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vcmi/CPreGame.cpp

1903 lines
112 KiB
C++

#include "stdafx.h"
#include "CPreGame.h"
#include "SDL.h"
#include "boost/filesystem.hpp" // includes all needed Boost.Filesystem declarations
#include "boost/algorithm/string.hpp"
//#include "boost/foreach.hpp"
#include "zlib.h"
#include "timeHandler.h"
#include <sstream>
#include "SDL_Extensions.h"
#include "CGameInfo.h"
#include <cmath>
#define CGI (CGameInfo::mainObj)
extern SDL_Surface * ekran;
extern SDL_Color tytulowy, tlo, zwykly ;
extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX;
SDL_Rect genRect(int hh, int ww, int xx, int yy);
SDL_Color genRGB(int r, int g, int b, int a=0);
void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran);
//void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran);
CPreGame * CPG;
void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran);
bool isItIn(const SDL_Rect * rect, int x, int y);
namespace fs = boost::filesystem;
namespace s = CSDL_Ext;
void OverButton::show()
{
blitAt(imgs->ourImages[state].bitmap,pos.x,pos.y);
updateRect(&pos);
}
void OverButton::press(bool down)
{
int i;
if (down) state=i=1;
else state=i=0;
SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,ekran,&pos);
updateRect(&pos);
}
template <class T> void SetrButton<T>::press(bool down=true)
{
if (!down && state==1)
*poin=key;
OverButton::press(down);
}
void HighButton::hover(bool on)
{
if (!highlightable) return;
int i;
if (on)
{
state=i=3;
highlighted=true;
}
else
{
state=i=0;
highlighted=false;
}
SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,ekran,&pos);
updateRect(&pos);
}
template <class T> void Button<T>::hover(bool on=true)
{
HighButton::hover(on);
}
template <class T> void Button<T>::select(bool on)
{
int i;
if (on) state=i=3;
else state=i=0;
SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,ekran,&pos);
updateRect(&pos);
if (ourGroup && on && ourGroup->type==1)
{
if (ourGroup->selected && ourGroup->selected!=this)
ourGroup->selected->select(false);
ourGroup->selected =this;
}
}
//void Slider::clickDown(int x, int y, bool bzgl=true);
//void Slider::clickUp(int x, int y, bool bzgl=true);
//void Slider::mMove(int x, int y, bool bzgl=true);
void Slider<>::updateSlid()
{
float perc = ((float)whereAreWe)/((float)positionsAmnt-capacity);
float myh;
if (vertical)
{
myh=perc*((float)pos.h-48)+pos.y+16;
SDL_FillRect(ekran,&genRect(pos.h-32,pos.w,pos.x,pos.y+16),0);
blitAt(slider.imgs->ourImages[0].bitmap,pos.x,(int)myh);
slider.pos.y=(int)myh;
}
else
{
myh=perc*((float)pos.w-48)+pos.x+16;
SDL_FillRect(ekran,&genRect(pos.h,pos.w-32,pos.x+16,pos.y),0);
blitAt(slider.imgs->ourImages[0].bitmap,(int)myh,pos.y);
slider.pos.x=(int)myh;
}
updateRect(&pos);
}
void Slider<>::moveDown()
{
if (whereAreWe<positionsAmnt-capacity)
(CPG->*fun)(++whereAreWe);
updateSlid();
}
void Slider<>::moveUp()
{
if (whereAreWe>0)
(CPG->*fun)(--whereAreWe);
updateSlid();
}
//void Slider::moveByOne(bool up);
Slider<>::Slider(int x, int y, int h, int amnt, int cap, bool ver)
{
vertical=ver;
positionsAmnt = amnt;
capacity = cap;
if (ver)
{
pos = genRect(h,16,x,y);
down = Button<void(Slider::*)()>(genRect(16,16,x,y+h-16),&Slider::moveDown,CGI->spriteh->giveDef("SCNRBDN.DEF"),false);
up = Button<void(Slider::*)()>(genRect(16,16,x,y),&Slider::moveUp,CGI->spriteh->giveDef("SCNRBUP.DEF"),false);
slider = Button<void(Slider::*)()>(genRect(16,16,x,y+16),NULL,CGI->spriteh->giveDef("SCNRBSL.DEF"),false);
}
else
{
pos = genRect(16,h,x,y);
down = Button<void(Slider::*)()>(genRect(16,16,x+h-16,y),&Slider::moveDown,CGI->spriteh->giveDef("SCNRBRT.DEF"),false);
up = Button<void(Slider::*)()>(genRect(16,16,x,y),&Slider::moveUp,CGI->spriteh->giveDef("SCNRBLF.DEF"),false);
slider = Button<void(Slider::*)()>(genRect(16,16,x+16,y),NULL,CGI->spriteh->giveDef("SCNRBSL.DEF"),false);
}
moving = false;
whereAreWe=0;
}
void Slider<>::deactivate()
{
CPG->interested.erase(std::find(CPG->interested.begin(),CPG->interested.end(),this));
}
void Slider<>::activate()
{
SDL_FillRect(ekran,&pos,0);
up.show();
down.show();
slider.show();
//SDL_Flip(ekran);
CSDL_Ext::update(ekran);
CPG->interested.push_back(this);
}
void Slider<>::handleIt(SDL_Event sEvent)
{
if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT))
{
if (isItIn(&down.pos,sEvent.motion.x,sEvent.motion.y))
{
down.press();
}
else if (isItIn(&up.pos,sEvent.motion.x,sEvent.motion.y))
{
up.press();
}
else if (isItIn(&slider.pos,sEvent.motion.x,sEvent.motion.y))
{
//slider.press();
moving=true;
}
else if (isItIn(&pos,sEvent.motion.x,sEvent.motion.y))
{
float dy;
float pe;
if (vertical)
{
dy = sEvent.motion.y-pos.y-16;
pe = dy/((float)(pos.h-32));
if (pe>1) pe=1;
if (pe<0) pe=0;
}
else
{
dy = sEvent.motion.x-pos.x-16;
pe = dy/((float)(pos.w-32));
if (pe>1) pe=1;
if (pe<0) pe=0;
}
whereAreWe = pe*(positionsAmnt-capacity);
if (whereAreWe<0)whereAreWe=0;
updateSlid();
(CPG->*fun)(whereAreWe);
}
}
else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))
{
if ((down.state==1) && isItIn(&down.pos,sEvent.motion.x,sEvent.motion.y))
{
(this->*down.fun)();
}
if ((up.state==1) && isItIn(&up.pos,sEvent.motion.x,sEvent.motion.y))
{
(this->*up.fun)();
}
if (down.state==1) down.press(false);
if (up.state==1) up.press(false);
if (moving)
{
//slider.press();
moving=false;
}
}
else if (sEvent.type==SDL_KEYDOWN)
{
switch (sEvent.key.keysym.sym)
{
case (SDLK_UP):
CPG->ourScenSel->mapsel.moveByOne(true);
break;
case (SDLK_DOWN):
CPG->ourScenSel->mapsel.moveByOne(false);
break;
}
}
else if (moving && sEvent.type==SDL_MOUSEMOTION)
{
if (isItIn(&genRect(pos.h,pos.w+64,pos.x-32,pos.y),sEvent.motion.x,sEvent.motion.y))
{
int my;
int all;
float ile;
if (vertical)
{
my = sEvent.motion.y-(pos.y+16);
all =pos.h-48;
ile = (float)my / (float)all;
if (ile>1) ile=1;
if (ile<0) ile=0;
}
else
{
my = sEvent.motion.x-(pos.x+16);
all =pos.w-48;
ile = (float)my / (float)all;
if (ile>1) ile=1;
if (ile<0) ile=0;
}
int ktory = ile*(positionsAmnt-capacity);
if (ktory!=whereAreWe)
{
whereAreWe=ktory;
updateSlid();
}
(CPG->*fun)(whereAreWe);
}
}
/*else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))
{
if (ourScenSel->pressed)
{
ourScenSel->pressed->press(false);
ourScenSel->pressed=NULL;
}
for (int i=0;i<btns.size(); i++)
{
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
{
if (btns[i]->selectable)
btns[i]->select(true);
if (btns[i]->fun)
(this->*(btns[i]->fun))();
return;
}
}
if (isItIn(&down.pos,sEvent.motion.x,sEvent.motion.y))
{
(this->*down.fun)();
}
if (isItIn(&up.pos,sEvent.motion.x,sEvent.motion.y))
{
(this->*up.fun)();
}
if (isItIn(&slider.pos,sEvent.motion.x,sEvent.motion.y))
{
(this->*slider.fun)();
}
}*/
}
/********************************************************************************************/
void PreGameTab::show()
{
if (CPG->currentTab)
CPG->currentTab->hide();
showed=true;
CPG->currentTab=this;
}
void PreGameTab::hide()
{
showed=false;
CPG->currentTab=NULL;
}
PreGameTab::PreGameTab()
{
showed=false;
}
/********************************************************************************************/
Options::PlayerOptions::PlayerOptions(int serial, int player)
:Cleft(genRect(24,11,164,133+serial*50),CPG->ourOptions->left,true,-1), //left castle arrow
Cright(genRect(24,11,225,133+serial*50),CPG->ourOptions->right,false,-1), //right castle arrow
Hleft(genRect(24,11,240,133+serial*50),CPG->ourOptions->left,true,0), //left hero arrow
Hright(genRect(24,11,301,133+serial*50),CPG->ourOptions->right,false,0), //right hero arrow
Bleft(genRect(24,11,316,133+serial*50),CPG->ourOptions->left,true,1), //left bonus arrow
Bright(genRect(24,11,377,133+serial*50),CPG->ourOptions->right,false,1), //right bonus arrow
flag(genRect(50,42,14,130+serial*50),CPG->ourOptions->flags[player],player)
{
Bleft.playerID=Bright.playerID=Hleft.playerID=Hright.playerID=Cleft.playerID=Cright.playerID=player;
Bleft.serialID=Bright.serialID=Hleft.serialID=Hright.serialID=Cleft.serialID=Cright.serialID=serial;
}
void Options::OptionSwitch::press(bool down)
{
OverButton::press(down);
StartInfo::PlayerSettings * ourOpt = &CPG->ret.playerInfos[serialID];
PlayerInfo * ourInf = &CPG->ourScenSel->mapsel.ourMaps[CPG->ourScenSel->mapsel.selected].players[playerID];
int dir = (left) ? (-1) : (1);
if (down) return;
switch (which)
{
case -1:
{
if (ourOpt->castle==-2) //no castle - no change
return;
else if (ourOpt->castle==-1) //random => first/last available
{
int pom = (left) ? (F_NUMBER-1) : (0); // last or first
for (;pom>=0 && pom<F_NUMBER;pom+=dir)
{
if (((int)pow((double)2,pom))&ourInf->allowedFactions)
{
ourOpt->castle=pom;
break;
}
else continue;
}
}
else
{
ourOpt->castle+=dir;
if (ourOpt->castle>=F_NUMBER || ourOpt->castle<0)
ourOpt->castle=-1;
break;
}
break;
}
case 0:
{
if (ourOpt->castle<0)
{
break;
}
if (ourOpt->hero==-2) //no hero - no change
return;
else if (ourOpt->hero==-1) //random => first/last available
{
int pom = (left) ? (ourOpt->castle*HEROES_PER_TYPE*2+15) : (ourOpt->castle*HEROES_PER_TYPE*2); // last or first
for (;pom>=0 && pom<CGI->heroh->heroes.size();pom+=dir)
{
//TODO: checked allowed heroes
{
ourOpt->hero=pom;
break;
}
}
}
else
{
ourOpt->hero+=dir;
if (ourOpt->hero>HEROES_PER_TYPE*ourOpt->castle*2+15 || ourOpt->hero<HEROES_PER_TYPE*ourOpt->castle*2)
ourOpt->hero=-1;
break;
}
break;
}
case 1:
{
if (dir>0 && ourOpt->bonus==bresource)
ourOpt->bonus=brandom;
else if (dir<0 && ourOpt->bonus==brandom)
ourOpt->bonus=bresource;
else ourOpt->bonus=(Ebonus)(ourOpt->bonus+dir);
if (ourOpt->hero==-2 && ourOpt->bonus==bartifact) //no hero - can't be artifact
{
if (dir>0)
ourOpt->bonus=brandom;
else ourOpt->bonus=bgold;
}
if (ourOpt->castle==-1 && ourOpt->bonus==bresource)
{
if (dir<0)
ourOpt->bonus=bgold;
else ourOpt->bonus=brandom;
}
break;
}
}
CPG->ourOptions->showIcon(which,serialID,false);
}
void Options::PlayerFlag::press(bool down)
{
HighButton::press(down);
};
void Options::PlayerFlag::hover(bool on)
{
HighButton::hover(on);
}
void Options::showIcon (int what, int nr, bool abs) //what: -1=castle, 0=hero, 1=bonus, 2=all; abs=true -> nr is absolute
{
if (what==-2)
{
showIcon(-1,nr,abs);
showIcon(0,nr,abs);
showIcon(1,nr,abs);
}
int ab, se;
if (!abs)
{
ab = CPG->ret.playerInfos[nr].color;
se = nr;
}
else
{
ab = nr;
for (int i=0; i<CPG->ret.playerInfos.size();i++)
{
if (CPG->ret.playerInfos[i].color==nr)
{
se=i;
break;
}
}
}
StartInfo::PlayerSettings * ourOpt = &CPG->ret.playerInfos[se];
switch (what)
{
case -1:
{
int pom=ourOpt->castle;
if (ourOpt->castle<F_NUMBER && ourOpt->castle>=0)
{
blitAtWR(CGI->townh->getPic(ourOpt->castle,true,false),176,130+50*se);
}
else if (ourOpt->castle==-1)
{
blitAtWR(CPG->ourOptions->rCastle,176,130+50*se);
}
else if (ourOpt->castle==-2)
{
blitAtWR(CPG->ourOptions->nCastle,176,130+50*se);
}
break;
}
case 0:
{
int pom=ourOpt->hero;
if (ourOpt->hero==-1)
{
blitAtWR(CPG->ourOptions->rHero,252,130+50*se);
}
else if (ourOpt->hero==-2)
{
blitAtWR(CPG->ourOptions->nHero,252,130+50*se);
}
else
{
blitAtWR(CGI->heroh->heroes[pom]->portraitSmall,252,130+50*se);
}
break;
}
case 1:
{
int pom;
switch (ourOpt->bonus)
{
case -1:
pom=10;
break;
case 0:
pom=9;
break;
case 1:
pom=8;
break;
case 2:
pom=CGI->townh->towns[ourOpt->castle].bonus;
break;
}
blitAtWR(bonuses->ourImages[pom].bitmap,328,130+50*se);
break;
}
}
}
Options::~Options()
{
if (!inited) return;
for (int i=0; i<bgs.size();i++)
SDL_FreeSurface(bgs[i]);
for (int i=0; i<flags.size();i++)
delete flags[i];
SDL_FreeSurface(bg);
SDL_FreeSurface(rHero);
SDL_FreeSurface(rCastle);
SDL_FreeSurface(nHero);
SDL_FreeSurface(nCastle);
delete turnLength;
delete left;
delete right;
delete bonuses;
}
void Options::init()
{
inited=true;
bg = CGI->bitmaph->loadBitmap("ADVOPTBK.bmp");
SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
left = CGI->spriteh->giveDef("ADOPLFA.DEF");
right = CGI->spriteh->giveDef("ADOPRTA.DEF");
bonuses = CGI->spriteh->giveDef("SCNRSTAR.DEF");
bgs.push_back(CGI->bitmaph->loadBitmap("ADOPRPNL.bmp"));
bgs.push_back(CGI->bitmaph->loadBitmap("ADOPBPNL.bmp"));
bgs.push_back(CGI->bitmaph->loadBitmap("ADOPYPNL.bmp"));
bgs.push_back(CGI->bitmaph->loadBitmap("ADOPGPNL.bmp"));
bgs.push_back(CGI->bitmaph->loadBitmap("ADOPOPNL.bmp"));
bgs.push_back(CGI->bitmaph->loadBitmap("ADOPPPNL.bmp"));
bgs.push_back(CGI->bitmaph->loadBitmap("ADOPTPNL.bmp"));
bgs.push_back(CGI->bitmaph->loadBitmap("ADOPSPNL.bmp"));
rHero = CGI->bitmaph->loadBitmap("HPSRAND1.bmp");
rCastle = CGI->bitmaph->loadBitmap("HPSRAND0.bmp");
nHero = CGI->bitmaph->loadBitmap("HPSRAND6.bmp");
nCastle = CGI->bitmaph->loadBitmap("HPSRAND5.bmp");
turnLength = new Slider<>(57,559,195,11,1,false);
turnLength->fun=&CPreGame::setTurnLength;
flags.push_back(CGI->spriteh->giveDef("AOFLGBR.DEF"));
flags.push_back(CGI->spriteh->giveDef("AOFLGBB.DEF"));
flags.push_back(CGI->spriteh->giveDef("AOFLGBY.DEF"));
flags.push_back(CGI->spriteh->giveDef("AOFLGBG.DEF"));
flags.push_back(CGI->spriteh->giveDef("AOFLGBO.DEF"));
flags.push_back(CGI->spriteh->giveDef("AOFLGBP.DEF"));
flags.push_back(CGI->spriteh->giveDef("AOFLGBT.DEF"));
flags.push_back(CGI->spriteh->giveDef("AOFLGBS.DEF"));
}
void Options::show()
{
if (showed)return;
PreGameTab::show();
MapSel & ms = CPG->ourScenSel->mapsel;
blitAt(bg,3,6);
CPG->ourScenSel->listShowed=false;
for (int i=0;i<CPG->btns.size();i++)
{
if (CPG->btns[i]->ID!=10) //leave only right panel buttons
{
CPG->btns.erase(CPG->btns.begin()+i);
i--;
}
}
CPG->interested.clear();
CSDL_Ext::printAtMiddle("Advanced Options",225,35,GEORXX);
int playersSoFar=0;
for (int i=0;i<PLAYER_LIMIT;i++)
{
if (!(ms.ourMaps[ms.selected].players[i].canComputerPlay || ms.ourMaps[ms.selected].players[i].canComputerPlay))
continue;
blitAt(bgs[i],57,128+playersSoFar*50);
poptions.push_back(new PlayerOptions(playersSoFar,i));
poptions[poptions.size()-1]->nr=playersSoFar;
poptions[poptions.size()-1]->color=(Ecolor)i;
poptions[poptions.size()-1]->Cleft.show();
poptions[poptions.size()-1]->Cright.show();
poptions[poptions.size()-1]->Hleft.show();
poptions[poptions.size()-1]->Hright.show();
poptions[poptions.size()-1]->Bleft.show();
poptions[poptions.size()-1]->Bright.show();
poptions[poptions.size()-1]->flag.show();
CPG->btns.push_back(&poptions[poptions.size()-1]->Cleft);
CPG->btns.push_back(&poptions[poptions.size()-1]->Cright);
CPG->btns.push_back(&poptions[poptions.size()-1]->Hleft);
CPG->btns.push_back(&poptions[poptions.size()-1]->Hright);
CPG->btns.push_back(&poptions[poptions.size()-1]->Bleft);
CPG->btns.push_back(&poptions[poptions.size()-1]->Bright);
CPG->btns.push_back(&poptions[poptions.size()-1]->flag);
playersSoFar++;
}
turnLength->activate();
for (int i=0;i<poptions.size();i++)
showIcon(-2,i,false);
SDL_Flip(ekran);
}
void Options::hide()
{
if (!showed) return;
PreGameTab::hide();
for (int i=0; i<CPG->btns.size();i++)
if (CPG->btns[i]->ID==7)
CPG->btns.erase(CPG->btns.begin()+i--);
for (int i=0;i<poptions.size();i++)
delete poptions[i];
poptions.clear();
turnLength->deactivate();
}
MapSel::~MapSel()
{
SDL_FreeSurface(bg);
for (int i=0;i<scenImgs.size();i++)
SDL_FreeSurface(scenImgs[i]);
for (int i=0;i<scenList.size();i++)
delete scenList[i];
}
int MapSel::countWL()
{
int ret=0;
for (int i=0;i<ourMaps.size();i++)
{
if (sizeFilter && ((ourMaps[i].width) != sizeFilter))
continue;
else ret++;
}
return ret;
}
void MapSel::printMaps(int from, int to, int at, bool abs)
{
if (true)//
{
int help=-1;
for (int i=0;i<ourMaps.size();i++)
{
if (sizeFilter && ((ourMaps[i].width) != sizeFilter))
continue;
else help++;
if (help==from)
{
from=i;
break;
}
}
}
SDL_Surface * scenin = SDL_CreateRGBSurface(ekran->flags,351,25,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask);
SDL_Color nasz;
for (int i=at;i<to;i++)
{
if ((i-at+from) > ourMaps.size()-1)
{
SDL_Surface * scenin = SDL_CreateRGBSurface(ekran->flags,351,25,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask);
SDL_BlitSurface(bg,&genRect(25,351,22,(i-at)*25+115),scenin,NULL);
blitAt(scenin,24,121+(i-at)*25);
//SDL_Flip(ekran);
CSDL_Ext::update(ekran);
SDL_FreeSurface(scenin);
continue;
}
if (sizeFilter && ((ourMaps[(i-at)+from].width) != sizeFilter))
{
to++;
at++;
from++;
if (((i-at)+from)>ourMaps.size()-1) break;
else continue;
}
if ((i-at+from) == selected)
nasz=tytulowy;
else nasz=zwykly;
//SDL_Rect pier = genRect(25,351,24,126+(i*25));
SDL_BlitSurface(bg,&genRect(25,351,22,(i-at)*25+115),scenin,NULL);
int temp=-1;
std::ostringstream ostr(std::ostringstream::out); ostr << ourMaps[(i-at)+from].playerAmnt << "/" << ourMaps[(i-at)+from].humenPlayers;
CSDL_Ext::printAt(ostr.str(),6,4,GEOR13,nasz,scenin, 2);
std::string temp2;
switch (ourMaps[(i-at)+from].width)
{
case 36:
temp2="S";
break;
case 72:
temp2="M";
break;
case 108:
temp2="L";
break;
case 144:
temp2="XL";
break;
default:
temp2="C";
break;
}
CSDL_Ext::printAtMiddle(temp2,50,13,GEOR13,nasz,scenin, 2);
switch (ourMaps[(i-at)+from].version)
{
case Eformat::SoD:
temp=2;
break;
case Eformat::WoG:
temp=3;
break;
}
blitAt(Dtypes->ourImages[temp].bitmap,67,2,scenin);
if (!(ourMaps[(i-at)+from].name.length()))
ourMaps[(i-at)+from].name = "Unnamed";
CSDL_Ext::printAtMiddle(ourMaps[(i-at)+from].name,192,13,GEOR13,nasz,scenin, 2);
if (ourMaps[(i-at)+from].victoryCondition==EvictoryConditions::winStandard)
temp=11;
else temp=ourMaps[(i-at)+from].victoryCondition;
blitAt(Dvic->ourImages[temp].bitmap,285,2,scenin);
if (ourMaps[(i-at)+from].lossCondition.typeOfLossCon == ElossCon::lossStandard)
temp=3;
else temp=ourMaps[(i-at)+from].lossCondition.typeOfLossCon;
blitAt(Dloss->ourImages[temp].bitmap,318,2,scenin);
blitAt(scenin,24,121+(i-at)*25);
SDL_UpdateRect(ekran,24,121+(i-at)*25,scenin->w,scenin->h);
}
SDL_FreeSurface(scenin);
}
int MapSel::whichWL(int nr)
{
int help=-1;
for (int i=0;i<ourMaps.size();i++)
{
if (sizeFilter && ((ourMaps[i].width) != sizeFilter))
continue;
else help++;
if (help==nr)
{
help=i;
break;
}
}
return help;
}
void MapSel::hide()
{
if (!showed)return;
PreGameTab::hide();
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&small));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&medium));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&large));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&xlarge));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&all));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&nrplayer));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&mapsize));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&type));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&name));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&viccon));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&loscon));
slid->deactivate();
};
void MapSel::show()
{
if (showed)return;
PreGameTab::show();
//blit bg
blitAt(bg,3,6);
CSDL_Ext::printAt("Map Sizes",55,60,GEOR13);
CSDL_Ext::printAt("Select a Scenario to Play",110,25,TNRB16);
//size buttons
small.show();
medium.show();
large.show();
xlarge.show();
all.show();
CPG->btns.push_back(&small);
CPG->btns.push_back(&medium);
CPG->btns.push_back(&large);
CPG->btns.push_back(&xlarge);
CPG->btns.push_back(&all);
//sort by buttons
nrplayer.show();
mapsize.show();
type.show();
name.show();
viccon.show();
loscon.show();
CPG->btns.push_back(&nrplayer);
CPG->btns.push_back(&mapsize);
CPG->btns.push_back(&type);
CPG->btns.push_back(&name);
CPG->btns.push_back(&viccon);
CPG->btns.push_back(&loscon);
//print scenario list
printMaps(0,18);
slid->activate();
//SDL_Flip(ekran);
CSDL_Ext::update(ekran);
}
void MapSel::init()
{
bg = CGI->bitmaph->loadBitmap("SCSELBCK.bmp");
SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
small.imgs = CGI->spriteh->giveDef("SCSMBUT.DEF");
small.fun = NULL;
small.pos = genRect(small.imgs->ourImages[0].bitmap->h,small.imgs->ourImages[0].bitmap->w,161,52);
small.ourGroup=NULL;
medium.imgs = CGI->spriteh->giveDef("SCMDBUT.DEF");
medium.fun = NULL;
medium.pos = genRect(medium.imgs->ourImages[0].bitmap->h,medium.imgs->ourImages[0].bitmap->w,208,52);
medium.ourGroup=NULL;
large.imgs = CGI->spriteh->giveDef("SCLGBUT.DEF");
large.fun = NULL;
large.pos = genRect(large.imgs->ourImages[0].bitmap->h,large.imgs->ourImages[0].bitmap->w,255,52);
large.ourGroup=NULL;
xlarge.imgs = CGI->spriteh->giveDef("SCXLBUT.DEF");
xlarge.fun = NULL;
xlarge.pos = genRect(xlarge.imgs->ourImages[0].bitmap->h,xlarge.imgs->ourImages[0].bitmap->w,302,52);
xlarge.ourGroup=NULL;
all.imgs = CGI->spriteh->giveDef("SCALBUT.DEF");
all.fun = NULL;
all.pos = genRect(all.imgs->ourImages[0].bitmap->h,all.imgs->ourImages[0].bitmap->w,349,52);
all.ourGroup=NULL;
all.selectable=xlarge.selectable=large.selectable=medium.selectable=small.selectable=false;
small.what=medium.what=large.what=xlarge.what=all.what=&sizeFilter;
small.key=36;medium.key=72;large.key=108;xlarge.key=144;all.key=0;
//Button<> nrplayer, mapsize, type, name, viccon, loscon;
nrplayer.imgs = CGI->spriteh->giveDef("SCBUTT1.DEF");
nrplayer.fun = NULL;
nrplayer.pos = genRect(nrplayer.imgs->ourImages[0].bitmap->h,nrplayer.imgs->ourImages[0].bitmap->w,26,92);
nrplayer.key=ESortBy::playerAm;
mapsize.imgs = CGI->spriteh->giveDef("SCBUTT2.DEF");
mapsize.fun = NULL;
mapsize.pos = genRect(mapsize.imgs->ourImages[0].bitmap->h,mapsize.imgs->ourImages[0].bitmap->w,58,92);
mapsize.key=ESortBy::size;
type.imgs = CGI->spriteh->giveDef("SCBUTCP.DEF");
type.fun = NULL;
type.pos = genRect(type.imgs->ourImages[0].bitmap->h,type.imgs->ourImages[0].bitmap->w,91,92);
type.key=ESortBy::format;
name.imgs = CGI->spriteh->giveDef("SCBUTT3.DEF");
name.fun = NULL;
name.pos = genRect(name.imgs->ourImages[0].bitmap->h,name.imgs->ourImages[0].bitmap->w,124,92);
name.key=ESortBy::name;
viccon.imgs = CGI->spriteh->giveDef("SCBUTT4.DEF");
viccon.fun = NULL;
viccon.pos = genRect(viccon.imgs->ourImages[0].bitmap->h,viccon.imgs->ourImages[0].bitmap->w,309,92);
viccon.key=ESortBy::viccon;
loscon.imgs = CGI->spriteh->giveDef("SCBUTT5.DEF");
loscon.fun = NULL;
loscon.pos = genRect(loscon.imgs->ourImages[0].bitmap->h,loscon.imgs->ourImages[0].bitmap->w,342,92);
loscon.key=ESortBy::loscon;
nrplayer.poin=mapsize.poin=type.poin=name.poin=viccon.poin=loscon.poin=(int*)(&sortBy);
nrplayer.fun=mapsize.fun=type.fun=name.fun=viccon.fun=loscon.fun=&CPreGame::sortMaps;
Dtypes = CGI->spriteh->giveDef("SCSELC.DEF");
Dvic = CGI->spriteh->giveDef("SCNRVICT.DEF");
Dloss = CGI->spriteh->giveDef("SCNRLOSS.DEF");
//Dsizes = CPG->slh->giveDef("SCNRMPSZ.DEF");
Dsizes = CGI->spriteh->giveDef("SCNRMPSZ.DEF");
//get map files names
std::vector<std::string> pliczkiTemp;
fs::path tie( (fs::initial_path<fs::path>())/"\maps" );
fs::directory_iterator end_iter;
for ( fs::directory_iterator dir (tie); dir!=end_iter; ++dir )
{
if (fs::is_regular(dir->status()));
{
if (boost::ends_with(dir->path().leaf(),std::string(".h3m")))
pliczkiTemp.push_back("Maps/"+(dir->path().leaf()));
}
}
for (int i=0; i<pliczkiTemp.size();i++)
{
gzFile tempf = gzopen(pliczkiTemp[i].c_str(),"rb");
std::string sss;
int iii=0;
while(++iii)
{
if (iii>3300) break;
int z = gzgetc (tempf);
if (z>=0)
{
sss+=unsigned char(z);
}
else break;
}
gzclose(tempf);
if (sss[0]<28) continue; //zly format
if (!sss[4]) continue; //nie ma graczy? mapa niegrywalna //już to kiedyś komentowałem- - to bzdura //tu calkiem pasuje...
unsigned char* file2 = new unsigned char[sss.length()];
for (int j=0;j<sss.length();j++)
file2[j]=sss[j];
ourMaps.push_back(CMapInfo(pliczkiTemp[i],file2));
delete file2;
}
std::sort(ourMaps.begin(),ourMaps.end(),mapSorter(ESortBy::name));
slid = new Slider<>(375,92,480,ourMaps.size(),18,true);
slid->fun = &CPreGame::printMapsFrom;
}
void MapSel::moveByOne(bool up)
{
int help=selected;
if (up) selected--;
else selected ++;
for (int i=selected;i<ourMaps.size() && i>=0;)
{
help=i;
if (!(sizeFilter && ((ourMaps[i].width) != sizeFilter)))
break;
if (up)
{
i--;
}
else
{
i++;
if (i<0) break;
}
}
select(help);
slid->updateSlid();
}
void MapSel::select(int which)
{
selected = which;
printMaps(slid->whereAreWe,18,0,true);
printSelectedInfo();
CPG->ret.playerInfos.clear();
for (int i=0;i<PLAYER_LIMIT;i++)
{
if (!(ourMaps[selected].players[i].canComputerPlay || ourMaps[selected].players[i].canComputerPlay))
continue;
StartInfo::PlayerSettings pset;
pset.color=(Ecolor)i;
pset.bonus=Ebonus::brandom;
pset.castle=-2;
if (ourMaps[which].players[i].canHumanPlay)
{
pset.name="Player";
}
else
{
pset.name="AI";
}
if ( (ourMaps[which].players[i].heroesNames.size()>1) ||
(((ourMaps[which].players[i].heroesNames.size()>1)==1) && ourMaps[which].players[i].generateHeroAtMainTown==false) )
pset.hero=-2;
else if (ourMaps[which].players[i].heroesNames.size()==1)
{
pset.hero=ourMaps[which].players[i].heroesNames[0].heroID;
}
else
pset.hero=-1;
for (int j=0;j<F_NUMBER;j++)
{
if (((int)pow((double)2,j))&ourMaps[selected].players[i].allowedFactions)
{
if (pset.castle>=0)
pset.castle=-1;
if (pset.castle==-2)
pset.castle=j;
}
}
if (ourMaps[selected].players[i].generateHeroAtMainTown || ourMaps[selected].players[i].generateHero)
pset.hero=-1;
else if (ourMaps[selected].players[i].mainHeroName.length())
{
pset.heroName=ourMaps[selected].players[i].mainHeroName;
pset.heroPortrait=ourMaps[selected].players[i].mainHeroPortrait;
}
else
pset.hero=-2;
CPG->ret.playerInfos.push_back(pset);
}
}
MapSel::MapSel():selected(0),sizeFilter(0)
{
}
void MapSel::printSelectedInfo()
{
SDL_BlitSurface(CPG->ourScenSel->scenInf,&genRect(399,337,17,23),ekran,&genRect(399,337,412,29));
SDL_BlitSurface(CPG->ourScenSel->scenInf,&genRect(50,91,18,447),ekran,&genRect(50,91,413,453));
SDL_BlitSurface(CPG->ourScenSel->bScens.imgs->ourImages[0].bitmap,NULL,ekran,&CPG->ourScenSel->bScens.pos);
SDL_BlitSurface(CPG->ourScenSel->bOptions.imgs->ourImages[0].bitmap,NULL,ekran,&CPG->ourScenSel->bOptions.pos);
SDL_BlitSurface(CPG->ourScenSel->bRandom.imgs->ourImages[0].bitmap,NULL,ekran,&CPG->ourScenSel->bRandom.pos);
//blit texts
CSDL_Ext::printAt(CPG->preth->singleScenarioName,420,25,GEOR13);
CSDL_Ext::printAt("Scenario Description:",420,135,GEOR13);
CSDL_Ext::printAt("Victory Condition:",420,285,GEOR13);
CSDL_Ext::printAt("Loss Condition:",420,340,GEOR13);
CSDL_Ext::printAt("Allies:",420,406,GEOR13,zwykly);
CSDL_Ext::printAt("Enemies:",585,406,GEOR13,zwykly);
int temp = ourMaps[selected].victoryCondition+1;
if (temp>20) temp=0;
std::string sss = CPG->preth->victoryConditions[temp];
if (temp && ourMaps[selected].vicConDetails->allowNormalVictory) sss+= "/" + CPG->preth->victoryConditions[0];
CSDL_Ext::printAt(sss,452,310,GEOR13,zwykly);
temp = ourMaps[selected].lossCondition.typeOfLossCon+1;
if (temp>20) temp=0;
sss = CPG->preth->lossCondtions[temp];
CSDL_Ext::printAt(sss,452,370,GEOR13,zwykly);
//blit descrption
std::vector<std::string> desc = *CMessage::breakText(ourMaps[selected].description,50);
for (int i=0;i<desc.size();i++)
CSDL_Ext::printAt(desc[i],417,152+i*13,GEOR13,zwykly);
if ((selected < 0) || (selected >= ourMaps.size()))
return;
if (ourMaps[selected].name.length())
CSDL_Ext::printAt(ourMaps[selected].name,420,41,GEORXX);
else CSDL_Ext::printAt("Unnamed",420,41,GEORXX);
std::string diff;
switch (ourMaps[selected].difficulty)
{
case 0:
diff=gdiff(CPG->preth->singleEasy);
break;
case 1:
diff=gdiff(CPG->preth->singleNormal);
break;
case 2:
diff=gdiff(CPG->preth->singleHard);
break;
case 3:
diff=gdiff(CPG->preth->singleExpert);
break;
case 4:
diff=gdiff(CPG->preth->singleImpossible);
break;
}
temp=-1;
switch (ourMaps[selected].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;
}
blitAt(Dsizes->ourImages[temp].bitmap,714,28);
temp=ourMaps[selected].victoryCondition;
if (temp>12) temp=11;
blitAt(Dvic->ourImages[temp].bitmap,420,308); //v
temp=ourMaps[selected].lossCondition.typeOfLossCon;
if (temp>12) temp=3;
blitAt(Dloss->ourImages[temp].bitmap,420,366); //l
CSDL_Ext::printAtMiddle(diff,458,477,GEOR13,zwykly);
//SDL_Flip(ekran);
CSDL_Ext::update(ekran);
}
std::string MapSel::gdiff(std::string ss)
{
std::string ret;
for (int i=2;i<ss.length();i++)
{
if (ss[i]==' ')
break;
ret+=ss[i];
}
return ret;
}
void CPreGame::printMapsFrom(int from)
{
ourScenSel->mapsel.printMaps(from);
}
void CPreGame::showScenList()
{
if (currentTab!=&ourScenSel->mapsel)
{
ourScenSel->listShowed=true;
ourScenSel->mapsel.show();
}
else currentTab->hide();
}
CPreGame::CPreGame()
{
highlighted=NULL;
currentTab=NULL;
run=true;
timeHandler tmh;tmh.getDif();
tytulowy.r=229;tytulowy.g=215;tytulowy.b=123;tytulowy.unused=0;
zwykly.r=255;zwykly.g=255;zwykly.b=255;zwykly.unused=0; //gbr
tlo.r=66;tlo.g=44;tlo.b=24;tlo.unused=0;
preth = new CPreGameTextHandler;
preth->loadTexts();
THC std::cout<<"\tCPreGame: loading txts: "<<tmh.getDif()<<std::endl;
currentMessage=NULL;
behindCurMes=NULL;
initMainMenu();
THC std::cout<<"\tCPreGame: main menu initialization: "<<tmh.getDif()<<std::endl;
initNewMenu();
THC std::cout<<"\tCPreGame: newgame menu initialization: "<<tmh.getDif()<<std::endl;
initScenSel();
THC std::cout<<"\tCPreGame: scenario choice initialization: "<<tmh.getDif()<<std::endl;
initOptions();
THC std::cout<<"\tCPreGame: scenario options initialization: "<<tmh.getDif()<<std::endl;
showMainMenu();
THC std::cout<<"\tCPreGame: displaying main menu: "<<tmh.getDif()<<std::endl;
CPG=this;
}
void CPreGame::initOptions()
{
ourOptions = new Options();
ourOptions->init();
}
void CPreGame::initScenSel()
{
ourScenSel = new ScenSel();
ourScenSel->listShowed=false;
if (rand()%2) ourScenSel->background=CGI->bitmaph->loadBitmap("ZPIC1000.bmp");
else ourScenSel->background=CGI->bitmaph->loadBitmap("ZPIC1001.bmp");
ourScenSel->pressed=NULL;
ourScenSel->scenInf=CGI->bitmaph->loadBitmap("GSELPOP1.bmp");//SDL_LoadBMP("h3bitmap.lod\\GSELPOP1.bmp");
ourScenSel->randMap=CGI->bitmaph->loadBitmap("RANMAPBK.bmp");
ourScenSel->options=CGI->bitmaph->loadBitmap("ADVOPTBK.bmp");
SDL_SetColorKey(ourScenSel->scenInf,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->scenInf->format,0,255,255));
//SDL_SetColorKey(ourScenSel->scenList,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->scenList->format,0,255,255));
SDL_SetColorKey(ourScenSel->randMap,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->randMap->format,0,255,255));
SDL_SetColorKey(ourScenSel->options,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->options->format,0,255,255));
ourScenSel->difficulty = new CPoinGroup<>();
ourScenSel->difficulty->type=1;
ourScenSel->selectedDiff=-77;
ourScenSel->difficulty->gdzie = &ourScenSel->selectedDiff;
ourScenSel->bEasy = IntSelBut<>(genRect(0,0,506,456),NULL,CGI->spriteh->giveDef("GSPBUT3.DEF"),true,ourScenSel->difficulty,1);
ourScenSel->bNormal = IntSelBut<>(genRect(0,0,538,456),NULL,CGI->spriteh->giveDef("GSPBUT4.DEF"),true,ourScenSel->difficulty,2);
ourScenSel->bHard = IntSelBut<>(genRect(0,0,570,456),NULL,CGI->spriteh->giveDef("GSPBUT5.DEF"),true,ourScenSel->difficulty,3);
ourScenSel->bExpert = IntSelBut<>(genRect(0,0,602,456),NULL,CGI->spriteh->giveDef("GSPBUT6.DEF"),true,ourScenSel->difficulty,4);
ourScenSel->bImpossible = IntSelBut<>(genRect(0,0,634,456),NULL,CGI->spriteh->giveDef("GSPBUT7.DEF"),true,ourScenSel->difficulty,5);
ourScenSel->bBack = Button<>(genRect(0,0,584,535),&CPreGame::showNewMenu,CGI->spriteh->giveDef("SCNRBACK.DEF"));
ourScenSel->bBegin = Button<>(genRect(0,0,414,535),&CPreGame::begin,CGI->spriteh->giveDef("SCNRBEG.DEF"));
ourScenSel->bScens = Button<>(genRect(0,0,414,81),&CPreGame::showScenList,CGI->spriteh->giveDef("GSPBUTT.DEF"));
for (int i=0; i<ourScenSel->bScens.imgs->ourImages.size(); i++)
CSDL_Ext::printAt("Show Available Scenarios",25+i,2+i,GEOR13,zwykly,ourScenSel->bScens.imgs->ourImages[i].bitmap);
ourScenSel->bRandom = Button<>(genRect(0,0,414,105),&CPreGame::showScenList,CGI->spriteh->giveDef("GSPBUTT.DEF"));
for (int i=0; i<ourScenSel->bRandom.imgs->ourImages.size(); i++)
CSDL_Ext::printAt("Random Map",25+i,2+i,GEOR13,zwykly,ourScenSel->bRandom.imgs->ourImages[i].bitmap);
ourScenSel->bOptions = Button<>(genRect(0,0,414,509),&CPreGame::showOptions,CGI->spriteh->giveDef("GSPBUTT.DEF"));
for (int i=0; i<ourScenSel->bOptions.imgs->ourImages.size(); i++)
CSDL_Ext::printAt("Show Advanced Options",25+i,2+i,GEOR13,zwykly,ourScenSel->bOptions.imgs->ourImages[i].bitmap);
CPG=this;
ourScenSel->mapsel.init();
}
void CPreGame::showScenSel()
{
state=EState::ScenarioList;
SDL_BlitSurface(ourScenSel->background,NULL,ekran,NULL);
SDL_BlitSurface(ourScenSel->scenInf,NULL,ekran,&genRect(ourScenSel->scenInf->h,ourScenSel->scenInf->w,396,6));
CSDL_Ext::printAt("Map Diff:",427,438,GEOR13);
CSDL_Ext::printAt("Player Difficulty:",527,438,GEOR13);
CSDL_Ext::printAt("Rating:",685,438,GEOR13);
//blit buttons
SDL_BlitSurface(ourScenSel->bEasy.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bEasy.pos);
SDL_BlitSurface(ourScenSel->bNormal.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bNormal.pos);
SDL_BlitSurface(ourScenSel->bHard.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bHard.pos);
SDL_BlitSurface(ourScenSel->bExpert.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bExpert.pos);
SDL_BlitSurface(ourScenSel->bImpossible.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bImpossible.pos);
SDL_BlitSurface(ourScenSel->bBegin.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bBegin.pos);
SDL_BlitSurface(ourScenSel->bBack.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bBack.pos);
//blitAt(ourScenSel->bScens.imgs->ourImages[0].bitmap,ourScenSel->bScens.pos.x,ourScenSel->bScens.pos.y);
//blitAt(ourScenSel->bRandom.imgs->ourImages[0].bitmap,414,105);
//blitAt(ourScenSel->bOptions.imgs->ourImages[0].bitmap,414,509);
//blitAt(ourScenSel->bBegin.imgs->ourImages[0].bitmap,414,535);
//blitAt(ourScenSel->bBack.imgs->ourImages[0].bitmap,584,535);
//add buttons info
btns.push_back(&ourScenSel->bEasy);
btns.push_back(&ourScenSel->bNormal);
btns.push_back(&ourScenSel->bHard);
btns.push_back(&ourScenSel->bExpert);
btns.push_back(&ourScenSel->bImpossible);
btns.push_back(&ourScenSel->bScens);
btns.push_back(&ourScenSel->bRandom);
btns.push_back(&ourScenSel->bOptions);
btns.push_back(&ourScenSel->bBegin);
btns.push_back(&ourScenSel->bBack);
ourScenSel->selectedDiff=1;
ourScenSel->bNormal.select(true);
for (int i=0;i<btns.size();i++)
{
btns[i]->pos.w=btns[i]->imgs->ourImages[0].bitmap->w;
btns[i]->pos.h=btns[i]->imgs->ourImages[0].bitmap->h;
btns[i]->ID=10;
}
handleOther = &CPreGame::scenHandleEv;
ourScenSel->mapsel.printSelectedInfo();
//SDL_Flip(ekran);
CSDL_Ext::update(ekran);
}
void CPreGame::showOptions()
{
ourOptions->show();
}
void CPreGame::initNewMenu()
{
ourNewMenu = new menuItems();
ourNewMenu->bgAd = CGI->bitmaph->loadBitmap("ZNEWGAM.bmp");
ourNewMenu->background = CGI->bitmaph->loadBitmap("ZPIC1005.bmp");
blitAt(ourNewMenu->bgAd,114,312,ourNewMenu->background);
slh = new CSemiLodHandler();
slh->openLod("H3sprite.lod");
//loading menu buttons
ourNewMenu->newGame = CGI->spriteh->giveDef("ZTSINGL.DEF");
ourNewMenu->loadGame = CGI->spriteh->giveDef("ZTMULTI.DEF");
ourNewMenu->highScores = CGI->spriteh->giveDef("ZTCAMPN.DEF");
ourNewMenu->credits = CGI->spriteh->giveDef("ZTTUTOR.DEF");
ourNewMenu->quit = CGI->spriteh->giveDef("ZTBACK.DEF");
ok = CGI->spriteh->giveDef("IOKAY.DEF");
cancel = CGI->spriteh->giveDef("ICANCEL.DEF");
// single scenario
ourNewMenu->lNewGame.h=ourNewMenu->newGame->ourImages[0].bitmap->h;
ourNewMenu->lNewGame.w=ourNewMenu->newGame->ourImages[0].bitmap->w;
ourNewMenu->lNewGame.x=545;
ourNewMenu->lNewGame.y=4;
ourNewMenu->fNewGame=&CPreGame::showScenSel;
//multiplayer
ourNewMenu->lLoadGame.h=ourNewMenu->loadGame->ourImages[0].bitmap->h;
ourNewMenu->lLoadGame.w=ourNewMenu->loadGame->ourImages[0].bitmap->w;
ourNewMenu->lLoadGame.x=568;
ourNewMenu->lLoadGame.y=120;
//campaign
ourNewMenu->lHighScores.h=ourNewMenu->highScores->ourImages[0].bitmap->h;
ourNewMenu->lHighScores.w=ourNewMenu->highScores->ourImages[0].bitmap->w;
ourNewMenu->lHighScores.x=541;
ourNewMenu->lHighScores.y=233;
//tutorial
ourNewMenu->lCredits.h=ourNewMenu->credits->ourImages[0].bitmap->h;
ourNewMenu->lCredits.w=ourNewMenu->credits->ourImages[0].bitmap->w;
ourNewMenu->lCredits.x=545;
ourNewMenu->lCredits.y=358;
//back
ourNewMenu->lQuit.h=ourNewMenu->quit->ourImages[0].bitmap->h;
ourNewMenu->lQuit.w=ourNewMenu->quit->ourImages[0].bitmap->w;
ourNewMenu->lQuit.x=582;
ourNewMenu->lQuit.y=464;
ourNewMenu->fQuit=&CPreGame::showMainMenu;
ourNewMenu->highlighted=0;
}
void CPreGame::showNewMenu()
{
btns.clear();
interested.clear();
handleOther=NULL;
state = EState::newGame;
SDL_BlitSurface(ourNewMenu->background,NULL,ekran,NULL);
SDL_BlitSurface(ourNewMenu->newGame->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lNewGame);
SDL_BlitSurface(ourNewMenu->loadGame->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lLoadGame);
SDL_BlitSurface(ourNewMenu->highScores->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lHighScores);
SDL_BlitSurface(ourNewMenu->credits->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lCredits);
SDL_BlitSurface(ourNewMenu->quit->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lQuit);
//SDL_Flip(ekran);
CSDL_Ext::update(ekran);
}
void CPreGame::initMainMenu()
{
ourMainMenu = new menuItems();
ourMainMenu->background = CGI->bitmaph->loadBitmap("ZPIC1005.bmp"); //SDL_LoadBMP("h3bitmap.lod\\ZPIC1005.bmp");
CSemiLodHandler * slh = new CSemiLodHandler();
slh->openLod("H3sprite.lod");
//loading menu buttons
ourMainMenu->newGame = CGI->spriteh->giveDef("ZMENUNG.DEF");
ourMainMenu->loadGame = CGI->spriteh->giveDef("ZMENULG.DEF");
ourMainMenu->highScores = CGI->spriteh->giveDef("ZMENUHS.DEF");
ourMainMenu->credits = CGI->spriteh->giveDef("ZMENUCR.DEF");
ourMainMenu->quit = CGI->spriteh->giveDef("ZMENUQT.DEF");
ok = CGI->spriteh->giveDef("IOKAY.DEF");
cancel = CGI->spriteh->giveDef("ICANCEL.DEF");
// new game button location
ourMainMenu->lNewGame.h=ourMainMenu->newGame->ourImages[0].bitmap->h;
ourMainMenu->lNewGame.w=ourMainMenu->newGame->ourImages[0].bitmap->w;
ourMainMenu->lNewGame.x=540;
ourMainMenu->lNewGame.y=10;
ourMainMenu->fNewGame=&CPreGame::showNewMenu;
//load game location
ourMainMenu->lLoadGame.h=ourMainMenu->loadGame->ourImages[0].bitmap->h;
ourMainMenu->lLoadGame.w=ourMainMenu->loadGame->ourImages[0].bitmap->w;
ourMainMenu->lLoadGame.x=532;
ourMainMenu->lLoadGame.y=132;
//high scores
ourMainMenu->lHighScores.h=ourMainMenu->highScores->ourImages[0].bitmap->h;
ourMainMenu->lHighScores.w=ourMainMenu->highScores->ourImages[0].bitmap->w;
ourMainMenu->lHighScores.x=524;
ourMainMenu->lHighScores.y=251;
//credits
ourMainMenu->lCredits.h=ourMainMenu->credits->ourImages[0].bitmap->h;
ourMainMenu->lCredits.w=ourMainMenu->credits->ourImages[0].bitmap->w;
ourMainMenu->lCredits.x=557;
ourMainMenu->lCredits.y=359;
//quit
ourMainMenu->lQuit.h=ourMainMenu->quit->ourImages[0].bitmap->h;
ourMainMenu->lQuit.w=ourMainMenu->quit->ourImages[0].bitmap->w;
ourMainMenu->lQuit.x=586;
ourMainMenu->lQuit.y=468;
ourMainMenu->fQuit=&CPreGame::quitAskBox;
ourMainMenu->highlighted=0;
handledLods.push_back(slh);
delete slh;
}
void CPreGame::showMainMenu()
{
state = EState::mainMenu;
SDL_BlitSurface(ourMainMenu->background,NULL,ekran,NULL);
SDL_BlitSurface(ourMainMenu->newGame->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lNewGame);
SDL_BlitSurface(ourMainMenu->loadGame->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lLoadGame);
SDL_BlitSurface(ourMainMenu->highScores->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lHighScores);
SDL_BlitSurface(ourMainMenu->credits->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lCredits);
SDL_BlitSurface(ourMainMenu->quit->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lQuit);
//SDL_Flip(ekran);
CSDL_Ext::update(ekran);
}
void CPreGame::highlightButton(int which, int on)
{
menuItems * current = currentItems();
switch (which)
{
case 1:
{
SDL_BlitSurface(current->newGame->ourImages[on].bitmap,NULL,ekran,&current->lNewGame);
break;
}
case 2:
{
SDL_BlitSurface(current->loadGame->ourImages[on].bitmap,NULL,ekran,&current->lLoadGame);
break;
}
case 3:
{
SDL_BlitSurface(current->highScores->ourImages[on].bitmap,NULL,ekran,&current->lHighScores);
break;
}
case 4:
{
SDL_BlitSurface(current->credits->ourImages[on].bitmap,NULL,ekran,&current->lCredits);
break;
}
case 5:
{
SDL_BlitSurface(current->quit->ourImages[on].bitmap,NULL,ekran,&current->lQuit);
break;
}
}
//SDL_Flip(ekran);
CSDL_Ext::update(ekran);
}
void CPreGame::showCenBox (std::string data)
{
CMessage * cmh = new CMessage();
SDL_Surface * infoBox = cmh->genMessage(preth->getTitle(data), preth->getDescr(data));
behindCurMes = SDL_CreateRGBSurface(ekran->flags,infoBox->w,infoBox->h,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask);
SDL_Rect pos = genRect(infoBox->h,infoBox->w,
(ekran->w/2)-(infoBox->w/2),(ekran->h/2)-(infoBox->h/2));
SDL_BlitSurface(ekran,&pos,behindCurMes,NULL);
SDL_BlitSurface(infoBox,NULL,ekran,&pos);
SDL_UpdateRect(ekran,pos.x,pos.y,pos.w,pos.h);
SDL_FreeSurface(infoBox);
currentMessage = new SDL_Rect(pos);
delete cmh;
}
void CPreGame::showAskBox (std::string data, void(*f1)(),void(*f2)())
{
CMessage * cmh = new CMessage();
std::vector<CDefHandler*> * przyciski = new std::vector<CDefHandler*>(0);
std::vector<SDL_Rect> * btnspos= new std::vector<SDL_Rect>(0);
przyciski->push_back(ok);
przyciski->push_back(cancel);
SDL_Surface * infoBox = cmh->genMessage(preth->getTitle(data), preth->getDescr(data), EWindowType::yesOrNO, przyciski, btnspos);
behindCurMes = SDL_CreateRGBSurface(ekran->flags,infoBox->w,infoBox->h,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask);
SDL_Rect pos = genRect(infoBox->h,infoBox->w,
(ekran->w/2)-(infoBox->w/2),(ekran->h/2)-(infoBox->h/2));
SDL_BlitSurface(ekran,&pos,behindCurMes,NULL);
SDL_BlitSurface(infoBox,NULL,ekran,&pos);
SDL_UpdateRect(ekran,pos.x,pos.y,pos.w,pos.h);
SDL_FreeSurface(infoBox);
currentMessage = new SDL_Rect(pos);
(*btnspos)[0].x+=pos.x;
(*btnspos)[0].y+=pos.y;
(*btnspos)[1].x+=pos.x;
(*btnspos)[1].y+=pos.y;
btns.push_back(new Button<>((*btnspos)[0],&CPreGame::quit,ok,false, NULL,2));
btns.push_back(new Button<>((*btnspos)[1],(&CPreGame::hideBox),cancel,false, NULL,2));
delete cmh;
delete przyciski;
delete btnspos;
}
void CPreGame::hideBox ()
{
SDL_BlitSurface(behindCurMes,NULL,ekran,currentMessage);
SDL_UpdateRect
(ekran,currentMessage->x,currentMessage->y,currentMessage->w,currentMessage->h);
for (int i=0;i<btns.size();i++)
{
if (btns[i]->ID==2)
{
delete btns[i];
btns.erase(btns.begin()+i);
i--;
}
}
SDL_FreeSurface(behindCurMes);
delete currentMessage;
currentMessage = NULL;
behindCurMes=NULL;
}
CPreGame::menuItems * CPreGame::currentItems()
{
switch (state)
{
case EState::mainMenu:
return ourMainMenu;
case EState::newGame:
return ourNewMenu;
default:
return NULL;
}
}
void CPreGame::scenHandleEv(SDL_Event& sEvent)
{
if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT))
{
for (int i=0;i<btns.size(); i++)
{
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
{
btns[i]->press(true);
ourScenSel->pressed=(Button<>*)btns[i];
}
}
if (ourScenSel->listShowed && (sEvent.button.y>121) &&(sEvent.button.y<570)
&& (sEvent.button.x>55) && (sEvent.button.x<372))
{
int py = ((sEvent.button.y-121)/25)+ourScenSel->mapsel.slid->whereAreWe;
ourScenSel->mapsel.select(ourScenSel->mapsel.whichWL(py));
}
}
else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))
{
Button<> * prnr=ourScenSel->pressed;
if (ourScenSel->pressed && ourScenSel->pressed->state==1)
{
ourScenSel->pressed->press(false);
ourScenSel->pressed=NULL;
}
for (int i=0;i<btns.size(); i++)
{
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
{
if (btns[i]->selectable)
btns[i]->select(true);
if (btns[i]->type==1 && ((Button<>*)btns[i])->fun)
(this->*(((Button<>*)btns[i])->fun))();
int zz = btns.size();
if (i>=zz)
break;
if (btns[i]==prnr && btns[i]->type==2)
{
((IntBut<> *)(btns[i]))->set();
ourScenSel->mapsel.slid->whereAreWe=0;
ourScenSel->mapsel.slid->updateSlid();
ourScenSel->mapsel.slid->positionsAmnt=ourScenSel->mapsel.countWL();
ourScenSel->mapsel.printMaps(0);
}
}
}
}
else if (sEvent.type==SDL_MOUSEMOTION)
{
if (highlighted)
{
if (isItIn(&highlighted->pos,sEvent.motion.x,sEvent.motion.y))
return;
else
{
highlighted->hover(false);
highlighted = NULL;
}
}
for (int i=0;i<btns.size();i++)
{
if (!btns[i]->highlightable)
continue;
if(isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
{
btns[i]->hover(true);
highlighted=btns[i];
return;
}
else if (btns[i]->highlighted)
btns[i]->hover(false);
}
}
}
StartInfo CPreGame::runLoop()
{
SDL_Event sEvent;
while(run)
{
try
{
if(SDL_PollEvent(&sEvent)) //wait for event...
{
menuItems * current = currentItems();
if(sEvent.type==SDL_QUIT)
return ret;
for (int i=0;i<interested.size();i++)
interested[i]->handleIt(sEvent);
if (!current)
{
(this->*handleOther)(sEvent);
}
else if (sEvent.type==SDL_KEYDOWN)
{
if (sEvent.key.keysym.sym==SDLK_q)
{
return ret;
break;
}
/*if (state==EState::newGame)
{
switch (sEvent.key.keysym.sym)
{
case SDLK_LEFT:
{
if(currentItems()->lNewGame.x>0)
currentItems()->lNewGame.x--;
break;
}
case (SDLK_RIGHT):
{
currentItems()->lNewGame.x++;
break;
}
case (SDLK_UP):
{
if(currentItems()->lNewGame.y>0)
currentItems()->lNewGame.y--;
break;
}
case (SDLK_DOWN):
{
currentItems()->lNewGame.y++;
break;
}
}
showNewMenu();
}*/
}
else if (sEvent.type==SDL_MOUSEMOTION)
{
if (currentMessage) continue;
if (current->highlighted)
{
switch (current->highlighted)
{
case 1:
{
if(isItIn(&current->lNewGame,sEvent.motion.x,sEvent.motion.y))
continue;
else
{
current->highlighted=0;
highlightButton(1,0);
}
break;
}
case 2:
{
if(isItIn(&current->lLoadGame,sEvent.motion.x,sEvent.motion.y))
continue;
else
{
current->highlighted=0;
highlightButton(2,0);
}
break;
}
case 3:
{
if(isItIn(&current->lHighScores,sEvent.motion.x,sEvent.motion.y))
continue;
else
{
current->highlighted=0;
highlightButton(3,0);
}
break;
}
case 4:
{
if(isItIn(&current->lCredits,sEvent.motion.x,sEvent.motion.y))
continue;
else
{
current->highlighted=0;
highlightButton(4,0);
}
break;
}
case 5:
{
if(isItIn(&current->lQuit,sEvent.motion.x,sEvent.motion.y))
continue;
else
{
current->highlighted=0;
highlightButton(5,0);
}
break;
}
} //switch (current->highlighted)
} // if (current->highlighted)
if (isItIn(&current->lNewGame,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(1,2);
current->highlighted=1;
}
else if (isItIn(&current->lLoadGame,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(2,2);
current->highlighted=2;
}
else if (isItIn(&current->lHighScores,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(3,2);
current->highlighted=3;
}
else if (isItIn(&current->lCredits,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(4,2);
current->highlighted=4;
}
else if (isItIn(&current->lQuit,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(5,2);
current->highlighted=5;
}
}
else if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT))
{
mush->playClick();
for (int i=0;i<btns.size(); i++)
{
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
{
btns[i]->press(true);
//SDL_BlitSurface((btns[i].imgs)->ourImages[1].bitmap,NULL,ekran,&btns[i].pos);
//updateRect(&btns[i].pos);
}
}
if (currentMessage) continue;
if (isItIn(&current->lNewGame,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(1,1);
current->highlighted=1;
}
else if (isItIn(&current->lLoadGame,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(2,1);
current->highlighted=2;
}
else if (isItIn(&current->lHighScores,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(3,1);
current->highlighted=3;
}
else if (isItIn(&current->lCredits,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(4,1);
current->highlighted=4;
}
else if (isItIn(&current->lQuit,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(5,1);
current->highlighted=5;
}
}
else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))
{
for (int i=0;i<btns.size(); i++)
{
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
(this->*(((Button<>*)btns[i])->fun))();
else
{
btns[i]->press(false);
//SDL_BlitSurface((btns[i].imgs)->ourImages[0].bitmap,NULL,ekran,&btns[i].pos);
//updateRect(&btns[i].pos);
}
}
if (currentMessage) continue;
if (isItIn(&current->lNewGame,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(1,2);
current->highlighted=1;
(this->*(current->fNewGame))();
}
else if (isItIn(&current->lLoadGame,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(2,2);
current->highlighted=2;
}
else if (isItIn(&current->lHighScores,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(3,2);
current->highlighted=3;
}
else if (isItIn(&current->lCredits,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(4,2);
current->highlighted=4;
}
else if (isItIn(&current->lQuit,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(5,2);
current->highlighted=5;
(this->*(current->fQuit))();
}
}
else if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_RIGHT))
{
if (currentMessage) continue;
if (isItIn(&current->lNewGame,sEvent.motion.x,sEvent.motion.y))
{
showCenBox(buttonText(0));
}
else if (isItIn(&current->lLoadGame,sEvent.motion.x,sEvent.motion.y))
{
showCenBox(buttonText(1));
}
else if (isItIn(&current->lHighScores,sEvent.motion.x,sEvent.motion.y))
{
showCenBox(buttonText(2));
}
else if (isItIn(&current->lCredits,sEvent.motion.x,sEvent.motion.y))
{
showCenBox(buttonText(3));
}
else if (isItIn(&ourMainMenu->lQuit,sEvent.motion.x,sEvent.motion.y))
{
showCenBox(buttonText(4));
}
}
else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_RIGHT) && currentMessage)
{
hideBox();
}
}
}
catch(...)
{ continue; }
SDL_Delay(1); //give time for other apps
}
return ret;
}
std::string CPreGame::buttonText(int which)
{
if (state==EState::mainMenu)
{
switch (which)
{
case 0:
return preth->mainNewGame;
case 1:
return preth->mainLoadGame;
case 2:
return preth->mainHighScores;
case 3:
return preth->mainCredits;
case 4:
return preth->mainQuit;
}
}
else if (state==EState::newGame)
{
switch (which)
{
case 0:
return preth->ngSingleScenario;
case 1:
return preth->ngMultiplayer;
case 2:
return preth->ngCampain;
case 3:
return preth->ngTutorial;
case 4:
return preth->ngBack;
}
}
}
void CPreGame::quitAskBox()
{
showAskBox("\"{} Are you sure you want to quit?\"",NULL,NULL);
}
void CPreGame::sortMaps()
{
std::sort(ourScenSel->mapsel.ourMaps.begin(),ourScenSel->mapsel.ourMaps.end(),mapSorter(ourScenSel->mapsel.sortBy));
ourScenSel->mapsel.select(0);
printMapsFrom(0);
}
void CPreGame::setTurnLength(int on)
{
int min;
switch (on)
{
case 0:
min=1;
break;
case 1:
min=2;
break;
case 2:
min=4;
break;
case 3:
min=6;
break;
case 4:
min=8;
break;
case 5:
min=10;
break;
case 6:
min=15;
break;
case 7:
min=20;
break;
case 8:
min=25;
break;
case 9:
min=30;
break;
case 10:
min=0;
break;
}
SDL_BlitSurface(ourOptions->bg,&genRect(23,134,256,547),ekran,&genRect(23,134,258,553));
updateRect(&genRect(23,134,258,553));
if (min)
{
std::ostringstream os;
os<<min<<" Minutes";
CSDL_Ext::printAtMiddle(os.str(),323,563,GEOR13);
}
else CSDL_Ext::printAtMiddle("Unlimited",323,563,GEOR13);
}