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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-22 22:13:35 +02:00
vcmi/client/CPreGame.cpp
Ivan Savenko 265d7a22d6 Animation system update:
-- files moved to /client, GUI classes added
-- handling of creatures, used in creature cards, fixed #469 \ #490
-- handling of town buildings
#631 crash at hill fort fixed
2010-11-15 15:15:00 +00:00

3352 lines
92 KiB
C++

#include "../stdafx.h"
#include "CPreGame.h"
#include <ctime>
#include <boost/filesystem.hpp> // includes all needed Boost.Filesystem declarations
#include <boost/algorithm/string.hpp>
#include <zlib.h>
#include "../timeHandler.h"
#include <sstream>
#include "SDL_Extensions.h"
#include "CGameInfo.h"
#include "CCursorHandler.h"
#include "CAnimation.h"
#include "../hch/CDefHandler.h"
#include "../hch/CDefObjInfoHandler.h"
#include "../hch/CGeneralTextHandler.h"
#include "../hch/CLodHandler.h"
#include "../hch/CTownHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CObjectHandler.h"
#include "../hch/CCampaignHandler.h"
#include "../hch/CCreatureHandler.h"
#include "../hch/CMusicHandler.h"
#include "../hch/CVideoHandler.h"
#include <cmath>
#include "Graphics.h"
//#include <boost/thread.hpp>
#include <boost/bind.hpp>
#include <cstdlib>
#include "../lib/Connection.h"
#include "../lib/VCMIDirs.h"
#include "../lib/map.h"
#include "AdventureMapButton.h"
#include "GUIClasses.h"
#include "CPlayerInterface.h"
#include "../CCallback.h"
#include <boost/lexical_cast.hpp>
#include <cstdlib>
#include "CMessage.h"
#include "../hch/CSpellHandler.h" /*for campaign bonuses*/
#include "../hch/CArtHandler.h" /*for campaign bonuses*/
#include "../hch/CBuildingHandler.h" /*for campaign bonuses*/
#include "CBitmapHandler.h"
#include "Client.h"
#include "../lib/NetPacks.h"
#include "../lib/RegisterTypes.cpp"
#include <boost/thread/recursive_mutex.hpp>
/*
* CPreGame.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
namespace fs = boost::filesystem;
using boost::bind;
using boost::ref;
#if _MSC_VER >= 1600
#define bind boost::bind
#define ref boost::ref
#endif
void startGame(StartInfo * options, CConnection *serv = NULL);
extern Point screenLTmax;
extern SystemOptions GDefaultOptions;
CGPreGame * CGP;
ISelectionScreenInfo *SEL;
static int playerColor; //if more than one player - applies to the first
static std::string selectedName; //set when game is started/loaded
struct EvilHlpStruct
{
CConnection *serv;
StartInfo *sInfo;
void reset(bool strong = true)
{
if(strong)
{
delNull(serv);
delNull(sInfo);
}
else
{
serv = NULL;
sInfo = NULL;
}
}
} startingInfo;
static void do_quit()
{
SDL_Event event;
event.quit.type = SDL_QUIT;
SDL_PushEvent(&event);
}
static CMapInfo *mapInfoFromGame()
{
CMapInfo *ret = new CMapInfo();
CMapHeader *headerCopy = new CMapHeader(*LOCPLINT->cb->getMapHeader()); //will be deleted by CMapInfo d-tor
ret->setHeader(headerCopy);
return ret;
}
static void setPlayersFromGame()
{
playerColor = LOCPLINT->playerID;
}
static void swapPlayers(PlayerSettings &a, PlayerSettings &b)
{
std::swap(a.human, b.human);
std::swap(a.name, b.name);
if(a.human == 1)
playerColor = a.color;
else if(b.human == 1)
playerColor = b.color;
}
void setPlayer(PlayerSettings &pset, unsigned player, const std::map<ui32, std::string> &playerNames)
{
if(vstd::contains(playerNames, player))
pset.name = playerNames.find(player)->second;
else
pset.name = CGI->generaltexth->allTexts[468];//Computer
pset.human = player;
if(player == playerNames.begin()->first)
playerColor = pset.color;
}
void updateStartInfo(std::string filename, StartInfo & sInfo, const CMapHeader * mapHeader, const std::map<ui32, std::string> &playerNames)
{
sInfo.playerInfos.clear();
if(!filename.size())
return;
/*sInfo.playerInfos.resize(to->playerAmnt);*/
sInfo.mapname = filename;
playerColor = -1;
std::map<ui32, std::string>::const_iterator namesIt = playerNames.begin();
for (int i = 0; i < PLAYER_LIMIT; i++)
{
const PlayerInfo &pinfo = mapHeader->players[i];
//neither computer nor human can play - no player
if (!(pinfo.canComputerPlay || pinfo.canComputerPlay))
continue;
PlayerSettings &pset = sInfo.playerInfos[i];
pset.color = i;
if(pinfo.canHumanPlay && namesIt != playerNames.end())
setPlayer(pset, namesIt++->first, playerNames);
else
setPlayer(pset, 0, playerNames);
pset.castle = pinfo.defaultCastle();
pset.hero = pinfo.defaultHero(mapHeader->version==CMapHeader::RoE);
if(pinfo.mainHeroName.length())
{
pset.heroName = pinfo.mainHeroName;
if((pset.heroPortrait = pinfo.mainHeroPortrait) == 255)
pset.heroPortrait = pinfo.p9;
}
pset.handicap = 0;
}
}
template <typename T> class CApplyOnPG;
class CBaseForPGApply
{
public:
virtual void applyOnPG(CSelectionScreen *selScr, void *pack) const =0;
virtual ~CBaseForPGApply(){};
template<typename U> static CBaseForPGApply *getApplier(const U * t=NULL)
{
return new CApplyOnPG<U>;
}
};
template <typename T> class CApplyOnPG : public CBaseForPGApply
{
public:
void applyOnPG(CSelectionScreen *selScr, void *pack) const
{
T *ptr = static_cast<T*>(pack);
ptr->apply(selScr);
}
};
static CApplier<CBaseForPGApply> *applier = NULL;
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, 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<void()> confWindow = bind(CInfoWindow::showYesNoDialog, ref(CGI->generaltexth->allTexts[69]), (const std::vector<SComponent*>*)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, SINGLE_PLAYER), 545, 4, "ZTSINGL.DEF", SDLK_s);
buttons[1] = new AdventureMapButton("", CGI->generaltexth->zelp[11].second, &pushIntT<CMultiMode>, 568, 120, "ZTMULTI.DEF", SDLK_m);
buttons[2] = new AdventureMapButton("", CGI->generaltexth->zelp[12].second, bind(&CMenuScreen::moveTo, this, ref(CGP->scrs[campaignMain])), 541, 233, "ZTCAMPN.DEF", SDLK_c);
buttons[3] = new AdventureMapButton("", CGI->generaltexth->zelp[13].second, 0 /*cb*/, 545, 358, "ZTTUTOR.DEF", SDLK_t);
buttons[4] = new AdventureMapButton("", CGI->generaltexth->zelp[14].second, bind(&CMenuScreen::moveTo, this, CGP->scrs[mainMenu]), 582, 464, "ZTBACK.DEF", SDLK_ESCAPE);
}
break;
case loadGame:
{
bgAd = new CPicture(BitmapHandler::loadBitmap("ZLOADGAM.bmp"), 114, 312, true);
buttons[0] = new AdventureMapButton("", CGI->generaltexth->zelp[10].second, bind(&CGPreGame::openSel, CGP, loadGame, SINGLE_PLAYER), 545, 4, "ZTSINGL.DEF", SDLK_s);
buttons[1] = new AdventureMapButton("", CGI->generaltexth->zelp[11].second, bind(&CGPreGame::openSel, CGP, loadGame, MULTI_HOT_SEAT), 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 campaignMain:
{
buttons[0] = new AdventureMapButton("", "", 0 /*cb*/, 535, 8, "ZSSSOD.DEF", SDLK_s);
buttons[1] = new AdventureMapButton("", "", 0 /*cb*/, 494, 117, "ZSSROE.DEF", SDLK_m);
buttons[2] = new AdventureMapButton("", "", 0 /*cb*/, 486, 241, "ZSSARM.DEF", SDLK_c);
buttons[3] = new AdventureMapButton("", "", bind(&CGPreGame::openSel, CGP, campaignList, SINGLE_PLAYER), 550, 358, "ZSSCUS.DEF", SDLK_t);
buttons[4] = new AdventureMapButton("", "", bind(&CMenuScreen::moveTo, this, CGP->scrs[newGame]), 582, 464, "ZSSEXIT.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);
}
CGPreGame::CGPreGame()
{
GH.defActionsDef = 63;
CGP = this;
mainbg = BitmapHandler::loadBitmap("ZPIC1005.bmp");
for(int i = 0; i < ARRAY_COUNT(scrs); i++)
scrs[i] = new CMenuScreen((CMenuScreen::EState)i);
}
CGPreGame::~CGPreGame()
{
SDL_FreeSurface(mainbg);
for(int i = 0; i < ARRAY_COUNT(scrs); i++)
delete scrs[i];
}
void CGPreGame::openSel(CMenuScreen::EState screenType, CMenuScreen::EMultiMode multi /*= CMenuScreen::SINGLE_PLAYER*/)
{
GH.pushInt(new CSelectionScreen(screenType, multi));
}
void CGPreGame::loadGraphics()
{
victory = CDefHandler::giveDef("SCNRVICT.DEF");
loss = CDefHandler::giveDef("SCNRLOSS.DEF");
bonuses = CDefHandler::giveDef("SCNRSTAR.DEF");
rHero = BitmapHandler::loadBitmap("HPSRAND1.bmp");
rTown = BitmapHandler::loadBitmap("HPSRAND0.bmp");
nHero = BitmapHandler::loadBitmap("HPSRAND6.bmp");
nTown = BitmapHandler::loadBitmap("HPSRAND5.bmp");
}
void CGPreGame::disposeGraphics()
{
delete victory;
delete loss;
SDL_FreeSurface(rHero);
SDL_FreeSurface(nHero);
SDL_FreeSurface(rTown);
SDL_FreeSurface(nTown);
}
void CGPreGame::update()
{
if (GH.listInt.size() == 0)
{
#ifdef _WIN32
CGI->videoh->open("ACREDIT.SMK");
#else
CGI->videoh->open("ACREDIT.SMK", true, false);
#endif
GH.pushInt(scrs[CMenuScreen::mainMenu]);
}
if(SEL)
SEL->update();
CGI->curh->draw1();
SDL_Flip(screen);
CGI->curh->draw2();
screenLTmax = Point(800 - screen->w, 600 - screen->h);
GH.topInt()->show(screen);
GH.updateTime();
GH.handleEvents();
}
CSelectionScreen::CSelectionScreen(CMenuScreen::EState Type, CMenuScreen::EMultiMode MultiPlayer /*= CMenuScreen::SINGLE_PLAYER*/, const std::map<ui32, std::string> *Names /*= NULL*/)
: ISelectionScreenInfo(Names), serverHandlingThread(NULL), mx(new boost::recursive_mutex),
serv(NULL), ongoingClosing(false), myNameID(255)
{
screenType = Type;
multiPlayer = MultiPlayer;
OBJ_CONSTRUCTION_CAPTURING_ALL;
bool network = (MultiPlayer == CMenuScreen::MULTI_NETWORK_GUEST || MultiPlayer == CMenuScreen::MULTI_NETWORK_HOST);
CServerHandler *sh = NULL;
if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST)
{
sh = new CServerHandler;
sh->startServer();
}
IShowActivable::type = BLOCK_ADV_HOTKEYS;
pos.w = 762;
pos.h = 584;
if(Type == CMenuScreen::saveGame)
{
center(pos);
}
else if(Type == CMenuScreen::campaignList)
{
bg = new CPicture(BitmapHandler::loadBitmap("CamCust.bmp"), 0, 0, true);
pos.x = 3;
pos.y = 6;
}
else
{
pos.x = 3;
pos.y = 6;
bg = new CPicture(BitmapHandler::loadBitmap(rand()%2 ? "ZPIC1000.bmp" : "ZPIC1001.bmp"), -3, -6, true);
}
CGP->loadGraphics();
sInfo.difficulty = 1;
current = NULL;
sInfo.mode = (Type == CMenuScreen::newGame ? StartInfo::NEW_GAME : StartInfo::LOAD_GAME);
sInfo.turnTime = 0;
curTab = NULL;
card = new InfoCard(network); //right info card
if (screenType == CMenuScreen::campaignList)
{
opt = NULL;
}
else
{
opt = new OptionsTab(); //scenario options tab
opt->recActions = DISPOSE;
}
sel = new SelectionTab(screenType, bind(&CSelectionScreen::changeSelection, this, _1), multiPlayer); //scenario selection tab
sel->recActions = DISPOSE;
switch(screenType)
{
case CMenuScreen::newGame:
{
card->difficulty->onChange = bind(&CSelectionScreen::difficultyChange, this, _1);
card->difficulty->select(1, 0);
AdventureMapButton *select = new AdventureMapButton(CGI->generaltexth->zelp[45], bind(&CSelectionScreen::toggleTab, this, sel), 411, 75, "GSPBUTT.DEF", SDLK_s);
select->addTextOverlay(CGI->generaltexth->allTexts[500], FONT_SMALL);
AdventureMapButton *opts = new AdventureMapButton(CGI->generaltexth->zelp[46], bind(&CSelectionScreen::toggleTab, this, opt), 411, 503, "GSPBUTT.DEF", SDLK_a);
opts->addTextOverlay(CGI->generaltexth->allTexts[501], FONT_SMALL);
AdventureMapButton *random = new AdventureMapButton(CGI->generaltexth->zelp[47], bind(&CSelectionScreen::toggleTab, this, sel), 411, 99, "GSPBUTT.DEF", SDLK_r);
random->addTextOverlay(CGI->generaltexth->allTexts[740], FONT_SMALL);
start = new AdventureMapButton(CGI->generaltexth->zelp[103], bind(&CSelectionScreen::startGame, this), 411, 529, "SCNRBEG.DEF", SDLK_b);
if(network)
{
AdventureMapButton *hideChat = new AdventureMapButton(CGI->generaltexth->zelp[48], bind(&InfoCard::toggleChat, card), 619, 75, "GSPBUT2.DEF", SDLK_h);
hideChat->addTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL);
if(multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
{
SDL_Color orange = {232, 184, 32, 0};
select->text->color = opts->text->color = random->text->color = orange;
select->block(true);
opts->block(true);
random->block(true);
start->block(true);
}
}
}
break;
case CMenuScreen::loadGame:
sel->recActions = 255;
start = new AdventureMapButton(CGI->generaltexth->zelp[103], bind(&CSelectionScreen::startGame, this), 411, 529, "SCNRLOD.DEF", SDLK_l);
break;
case CMenuScreen::saveGame:
sel->recActions = 255;
start = new AdventureMapButton("", CGI->generaltexth->zelp[103].second, bind(&CSelectionScreen::startGame, this), 411, 529, "SCNRSAV.DEF");
break;
case CMenuScreen::campaignList:
sel->recActions = 255;
start = new AdventureMapButton(std::pair<std::string, std::string>(), bind(&CSelectionScreen::startCampaign, this), 411, 529, "SCNRLOD.DEF", SDLK_b);
break;
}
start->assignedKeys.insert(SDLK_RETURN);
std::string backName;
if(Type == CMenuScreen::campaignList)
{
backName = "SCNRBACK.DEF";
}
else
{
backName = "SCNRBACK.DEF";
}
back = new AdventureMapButton("", CGI->generaltexth->zelp[105].second, bind(&CGuiHandler::popIntTotally, &GH, this), 581, 529, backName, SDLK_ESCAPE);
if(network)
{
if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST)
{
assert(playerNames.size() == 1 && vstd::contains(playerNames, 1)); //TODO hot-seat/network combo
serv = sh->connectToServer();
*serv << (ui8) 4;
myNameID = 1;
}
else
{
serv = CServerHandler::justConnectToServer();
}
*serv << playerNames.begin()->second;
if(multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
{
const CMapInfo *map;
*serv >> myNameID >> map;
serv->connectionID = myNameID;
changeSelection(map);
}
else //host
{
if(current)
{
SelectMap sm(*current);
*serv << &sm;
UpdateStartOptions uso(sInfo);
*serv << &uso;
}
}
applier = new CApplier<CBaseForPGApply>;
registerTypes4(*applier);
serverHandlingThread = new boost::thread(&CSelectionScreen::handleConnection, this);
}
delete sh;
}
CSelectionScreen::~CSelectionScreen()
{
ongoingClosing = true;
if(serv)
{
assert(serverHandlingThread);
QuitMenuWithoutStarting qmws;
*serv << &qmws;
// while(!serverHandlingThread->timed_join(boost::posix_time::milliseconds(50)))
// processPacks();
serverHandlingThread->join();
delete serverHandlingThread;
}
playerColor = -1;
playerNames.clear();
assert(!serv);
delNull(applier);
delete mx;
}
void CSelectionScreen::toggleTab(CIntObject *tab)
{
if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST && serv)
{
PregameGuiAction pga;
if(tab == curTab)
pga.action = PregameGuiAction::NO_TAB;
else if(tab == opt)
pga.action = PregameGuiAction::OPEN_OPTIONS;
else if(tab == sel)
pga.action = PregameGuiAction::OPEN_SCENARIO_LIST;
*serv << &pga;
}
if(curTab && curTab->active)
{
curTab->deactivate();
curTab->recActions = DISPOSE;
}
if(curTab != tab)
{
tab->recActions = 255;
tab->activate();
curTab = tab;
}
else
{
curTab = NULL;
};
GH.totalRedraw();
}
void CSelectionScreen::changeSelection( const CMapInfo *to )
{
if(multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
{
delNull(current);
}
current = to;
if(to && screenType == CMenuScreen::loadGame)
SEL->sInfo.difficulty = to->scenarioOpts->difficulty;
if(screenType != CMenuScreen::campaignList && screenType != CMenuScreen::saveGame)
{
updateStartInfo(to ? to->filename : "", sInfo, to ? to->mapHeader : NULL);
}
card->changeSelection(to);
if(screenType != CMenuScreen::campaignList)
{
opt->recreate();
}
if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST && serv)
{
SelectMap sm(*to);
*serv << &sm;
UpdateStartOptions uso(sInfo);
*serv << &uso;
}
}
void CSelectionScreen::startCampaign()
{
CCampaign * ourCampaign = CCampaignHandler::getCampaign(SEL->current->filename, SEL->current->lodCmpgn);
CCampaignState * campState = new CCampaignState();
campState->camp = ourCampaign;
GH.pushInt( new CBonusSelection(campState) );
}
void CSelectionScreen::startGame()
{
if(screenType == CMenuScreen::newGame)
{
//there must be at least one human player before game can be started
std::map<int, PlayerSettings>::const_iterator i;
for(i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++)
if(i->second.human)
break;
if(i == SEL->sInfo.playerInfos.end())
{
GH.pushInt(CInfoWindow::create(CGI->generaltexth->allTexts[530])); //You must position yourself prior to starting the game.
return;
}
}
if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST)
{
start->block(true);
StartWithCurrentSettings swcs;
*serv << &swcs;
ongoingClosing = true;
return;
}
if(screenType != CMenuScreen::saveGame)
{
if(!current)
return;
selectedName = sInfo.mapname;
StartInfo *si = new StartInfo(sInfo);
GH.popIntTotally(this); //delete me
GH.popInt(GH.topInt()); //only deactivate main menu screen
//SEL->current = NULL;
//curOpts = NULL;
::startGame(si);
}
else
{
if(!(sel && sel->txt && sel->txt->text.size()))
return;
selectedName = GVCMIDirs.UserPath + "/Games/" + sel->txt->text + ".vlgm1";
CFunctionList<void()> overWrite;
overWrite += bind(&CCallback::save, LOCPLINT->cb, sel->txt->text);
overWrite += bind(&CGuiHandler::popIntTotally, &GH, this);
if(fs::exists(selectedName))
{
std::string hlp = CGI->generaltexth->allTexts[493]; //%s exists. Overwrite?
boost::algorithm::replace_first(hlp, "%s", sel->txt->text);
LOCPLINT->showYesNoDialog(hlp, std::vector<SComponent*>(), overWrite, 0, false);
}
else
overWrite();
// LOCPLINT->cb->save(sel->txt->text);
// GH.popIntTotally(this);
}
}
void CSelectionScreen::difficultyChange( int to )
{
assert(screenType == CMenuScreen::newGame);
sInfo.difficulty = to;
propagateOptions();
GH.totalRedraw();
}
void CSelectionScreen::handleConnection()
{
try
{
assert(serv);
while(serv)
{
CPackForSelectionScreen *pack = NULL;
*serv >> pack;
assert(pack);
if(QuitMenuWithoutStarting *endingPack = dynamic_cast<QuitMenuWithoutStarting *>(pack))
{
endingPack->apply(this);
}
else if(StartWithCurrentSettings *endingPack = dynamic_cast<StartWithCurrentSettings *>(pack))
{
endingPack->apply(this);
}
else
{
boost::unique_lock<boost::recursive_mutex> lll(*mx);
upcomingPacks.push_back(pack);
}
}
} HANDLE_EXCEPTION
catch(int i)
{
if(i != 666)
throw;
}
}
void CSelectionScreen::setSInfo(const StartInfo &si)
{
std::map<int, PlayerSettings>::const_iterator i;
for(i = si.playerInfos.begin(); i != si.playerInfos.end(); i++)
{
if(i->second.human == myNameID)
{
playerColor = i->first;
break;
}
}
if(i == si.playerInfos.end()) //not found
playerColor = -1;
sInfo = si;
if(current)
opt->recreate(); //will force to recreate using current sInfo
card->difficulty->select(si.difficulty, 0);
GH.totalRedraw();
}
void CSelectionScreen::processPacks()
{
boost::unique_lock<boost::recursive_mutex> lll(*mx);
while(upcomingPacks.size())
{
CPackForSelectionScreen *pack = upcomingPacks.front();
upcomingPacks.pop_front();
CBaseForPGApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
apply->applyOnPG(this, pack);
delete pack;
}
}
void CSelectionScreen::update()
{
if(serverHandlingThread)
processPacks();
}
void CSelectionScreen::propagateOptions()
{
if(isHost() && serv)
{
UpdateStartOptions ups(sInfo);
*serv << &ups;
}
}
void CSelectionScreen::postRequest(ui8 what, ui8 dir)
{
if(!isGuest() || !serv)
return;
RequestOptionsChange roc(what, dir, myNameID);
*serv << &roc;
}
void CSelectionScreen::postChatMessage(const std::string &txt)
{
assert(serv);
ChatMessage cm;
cm.message = txt;
cm.playerName = sInfo.getPlayersSettings(myNameID)->name;
*serv << &cm;
}
void CSelectionScreen::propagateNames()
{
PlayersNames pn;
pn.playerNames = playerNames;
*serv << &pn;
}
// A new size filter (Small, Medium, ...) has been selected. Populate
// selMaps with the relevant data.
void SelectionTab::filter( int size, bool selectFirst )
{
curItems.clear();
if(tabType == CMenuScreen::campaignList)
{
for (size_t i=0; i<allItems.size(); i++)
curItems.push_back(&allItems[i]);
}
else
{
for (size_t i=0; i<allItems.size(); i++)
if( allItems[i].mapHeader && allItems[i].mapHeader->version && (!size || allItems[i].mapHeader->width == size))
curItems.push_back(&allItems[i]);
}
if(curItems.size())
{
slider->block(false);
slider->setAmount(curItems.size());
sort();
if(selectFirst)
{
slider->moveTo(0);
onSelect(curItems[0]);
}
selectAbs(0);
}
else
{
slider->block(true);
onSelect(NULL);
}
}
void SelectionTab::getFiles(std::vector<FileInfo> &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))
{
std::time_t date = 0;
try
{
date = fs::last_write_time(file->path());
out.resize(out.size()+1);
out.back().date = date;
out.back().name = file->path().string();
}
catch(...)
{
tlog2 << "\t\tWarning: very corrupted map file: " << file->path().string() << std::endl;
}
}
}
allItems.resize(out.size());
}
void SelectionTab::parseMaps(std::vector<FileInfo> &files, int start, int threads)
{
int read=0;
unsigned char mapBuffer[1500];
while(start < allItems.size())
{
gzFile tempf = gzopen(files[start].name.c_str(),"rb");
read = gzread(tempf, mapBuffer, 1500);
gzclose(tempf);
if(read < 50 || !mapBuffer[4])
{
tlog3 << "\t\tWarning: corrupted map file: " << files[start].name << std::endl;
}
else //valid map
{
allItems[start].mapInit(files[start].name, mapBuffer);
//allItems[start].date = "DATEDATE";// files[start].date;
}
start += threads;
}
}
void SelectionTab::parseGames(std::vector<FileInfo> &files, bool multi)
{
for(int i=0; i<files.size(); i++)
{
CLoadFile lf(files[i].name);
if(!lf.sfile)
continue;
ui8 sign[8];
lf >> sign;
if(std::memcmp(sign,"VCMISVG",7))
{
tlog1 << files[i].name << " is not a correct savefile!" << std::endl;
continue;
}
allItems[i].mapHeader = new CMapHeader();
lf >> *(allItems[i].mapHeader) >> allItems[i].scenarioOpts;
allItems[i].filename = files[i].name;
allItems[i].countPlayers();
allItems[i].date = std::asctime(std::localtime(&files[i].date));
if((allItems[i].actualHumanPlayers > 1) != multi) //if multi mode then only multi games, otherwise single
{
delete allItems[i].mapHeader;
allItems[i].mapHeader = NULL;
}
}
}
void SelectionTab::parseCampaigns( std::vector<FileInfo> & files )
{
for(int i=0; i<files.size(); i++)
{
//allItems[i].date = std::asctime(std::localtime(&files[i].date));
allItems[i].filename = files[i].name;
allItems[i].lodCmpgn = files[i].inLod;
allItems[i].campaignInit();
}
}
SelectionTab::SelectionTab(CMenuScreen::EState Type, const boost::function<void(CMapInfo *)> &OnSelect, CMenuScreen::EMultiMode MultiPlayer /*= CMenuScreen::SINGLE_PLAYER*/)
:bg(NULL), onSelect(OnSelect)
{
OBJ_CONSTRUCTION;
selectionPos = 0;
used = LCLICK | WHEEL | KEYBOARD | DOUBLECLICK;
slider = NULL;
txt = NULL;
tabType = Type;
if (Type != CMenuScreen::campaignList)
{
bg = new CPicture(BitmapHandler::loadBitmap("SCSELBCK.bmp"), 0, 0, true);
pos.w = bg->pos.w;
pos.h = bg->pos.h;
}
else
{
SDL_Surface * tmp1 = BitmapHandler::loadBitmap("CAMCUST.bmp");
SDL_Surface * tmp = CSDL_Ext::newSurface(400, tmp1->h);
blitAt(tmp1, 0, 0, tmp);
SDL_FreeSurface(tmp1);
bg = new CPicture(tmp, 0, 0, true);
pos.w = bg->pos.w;
pos.h = bg->pos.h;
bg->pos.x = bg->pos.y = 0;
}
if(MultiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
{
positions = 18;
}
else
{
std::vector<FileInfo> toParse;
std::vector<CCampaignHeader> cpm;
switch(tabType)
{
case CMenuScreen::newGame:
getFiles(toParse, DATA_DIR "/Maps", "h3m"); //get all maps
parseMaps(toParse);
positions = 18;
break;
case CMenuScreen::loadGame:
case CMenuScreen::saveGame:
getFiles(toParse, GVCMIDirs.UserPath + "/Games", "vlgm1"); //get all saves
parseGames(toParse, MultiPlayer);
if(tabType == CMenuScreen::loadGame)
{
positions = 18;
}
else
{
positions = 16;
}
if(tabType == CMenuScreen::saveGame)
txt = new CTextInput(Rect(32, 539, 350, 20), Point(-32, -25), "GSSTRIP.bmp", 0);
break;
case CMenuScreen::campaignList:
getFiles(toParse, DATA_DIR "/Maps", "h3c"); //get all campaigns
for (int g=0; g<toParse.size(); ++g)
{
toParse[g].inLod = false;
}
//add lod cmpgns
cpm = CCampaignHandler::getCampaignHeaders(CCampaignHandler::ALL);
for (int g = 0; g < cpm.size(); g++)
{
FileInfo fi;
fi.inLod = cpm[g].loadFromLod;
fi.name = cpm[g].filename;
toParse.push_back(fi);
if (cpm[g].loadFromLod)
{
allItems.push_back(CMapInfo(false));
}
}
parseCampaigns(toParse);
positions = 18;
break;
default:
assert(0);
break;
}
}
if (tabType != CMenuScreen::campaignList)
{
//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]);
}
//sort buttons buttons
{
int xpos[] = {23, 55, 88, 121, 306, 339};
const char * names[] = {"SCBUTT1.DEF", "SCBUTT2.DEF", "SCBUTCP.DEF", "SCBUTT3.DEF", "SCBUTT4.DEF", "SCBUTT5.DEF"};
for(int i = 0; i < 6; i++)
new AdventureMapButton("", CGI->generaltexth->zelp[107+i].second, bind(&SelectionTab::sortBy, this, i), xpos[i], 86, names[i]);
}
}
else
{
//sort by buttons
new AdventureMapButton("", "", bind(&SelectionTab::sortBy, this, _numOfMaps), 23, 86, "CamCusM.DEF"); //by num of maps
new AdventureMapButton("", "", bind(&SelectionTab::sortBy, this, _name), 55, 86, "CamCusL.DEF"); //by name
}
slider = new CSlider(372, 86, tabType != CMenuScreen::saveGame ? 480 : 430, bind(&SelectionTab::sliderMove, this, _1), positions, curItems.size(), 0, false, 1);
slider->changeUsedEvents(WHEEL, true);
format = CDefHandler::giveDef("SCSELC.DEF");
sortingBy = _format;
ascending = true;
filter(0);
//select(0);
switch(tabType)
{
case CMenuScreen::newGame:
selectFName(DATA_DIR "/Maps/Arrogance.h3m");
break;
case CMenuScreen::loadGame:
case CMenuScreen::campaignList:
select(0);
break;
case CMenuScreen::saveGame:;
if(selectedName.size())
{
if(selectedName[2] == 'M') //name starts with ./Maps instead of ./Games => there was nothing to select
txt->setText("NEWGAME");
else
selectFName(selectedName);
}
}
}
SelectionTab::~SelectionTab()
{
delete format;
}
void SelectionTab::sortBy( int criteria )
{
if(criteria == sortingBy)
{
ascending = !ascending;
}
else
{
sortingBy = (ESortBy)criteria;
ascending = true;
}
sort();
selectAbs(0);
}
void SelectionTab::sort()
{
if(sortingBy != _name)
std::stable_sort(curItems.begin(), curItems.end(), mapSorter(_name));
std::stable_sort(curItems.begin(), curItems.end(), mapSorter(sortingBy));
if(!ascending)
std::reverse(curItems.begin(), curItems.end());
redraw();
}
void SelectionTab::select( int position )
{
if(!curItems.size()) return;
// New selection. py is the index in curItems.
int py = position + slider->value;
amax(py, 0);
amin(py, curItems.size()-1);
selectionPos = py;
if(position < 0)
slider->moveTo(slider->value + position);
else if(position >= positions)
slider->moveTo(slider->value + position - positions + 1);
if(txt)
txt->setText(fs::basename(curItems[py]->filename));
onSelect(curItems[py]);
}
void SelectionTab::selectAbs( int position )
{
select(position - slider->value);
}
int SelectionTab::getPosition( int x, int y )
{
return -1;
}
void SelectionTab::sliderMove( int slidPos )
{
if(!slider) return; //ignore spurious call when slider is being created
redraw();
}
// Display the tab with the scenario names
//
// elemIdx is the index of the maps or saved game to display on line 0
// slider->capacity contains the number of available screen lines
// slider->positionsAmnt is the number of elements after filtering
void SelectionTab::printMaps(SDL_Surface *to)
{
int elemIdx = slider->value;
// Display all elements if there's enough space
//if(slider->amount < slider->capacity)
// elemIdx = 0;
SDL_Color itemColor;
#define POS(xx, yy) pos.x + xx, pos.y + yy + line*25
for (int line = 0; line < positions && elemIdx < curItems.size(); elemIdx++, line++)
{
CMapInfo *currentItem = curItems[elemIdx];
if (elemIdx == selectionPos)
itemColor=tytulowy;
else
itemColor=zwykly;
if(tabType != CMenuScreen::campaignList)
{
//amount of players
std::ostringstream ostr(std::ostringstream::out);
ostr << currentItem->playerAmnt << "/" << currentItem->humenPlayers;
CSDL_Ext::printAt(ostr.str(), POS(29, 120), FONT_SMALL, itemColor, to);
//map size
std::string temp2 = "C";
switch (currentItem->mapHeader->width)
{
case 36:
temp2="S";
break;
case 72:
temp2="M";
break;
case 108:
temp2="L";
break;
case 144:
temp2="XL";
break;
}
CSDL_Ext::printAtMiddle(temp2, POS(70, 128), FONT_SMALL, itemColor, to);
int temp=-1;
switch (currentItem->mapHeader->version)
{
case CMapHeader::RoE:
temp=0;
break;
case CMapHeader::AB:
temp=1;
break;
case CMapHeader::SoD:
temp=2;
break;
case CMapHeader::WoG:
temp=3;
break;
default:
// Unknown version. Be safe and ignore that map
tlog2 << "Warning: " << currentItem->filename << " has wrong version!\n";
continue;
}
blitAt(format->ourImages[temp].bitmap, POS(88, 117), to);
//victory conditions
if (currentItem->mapHeader->victoryCondition.condition == winStandard)
temp = 11;
else
temp = currentItem->mapHeader->victoryCondition.condition;
blitAt(CGP->victory->ourImages[temp].bitmap, POS(306, 117), to);
//loss conditions
if (currentItem->mapHeader->lossCondition.typeOfLossCon == lossStandard)
temp=3;
else
temp=currentItem->mapHeader->lossCondition.typeOfLossCon;
blitAt(CGP->loss->ourImages[temp].bitmap, POS(339, 117), to);
}
else //if campaign
{
//number of maps in campaign
std::ostringstream ostr(std::ostringstream::out);
ostr << CGI->generaltexth->campaignRegionNames[ currentItem->campaignHeader->mapVersion ].size();
CSDL_Ext::printAt(ostr.str(), POS(29, 120), FONT_SMALL, itemColor, to);
}
std::string name;
if(tabType == CMenuScreen::newGame)
{
if (!currentItem->mapHeader->name.length())
currentItem->mapHeader->name = "Unnamed";
name = currentItem->mapHeader->name;
}
else if(tabType == CMenuScreen::campaignList)
{
name = currentItem->campaignHeader->name;
}
else
{
name = fs::basename(currentItem->filename);
}
//print name
CSDL_Ext::printAtMiddle(name, POS(213, 128), FONT_SMALL, itemColor, to);
}
#undef POS
}
void SelectionTab::showAll( SDL_Surface * to )
{
CIntObject::showAll(to);
printMaps(to);
std::string title;
switch(tabType) {
case CMenuScreen::newGame:
title = CGI->generaltexth->arraytxt[229];
break;
case CMenuScreen::loadGame:
title = CGI->generaltexth->arraytxt[230];
break;
case CMenuScreen::saveGame:
title = CGI->generaltexth->arraytxt[231];
break;
case CMenuScreen::campaignList:
title = "Select a Campaign"; //TODO: find where is the title
break;
}
CSDL_Ext::printAtMiddle(title, pos.x+205, pos.y+28, FONT_MEDIUM, tytulowy, to); //Select a Scenario to Play
if(tabType != CMenuScreen::campaignList)
{
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[510], pos.x+87, pos.y+62, FONT_SMALL, tytulowy, to); //Map sizes
}
}
void SelectionTab::clickLeft( tribool down, bool previousState )
{
if(down)
{
int line = getLine();
if(line != -1)
select(line);
}
}
void SelectionTab::keyPressed( const SDL_KeyboardEvent & key )
{
if(key.state != SDL_PRESSED) return;
int moveBy = 0;
switch(key.keysym.sym)
{
case SDLK_UP:
moveBy = -1;
break;
case SDLK_DOWN:
moveBy = +1;
break;
case SDLK_PAGEUP:
moveBy = -positions+1;
break;
case SDLK_PAGEDOWN:
moveBy = +positions-1;
break;
case SDLK_HOME:
select(-slider->value);
return;
case SDLK_END:
select(curItems.size() - slider->value);
return;
default:
return;
}
select(selectionPos - slider->value + moveBy);
}
void SelectionTab::onDoubleClick()
{
if(getLine() != -1) //double clicked scenarios list
{
//act as if start button was pressed
(static_cast<CSelectionScreen*>(parent))->start->callback();
}
}
int SelectionTab::getLine()
{
int line = -1;
Point clickPos(GH.current->button.x, GH.current->button.y);
clickPos = clickPos - pos.topLeft();
if (clickPos.y > 115 && clickPos.y < 564 && clickPos.x > 22 && clickPos.x < 371)
{
line = (clickPos.y-115) / 25; //which line
}
return line;
}
void SelectionTab::selectFName( const std::string &fname )
{
for(int i = curItems.size() - 1; i >= 0; i--)
{
if(curItems[i]->filename == fname)
{
slider->moveTo(i);
selectAbs(i);
return;
}
}
selectAbs(0);
}
CChatBox::CChatBox(const Rect &rect)
{
OBJ_CONSTRUCTION;
pos += rect;
used = KEYBOARD;
captureAllKeys = true;
const int height = graphics->fonts[FONT_SMALL]->height;
inputBox = new CTextInput(Rect(0, rect.h - height, rect.w, height));
inputBox->used &= ~KEYBOARD;
chatHistory = new CTextBox("", Rect(0, 0, rect.w, rect.h - height), 1);
SDL_Color green = {0,252,0};
chatHistory->color = green;
}
void CChatBox::keyPressed(const SDL_KeyboardEvent & key)
{
if(key.keysym.sym == SDLK_RETURN && key.state == SDL_PRESSED && inputBox->text.size())
{
SEL->postChatMessage(inputBox->text);
inputBox->setText("");
}
else
inputBox->keyPressed(key);
}
void CChatBox::addNewMessage(const std::string &text)
{
chatHistory->setTxt(chatHistory->text + text + "\n");
if(chatHistory->slider)
chatHistory->slider->moveToMax();
}
InfoCard::InfoCard( bool Network )
: bg(NULL), network(Network), chatOn(false), chat(NULL), playerListBg(NULL),
difficulty(NULL), sizes(NULL), sFlags(NULL)
{
OBJ_CONSTRUCTION;
pos.x += 393;
used = RCLICK;
mapDescription = NULL;
Rect descriptionRect(26, 149, 320, 115);
mapDescription = new CTextBox("", descriptionRect, 1);
if(SEL->screenType == CMenuScreen::campaignList)
{
CSelectionScreen *ss = static_cast<CSelectionScreen*>(parent);
moveChild(new CPicture(*ss->bg, descriptionRect + Point(-393, 0)), this, mapDescription, true); //move subpicture bg to our description control (by default it's our (Infocard) child)
}
else
{
bg = new CPicture(BitmapHandler::loadBitmap("GSELPOP1.bmp"), 0, 0, true);
std::swap(children.front(), children.back());
pos.w = bg->pos.w;
pos.h = bg->pos.h;
sizes = CDefHandler::giveDef("SCNRMPSZ.DEF");
sFlags = CDefHandler::giveDef("ITGFLAGS.DEF");
difficulty = new CHighlightableButtonsGroup(0);
{
static const char *difButns[] = {"GSPBUT3.DEF", "GSPBUT4.DEF", "GSPBUT5.DEF", "GSPBUT6.DEF", "GSPBUT7.DEF"};
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(SEL->screenType != CMenuScreen::newGame)
difficulty->block(true);
//description needs bg
moveChild(new CPicture(*bg, descriptionRect), this, mapDescription, true); //move subpicture bg to our description control (by default it's our (Infocard) child)
if(network)
{
playerListBg = new CPicture("CHATPLUG.bmp", 16, 276);
chat = new CChatBox(descriptionRect);
moveChild(new CPicture(*bg, chat->chatHistory->pos - pos), this, chat->chatHistory, true); //move subpicture bg to our description control (by default it's our (Infocard) child)
chatOn = true;
mapDescription->disable();
}
}
}
InfoCard::~InfoCard()
{
delete sizes;
delete sFlags;
}
void InfoCard::showAll( SDL_Surface * to )
{
CIntObject::showAll(to);
//blit texts
if(SEL->screenType != CMenuScreen::campaignList)
{
printAtLoc(CGI->generaltexth->allTexts[390] + ":", 24, 400, FONT_SMALL, zwykly, to); //Allies
printAtLoc(CGI->generaltexth->allTexts[391] + ":", 190, 400, FONT_SMALL, zwykly, to); //Enemies
printAtLoc(CGI->generaltexth->allTexts[494], 33, 430, FONT_SMALL, tytulowy, to);//"Map Diff:"
printAtLoc(CGI->generaltexth->allTexts[492] + ":", 133,430, FONT_SMALL, tytulowy, to); //player difficulty
printAtLoc(CGI->generaltexth->allTexts[218] + ":", 290,430, FONT_SMALL, tytulowy, to); //"Rating:"
printAtLoc(CGI->generaltexth->allTexts[495], 26, 22, FONT_SMALL, tytulowy, to); //Scenario Name:
if(!chatOn)
{
printAtLoc(CGI->generaltexth->allTexts[496], 26, 132, FONT_SMALL, tytulowy, to); //Scenario Description:
printAtLoc(CGI->generaltexth->allTexts[497], 26, 283, FONT_SMALL, tytulowy, to); //Victory Condition:
printAtLoc(CGI->generaltexth->allTexts[498], 26, 339, FONT_SMALL, tytulowy, to); //Loss Condition:
}
else //players list
{
std::map<ui32, std::string> playerNames = SEL->playerNames;
int playerSoFar = 0;
for (std::map<int, PlayerSettings>::const_iterator i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++)
{
if(i->second.human)
{
printAtLoc(i->second.name, 24, 285 + playerSoFar++ * graphics->fonts[FONT_SMALL]->height, FONT_SMALL, zwykly, to);
playerNames.erase(i->second.human);
}
}
playerSoFar = 0;
for (std::map<ui32, std::string>::const_iterator i = playerNames.begin(); i != playerNames.end(); i++)
{
printAtLoc(i->second, 193, 285 + playerSoFar++ * graphics->fonts[FONT_SMALL]->height, FONT_SMALL, zwykly, to);
}
}
}
if(SEL->current)
{
if(SEL->screenType != CMenuScreen::campaignList)
{
if(SEL->screenType != CMenuScreen::newGame)
{
for (int i = 0; i < difficulty->buttons.size(); i++)
{
//if(i == SEL->current->difficulty)
// difficulty->buttons[i]->state = 3;
//else
// difficulty->buttons[i]->state = 2;
difficulty->buttons[i]->showAll(to);
}
}
int temp = -1;
if(!chatOn)
{
//victory conditions
temp = SEL->current->mapHeader->victoryCondition.condition+1;
if (temp>20) temp=0;
std::string sss = CGI->generaltexth->victoryConditions[temp];
if (temp && SEL->current->mapHeader->victoryCondition.allowNormalVictory) sss+= "/" + CGI->generaltexth->victoryConditions[0];
printAtLoc(sss, 60, 307, FONT_SMALL, zwykly, to);
temp = SEL->current->mapHeader->victoryCondition.condition;
if (temp>12) temp=11;
blitAtLoc(CGP->victory->ourImages[temp].bitmap, 24, 302, to); //victory cond descr
//loss conditoins
temp = SEL->current->mapHeader->lossCondition.typeOfLossCon+1;
if (temp>20) temp=0;
sss = CGI->generaltexth->lossCondtions[temp];
printAtLoc(sss, 60, 366, FONT_SMALL, zwykly, to);
temp=SEL->current->mapHeader->lossCondition.typeOfLossCon;
if (temp>12) temp=3;
blitAtLoc(CGP->loss->ourImages[temp].bitmap, 24, 359, to); //loss cond
}
//difficulty
assert(SEL->current->mapHeader->difficulty <= 4);
std::string &diff = CGI->generaltexth->arraytxt[142 + SEL->current->mapHeader->difficulty];
printAtMiddleLoc(diff, 62, 472, FONT_SMALL, zwykly, to);
//selecting size icon
switch (SEL->current->mapHeader->width)
{
case 36:
temp=0;
break;
case 72:
temp=1;
break;
case 108:
temp=2;
break;
case 144:
temp=3;
break;
default:
temp=4;
break;
}
blitAtLoc(sizes->ourImages[temp].bitmap, 318, 22, to);
if(SEL->screenType == CMenuScreen::loadGame)
printToLoc((static_cast<const CMapInfo*>(SEL->current))->date,308,34, FONT_SMALL, zwykly, to);
//print flags
int fx=64, ex=244, myT;
if(playerColor >= 0)
myT = SEL->current->mapHeader->players[playerColor].team;
else
myT = -1;
for (std::map<int, PlayerSettings>::const_iterator i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++)
{
int *myx = ((i->first == playerColor || SEL->current->mapHeader->players[i->first].team == myT) ? &fx : &ex);
blitAtLoc(sFlags->ourImages[i->first].bitmap, *myx, 399, to);
*myx += sFlags->ourImages[i->first].bitmap->w;
}
std::string tob;
switch (SEL->sInfo.difficulty)
{
case 0:
tob="80%";
break;
case 1:
tob="100%";
break;
case 2:
tob="130%";
break;
case 3:
tob="160%";
break;
case 4:
tob="200%";
break;
}
printAtMiddleLoc(tob, 311, 472, FONT_SMALL, zwykly, to);
}
//blit description
std::string name;
if (SEL->screenType == CMenuScreen::campaignList)
{
name = SEL->current->campaignHeader->name;
}
else
{
name = SEL->current->mapHeader->name;
}
//name
if (name.length())
printAtLoc(name, 26, 39, FONT_BIG, tytulowy, to);
else
printAtLoc("Unnamed", 26, 39, FONT_BIG, tytulowy, to);
}
}
void InfoCard::changeSelection( const CMapInfo *to )
{
if(to && mapDescription)
{
if (SEL->screenType == CMenuScreen::campaignList)
mapDescription->setTxt(to->campaignHeader->description);
else
mapDescription->setTxt(to->mapHeader->description);
if(SEL->screenType != CMenuScreen::newGame && SEL->screenType != CMenuScreen::campaignList)
difficulty->select(SEL->sInfo.difficulty, 0);
}
GH.totalRedraw();
}
void InfoCard::clickRight( tribool down, bool previousState )
{
static const Rect flagArea(19, 397, 335, 23);
if(down && SEL->current && isItInLoc(flagArea, GH.current->motion.x, GH.current->motion.y))
showTeamsPopup();
}
void InfoCard::showTeamsPopup()
{
SDL_Surface *bmp = CMessage::drawBox1(256, 90 + 50 * SEL->current->mapHeader->howManyTeams);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[657], 128, 30, FONT_MEDIUM, tytulowy, bmp); //{Team Alignments}
for(int i = 0; i < SEL->current->mapHeader->howManyTeams; i++)
{
std::vector<ui8> flags;
std::string hlp = CGI->generaltexth->allTexts[656]; //Team %d
hlp.replace(hlp.find("%d"), 2, boost::lexical_cast<std::string>(i+1));
CSDL_Ext::printAtMiddle(hlp, 128, 65 + 50*i, FONT_SMALL, zwykly, bmp);
for(int j = 0; j < PLAYER_LIMIT; j++)
if((SEL->current->mapHeader->players[j].canHumanPlay || SEL->current->mapHeader->players[j].canComputerPlay)
&& SEL->current->mapHeader->players[j].team == i)
flags.push_back(j);
int curx = 128 - 9*flags.size();
for(int j = 0; j < flags.size(); j++)
{
blitAt(sFlags->ourImages[flags[j]].bitmap, curx, 75 + 50*i, bmp);
curx += 18;
}
}
GH.pushInt(new CInfoPopup(bmp, true));
}
void InfoCard::toggleChat()
{
setChat(!chatOn);
}
void InfoCard::setChat(bool activateChat)
{
if(chatOn == activateChat)
return;
assert(active);
if(activateChat)
{
mapDescription->disable();
chat->enable();
playerListBg->enable();
}
else
{
mapDescription->enable();
chat->disable();
playerListBg->disable();
}
chatOn = activateChat;
GH.totalRedraw();
}
OptionsTab::OptionsTab()
{
OBJ_CONSTRUCTION;
bg = new CPicture(BitmapHandler::loadBitmap("ADVOPTBK.bmp"), 0, 0, true);
pos = bg->pos;
if(SEL->screenType == CMenuScreen::newGame)
turnDuration = new CSlider(55, 551, 194, bind(&OptionsTab::setTurnLength, this, _1), 1, 11, 11, true, 1);
}
OptionsTab::~OptionsTab()
{
}
void OptionsTab::showAll( SDL_Surface * to )
{
CIntObject::showAll(to);
printAtMiddleLoc(CGI->generaltexth->allTexts[515], 222, 30, FONT_BIG, tytulowy, to);
printAtMiddleWBLoc(CGI->generaltexth->allTexts[516], 222, 58, FONT_SMALL, 55, zwykly, to); //Select starting options, handicap, and name for each player in the game.
printAtMiddleWBLoc(CGI->generaltexth->allTexts[517], 107, 102, FONT_SMALL, 14, tytulowy, to); //Player Name Handicap Type
printAtMiddleWBLoc(CGI->generaltexth->allTexts[518], 197, 102, FONT_SMALL, 10, tytulowy, to); //Starting Town
printAtMiddleWBLoc(CGI->generaltexth->allTexts[519], 273, 102, FONT_SMALL, 10, tytulowy, to); //Starting Hero
printAtMiddleWBLoc(CGI->generaltexth->allTexts[520], 349, 102, FONT_SMALL, 10, tytulowy, to); //Starting Bonus
printAtMiddleLoc(CGI->generaltexth->allTexts[521], 222, 538, FONT_SMALL, tytulowy, to); // Player Turn Duration
if(SEL->sInfo.turnTime)
{
std::ostringstream os;
os << (int)SEL->sInfo.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 )
{
if(SEL->isGuest())
{
SEL->postRequest(RequestOptionsChange::TOWN, dir);
return;
}
PlayerSettings &s = SEL->sInfo.playerInfos[player];
si32 &cur = s.castle;
ui32 allowed = SEL->current->mapHeader->players[s.color].allowedFactions;
if (cur == -2) //no castle - no change
return;
if (cur == -1) //random => first/last available
{
int pom = (dir>0) ? (0) : (F_NUMBER-1); // last or first
for (;pom >= 0 && pom < F_NUMBER; pom+=dir)
{
if((1 << pom) & allowed)
{
cur=pom;
break;
}
}
}
else // next/previous available
{
for (;;)
{
cur+=dir;
if ((1 << cur) & allowed)
break;
if (cur >= F_NUMBER || cur<0)
{
double p1 = log((double)allowed) / log(2.0f)+0.000001f;
double check = p1 - ((int)p1);
if (check < 0.001)
cur = (int)p1;
else
cur = -1;
break;
}
}
}
if(s.hero >= 0)
s.hero = -1;
if(cur < 0 && s.bonus == PlayerSettings::bresource)
s.bonus = PlayerSettings::brandom;
entries[player]->selectButtons();
SEL->propagateOptions();
redraw();
}
void OptionsTab::nextHero( int player, int dir )
{
if(SEL->isGuest())
{
SEL->postRequest(RequestOptionsChange::HERO, dir);
return;
}
PlayerSettings &s = SEL->sInfo.playerInfos[player];
int old = s.hero;
if (s.castle < 0 || !s.human || s.hero == -2)
return;
if (s.hero == -1) //random => first/last available
{
int max = (s.castle*HEROES_PER_TYPE*2+15),
min = (s.castle*HEROES_PER_TYPE*2);
s.hero = nextAllowedHero(min,max,0,dir);
}
else
{
if(dir > 0)
s.hero = nextAllowedHero(s.hero,(s.castle*HEROES_PER_TYPE*2+16),1,dir);
else
s.hero = nextAllowedHero(s.castle*HEROES_PER_TYPE*2-1,s.hero,1,dir);
}
if(old != s.hero)
{
usedHeroes.erase(old);
usedHeroes.insert(s.hero);
redraw();
}
SEL->propagateOptions();
}
int OptionsTab::nextAllowedHero( int min, int max, int incl, int dir )
{
if(dir>0)
{
for(int i=min+incl; i<=max-incl; i++)
if(canUseThisHero(i))
return i;
}
else
{
for(int i=max-incl; i>=min+incl; i--)
if(canUseThisHero(i))
return i;
}
return -1;
}
bool OptionsTab::canUseThisHero( int ID )
{
//for(int i=0;i<CPG->ret.playerInfos.size();i++)
// if(CPG->ret.playerInfos[i].hero==ID) //hero is already taken
// return false;
return !vstd::contains(usedHeroes, ID) && SEL->current->mapHeader->allowedHeroes[ID];
}
void OptionsTab::nextBonus( int player, int dir )
{
if(SEL->isGuest())
{
SEL->postRequest(RequestOptionsChange::BONUS, dir);
return;
}
PlayerSettings &s = SEL->sInfo.playerInfos[player];
si8 &ret = s.bonus += dir;
if (s.hero==-2 && !SEL->current->mapHeader->players[s.color].heroesNames.size() && ret==PlayerSettings::bartifact) //no hero - can't be artifact
{
if (dir<0)
ret=PlayerSettings::brandom;
else ret=PlayerSettings::bgold;
}
if(ret > PlayerSettings::bresource)
ret = PlayerSettings::brandom;
if(ret < PlayerSettings::brandom)
ret = PlayerSettings::bresource;
if (s.castle==-1 && ret==PlayerSettings::bresource) //random castle - can't be resource
{
if (dir<0)
ret=PlayerSettings::bgold;
else ret=PlayerSettings::brandom;
}
SEL->propagateOptions();
redraw();
}
void OptionsTab::recreate()
{
bool wasActive = active;
if(active)
deactivate();
for(std::map<int, PlayerOptionsEntry*>::iterator it = entries.begin(); it != entries.end(); ++it)
{
children -= it->second;
delete it->second;
}
entries.clear();
usedHeroes.clear();
OBJ_CONSTRUCTION_CAPTURING_ALL;
for(std::map<int, PlayerSettings>::iterator it = SEL->sInfo.playerInfos.begin();
it != SEL->sInfo.playerInfos.end(); ++it)
{
entries.insert(std::make_pair(it->first, new PlayerOptionsEntry(this, it->second)));
const std::vector<SheroName> &heroes = SEL->current->mapHeader->players[it->first].heroesNames;
for(size_t hi=0; hi<heroes.size(); hi++)
usedHeroes.insert(heroes[hi].heroID);
}
if(wasActive)
activate();
}
void OptionsTab::setTurnLength( int npos )
{
static const int times[] = {1, 2, 4, 6, 8, 10, 15, 20, 25, 30, 0};
amin(npos, ARRAY_COUNT(times) - 1);
SEL->sInfo.turnTime = times[npos];
redraw();
}
void OptionsTab::flagPressed( int color )
{
PlayerSettings &clicked = SEL->sInfo.playerInfos[color];
PlayerSettings *old = NULL;
if(SEL->playerNames.size() == 1) //single player -> just swap
{
if(color == playerColor) //that color is already selected, no action needed
return;
old = &SEL->sInfo.playerInfos[playerColor];
swapPlayers(*old, clicked);
}
else
{
//identify clicked player
int clickedNameID = clicked.human; //human is a number of player, zero means AI
if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
{
PlayerSettings &restPos = SEL->sInfo.playerInfos[playerToRestore.color];
SEL->setPlayer(restPos, playerToRestore.id);
playerToRestore.reset();
}
int newPlayer = clickedNameID; //which player will take clicked position
//who will be put here?
if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
{
newPlayer = SEL->getIdOfFirstUnallocatedPlayer();
if(!newPlayer) //no "free" player -> get just first one
newPlayer = SEL->playerNames.begin()->first;
}
else //human clicked -> take next
{
std::map<ui32, std::string>::const_iterator i = SEL->playerNames.find(clickedNameID); //clicked one
i++; //player AFTER clicked one
if(i != SEL->playerNames.end())
newPlayer = i->first;
else
newPlayer = 0; //AI if we scrolled through all players
}
SEL->setPlayer(clicked, newPlayer); //put player
//if that player was somewhere else, we need to replace him with computer
if(newPlayer) //not AI
{
for(std::map<int, PlayerSettings>::iterator i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++)
{
int curNameID = i->second.human;
if(i->first != color && curNameID == newPlayer)
{
assert(i->second.human);
playerToRestore.color = i->first;
playerToRestore.id = newPlayer;
SEL->setPlayer(i->second, 0); //set computer
old = &i->second;
break;
}
}
}
}
entries[clicked.color]->selectButtons();
if(old)
{
entries[old->color]->selectButtons();
old->hero = entries[old->color]->pi.defaultHero();
}
SEL->propagateOptions();
GH.totalRedraw();
}
OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry( OptionsTab *owner, PlayerSettings &S)
: pi(SEL->current->mapHeader->players[S.color]), s(S)
{
OBJ_CONSTRUCTION;
defActions |= SHARE_POS;
int serial = 0;
for(int g=0; g < s.color; ++g)
{
PlayerInfo &itred = SEL->current->mapHeader->players[g];
if( itred.canComputerPlay || itred.canHumanPlay)
serial++;
}
pos = parent->pos + Point(54, 122 + serial*50);
static const char *flags[] = {"AOFLGBR.DEF", "AOFLGBB.DEF", "AOFLGBY.DEF", "AOFLGBG.DEF",
"AOFLGBO.DEF", "AOFLGBP.DEF", "AOFLGBT.DEF", "AOFLGBS.DEF"};
static const char *bgs[] = {"ADOPRPNL.bmp", "ADOPBPNL.bmp", "ADOPYPNL.bmp", "ADOPGPNL.bmp",
"ADOPOPNL.bmp", "ADOPPPNL.bmp", "ADOPTPNL.bmp", "ADOPSPNL.bmp"};
bg = new CPicture(BitmapHandler::loadBitmap(bgs[s.color]), 0, 0, true);
if(SEL->screenType == CMenuScreen::newGame)
{
btns[0] = new AdventureMapButton(CGI->generaltexth->zelp[132], bind(&OptionsTab::nextCastle, owner, s.color, -1), 107, 5, "ADOPLFA.DEF");
btns[1] = new AdventureMapButton(CGI->generaltexth->zelp[133], bind(&OptionsTab::nextCastle, owner, s.color, +1), 168, 5, "ADOPRTA.DEF");
btns[2] = new AdventureMapButton(CGI->generaltexth->zelp[148], bind(&OptionsTab::nextHero, owner, s.color, -1), 183, 5, "ADOPLFA.DEF");
btns[3] = new AdventureMapButton(CGI->generaltexth->zelp[149], bind(&OptionsTab::nextHero, owner, s.color, +1), 244, 5, "ADOPRTA.DEF");
btns[4] = new AdventureMapButton(CGI->generaltexth->zelp[164], bind(&OptionsTab::nextBonus, owner, s.color, -1), 259, 5, "ADOPLFA.DEF");
btns[5] = new AdventureMapButton(CGI->generaltexth->zelp[165], bind(&OptionsTab::nextBonus, owner, s.color, +1), 320, 5, "ADOPRTA.DEF");
}
else
for(int i = 0; i < 6; i++)
btns[i] = NULL;
selectButtons(false);
assert(SEL->current && SEL->current->mapHeader);
const PlayerInfo &p = SEL->current->mapHeader->players[s.color];
assert(p.canComputerPlay || p.canHumanPlay); //someone must be able to control this player
if(p.canHumanPlay && p.canComputerPlay)
whoCanPlay = HUMAN_OR_CPU;
else if(p.canComputerPlay)
whoCanPlay = CPU;
else
whoCanPlay = HUMAN;
if(SEL->screenType != CMenuScreen::scenarioInfo
&& SEL->current->mapHeader->players[s.color].canHumanPlay
&& SEL->multiPlayer != CMenuScreen::MULTI_NETWORK_GUEST)
{
flag = new AdventureMapButton(CGI->generaltexth->zelp[180], bind(&OptionsTab::flagPressed, owner, s.color), -43, 2, flags[s.color]);
flag->hoverable = true;
}
else
flag = NULL;
defActions &= ~SHARE_POS;
town = new SelectedBox(TOWN, s.color);
town->pos += pos + Point(119, 2);
hero = new SelectedBox(HERO, s.color);
hero->pos += pos + Point(195, 2);
bonus = new SelectedBox(BONUS, s.color);
bonus->pos += pos + Point(271, 2);
}
void OptionsTab::PlayerOptionsEntry::showAll( SDL_Surface * to )
{
CIntObject::showAll(to);
printAtMiddleLoc(s.name, 55, 10, FONT_SMALL, zwykly, to);
printAtMiddleWBLoc(CGI->generaltexth->arraytxt[206+whoCanPlay], 28, 34, FONT_TINY, 6, zwykly, to);
}
void OptionsTab::PlayerOptionsEntry::selectButtons(bool onlyHero)
{
if(!btns[0])
return;
if( (!onlyHero && pi.defaultCastle() != -1) //fixed tow
|| (SEL->isGuest() && s.color != playerColor)) //or not our player
{
btns[0]->disable();
btns[1]->disable();
}
else
{
btns[0]->enable(active);
btns[1]->enable(active);
}
if( (pi.defaultHero() != -1 || !s.human || s.castle < 0) //fixed hero
|| (SEL->isGuest() && s.color != playerColor))//or not our player
{
btns[2]->disable();
btns[3]->disable();
}
else
{
btns[2]->enable(active);
btns[3]->enable(active);
}
if(SEL->isGuest() && s.color != playerColor)//or not our player
{
btns[4]->disable();
btns[5]->disable();
}
else
{
btns[4]->enable(active);
btns[5]->enable(active);
}
}
void OptionsTab::SelectedBox::showAll( SDL_Surface * to )
{
//PlayerSettings &s = SEL->sInfo.playerInfos[player];
SDL_Surface *toBlit = getImg();
const std::string *toPrint = getText();
blitAt(toBlit, pos, to);
printAtMiddleLoc(*toPrint, 23, 39, FONT_TINY, zwykly, to);
}
OptionsTab::SelectedBox::SelectedBox( SelType Which, ui8 Player )
:which(Which), player(Player)
{
SDL_Surface *img = getImg();
pos.w = img->w;
pos.h = img->h;
used = RCLICK;
}
SDL_Surface * OptionsTab::SelectedBox::getImg() const
{
const PlayerSettings &s = SEL->sInfo.playerInfos[player];
switch(which)
{
case TOWN:
if (s.castle < F_NUMBER && s.castle >= 0)
return graphics->getPic(s.castle, true, false);
else if (s.castle == -1)
return CGP->rTown;
else if (s.castle == -2)
return CGP->nTown;
case HERO:
if (s.hero == -1)
{
return CGP->rHero;
}
else if (s.hero == -2)
{
if(s.heroPortrait >= 0)
return graphics->portraitSmall[s.heroPortrait];
else
return CGP->nHero;
}
else
{
return graphics->portraitSmall[s.hero];
}
break;
case BONUS:
{
int pom;
switch (s.bonus)
{
case -1:
pom=10;
break;
case 0:
pom=9;
break;
case 1:
pom=8;
break;
case 2:
pom=CGI->townh->towns[s.castle].bonus;
break;
default:
assert(0);
}
return CGP->bonuses->ourImages[pom].bitmap;
}
default:
return NULL;
}
}
const std::string * OptionsTab::SelectedBox::getText() const
{
const PlayerSettings &s = SEL->sInfo.playerInfos[player];
switch(which)
{
case TOWN:
if (s.castle < F_NUMBER && s.castle >= 0)
return &CGI->townh->towns[s.castle].Name();
else if (s.castle == -1)
return &CGI->generaltexth->allTexts[522];
else if (s.castle == -2)
return &CGI->generaltexth->allTexts[523];
case HERO:
if (s.hero == -1)
return &CGI->generaltexth->allTexts[522];
else if (s.hero == -2)
{
if(s.heroPortrait >= 0)
{
if(s.heroName.length())
return &s.heroName;
else
return &CGI->heroh->heroes[s.heroPortrait]->name;
}
else
return &CGI->generaltexth->allTexts[523];
}
else
{
//if(s.heroName.length())
// return &s.heroName;
//else
return &CGI->heroh->heroes[s.hero]->name;
}
case BONUS:
switch (s.bonus)
{
case -1:
return &CGI->generaltexth->allTexts[522];
default:
return &CGI->generaltexth->arraytxt[214 + s.bonus];
}
default:
return NULL;
}
}
void OptionsTab::SelectedBox::clickRight( tribool down, bool previousState )
{
if(indeterminate(down) || !down) return;
const PlayerSettings &s = SEL->sInfo.playerInfos[player];
SDL_Surface *bmp = NULL;
const std::string *title = NULL, *subTitle = NULL;
subTitle = getText();
int val;
switch(which)
{
case TOWN:
val = s.castle;
break;
case HERO:
val = s.hero;
if(val == -2) //none => we may have some preset info
{
int p9 = SEL->current->mapHeader->players[s.color].p9;
if(p9 != 255 && SEL->sInfo.playerInfos[player].heroPortrait >= 0)
val = p9;
}
break;
case BONUS:
val = s.bonus;
break;
}
if(val == -1 || which == BONUS) //random or bonus box
{
bmp = CMessage::drawBox1(256, 190);
std::string *description = NULL;
switch(which)
{
case TOWN:
title = &CGI->generaltexth->allTexts[103];
description = &CGI->generaltexth->allTexts[104];
break;
case HERO:
title = &CGI->generaltexth->allTexts[101];
description = &CGI->generaltexth->allTexts[102];
break;
case BONUS:
{
switch(val)
{
case PlayerSettings::brandom:
title = &CGI->generaltexth->allTexts[86]; //{Random Bonus}
description = &CGI->generaltexth->allTexts[94]; //Gold, wood and ore, or an artifact is randomly chosen as your starting bonus
break;
case PlayerSettings::bartifact:
title = &CGI->generaltexth->allTexts[83]; //{Artifact Bonus}
description = &CGI->generaltexth->allTexts[90]; //An artifact is randomly chosen and equipped to your starting hero
break;
case PlayerSettings::bgold:
title = &CGI->generaltexth->allTexts[84]; //{Gold Bonus}
subTitle = &CGI->generaltexth->allTexts[87]; //500-1000
description = &CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool
break;
case PlayerSettings::bresource:
{
title = &CGI->generaltexth->allTexts[85]; //{Resource Bonus}
switch(CGI->townh->towns[s.castle].primaryRes)
{
case 1:
subTitle = &CGI->generaltexth->allTexts[694];
description = &CGI->generaltexth->allTexts[690];
break;
case 3:
subTitle = &CGI->generaltexth->allTexts[695];
description = &CGI->generaltexth->allTexts[691];
break;
case 4:
subTitle = &CGI->generaltexth->allTexts[692];
description = &CGI->generaltexth->allTexts[688];
break;
case 5:
subTitle = &CGI->generaltexth->allTexts[693];
description = &CGI->generaltexth->allTexts[689];
break;
case 127:
subTitle = &CGI->generaltexth->allTexts[89]; //5-10 wood / 5-10 ore
description = &CGI->generaltexth->allTexts[93]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool
break;
}
}
break;
}
}
break;
}
if(description)
CSDL_Ext::printAtMiddleWB(*description, 125, 145, FONT_SMALL, 37, zwykly, bmp);
}
else if(val == -2)
{
return;
}
else if(which == TOWN)
{
bmp = CMessage::drawBox1(256, 319);
title = &CGI->generaltexth->allTexts[80];
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[79], 135, 137, FONT_MEDIUM, tytulowy, bmp);
const CTown &t = CGI->townh->towns[val];
//print creatures
int x = 60, y = 159;
for(int i = 0; i < 7; i++)
{
int c = t.basicCreatures[i];
blitAt(graphics->smallImgs[c], x, y, bmp);
CSDL_Ext::printAtMiddleWB(CGI->creh->creatures[c]->nameSing, x + 16, y + 45, FONT_TINY, 10, zwykly, bmp);
if(i == 2)
{
x = 40;
y += 76;
}
else
{
x += 52;
}
}
}
else if(val >= 0)
{
const CHero *h = CGI->heroh->heroes[val];
bmp = CMessage::drawBox1(320, 255);
title = &CGI->generaltexth->allTexts[77];
CSDL_Ext::printAtMiddle(*title, 167, 36, FONT_MEDIUM, tytulowy, bmp);
CSDL_Ext::printAtMiddle(*subTitle + " - " + h->heroClass->name, 160, 99, FONT_SMALL, zwykly, bmp);
blitAt(getImg(), 136, 56, bmp);
//print specialty
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[78], 166, 132, FONT_MEDIUM, tytulowy, bmp);
blitAt(graphics->un44->ourImages[val].bitmap, 140, 150, bmp);
CSDL_Ext::printAtMiddle(CGI->generaltexth->hTxts[val].bonusName, 166, 203, FONT_SMALL, zwykly, bmp);
GH.pushInt(new CInfoPopup(bmp, true));
return;
}
if(title)
CSDL_Ext::printAtMiddle(*title, 135, 36, FONT_MEDIUM, tytulowy, bmp);
if(subTitle)
CSDL_Ext::printAtMiddle(*subTitle, 127, 103, FONT_SMALL, zwykly, bmp);
blitAt(getImg(), 104, 60, bmp);
GH.pushInt(new CInfoPopup(bmp, true));
}
CScenarioInfo::CScenarioInfo(const CMapHeader *mapHeader, const StartInfo *startInfo)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
for(std::map<int, PlayerSettings>::const_iterator it = startInfo->playerInfos.begin();
it != startInfo->playerInfos.end(); ++it)
{
if(it->second.human)
{
playerColor = it->first;
}
}
pos.w = 762;
pos.h = 584;
center(pos);
assert(LOCPLINT);
sInfo = *LOCPLINT->cb->getStartInfo();
assert(!SEL->current);
current = mapInfoFromGame();
setPlayersFromGame();
screenType = CMenuScreen::scenarioInfo;
card = new InfoCard();
opt = new OptionsTab();
opt->recreate();
card->difficulty->select(startInfo->difficulty, 0);
back = new AdventureMapButton("", CGI->generaltexth->zelp[105].second, bind(&CGuiHandler::popIntTotally, &GH, this), 584, 535, "SCNRBACK.DEF", SDLK_ESCAPE);
}
CScenarioInfo::~CScenarioInfo()
{
delete current;
}
bool mapSorter::operator()(const CMapInfo *aaa, const CMapInfo *bbb)
{
const CMapHeader * a = aaa->mapHeader,
* b = bbb->mapHeader;
if(a && b) //if we are sorting scenarios
{
switch (sortBy)
{
case _format: //by map format (RoE, WoG, etc)
return (a->version<b->version);
break;
case _loscon: //by loss conditions
return (a->lossCondition.typeOfLossCon<b->lossCondition.typeOfLossCon);
break;
case _playerAm: //by player amount
int playerAmntB,humenPlayersB,playerAmntA,humenPlayersA;
playerAmntB=humenPlayersB=playerAmntA=humenPlayersA=0;
for (int i=0;i<8;i++)
{
if (a->players[i].canHumanPlay) {playerAmntA++;humenPlayersA++;}
else if (a->players[i].canComputerPlay) {playerAmntA++;}
if (b->players[i].canHumanPlay) {playerAmntB++;humenPlayersB++;}
else if (b->players[i].canComputerPlay) {playerAmntB++;}
}
if (playerAmntB!=playerAmntA)
return (playerAmntA<playerAmntB);
else
return (humenPlayersA<humenPlayersB);
break;
case _size: //by size of map
return (a->width<b->width);
break;
case _viccon: //by victory conditions
return (a->victoryCondition.condition < b->victoryCondition.condition);
break;
case _name: //by name
return (a->name<b->name);
break;
default:
return (a->name<b->name);
break;
}
}
else //if we are sorting campaigns
{
switch(sortBy)
{
case _numOfMaps: //by number of maps in campaign
return CGI->generaltexth->campaignRegionNames[ aaa->campaignHeader->mapVersion ].size() <
CGI->generaltexth->campaignRegionNames[ bbb->campaignHeader->mapVersion ].size();
break;
case _name: //by name
return aaa->campaignHeader->name < bbb->campaignHeader->name;
break;
default:
return aaa->campaignHeader->name < bbb->campaignHeader->name;
break;
}
}
}
CMultiMode::CMultiMode()
{
OBJ_CONSTRUCTION;
bg = new CPicture("MUPOPUP.bmp");
bg->convertToScreenBPP(); //so we could draw without problems
blitAt(CPicture("MUMAP.bmp"), 16, 77, *bg); //blit img
pos = bg->center(); //center, window has size of bg graphic
bar = new CGStatusBar(new CPicture(Rect(7, 465, 440, 18), 0));//226, 472
txt = new CTextInput(Rect(19, 436, 334, 16), *bg);
txt->setText(GDefaultOptions.playerName); //Player
btns[0] = new AdventureMapButton(CGI->generaltexth->zelp[266], bind(&CMultiMode::openHotseat, this), 373, 78, "MUBHOT.DEF");
btns[1] = new AdventureMapButton("Host TCP/IP game", "", bind(&CMultiMode::hostTCP, this), 373, 78 + 57*1, "MUBHOST.DEF");
btns[2] = new AdventureMapButton("Join TCP/IP game", "", bind(&CMultiMode::joinTCP, this), 373, 78 + 57*2, "MUBJOIN.DEF");
btns[6] = new AdventureMapButton(CGI->generaltexth->zelp[288], bind(&CGuiHandler::popIntTotally, ref(GH), this), 373, 424, "MUBCANC.DEF", SDLK_ESCAPE);
}
void CMultiMode::openHotseat()
{
GH.pushInt(new CHotSeatPlayers(txt->text));
}
void CMultiMode::hostTCP()
{
GDefaultOptions.setPlayerName(txt->text);
GH.popIntTotally(this);
GH.pushInt(new CSelectionScreen(CMenuScreen::newGame, CMenuScreen::MULTI_NETWORK_HOST));
}
void CMultiMode::joinTCP()
{
GDefaultOptions.setPlayerName(txt->text);
GH.popIntTotally(this);
GH.pushInt(new CSelectionScreen(CMenuScreen::newGame, CMenuScreen::MULTI_NETWORK_GUEST));
}
CHotSeatPlayers::CHotSeatPlayers(const std::string &firstPlayer)
{
OBJ_CONSTRUCTION;
bg = new CPicture("MUHOTSEA.bmp");
bg->convertToScreenBPP(); //so we could draw without problems
bg->printAtMiddleWBLoc(CGI->generaltexth->allTexts[446], 185, 55, FONT_BIG, 50, zwykly, *bg); //HOTSEAT Please enter names
pos = bg->center(); //center, window has size of bg graphic
for(int i = 0; i < ARRAY_COUNT(txt); i++)
txt[i] = new CTextInput(Rect(60, 85 + i*30, 280, 16), *bg);
txt[0]->setText(firstPlayer);
txt[0]->giveFocus();
ok = new AdventureMapButton(CGI->generaltexth->zelp[560], bind(&CHotSeatPlayers::enterSelectionScreen, this), 95, 338, "MUBCHCK.DEF", SDLK_RETURN);
cancel = new AdventureMapButton(CGI->generaltexth->zelp[561], bind(&CGuiHandler::popIntTotally, ref(GH), this), 205, 338, "MUBCANC.DEF", SDLK_ESCAPE);
bar = new CGStatusBar(new CPicture(Rect(7, 381, 348, 18), 0));//226, 472
}
void CHotSeatPlayers::enterSelectionScreen()
{
std::map<ui32, std::string> names;
for(int i = 0, j = 1; i < ARRAY_COUNT(txt); i++)
if(txt[i]->text.length())
names[j++] = txt[i]->text;
assert(names.size() > 1); //two players at least - after all, it's hot seat mode...
GDefaultOptions.setPlayerName(names.begin()->second); //remember selected name
GH.popInts(2); //pop MP mode window and this
GH.pushInt(new CSelectionScreen(CMenuScreen::newGame, CMenuScreen::MULTI_HOT_SEAT, &names));
}
CBonusSelection::CBonusSelection( CCampaignState * _ourCampaign )
: highlightedRegion(NULL), ourCampaign(_ourCampaign), ourHeader(NULL),
diffLb(NULL), diffRb(NULL), bonuses(NULL)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
static const std::string bgNames [] = {"E1_BG.BMP", "G2_BG.BMP", "E2_BG.BMP", "G1_BG.BMP", "G3_BG.BMP", "N1_BG.BMP",
"S1_BG.BMP", "BR_BG.BMP", "IS_BG.BMP", "KR_BG.BMP", "NI_BG.BMP", "TA_BG.BMP", "AR_BG.BMP", "HS_BG.BMP",
"BB_BG.BMP", "NB_BG.BMP", "EL_BG.BMP", "RN_BG.BMP", "UA_BG.BMP", "SP_BG.BMP"};
loadPositionsOfGraphics();
background = BitmapHandler::loadBitmap(bgNames[ourCampaign->camp->header.mapVersion]);
SDL_Surface * panel = BitmapHandler::loadBitmap("CAMPBRF.BMP");
blitAt(panel, 456, 6, background);
startB = new AdventureMapButton("", "", bind(&CBonusSelection::startMap, this), 475, 536, "CBBEGIB.DEF", SDLK_RETURN);
backB = new AdventureMapButton("", "", bind(&CBonusSelection::goBack, this), 624, 536, "CBCANCB.DEF", SDLK_ESCAPE);
//campaign name
if (ourCampaign->camp->header.name.length())
printAtLoc(ourCampaign->camp->header.name, 481, 28, FONT_BIG, tytulowy, background);
else
printAtLoc("Unnamed", 481, 28, FONT_BIG, tytulowy, background);
//map size icon
sizes = CDefHandler::giveDef("SCNRMPSZ.DEF");
//campaign description
printAtLoc(CGI->generaltexth->allTexts[38], 481, 63, FONT_SMALL, tytulowy, background);
cmpgDesc = new CTextBox(ourCampaign->camp->header.description, Rect(480, 86, 286, 117), 1);
cmpgDesc->showAll(background);
//map description
mapDesc = new CTextBox("", Rect(480, 280, 286, 117), 1);
//bonus choosing
printAtLoc(CGI->generaltexth->allTexts[71], 510, 431, FONT_MEDIUM, zwykly, background); //Choose a bonus:
bonuses = new CHighlightableButtonsGroup(bind(&CBonusSelection::selectBonus, this, _1));
//set left part of window
for (int g=0; g<ourCampaign->camp->scenarios.size(); ++g)
{
if(ourCampaign->camp->conquerable(g))
{
regions.push_back(new CRegion(this, true, true, g));
regions[regions.size()-1]->rclickText = ourCampaign->camp->scenarios[g].regionText;
if (highlightedRegion == NULL)
{
highlightedRegion = regions.back();
selectMap(g);
}
}
else if (ourCampaign->camp->scenarios[g].conquered) //display as striped
{
regions.push_back(new CRegion(this, false, false, g));
regions[regions.size()-1]->rclickText = ourCampaign->camp->scenarios[g].regionText;
}
}
//init campaign state if necessary
if (ourCampaign->campaignName.size() == 0)
{
ourCampaign->initNewCampaign(sInfo);
}
//allies / enemies
printAtLoc(CGI->generaltexth->allTexts[390] + ":", 486, 407, FONT_SMALL, zwykly, background); //Allies
printAtLoc(CGI->generaltexth->allTexts[391] + ":", 619, 407, FONT_SMALL, zwykly, background); //Enemies
SDL_FreeSurface(panel);
//difficulty
printAtLoc("Difficulty", 691, 431, FONT_MEDIUM, zwykly, background); //Difficulty
{//difficulty pics
for (int b=0; b<ARRAY_COUNT(diffPics); ++b)
{
CDefEssential * cde = CDefHandler::giveDefEss("GSPBUT" + boost::lexical_cast<std::string>(b+3) + ".DEF");
SDL_Surface * surfToDuplicate = cde->ourImages[0].bitmap;
diffPics[b] = SDL_ConvertSurface(surfToDuplicate, surfToDuplicate->format,
surfToDuplicate->flags);
delete cde;
}
}
//difficulty selection buttons
if (ourCampaign->camp->header.difficultyChoosenByPlayer)
{
diffLb = new AdventureMapButton("", "", bind(&CBonusSelection::changeDiff, this, false), 694, 508, "SCNRBLF.DEF");
diffRb = new AdventureMapButton("", "", bind(&CBonusSelection::changeDiff, this, true), 738, 508, "SCNRBRT.DEF");
}
//load miniflags
sFlags = CDefHandler::giveDef("ITGFLAGS.DEF");
}
CBonusSelection::~CBonusSelection()
{
SDL_FreeSurface(background);
delete sizes;
delete ourHeader;
delete sFlags;
for (int b=0; b<ARRAY_COUNT(diffPics); ++b)
{
SDL_FreeSurface(diffPics[b]);
}
}
void CBonusSelection::goBack()
{
GH.popIntTotally(this);
}
void CBonusSelection::showAll( SDL_Surface * to )
{
CIntObject::showAll(to);
blitAt(background, pos.x, pos.y, to);
show(to);
}
void CBonusSelection::loadPositionsOfGraphics()
{
std::ifstream is(DATA_DIR "/config/campaign_regions.txt", std::ios_base::binary | std::ios_base::in);
assert(is.is_open());
for (int g=0; g<CGI->generaltexth->campaignMapNames.size(); ++g)
{
SCampPositions sc;
is >> sc.campPrefix;
is >> sc.colorSuffixLength;
bool contReading = true;
while(contReading)
{
SCampPositions::SRegionDesc rd;
is >> rd.infix;
if(rd.infix == "END")
{
contReading = false;
}
else
{
is >> rd.xpos >> rd.ypos;
sc.regions.push_back(rd);
}
}
campDescriptions.push_back(sc);
}
}
void CBonusSelection::selectMap( int whichOne )
{
sInfo.difficulty = ourCampaign->camp->scenarios[whichOne].difficulty;
sInfo.mapname = ourCampaign->camp->header.filename;
sInfo.mode = StartInfo::CAMPAIGN;
//get header
int i = 0;
delete ourHeader;
ourHeader = new CMapHeader();
ourHeader->initFromMemory((const unsigned char*)ourCampaign->camp->mapPieces.find(whichOne)->second.c_str(), i);
std::map<ui32, std::string> names;
names[1] = GDefaultOptions.playerName;
updateStartInfo(ourCampaign->camp->header.filename, sInfo, ourHeader, names);
sInfo.turnTime = 0;
sInfo.whichMapInCampaign = whichOne;
sInfo.difficulty = ourCampaign->camp->scenarios[whichOne].difficulty;
ourCampaign->currentMap = whichOne;
mapDesc->setTxt(ourHeader->description);
updateBonusSelection();
}
void CBonusSelection::show( SDL_Surface * to )
{
blitAt(background, pos.x, pos.y, to);
//map name
std::string mapName = ourHeader->name;
if (mapName.length())
printAtLoc(mapName, 481, 219, FONT_BIG, tytulowy, to);
else
printAtLoc("Unnamed", 481, 219, FONT_BIG, tytulowy, to);
//map description
printAtLoc(CGI->generaltexth->allTexts[496], 481, 253, FONT_SMALL, tytulowy, to);
mapDesc->showAll(to); //showAll because CTextBox has no show()
//map size icon
int temp;
switch (ourHeader->width)
{
case 36:
temp=0;
break;
case 72:
temp=1;
break;
case 108:
temp=2;
break;
case 144:
temp=3;
break;
default:
temp=4;
break;
}
blitAtLoc(sizes->ourImages[temp].bitmap, 735, 26, to);
//flags
int fx=530, ex=674, myT;
myT = ourHeader->players[playerColor].team;
for (std::map<int, PlayerSettings>::const_iterator i = sInfo.playerInfos.begin(); i != sInfo.playerInfos.end(); i++)
{
int *myx = ((i->first == playerColor || ourHeader->players[i->first].team == myT) ? &fx : &ex);
blitAtLoc(sFlags->ourImages[i->first].bitmap, *myx, 405, to);
*myx += sFlags->ourImages[i->first].bitmap->w;
}
//difficulty
blitAt(diffPics[sInfo.difficulty], 709, 455, to);
CIntObject::show(to);
}
void CBonusSelection::updateBonusSelection()
{
//graphics:
//spell - SPELLBON.DEF
//monster - TWCRPORT.DEF
//building - BO*.BMP graphics
//artifact - ARTIFBON.DEF
//spell scroll - SPELLBON.DEF
//prim skill - PSKILBON.DEF
//sec skill - SSKILBON.DEF
//resource - BORES.DEF
//player - ?
//hero -?
const CCampaignScenario &scenario = ourCampaign->camp->scenarios[sInfo.whichMapInCampaign];
const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
CDefEssential * twcp = CDefHandler::giveDefEss("TWCRPORT.DEF"); //for yellow border
bonuses->buttons.clear();
{
BLOCK_CAPTURING;
static const char *bonDefs[] = {"SPELLBON.DEF", "TWCRPORT.DEF", "GSPBUT5.DEF", "ARTIFBON.DEF", "SPELLBON.DEF",
"PSKILBON.DEF", "SSKILBON.DEF", "BORES.DEF", "GSPBUT5.DEF", "GSPBUT5.DEF"};
for(int i = 0; i < bonDescs.size(); i++)
{
SDL_Surface *notSelected, *selected;
CDefEssential * de = CDefHandler::giveDefEss(bonDefs[bonDescs[i].type]);
SDL_Surface * surfToDuplicate = NULL;
bool freeDuplicatedSurface = false;
std::string desc;
switch(bonDescs[i].type)
{
case 0: //spell
surfToDuplicate = de->ourImages[bonDescs[i].info2].bitmap;
desc = CGI->generaltexth->allTexts[715];
boost::algorithm::replace_first(desc, "%s", CGI->spellh->spells[bonDescs[i].info2].name);
break;
case 1: //monster
surfToDuplicate = de->ourImages[bonDescs[i].info2 + 2].bitmap;
desc = CGI->generaltexth->allTexts[717];
boost::algorithm::replace_first(desc, "%d", boost::lexical_cast<std::string>(bonDescs[i].info3));
boost::algorithm::replace_first(desc, "%s", CGI->creh->creatures[bonDescs[i].info2]->namePl);
break;
case 2: //building
{
int faction = -1;
for(std::map<int, PlayerSettings>::iterator it = sInfo.playerInfos.begin();
it != sInfo.playerInfos.end(); ++it)
{
if (it->second.human)
{
faction = it->second.castle;
break;
}
}
assert(faction != -1);
std::string bldgBitmapName = CGI->buildh->ERMUtoPicture[faction][CBuildingHandler::campToERMU(bonDescs[i].info1, faction, std::set<si32>())];
surfToDuplicate = BitmapHandler::loadBitmap(bldgBitmapName);
freeDuplicatedSurface = true;
}
break;
case 3: //artifact
surfToDuplicate = de->ourImages[bonDescs[i].info2].bitmap;
desc = CGI->generaltexth->allTexts[715];
boost::algorithm::replace_first(desc, "%s", CGI->arth->artifacts[bonDescs[i].info2]->Name());
break;
case 4: //spell scroll
surfToDuplicate = de->ourImages[bonDescs[i].info2].bitmap;
desc = CGI->generaltexth->allTexts[716];
boost::algorithm::replace_first(desc, "%s", CGI->spellh->spells[bonDescs[i].info2].name);
break;
case 5: //primary skill
{
int leadingSkill = -1;
std::vector<std::pair<int, int> > toPrint; //primary skills to be listed <num, val>
const ui8* ptr = reinterpret_cast<const ui8*>(&bonDescs[i].info2);
for (int g=0; g<PRIMARY_SKILLS; ++g)
{
if (leadingSkill == -1 || ptr[g] > ptr[leadingSkill])
{
leadingSkill = g;
}
if (ptr[g] != 0)
{
toPrint.push_back(std::make_pair(g, ptr[g]));
}
}
surfToDuplicate = de->ourImages[leadingSkill].bitmap;
desc = CGI->generaltexth->allTexts[715];
std::string substitute; //text to be printed instead of %s
for (int v=0; v<toPrint.size(); ++v)
{
substitute += boost::lexical_cast<std::string>(toPrint[v].second);
substitute += " " + CGI->generaltexth->primarySkillNames[toPrint[v].first];
if(v != toPrint.size() - 1)
{
substitute += ", ";
}
}
boost::algorithm::replace_first(desc, "%s", substitute);
break;
}
case 6: //secondary skill
surfToDuplicate = de->ourImages[bonDescs[i].info2].bitmap;
desc = CGI->generaltexth->allTexts[718];
boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->levels[bonDescs[i].info3]); //skill level
boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->skillName[bonDescs[i].info2]); //skill name
break;
case 7: //resource
{
int serialResID = 0;
switch(bonDescs[i].info1)
{
case 0: case 1: case 2: case 3: case 4: case 5: case 6:
serialResID = bonDescs[i].info1;
break;
case 0xFD: //wood + ore
serialResID = 7;
break;
case 0xFE: //rare resources
serialResID = 8;
break;
}
surfToDuplicate = de->ourImages[serialResID].bitmap;
desc = CGI->generaltexth->allTexts[717];
boost::algorithm::replace_first(desc, "%d", boost::lexical_cast<std::string>(bonDescs[i].info2));
std::string replacement;
if (serialResID <= 6)
{
replacement = CGI->generaltexth->restypes[serialResID];
}
else
{
replacement = CGI->generaltexth->allTexts[714 + serialResID];
}
boost::algorithm::replace_first(desc, "%s", replacement);
}
break;
case 8: //player aka hero crossover
surfToDuplicate = graphics->flags->ourImages[bonDescs[i].info1].bitmap;
desc = CGI->generaltexth->allTexts[718];
boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->capColors[bonDescs[i].info1]); //player color
boost::algorithm::replace_first(desc, "%s", ourCampaign->camp->scenarios[bonDescs[i].info2].mapName); //scenario
break;
case 9: //hero
desc = CGI->generaltexth->allTexts[718];
boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->capColors[bonDescs[i].info1]); //hero's color
if (bonDescs[i].info2 == 0xFFFF)
{
boost::algorithm::replace_first(desc, "%s", CGI->heroh->heroes[0]->name); //hero's name
surfToDuplicate = graphics->portraitLarge[0];
}
else
{
boost::algorithm::replace_first(desc, "%s", CGI->heroh->heroes[bonDescs[i].info2]->name); //hero's name
surfToDuplicate = graphics->portraitLarge[bonDescs[i].info2];
}
break;
}
bonuses->addButton(new CHighlightableButton(desc, desc, 0, 475 + i*68, 455, bonDefs[bonDescs[i].type], i));
notSelected = SDL_ConvertSurface(surfToDuplicate, surfToDuplicate->format, surfToDuplicate->flags);
selected = SDL_ConvertSurface(notSelected, notSelected->format, notSelected->flags);
//printing yellow border
blitAt(twcp->ourImages[1].bitmap, 0, 0, selected);
//moving surfaces into button
bonuses->buttons.back()->imgs[0]->clear();
bonuses->buttons.back()->imgs[0]->add(notSelected);
bonuses->buttons.back()->imgs[0]->add(selected);
//cleaning
delete de;
if(freeDuplicatedSurface)
{
SDL_FreeSurface(surfToDuplicate);
}
}
}
if (bonuses->buttons.size() > 0)
{
bonuses->select(0, 0);
}
delete twcp;
}
void CBonusSelection::startMap()
{
StartInfo *si = new StartInfo(sInfo);
if (ourCampaign->mapsConquered.size())
{
GH.popInts(1);
}
else
{
GH.popInts(3);
}
::startGame(si);
}
void CBonusSelection::selectBonus( int id )
{
sInfo.choosenCampaignBonus = id;
const CCampaignScenario &scenario = ourCampaign->camp->scenarios[sInfo.whichMapInCampaign];
const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
if (bonDescs[id].type == 8) //hero crossover
{
SEL->setPlayer(sInfo.playerInfos[0], bonDescs[id].info1); //TODO: substitute with appropriate color
}
}
void CBonusSelection::changeDiff( bool increase )
{
if (increase)
{
sInfo.difficulty = std::min(sInfo.difficulty + 1, 4);
}
else
{
sInfo.difficulty = std::max(sInfo.difficulty - 1, 0);
}
}
CBonusSelection::CRegion::CRegion( CBonusSelection * _owner, bool _accessible, bool _selectable, int _myNumber )
: owner(_owner), accessible(_accessible), selectable(_selectable), myNumber(_myNumber)
{
OBJ_CONSTRUCTION;
used = LCLICK | RCLICK;
static const std::string colors[2][8] = {
{"R", "B", "N", "G", "O", "V", "T", "P"},
{"Re", "Bl", "Br", "Gr", "Or", "Vi", "Te", "Pi"}};
const SCampPositions & campDsc = owner->campDescriptions[owner->ourCampaign->camp->header.mapVersion];
const SCampPositions::SRegionDesc & desc = campDsc.regions[myNumber];
pos.x = desc.xpos;
pos.y = desc.ypos;
//loading of graphics
std::string prefix = campDsc.campPrefix + desc.infix + "_";
std::string suffix = colors[campDsc.colorSuffixLength - 1][owner->ourCampaign->camp->scenarios[myNumber].regionColor];
static const std::string infix [] = {"En", "Se", "Co"};
for (int g = 0; g < ARRAY_COUNT(infix); g++)
{
graphics[g] = BitmapHandler::loadBitmap(prefix + infix[g] + suffix + ".BMP");
}
pos.w = graphics[0]->w;
pos.h = graphics[0]->h;
}
CBonusSelection::CRegion::~CRegion()
{
for (int g=0; g<ARRAY_COUNT(graphics); ++g)
{
SDL_FreeSurface(graphics[g]);
}
}
void CBonusSelection::CRegion::clickLeft( tribool down, bool previousState )
{
//select if selectable & clicked inside our graphic
if ( indeterminate(down) )
{
return;
}
if( !down && selectable && !CSDL_Ext::isTransparent(graphics[0], GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) )
{
owner->selectMap(myNumber);
owner->highlightedRegion = this;
}
}
void CBonusSelection::CRegion::clickRight( tribool down, bool previousState )
{
//show r-click text
if( down && !CSDL_Ext::isTransparent(graphics[0], GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) &&
rclickText.size() )
{
CRClickPopup::createAndPush(rclickText);
}
}
void CBonusSelection::CRegion::show( SDL_Surface * to )
{
//const SCampPositions::SRegionDesc & desc = owner->campDescriptions[owner->ourCampaign->camp->header.mapVersion].regions[myNumber];
if (!accessible)
{
//show as striped
blitAt(graphics[2], pos.x, pos.y, to);
}
else if (this == owner->highlightedRegion)
{
//show as selected
blitAt(graphics[1], pos.x, pos.y, to);
}
else
{
//show as not selected selected
blitAt(graphics[0], pos.x, pos.y, to);
}
}
CSavingScreen::CSavingScreen(bool hotseat)
: CSelectionScreen(CMenuScreen::saveGame, hotseat ? CMenuScreen::MULTI_HOT_SEAT : CMenuScreen::SINGLE_PLAYER)
{
ourGame = mapInfoFromGame();
sInfo = *LOCPLINT->cb->getStartInfo();
setPlayersFromGame();
}
CSavingScreen::~CSavingScreen()
{
}
ISelectionScreenInfo::ISelectionScreenInfo(const std::map<ui32, std::string> *Names /*= NULL*/)
{
multiPlayer = CMenuScreen::SINGLE_PLAYER;
assert(!SEL);
SEL = this;
current = NULL;
if(Names && Names->size()) //if have custom set of player names - use it
playerNames = *Names;
else
playerNames[1] = GDefaultOptions.playerName; //by default we have only one player and his name is "Player" (or whatever the last used name was)
}
ISelectionScreenInfo::~ISelectionScreenInfo()
{
assert(SEL == this);
SEL = NULL;
}
void ISelectionScreenInfo::updateStartInfo(std::string filename, StartInfo & sInfo, const CMapHeader * mapHeader)
{
::updateStartInfo(filename, sInfo, mapHeader, playerNames);
}
void ISelectionScreenInfo::setPlayer(PlayerSettings &pset, unsigned player)
{
::setPlayer(pset, player, playerNames);
}
int ISelectionScreenInfo::getIdOfFirstUnallocatedPlayer()
{
for(std::map<ui32, std::string>::const_iterator i = playerNames.begin(); i != playerNames.end(); i++)
if(!sInfo.getPlayersSettings(i->first)) //
return i->first;
return 0;
}
bool ISelectionScreenInfo::isGuest() const
{
return multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST;
}
bool ISelectionScreenInfo::isHost() const
{
return multiPlayer == CMenuScreen::MULTI_NETWORK_HOST;
}
void ChatMessage::apply(CSelectionScreen *selScreen)
{
selScreen->card->chat->addNewMessage(playerName + ": " + message);
GH.totalRedraw();
}
void QuitMenuWithoutStarting::apply(CSelectionScreen *selScreen)
{
if(!selScreen->ongoingClosing)
{
*selScreen->serv << this; //resend to confirm
GH.popIntTotally(selScreen); //will wait with deleting us before this thread ends
}
delNull(selScreen->serv);
}
void PlayerJoined::apply(CSelectionScreen *selScreen)
{
//assert(SEL->playerNames.size() == connectionID); //temporary, TODO when player exits
SEL->playerNames[connectionID] = playerName;
//put new player in first slot with AI
for(std::map<int, PlayerSettings>::iterator i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++)
{
if(!i->second.human)
{
selScreen->setPlayer(i->second, connectionID);
selScreen->opt->entries[i->second.color]->selectButtons();
break;
}
}
selScreen->propagateNames();
selScreen->propagateOptions();
GH.totalRedraw();
}
void SelectMap::apply(CSelectionScreen *selScreen)
{
if(selScreen->multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
{
free = false;
selScreen->changeSelection(mapInfo);
}
}
void UpdateStartOptions::apply(CSelectionScreen *selScreen)
{
if(!selScreen->isGuest())
return;
selScreen->setSInfo(*options);
}
void PregameGuiAction::apply(CSelectionScreen *selScreen)
{
if(!selScreen->isGuest())
return;
switch(action)
{
case NO_TAB:
selScreen->toggleTab(selScreen->curTab);
break;
case OPEN_OPTIONS:
selScreen->toggleTab(selScreen->opt);
break;
case OPEN_SCENARIO_LIST:
selScreen->toggleTab(selScreen->sel);
break;
}
}
void RequestOptionsChange::apply(CSelectionScreen *selScreen)
{
if(!selScreen->isHost())
return;
ui8 color = selScreen->sInfo.getPlayersSettings(playerID)->color;
switch(what)
{
case TOWN:
selScreen->opt->nextCastle(color, direction);
break;
case HERO:
selScreen->opt->nextHero(color, direction);
break;
case BONUS:
selScreen->opt->nextBonus(color, direction);
break;
}
}
void PlayerLeft::apply(CSelectionScreen *selScreen)
{
if(selScreen->isGuest())
return;
SEL->playerNames.erase(playerID);
if(PlayerSettings *s = selScreen->sInfo.getPlayersSettings(playerID)) //it's possible that player was unallocated
{
selScreen->setPlayer(*s, 0);
selScreen->opt->entries[s->color]->selectButtons();
}
selScreen->propagateNames();
selScreen->propagateOptions();
GH.totalRedraw();
}
void PlayersNames::apply(CSelectionScreen *selScreen)
{
if(selScreen->isGuest())
selScreen->playerNames = playerNames;
}
void StartWithCurrentSettings::apply(CSelectionScreen *selScreen)
{
startingInfo.reset();
startingInfo.serv = selScreen->serv;
startingInfo.sInfo = new StartInfo(selScreen->sInfo);
if(!selScreen->ongoingClosing)
{
*selScreen->serv << this; //resend to confirm
}
selScreen->serv = NULL; //hide it so it won't be deleted
delNull(selScreen->serverHandlingThread); //detach us
selectedName = selScreen->sInfo.mapname;
GH.curInt = NULL;
GH.popIntTotally(selScreen);
GH.popInt(GH.topInt()); //only deactivate main menu screen
::startGame(startingInfo.sInfo, startingInfo.serv);
throw 666; //EVIL, EVIL, EVIL workaround to kill thread (does "goto catch" outside listening loop)
}