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vcmi/client/CPreGame.cpp
Michał W. Urbańczyk 5279e2e9fc First part of support for victory & loss conditions.
Implemented and tested are
victory:
Defeat hero
Capture town
Defeat monster
Flag dwellings
Flag mines

Lose:
Loss hero
Time expire

**

Some others may work but not has been tested yet.
I've added a new page in VCMI Status spreadsheet with status of various victory/loss conditions.
2010-01-29 20:52:45 +00:00

1698 lines
44 KiB
C++

#include "../stdafx.h"
#include "CPreGame.h"
#include "../hch/CDefHandler.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 "../hch/CGeneralTextHandler.h"
#include "CCursorHandler.h"
#include "../hch/CLodHandler.h"
#include "../hch/CTownHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CObjectHandler.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 "../hch/CMusicHandler.h"
#include "../hch/CVideoHandler.h"
#include "AdventureMapButton.h"
#include "GUIClasses.h"
#include "../hch/CCreatureHandler.h"
#include "CPlayerInterface.h"
#include "../CCallback.h"
#include <boost/lexical_cast.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;
void startGame(StartInfo * options);
CGPreGame * CGP;
static const CMapHeader *curMap;
static StartInfo *curOpts;
static int playerColor, playerSerial;
static std::string selectedName; //set when game is started/loaded
static void do_quit()
{
SDL_Event event;
event.quit.type = SDL_QUIT;
SDL_PushEvent(&event);
}
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 /*cb*/, 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), 545, 4, "ZTSINGL.DEF", SDLK_s);
buttons[1] = new AdventureMapButton("", CGI->generaltexth->zelp[11].second, 0 /*cb*/, 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 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), 545, 4, "ZTSINGL.DEF", SDLK_s);
buttons[1] = new AdventureMapButton("", CGI->generaltexth->zelp[11].second, 0 /*cb*/, 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;
}
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((EState)i);
}
CGPreGame::~CGPreGame()
{
SDL_FreeSurface(mainbg);
for(int i = 0; i < ARRAY_COUNT(scrs); i++)
delete scrs[i];
}
void CGPreGame::openSel( EState type )
{
GH.pushInt(new CSelectionScreen(type));
}
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[mainMenu]);
}
CGI->curh->draw1();
SDL_Flip(screen);
CGI->curh->draw2();
GH.topInt()->show(screen);
GH.updateTime();
GH.handleEvents();
}
CSelectionScreen::CSelectionScreen( EState Type )
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
IShowActivable::type = BLOCK_ADV_HOTKEYS;
pos.w = 762;
pos.h = 584;
if(Type == saveGame)
{
center(pos);
}
else
{
pos.x = 3;
pos.y = 6;
bg = new CPicture(BitmapHandler::loadBitmap(rand()%2 ? "ZPIC1000.bmp" : "ZPIC1001.bmp"), -3, -6, true);
}
CGP->loadGraphics();
type = Type;
curOpts = &sInfo;
sInfo.difficulty = 1;
current = NULL;
sInfo.mode = (Type == newGame ? 0 : 1);
sInfo.turnTime = 0;
curTab = NULL;
card = new InfoCard(type);
opt = new OptionsTab(type/*, sInfo*/);
opt->recActions = DISPOSE;
sel = new SelectionTab(type, bind(&CSelectionScreen::changeSelection, this, _1));
sel->recActions = DISPOSE;
switch(type)
{
case 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);
}
break;
case loadGame:
sel->recActions = 255;
start = new AdventureMapButton(CGI->generaltexth->zelp[103], bind(&CSelectionScreen::startGame, this), 411, 529, "SCNRLOD.DEF", SDLK_l);
break;
case saveGame:
sel->recActions = 255;
start = new AdventureMapButton("", CGI->generaltexth->zelp[103].second, bind(&CSelectionScreen::startGame, this), 411, 529, "SCNRSAV.DEF");
break;
}
start->assignedKeys.insert(SDLK_RETURN);
back = new AdventureMapButton("", CGI->generaltexth->zelp[105].second, bind(&CGuiHandler::popIntTotally, &GH, this), 581, 529, "SCNRBACK.DEF", SDLK_ESCAPE);
}
CSelectionScreen::~CSelectionScreen()
{
curMap = NULL;
curOpts = NULL;
playerSerial = playerColor = -1;
}
void CSelectionScreen::toggleTab(CIntObject *tab)
{
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 )
{
curMap = current = to;
if(to && type == loadGame)
curOpts->difficulty = to->seldiff;
updateStartInfo(to);
card->changeSelection(to);
opt->changeSelection(to);
}
void CSelectionScreen::updateStartInfo( const CMapInfo * to )
{
sInfo.playerInfos.clear();
if(!to)
return;
sInfo.playerInfos.resize(to->playerAmnt);
sInfo.mapname = to->filename;
playerSerial = playerColor = -1;
int serialC=0;
for (int i = 0; i < PLAYER_LIMIT; i++)
{
const PlayerInfo &pinfo = to->players[i];
//neither computer nor human can play - no player
if (!(pinfo.canComputerPlay || pinfo.canComputerPlay))
continue;
PlayerSettings &pset = sInfo.playerInfos[serialC];
pset.color = i;
pset.serial = serialC++;
if (pinfo.canHumanPlay && playerColor < 0)
{
pset.name = CGI->generaltexth->allTexts[434]; //Player
pset.human = true;
playerColor = i;
playerSerial = pset.serial;
}
else
{
pset.name = CGI->generaltexth->allTexts[468];//Computer
pset.human = false;
}
for (int j = 0; j < F_NUMBER && pset.castle != -1; j++) //we start with none and find matching faction. if more than one, then set to random
{
if((1 << j) & pinfo.allowedFactions)
{
if (pset.castle >= 0) //we've already assigned a castle and another one is possible -> set random and let player choose
pset.castle = -1; //breaks
if (pset.castle == -2) //first available castle - pick
pset.castle = j;
}
}
if ((pinfo.generateHeroAtMainTown || to->version==CMapHeader::RoE) && pinfo.hasMainTown //we will generate hero in front of main town
|| pinfo.p8) //random hero
pset.hero = -1;
else
pset.hero = -2;
if(pinfo.mainHeroName.length())
{
pset.heroName = pinfo.mainHeroName;
if((pset.heroPortrait = pinfo.mainHeroPortrait) == 255)
pset.heroPortrait = pinfo.p9;
}
pset.handicap = 0;
}
}
void CSelectionScreen::startGame()
{
if(type != saveGame)
{
if(!current)
return;
selectedName = sInfo.mapname;
StartInfo *si = new StartInfo(sInfo);
GH.popInt(this);
GH.popInt(GH.topInt());
curMap = NULL;
curOpts = NULL;
::startGame(si);
}
else
{
if(!(sel && sel->txt && sel->txt->text.size()))
return;
selectedName = GVCMIDirs.UserPath + "/Games/" + sel->txt->text + ".vlgm1";
LOCPLINT->cb->save(sel->txt->text);
GH.popInt(this);
}
}
void CSelectionScreen::difficultyChange( int to )
{
assert(type == newGame);
sInfo.difficulty = to;
GH.totalRedraw();
}
// A new size filter (Small, Medium, ...) has been selected. Populate
// selMaps with the relevant data.
void SelectionTab::filter( int size, bool selectFirst )
{
curItems.clear();
for (size_t i=0; i<allItems.size(); i++)
if( allItems[i].version && (!size || allItems[i].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))
{
out.resize(out.size()+1);
out.back().date = fs::last_write_time(file->path());
out.back().name = file->path().string();
}
}
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].init(files[start].name, mapBuffer);
//allItems[start].date = "DATEDATE";// files[start].date;
}
start += threads;
}
}
void SelectionTab::parseGames(std::vector<FileInfo> &files)
{
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;
}
lf >> static_cast<CMapHeader&>(allItems[i]) >> allItems[i].seldiff;
allItems[i].filename = files[i].name;
allItems[i].countPlayers();
allItems[i].date = std::asctime(std::localtime(&files[i].date));
}
}
SelectionTab::SelectionTab(EState Type, const boost::function<void(CMapInfo *)> &OnSelect)
:onSelect(OnSelect)
{
OBJ_CONSTRUCTION;
selectionPos = 0;
used = LCLICK | WHEEL | KEYBOARD | DOUBLECLICK;
slider = NULL;
txt = NULL;
type = Type;
bg = new CPicture(BitmapHandler::loadBitmap("SCSELBCK.bmp"), 0, 0, true);
pos.w = bg->pos.w;
pos.h = bg->pos.h;
std::vector<FileInfo> toParse;
switch(type)
{
case newGame:
getFiles(toParse, DATA_DIR "/Maps", "h3m");
parseMaps(toParse);
positions = 18;
break;
case loadGame:
case saveGame:
getFiles(toParse, GVCMIDirs.UserPath + "/Games", "vlgm1");
parseGames(toParse);
if(type == loadGame)
{
positions = 18;
}
else
{
positions = 16;
}
if(type == saveGame)
txt = new CTextInput(Rect(32, 539, 350, 20), Point(-32, -25), "GSSTRIP.bmp", 0);
break;
default:
assert(0);
}
//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]);
}
{
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]);
}
slider = new CSlider(372, 86, type != saveGame ? 480 : 430, bind(&SelectionTab::sliderMove, this, _1), positions, curItems.size(), 0, false, 1);
format = CDefHandler::giveDef("SCSELC.DEF");
sortingBy = _format;
ascending = true;
filter(0);
//select(0);
switch(type)
{
case newGame:
selectFName(DATA_DIR "/Maps/Arrogance.h3m");
break;
case loadGame:
select(0);
break;
case saveGame:;
if(selectedName.size())
{
if(selectedName[0] == 'M')
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);
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 nasz;
#define POS(xx, yy) pos.x + xx, pos.y + yy + line*25
for (int line = 0; line < positions && elemIdx < curItems.size(); elemIdx++, line++)
{
CMapInfo* curMap = curItems[elemIdx];
if (elemIdx == selectionPos)
nasz=tytulowy;
else
nasz=zwykly;
std::ostringstream ostr(std::ostringstream::out);
ostr << curMap->playerAmnt << "/" << curMap->humenPlayers;
CSDL_Ext::printAt(ostr.str(), POS(29, 120), FONT_SMALL, nasz, to);
std::string temp2 = "C";
switch (curMap->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, nasz, to);
int temp=-1;
switch (curMap->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: " << curMap->filename << " has wrong version!\n";
continue;
}
blitAt(format->ourImages[temp].bitmap, POS(88, 117), to);
if (type == newGame) {
if (!curMap->name.length())
curMap->name = "Unnamed";
CSDL_Ext::printAtMiddle(curMap->name, POS(213, 128), FONT_SMALL, nasz, to);
} else
CSDL_Ext::printAtMiddle(fs::basename(curMap->filename), POS(213, 128), FONT_SMALL, nasz, to);
if (curMap->victoryCondition.condition == winStandard)
temp = 11;
else
temp = curMap->victoryCondition.condition;
blitAt(CGP->victory->ourImages[temp].bitmap, POS(306, 117), to);
if (curMap->lossCondition.typeOfLossCon == lossStandard)
temp=3;
else
temp=curMap->lossCondition.typeOfLossCon;
blitAt(CGP->loss->ourImages[temp].bitmap, POS(339, 117), to);
}
#undef POS
}
void SelectionTab::showAll( SDL_Surface * to )
{
CIntObject::showAll(to);
printMaps(to);
int txtid;
switch(type) {
case newGame: txtid = 229; break;
case loadGame: txtid = 230; break;
case saveGame: txtid = 231; break;
}
CSDL_Ext::printAtMiddle(CGI->generaltexth->arraytxt[txtid], pos.x+205, pos.y+28, FONT_MEDIUM, tytulowy, to); //Select a Scenario to Play
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::wheelScrolled( bool down, bool in )
{
slider->moveTo(slider->value + 3 * (down ? +1 : -1));
//select(selectionPos - slider->value + (down ? +1 : -1));
}
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);
}
InfoCard::InfoCard( EState Type )
{
OBJ_CONSTRUCTION;
pos.x += 393;
used = RCLICK;
sizes = CDefHandler::giveDef("SCNRMPSZ.DEF");
sFlags = CDefHandler::giveDef("ITGFLAGS.DEF");
type = Type;
bg = new CPicture(BitmapHandler::loadBitmap("GSELPOP1.bmp"), 0, 0, true);
pos.w = bg->pos.w;
pos.h = bg->pos.h;
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(type != newGame)
difficulty->block(true);
}
InfoCard::~InfoCard()
{
delete sizes;
delete sFlags;
}
void InfoCard::showAll( SDL_Surface * to )
{
CIntObject::showAll(to);
//blit texts
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:
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:
if(curMap)
{
if(type != newGame)
{
for (int i = 0; i < difficulty->buttons.size(); i++)
{
//if(i == curMap->difficulty)
// difficulty->buttons[i]->state = 3;
//else
// difficulty->buttons[i]->state = 2;
difficulty->buttons[i]->showAll(to);
}
}
int temp = curMap->victoryCondition.condition+1;
if (temp>20) temp=0;
std::string sss = CGI->generaltexth->victoryConditions[temp];
if (temp && curMap->victoryCondition.allowNormalVictory) sss+= "/" + CGI->generaltexth->victoryConditions[0];
printAtLoc(sss, 60, 307, FONT_SMALL, zwykly, to);
temp = curMap->lossCondition.typeOfLossCon+1;
if (temp>20) temp=0;
sss = CGI->generaltexth->lossCondtions[temp];
printAtLoc(sss, 60, 366, FONT_SMALL, zwykly, to);
//blit description
std::vector<std::string> *desc = CMessage::breakText(curMap->description,52);
for (int i=0;i<desc->size();i++)
printAtLoc((*desc)[i], 26, 149 + i*16, FONT_SMALL, zwykly, to);
delete desc;
if (curMap->name.length())
printAtLoc(curMap->name, 26, 39, FONT_BIG, tytulowy, to);
else
printAtLoc("Unnamed", 26, 39, FONT_BIG, tytulowy, to);
assert(curMap->difficulty <= 4);
std::string &diff = CGI->generaltexth->arraytxt[142 + curMap->difficulty];
printAtMiddleLoc(diff, 62, 472, FONT_SMALL, zwykly, to);
switch (curMap->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);
temp = curMap->victoryCondition.condition;
if (temp>12) temp=11;
blitAtLoc(CGP->victory->ourImages[temp].bitmap, 24, 302, to); //victory cond descr
temp=curMap->lossCondition.typeOfLossCon;
if (temp>12) temp=3;
blitAtLoc(CGP->loss->ourImages[temp].bitmap, 24, 359, to); //loss cond
if(type == loadGame)
printToLoc((static_cast<const CMapInfo*>(curMap))->date,308,34, FONT_SMALL, zwykly, to);
//print flags
int fx=64, ex=244, myT;
//if (curMap->howManyTeams)
myT = curMap->players[playerColor].team;
//else
// myT = -1;
for (std::vector<PlayerSettings>::const_iterator i = curOpts->playerInfos.begin(); i != curOpts->playerInfos.end(); i++)
{
int *myx = ((i->color == playerColor || curMap->players[i->color].team == myT) ? &fx : &ex);
blitAtLoc(sFlags->ourImages[i->color].bitmap, *myx, 399, to);
*myx += sFlags->ourImages[i->color].bitmap->w;
}
std::string tob;
switch (curOpts->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);
}
}
void InfoCard::changeSelection( const CMapInfo *to )
{
if(to && type != newGame)
difficulty->select(curOpts->difficulty, 0);
GH.totalRedraw();
}
void InfoCard::clickRight( tribool down, bool previousState )
{
static const Rect flagArea(19, 397, 335, 23);
if(down && curMap && isItInLoc(flagArea, GH.current->motion.x, GH.current->motion.y))
showTeamsPopup();
}
void InfoCard::showTeamsPopup()
{
SDL_Surface *bmp = CMessage::drawBox1(256, 90 + 50 * curMap->howManyTeams);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[657], 128, 30, FONT_MEDIUM, tytulowy, bmp); //{Team Alignments}
for(int i = 0; i < curMap->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((curMap->players[j].canHumanPlay || curMap->players[j].canComputerPlay)
&& curMap->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));
}
OptionsTab::OptionsTab( EState Type)
:type(Type)
{
OBJ_CONSTRUCTION;
bg = new CPicture(BitmapHandler::loadBitmap("ADVOPTBK.bmp"), 0, 0, true);
pos = bg->pos;
if(type == 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(curOpts->turnTime)
{
std::ostringstream os;
os << (int)curOpts->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 )
{
PlayerSettings &s = curOpts->playerInfos[player];
si32 &cur = s.castle;
ui32 allowed = curMap->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 == bresource)
s.bonus = brandom;
entries[player]->selectButtons();
redraw();
}
void OptionsTab::nextHero( int player, int dir )
{
PlayerSettings &s = curOpts->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();
}
}
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) && curMap->allowedHeroes[ID];
}
void OptionsTab::nextBonus( int player, int dir )
{
PlayerSettings &s = curOpts->playerInfos[player];
si8 &ret = s.bonus += dir;
if (s.hero==-2 && !curMap->players[s.color].heroesNames.size() && ret==bartifact) //no hero - can't be artifact
{
if (dir<0)
ret=brandom;
else ret=bgold;
}
if(ret > bresource)
ret = brandom;
if(ret < brandom)
ret = bresource;
if (s.castle==-1 && ret==bresource) //random castle - can't be resource
{
if (dir<0)
ret=bgold;
else ret=brandom;
}
redraw();
}
void OptionsTab::changeSelection( const CMapHeader *to )
{
for(int i = 0; i < entries.size(); i++)
{
children -= entries[i];
delete entries[i];
}
entries.clear();
usedHeroes.clear();
OBJ_CONSTRUCTION;
for(int i = 0; i < curOpts->playerInfos.size(); i++)
{
entries.push_back(new PlayerOptionsEntry(this, curOpts->playerInfos[i]));
const std::vector<SheroName> &heroes = curMap->players[curOpts->playerInfos[i].color].heroesNames;
for(size_t hi=0; hi<heroes.size(); hi++)
usedHeroes.insert(heroes[hi].heroID);
}
}
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);
curOpts->turnTime = times[npos];
redraw();
}
void OptionsTab::flagPressed( int player )
{
if(player == playerSerial) //that color is already selected, no action needed
return;
PlayerSettings &s = curOpts->playerInfos[player],
&old = curOpts->playerInfos[playerSerial];
std::swap(old.human, s.human);
std::swap(old.name, s.name);
playerColor = s.color;
if(!entries[playerSerial]->fixedHero)
old.hero = -1;
playerSerial = player;
entries[s.serial]->selectButtons();
entries[old.serial]->selectButtons();
GH.totalRedraw();
}
OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry( OptionsTab *owner, PlayerSettings &S)
:s(S)
{
OBJ_CONSTRUCTION;
defActions |= SHARE_POS;
pos = parent->pos + Point(54, 122 + s.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(owner->type == newGame)
{
btns[0] = new AdventureMapButton(CGI->generaltexth->zelp[132], bind(&OptionsTab::nextCastle, owner, s.serial, -1), 107, 5, "ADOPLFA.DEF");
btns[1] = new AdventureMapButton(CGI->generaltexth->zelp[133], bind(&OptionsTab::nextCastle, owner, s.serial, +1), 168, 5, "ADOPRTA.DEF");
btns[2] = new AdventureMapButton(CGI->generaltexth->zelp[148], bind(&OptionsTab::nextHero, owner, s.serial, -1), 183, 5, "ADOPLFA.DEF");
btns[3] = new AdventureMapButton(CGI->generaltexth->zelp[149], bind(&OptionsTab::nextHero, owner, s.serial, +1), 244, 5, "ADOPRTA.DEF");
btns[4] = new AdventureMapButton(CGI->generaltexth->zelp[164], bind(&OptionsTab::nextBonus, owner, s.serial, -1), 259, 5, "ADOPLFA.DEF");
btns[5] = new AdventureMapButton(CGI->generaltexth->zelp[165], bind(&OptionsTab::nextBonus, owner, s.serial, +1), 320, 5, "ADOPRTA.DEF");
}
else
for(int i = 0; i < 6; i++)
btns[i] = NULL;
fixedHero = s.hero != -1; //if we doesn't start with "random hero" it must be fixed or none
selectButtons(false);
if(owner->type != scenarioInfo && curMap->players[s.color].canHumanPlay)
{
flag = new AdventureMapButton(CGI->generaltexth->zelp[180], bind(&OptionsTab::flagPressed, owner, s.serial), -43, 2, flags[s.color]);
flag->hoverable = true;
}
else
flag = NULL;
defActions &= ~SHARE_POS;
town = new SelectedBox(TOWN, s.serial);
town->pos += pos + Point(119, 2);
hero = new SelectedBox(HERO, s.serial);
hero->pos += pos + Point(195, 2);
bonus = new SelectedBox(BONUS, s.serial);
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);
}
void OptionsTab::PlayerOptionsEntry::selectButtons(bool onlyHero)
{
if(!btns[0])
return;
if(!onlyHero && s.castle != -1)
{
btns[0]->disable();
btns[1]->disable();
}
if(fixedHero || !s.human || s.castle < 0)
{
btns[2]->disable();
btns[3]->disable();
}
else
{
btns[2]->enable(active);
btns[3]->enable(active);
}
}
void OptionsTab::SelectedBox::showAll( SDL_Surface * to )
{
PlayerSettings &s = curOpts->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
{
PlayerSettings &s = curOpts->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
{
PlayerSettings &s = curOpts->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;
PlayerSettings &s = curOpts->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 < 0)
{
int p9 = curMap->players[s.color].p9;
if(p9 != 255 && curOpts->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 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 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 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 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);
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 *mapInfo, const StartInfo *startInfo )
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
for(size_t i = 0; i < startInfo->playerInfos.size(); i++)
{
if(startInfo->playerInfos[i].human)
{
playerColor = startInfo->playerInfos[i].color;
playerSerial = i;
}
}
pos.w = 762;
pos.h = 584;
center(pos);
curMap = mapInfo;
curOpts = (StartInfo*)startInfo;
card = new InfoCard(scenarioInfo);
opt = new OptionsTab(scenarioInfo);
opt->changeSelection(0);
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()
{
}
CTextInput::CTextInput()
{
bg = NULL;
used = 0;
}
CTextInput::CTextInput( const Rect &Pos, const Point &bgOffset, const std::string &bgName, const CFunctionList<void(const std::string &)> &CB )
:cb(CB)
{
pos += Pos;
OBJ_CONSTRUCTION;
bg = new CPicture(bgName, bgOffset.x, bgOffset.y);
used = LCLICK | KEYBOARD;
}
CTextInput::~CTextInput()
{
}
void CTextInput::showAll( SDL_Surface * to )
{
CIntObject::showAll(to);
CSDL_Ext::printAt(text + "_", pos.x, pos.y, FONT_SMALL, zwykly, to);
}
void CTextInput::clickLeft( tribool down, bool previousState )
{
//TODO
}
void CTextInput::keyPressed( const SDL_KeyboardEvent & key )
{
if(key.state != SDL_PRESSED) return;
switch(key.keysym.sym)
{
case SDLK_BACKSPACE:
if(text.size())
text.resize(text.size()-1);
break;
default:
char c = key.keysym.unicode; //TODO 16-/>8
static const std::string forbiddenChars = "<>:\"/\\|?*"; //if we are entering a filename, some special characters won't be allowed
if(!vstd::contains(forbiddenChars,c) && std::isprint(c))
text += c;
break;
}
redraw();
cb(text);
}
void CTextInput::setText( const std::string &nText, bool callCb )
{
text = nText;
redraw();
if(callCb)
cb(text);
}