, std::string> *Names = NULL);
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~CSelectionScreen();
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void toggleTab(CIntObject *tab);
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void changeSelection(const CMapInfo *to);
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void startCampaign();
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void startGame();
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void difficultyChange(int to);
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void handleConnection();
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void processPacks();
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void setSInfo(const StartInfo &si);
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void update() OVERRIDE;
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void propagateOptions() OVERRIDE;
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void postRequest(ui8 what, ui8 dir) OVERRIDE;
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void postChatMessage(const std::string &txt) OVERRIDE;
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void propagateNames();
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};
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/// Save game screen
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class CSavingScreen : public CSelectionScreen
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{
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public:
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const CMapInfo *ourGame;
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CSavingScreen(bool hotseat = false);
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~CSavingScreen();
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};
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/// Scenario information screen shown during the game (thus not really a "pre-game" but fits here anyway)
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class CScenarioInfo : public CIntObject, public ISelectionScreenInfo
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{
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public:
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AdventureMapButton *back;
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InfoCard *card;
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OptionsTab *opt;
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CScenarioInfo(const CMapHeader *mapHeader, const StartInfo *startInfo);
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~CScenarioInfo();
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};
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/// Multiplayer mode
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class CMultiMode : public CIntObject
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{
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public:
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CPicture *bg;
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CTextInput *txt;
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AdventureMapButton *btns[7]; //0 - hotseat, 6 - cancel
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CGStatusBar *bar;
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CMultiMode();
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void openHotseat();
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void hostTCP();
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void joinTCP();
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};
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/// Hot seat player window
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class CHotSeatPlayers : public CIntObject
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{
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public:
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CPicture *bg;
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CTextInput *txt[8];
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AdventureMapButton *ok, *cancel;
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CGStatusBar *bar;
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CHotSeatPlayers(const std::string &firstPlayer);
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void enterSelectionScreen();
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};
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/// Campaign screen where you can choose one out of three starting bonuses
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class CBonusSelection : public CIntObject
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{
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SDL_Surface * background;
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AdventureMapButton * startB, * backB;
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//campaign & map descriptions:
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CTextBox * cmpgDesc, * mapDesc;
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struct SCampPositions
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{
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std::string campPrefix;
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int colorSuffixLength;
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struct SRegionDesc
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{
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std::string infix;
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int xpos, ypos;
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};
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std::vector<SRegionDesc> regions;
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};
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std::vector<SCampPositions> campDescriptions;
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class CRegion : public CIntObject
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{
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CBonusSelection * owner;
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SDL_Surface * graphics[3]; //[0] - not selected, [1] - selected, [2] - striped
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bool accessible; //false if region should be striped
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bool selectable; //true if region should be selectable
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int myNumber; //number of region
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public:
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std::string rclickText;
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CRegion(CBonusSelection * _owner, bool _accessible, bool _selectable, int _myNumber);
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~CRegion();
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void clickLeft(tribool down, bool previousState);
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void clickRight(tribool down, bool previousState);
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void show(SDL_Surface * to);
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};
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std::vector<CRegion *> regions;
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CRegion * highlightedRegion;
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void loadPositionsOfGraphics();
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CCampaignState * ourCampaign;
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CMapHeader *ourHeader;
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CDefHandler *sizes; //icons of map sizes
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SDL_Surface * diffPics[5]; //pictures of difficulties, user-selectable (or not if campaign locks this)
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AdventureMapButton * diffLb, * diffRb; //buttons for changing difficulty
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void changeDiff(bool increase); //if false, then decrease
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//bonus selection
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void updateBonusSelection();
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CHighlightableButtonsGroup * bonuses;
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public:
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void bonusSelectionChanges(int choosenBonus);
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StartInfo sInfo;
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CDefHandler *sFlags;
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void selectMap(int whichOne);
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void selectBonus(int id);
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CBonusSelection(CCampaignState * _ourCampaign);
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~CBonusSelection();
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void showAll(SDL_Surface * to);
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void show(SDL_Surface * to);
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void goBack();
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void startMap();
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};
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/// Handles background screen, loads graphics for victory/loss condition and random town or hero selection
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class CGPreGame : public CIntObject, public IUpdateable
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{
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public:
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SDL_Surface *mainbg;
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CMenuScreen *scrs[4];
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SDL_Surface *nHero, *rHero, *nTown, *rTown; // none/random hero/town imgs
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CDefHandler *bonuses;
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CDefHandler *victory, *loss;
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CGPreGame();
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~CGPreGame();
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void update();
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void openSel(CMenuScreen::EState type, CMenuScreen::EMultiMode multi = CMenuScreen::SINGLE_PLAYER);
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void loadGraphics();
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void disposeGraphics();
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};
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extern CGPreGame *CGP;
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#endif // __CPREGAME_H__
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