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vcmi/client/CPreGame.cpp
2015-11-25 07:40:35 +03:00

4303 lines
122 KiB
C++

#include "StdInc.h"
#include "CPreGame.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/filesystem/CFileInfo.h"
#include "../lib/filesystem/CCompressedStream.h"
#include "../lib/CStopWatch.h"
#include "gui/SDL_Extensions.h"
#include "CGameInfo.h"
#include "gui/CCursorHandler.h"
#include "CDefHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CTownHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/mapping/CCampaignHandler.h"
#include "../lib/CCreatureHandler.h"
#include "../lib/JsonNode.h"
#include "CMusicHandler.h"
#include "CVideoHandler.h"
#include "Graphics.h"
#include "../lib/Connection.h"
#include "../lib/VCMIDirs.h"
#include "../lib/mapping/CMap.h"
#include "windows/GUIClasses.h"
#include "CPlayerInterface.h"
#include "../CCallback.h"
#include "CMessage.h"
#include "../lib/spells/CSpellHandler.h" /*for campaign bonuses*/
#include "../lib/CArtHandler.h" /*for campaign bonuses*/
#include "../lib/CBuildingHandler.h" /*for campaign bonuses*/
#include "CBitmapHandler.h"
#include "Client.h"
#include "../lib/NetPacks.h"
#include "../lib/registerTypes//RegisterTypes.h"
#include "../lib/CThreadHelper.h"
#include "../lib/CConfigHandler.h"
#include "../lib/GameConstants.h"
#include "gui/CGuiHandler.h"
#include "gui/CAnimation.h"
#include "widgets/CComponent.h"
#include "widgets/Buttons.h"
#include "widgets/MiscWidgets.h"
#include "widgets/ObjectLists.h"
#include "widgets/TextControls.h"
#include "windows/InfoWindows.h"
#include "../lib/mapping/CMapService.h"
#include "../lib/mapping/CMap.h"
#include "../lib/CRandomGenerator.h"
#include "../lib/CondSh.h"
/*
* 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;
void startGame(StartInfo * options, CConnection *serv = nullptr);
void endGame();
CGPreGame * CGP = nullptr;
ISelectionScreenInfo *SEL;
static PlayerColor playerColor; //if more than one player - applies to the first
/**
* Stores the current name of the savegame.
*
* TODO better solution for auto-selection when saving already saved games.
* -> CSelectionScreen should be divided into CLoadGameScreen, CSaveGameScreen,...
* The name of the savegame can then be stored non-statically in CGameState and
* passed separately to CSaveGameScreen.
*/
static std::string saveGameName;
struct EvilHlpStruct
{
CConnection *serv;
StartInfo *sInfo;
void reset(bool strong = true)
{
if(strong)
{
vstd::clear_pointer(serv);
vstd::clear_pointer(sInfo);
}
else
{
serv = nullptr;
sInfo = nullptr;
}
}
} startingInfo;
static void do_quit()
{
SDL_Event event;
event.quit.type = SDL_QUIT;
SDL_PushEvent(&event);
}
static CMapInfo *mapInfoFromGame()
{
auto ret = new CMapInfo();
ret->mapHeader = std::unique_ptr<CMapHeader>(new CMapHeader(*LOCPLINT->cb->getMapHeader()));
return ret;
}
static void setPlayersFromGame()
{
playerColor = LOCPLINT->playerID;
}
static void swapPlayers(PlayerSettings &a, PlayerSettings &b)
{
std::swap(a.playerID, b.playerID);
std::swap(a.name, b.name);
if(a.playerID == 1)
playerColor = a.color;
else if(b.playerID == 1)
playerColor = b.color;
}
void setPlayer(PlayerSettings &pset, ui8 player, const std::map<ui8, std::string> &playerNames)
{
if(vstd::contains(playerNames, player))
pset.name = playerNames.find(player)->second;
else
pset.name = CGI->generaltexth->allTexts[468];//Computer
pset.playerID = player;
if(player == playerNames.begin()->first)
playerColor = pset.color;
}
void updateStartInfo(std::string filename, StartInfo & sInfo, const CMapHeader * mapHeader, const std::map<ui8, std::string> &playerNames)
{
sInfo.playerInfos.clear();
if(!mapHeader)
{
return;
}
sInfo.mapname = filename;
playerColor = PlayerColor::NEUTRAL;
auto namesIt = playerNames.cbegin();
for (int i = 0; i < mapHeader->players.size(); i++)
{
const PlayerInfo &pinfo = mapHeader->players[i];
//neither computer nor human can play - no player
if (!(pinfo.canHumanPlay || pinfo.canComputerPlay))
continue;
PlayerSettings &pset = sInfo.playerInfos[PlayerColor(i)];
pset.color = PlayerColor(i);
if(pinfo.canHumanPlay && namesIt != playerNames.cend())
{
setPlayer(pset, namesIt++->first, playerNames);
}
else
{
setPlayer(pset, 0, playerNames);
if(!pinfo.canHumanPlay)
{
pset.compOnly = true;
}
}
pset.castle = pinfo.defaultCastle();
pset.hero = pinfo.defaultHero();
if(pset.hero != PlayerSettings::RANDOM && pinfo.hasCustomMainHero())
{
pset.hero = pinfo.mainCustomHeroId;
pset.heroName = pinfo.mainCustomHeroName;
pset.heroPortrait = pinfo.mainCustomHeroPortrait;
}
pset.handicap = PlayerSettings::NO_HANDICAP;
}
}
template <typename T> class CApplyOnPG;
class CBaseForPGApply
{
public:
virtual void applyOnPG(CSelectionScreen *selScr, void *pack) const =0;
virtual ~CBaseForPGApply(){};
template<typename U> static CBaseForPGApply *getApplier(const U * t=nullptr)
{
return new CApplyOnPG<U>;
}
};
template <typename T> class CApplyOnPG : public CBaseForPGApply
{
public:
void applyOnPG(CSelectionScreen *selScr, void *pack) const override
{
T *ptr = static_cast<T*>(pack);
ptr->apply(selScr);
}
};
template <> class CApplyOnPG<CPack> : public CBaseForPGApply
{
public:
void applyOnPG(CSelectionScreen *selScr, void *pack) const override
{
logGlobal->errorStream() << "Cannot apply on PG plain CPack!";
assert(0);
}
};
static CApplier<CBaseForPGApply> *applier = nullptr;
static CPicture* createPicture(const JsonNode& config)
{
return new CPicture(config["name"].String(), config["x"].Float(), config["y"].Float());
}
CMenuScreen::CMenuScreen(const JsonNode& configNode):
config(configNode)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
background = new CPicture(config["background"].String());
if (config["scalable"].Bool())
{
if (background->bg->format->palette)
background->convertToScreenBPP();
background->scaleTo(Point(screen->w, screen->h));
}
pos = background->center();
for(const JsonNode& node : config["items"].Vector())
menuNameToEntry.push_back(node["name"].String());
for(const JsonNode& node : config["images"].Vector())
images.push_back(createPicture(node));
//Hardcoded entry
menuNameToEntry.push_back("credits");
tabs = new CTabbedInt(std::bind(&CMenuScreen::createTab, this, _1), CTabbedInt::DestroyFunc());
tabs->type |= REDRAW_PARENT;
}
CIntObject * CMenuScreen::createTab(size_t index)
{
if (config["items"].Vector().size() == index)
return new CreditsScreen();
return new CMenuEntry(this, config["items"].Vector()[index]);
}
void CMenuScreen::showAll(SDL_Surface * to)
{
CIntObject::showAll(to);
if (pos.h != to->h || pos.w != to->w)
CMessage::drawBorder(PlayerColor(1), to, pos.w+28, pos.h+30, pos.x-14, pos.y-15);
}
void CMenuScreen::show(SDL_Surface * to)
{
if (!config["video"].isNull())
CCS->videoh->update(config["video"]["x"].Float() + pos.x, config["video"]["y"].Float() + pos.y, to, true, false);
CIntObject::show(to);
}
void CMenuScreen::activate()
{
CCS->musich->playMusic("Music/MainMenu", true);
if (!config["video"].isNull())
CCS->videoh->open(config["video"]["name"].String());
CIntObject::activate();
}
void CMenuScreen::deactivate()
{
if (!config["video"].isNull())
CCS->videoh->close();
CIntObject::deactivate();
}
void CMenuScreen::switchToTab(size_t index)
{
tabs->setActive(index);
}
//funciton for std::string -> std::function conversion for main menu
static std::function<void()> genCommand(CMenuScreen* menu, std::vector<std::string> menuType, const std::string &string)
{
static const std::vector<std::string> commandType =
{"to", "campaigns", "start", "load", "exit", "highscores"};
static const std::vector<std::string> gameType =
{"single", "multi", "campaign", "tutorial"};
std::list<std::string> commands;
boost::split(commands, string, boost::is_any_of("\t "));
if (!commands.empty())
{
size_t index = std::find(commandType.begin(), commandType.end(), commands.front()) - commandType.begin();
commands.pop_front();
if (index > 3 || !commands.empty())
{
switch (index)
{
break; case 0://to - switch to another tab, if such tab exists
{
size_t index2 = std::find(menuType.begin(), menuType.end(), commands.front()) - menuType.begin();
if ( index2 != menuType.size())
return std::bind(&CMenuScreen::switchToTab, menu, index2);
}
break; case 1://open campaign selection window
{
return std::bind(&CGPreGame::openCampaignScreen, CGP, commands.front());
}
break; case 2://start
{
switch (std::find(gameType.begin(), gameType.end(), commands.front()) - gameType.begin())
{
case 0: return std::bind(&CGPreGame::openSel, CGP, CMenuScreen::newGame, CMenuScreen::SINGLE_PLAYER);
case 1: return &pushIntT<CMultiMode>;
case 2: return std::bind(&CGPreGame::openSel, CGP, CMenuScreen::campaignList, CMenuScreen::SINGLE_PLAYER);
//TODO: start tutorial
case 3: return std::bind(CInfoWindow::showInfoDialog, "Sorry, tutorial is not implemented yet\n", (const std::vector<CComponent*>*)nullptr, false, PlayerColor(1));
}
}
break; case 3://load
{
switch (std::find(gameType.begin(), gameType.end(), commands.front()) - gameType.begin())
{
case 0: return std::bind(&CGPreGame::openSel, CGP, CMenuScreen::loadGame, CMenuScreen::SINGLE_PLAYER);
case 1: return std::bind(&CGPreGame::openSel, CGP, CMenuScreen::loadGame, CMenuScreen::MULTI_HOT_SEAT);
//TODO: load campaign
case 2: return std::bind(CInfoWindow::showInfoDialog, "This function is not implemented yet. Campaign saves can be loaded from \"Single Player\" menu", (const std::vector<CComponent*>*)nullptr, false, PlayerColor(1));
//TODO: load tutorial
case 3: return std::bind(CInfoWindow::showInfoDialog, "Sorry, tutorial is not implemented yet\n", (const std::vector<CComponent*>*)nullptr, false, PlayerColor(1));
}
}
break; case 4://exit
{
return std::bind(CInfoWindow::showYesNoDialog, std::ref(CGI->generaltexth->allTexts[69]), (const std::vector<CComponent*>*)nullptr, do_quit, 0, false, PlayerColor(1));
}
break; case 5://highscores
{
//TODO: high scores
return std::bind(CInfoWindow::showInfoDialog, "Sorry, high scores menu is not implemented yet\n", (const std::vector<CComponent*>*)nullptr, false, PlayerColor(1));
}
}
}
}
logGlobal->errorStream()<<"Failed to parse command: "<<string;
return std::function<void()>();
}
CButton* CMenuEntry::createButton(CMenuScreen* parent, const JsonNode& button)
{
std::function<void()> command = genCommand(parent, parent->menuNameToEntry, button["command"].String());
std::pair<std::string, std::string> help;
if (!button["help"].isNull() && button["help"].Float() > 0)
help = CGI->generaltexth->zelp[button["help"].Float()];
int posx = button["x"].Float();
if (posx < 0)
posx = pos.w + posx;
int posy = button["y"].Float();
if (posy < 0)
posy = pos.h + posy;
return new CButton(Point(posx, posy), button["name"].String(), help, command, button["hotkey"].Float());
}
CMenuEntry::CMenuEntry(CMenuScreen* parent, const JsonNode &config)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
type |= REDRAW_PARENT;
pos = parent->pos;
for(const JsonNode& node : config["images"].Vector())
images.push_back(createPicture(node));
for(const JsonNode& node : config["buttons"].Vector())
{
buttons.push_back(createButton(parent, node));
buttons.back()->hoverable = true;
buttons.back()->type |= REDRAW_PARENT;
}
}
CreditsScreen::CreditsScreen():
positionCounter(0)
{
addUsedEvents(LCLICK | RCLICK);
type |= REDRAW_PARENT;
OBJ_CONSTRUCTION_CAPTURING_ALL;
pos.w = CGP->menu->pos.w;
pos.h = CGP->menu->pos.h;
auto textFile = CResourceHandler::get()->load(ResourceID("DATA/CREDITS.TXT"))->readAll();
std::string text((char*)textFile.first.get(), textFile.second);
size_t firstQuote = text.find('\"')+1;
text = text.substr(firstQuote, text.find('\"', firstQuote) - firstQuote );
credits = new CMultiLineLabel(Rect(pos.w - 350, 0, 350, 600), FONT_CREDITS, CENTER, Colors::WHITE, text);
credits->scrollTextTo(-600); // move all text below the screen
}
void CreditsScreen::show(SDL_Surface * to)
{
CIntObject::show(to);
positionCounter++;
if (positionCounter % 2 == 0)
credits->scrollTextBy(1);
//end of credits, close this screen
if (credits->textSize.y + 600 < positionCounter / 2)
clickRight(false, false);
}
void CreditsScreen::clickLeft(tribool down, bool previousState)
{
clickRight(down, previousState);
}
void CreditsScreen::clickRight(tribool down, bool previousState)
{
CTabbedInt* menu = dynamic_cast<CTabbedInt*>(parent);
assert(menu);
menu->setActive(0);
}
CGPreGameConfig & CGPreGameConfig::get()
{
static CGPreGameConfig config;
return config;
}
const JsonNode & CGPreGameConfig::getConfig() const
{
return config;
}
const JsonNode & CGPreGameConfig::getCampaigns() const
{
return campaignSets;
}
CGPreGameConfig::CGPreGameConfig() :
campaignSets(JsonNode(ResourceID("config/campaignSets.json"))),
config(JsonNode(ResourceID("config/mainmenu.json")))
{
}
CGPreGame::CGPreGame()
{
pos.w = screen->w;
pos.h = screen->h;
GH.defActionsDef = 63;
CGP = this;
menu = new CMenuScreen(CGPreGameConfig::get().getConfig()["window"]);
loadGraphics();
}
CGPreGame::~CGPreGame()
{
boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
disposeGraphics();
if(CGP == this)
CGP = nullptr;
if(GH.curInt == this)
GH.curInt = nullptr;
}
void CGPreGame::openSel(CMenuScreen::EState screenType, CMenuScreen::EMultiMode multi /*= CMenuScreen::SINGLE_PLAYER*/)
{
GH.pushInt(new CSelectionScreen(screenType, multi));
}
void CGPreGame::loadGraphics()
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
new CFilledTexture("DIBOXBCK", pos);
victory = CDefHandler::giveDef("SCNRVICT.DEF");
loss = CDefHandler::giveDef("SCNRLOSS.DEF");
}
void CGPreGame::disposeGraphics()
{
delete victory;
delete loss;
}
void CGPreGame::update()
{
if(CGP != this) //don't update if you are not a main interface
return;
if (GH.listInt.empty())
{
GH.pushInt(this);
GH.pushInt(menu);
menu->switchToTab(0);
}
if(SEL)
SEL->update();
// Handles mouse and key input
GH.updateTime();
GH.handleEvents();
// check for null othervice crash on finishing a campaign
// /FIXME: find out why GH.listInt is empty to begin with
if (GH.topInt() != nullptr)
GH.topInt()->show(screen);
}
void CGPreGame::openCampaignScreen(std::string name)
{
if (vstd::contains(CGPreGameConfig::get().getCampaigns().Struct(), name))
{
GH.pushInt(new CCampaignScreen(CGPreGameConfig::get().getCampaigns()[name]));
return;
}
logGlobal->errorStream()<<"Unknown campaign set: "<<name;
}
CGPreGame *CGPreGame::create()
{
if(!CGP)
CGP = new CGPreGame();
GH.terminate_cond.set(false);
return CGP;
}
void CGPreGame::removeFromGui()
{
//remove everything but main menu and background
GH.popInts(GH.listInt.size() - 2);
GH.popInt(GH.topInt()); //remove main menu
GH.popInt(GH.topInt()); //remove background
}
CSelectionScreen::CSelectionScreen(CMenuScreen::EState Type, CMenuScreen::EMultiMode MultiPlayer /*= CMenuScreen::SINGLE_PLAYER*/, const std::map<ui8, std::string> * Names /*= nullptr*/, const std::string & Address /*=""*/, const std::string & Port /*= ""*/)
: ISelectionScreenInfo(Names), serverHandlingThread(nullptr), mx(new boost::recursive_mutex),
serv(nullptr), ongoingClosing(false), myNameID(255)
{
CGPreGame::create(); //we depend on its graphics
screenType = Type;
multiPlayer = MultiPlayer;
OBJ_CONSTRUCTION_CAPTURING_ALL;
bool network = (isGuest() || isHost());
CServerHandler *sh = nullptr;
if(isHost())
{
sh = new CServerHandler;
sh->startServer();
}
IShowActivatable::type = BLOCK_ADV_HOTKEYS;
pos.w = 762;
pos.h = 584;
if(Type == CMenuScreen::saveGame)
{
bordered = false;
center(pos);
}
else if(Type == CMenuScreen::campaignList)
{
bordered = false;
bg = new CPicture("CamCust.bmp", 0, 0);
pos = bg->center();
}
else
{
bordered = true;
//load random background
const JsonVector & bgNames = CGPreGameConfig::get().getConfig()["game-select"].Vector();
bg = new CPicture(RandomGeneratorUtil::nextItem(bgNames, CRandomGenerator::getDefault())->String(), 0, 0);
pos = bg->center();
}
sInfo.difficulty = 1;
current = nullptr;
sInfo.mode = (Type == CMenuScreen::newGame ? StartInfo::NEW_GAME : StartInfo::LOAD_GAME);
sInfo.turnTime = 0;
curTab = nullptr;
card = new InfoCard(network); //right info card
if (screenType == CMenuScreen::campaignList)
{
opt = nullptr;
}
else
{
opt = new OptionsTab(); //scenario options tab
opt->recActions = DISPOSE;
randMapTab = new CRandomMapTab();
randMapTab->getMapInfoChanged() += std::bind(&CSelectionScreen::changeSelection, this, _1);
randMapTab->recActions = DISPOSE;
}
sel = new SelectionTab(screenType, std::bind(&CSelectionScreen::changeSelection, this, _1), multiPlayer); //scenario selection tab
sel->recActions = DISPOSE;
switch(screenType)
{
case CMenuScreen::newGame:
{
SDL_Color orange = {232, 184, 32, 0};
SDL_Color overlayColor = isGuest() ? orange : Colors::WHITE;
card->difficulty->addCallback(std::bind(&CSelectionScreen::difficultyChange, this, _1));
card->difficulty->setSelected(1);
CButton * select = new CButton(Point(411, 80), "GSPBUTT.DEF", CGI->generaltexth->zelp[45], 0, SDLK_s);
select->addCallback([&]()
{
toggleTab(sel);
changeSelection(sel->getSelectedMapInfo());
});
select->addTextOverlay(CGI->generaltexth->allTexts[500], FONT_SMALL, overlayColor);
CButton *opts = new CButton(Point(411, 510), "GSPBUTT.DEF", CGI->generaltexth->zelp[46], std::bind(&CSelectionScreen::toggleTab, this, opt), SDLK_a);
opts->addTextOverlay(CGI->generaltexth->allTexts[501], FONT_SMALL, overlayColor);
CButton * randomBtn = new CButton(Point(411, 105), "GSPBUTT.DEF", CGI->generaltexth->zelp[47], 0, SDLK_r);
randomBtn->addTextOverlay(CGI->generaltexth->allTexts[740], FONT_SMALL, overlayColor);
randomBtn->addCallback([&]()
{
toggleTab(randMapTab);
changeSelection(randMapTab->getMapInfo());
});
start = new CButton(Point(411, 535), "SCNRBEG.DEF", CGI->generaltexth->zelp[103], std::bind(&CSelectionScreen::startScenario, this), SDLK_b);
if(network)
{
CButton *hideChat = new CButton(Point(619, 83), "GSPBUT2.DEF", CGI->generaltexth->zelp[48], std::bind(&InfoCard::toggleChat, card), SDLK_h);
hideChat->addTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL);
if(isGuest())
{
select->block(true);
opts->block(true);
randomBtn->block(true);
start->block(true);
}
}
}
break;
case CMenuScreen::loadGame:
sel->recActions = 255;
start = new CButton(Point(411, 535), "SCNRLOD.DEF", CGI->generaltexth->zelp[103], std::bind(&CSelectionScreen::startScenario, this), SDLK_l);
break;
case CMenuScreen::saveGame:
sel->recActions = 255;
start = new CButton(Point(411, 535), "SCNRSAV.DEF", CGI->generaltexth->zelp[103], std::bind(&CSelectionScreen::startScenario, this), SDLK_s);
break;
case CMenuScreen::campaignList:
sel->recActions = 255;
start = new CButton(Point(411, 535), "SCNRLOD.DEF", CButton::tooltip(), std::bind(&CSelectionScreen::startCampaign, this), SDLK_b);
break;
}
start->assignedKeys.insert(SDLK_RETURN);
back = new CButton(Point(581, 535), "SCNRBACK.DEF", CGI->generaltexth->zelp[105], std::bind(&CGuiHandler::popIntTotally, &GH, this), SDLK_ESCAPE);
if(network)
{
if(isHost())
{
assert(playerNames.size() == 1 && vstd::contains(playerNames, 1)); //TODO hot-seat/network combo
serv = sh->connectToServer();
*serv << (ui8) 4;
myNameID = 1;
}
else
serv = CServerHandler::justConnectToServer(Address, Port);
serv->enterPregameConnectionMode();
*serv << playerNames.begin()->second;
if(isGuest())
{
const CMapInfo *map;
*serv >> myNameID >> map;
serv->connectionID = myNameID;
changeSelection(map);
}
else if(current)
{
SelectMap sm(*current);
*serv << &sm;
UpdateStartOptions uso(sInfo);
*serv << &uso;
}
applier = new CApplier<CBaseForPGApply>;
registerTypesPregamePacks(*applier);
serverHandlingThread = new boost::thread(&CSelectionScreen::handleConnection, this);
}
delete sh;
}
CSelectionScreen::~CSelectionScreen()
{
ongoingClosing = true;
if(serv)
{
assert(serverHandlingThread);
QuitMenuWithoutStarting qmws;
*serv << &qmws;
// while(!serverHandlingThread->timed_join(boost::posix_time::milliseconds(50)))
// processPacks();
serverHandlingThread->join();
delete serverHandlingThread;
}
playerColor = PlayerColor::CANNOT_DETERMINE;
playerNames.clear();
assert(!serv);
vstd::clear_pointer(applier);
delete mx;
}
void CSelectionScreen::toggleTab(CIntObject *tab)
{
if(isHost() && serv)
{
PregameGuiAction pga;
if(tab == curTab)
pga.action = PregameGuiAction::NO_TAB;
else if(tab == opt)
pga.action = PregameGuiAction::OPEN_OPTIONS;
else if(tab == sel)
pga.action = PregameGuiAction::OPEN_SCENARIO_LIST;
else if(tab == randMapTab)
pga.action = PregameGuiAction::OPEN_RANDOM_MAP_OPTIONS;
*serv << &pga;
}
if(curTab && curTab->active)
{
curTab->deactivate();
curTab->recActions = DISPOSE;
}
if(curTab != tab)
{
tab->recActions = 255;
tab->activate();
curTab = tab;
}
else
{
curTab = nullptr;
};
GH.totalRedraw();
}
void CSelectionScreen::changeSelection(const CMapInfo * to)
{
if(current == to) return;
if(isGuest())
vstd::clear_pointer(current);
current = to;
if(to && (screenType == CMenuScreen::loadGame ||
screenType == CMenuScreen::saveGame))
SEL->sInfo.difficulty = to->scenarioOpts->difficulty;
if(screenType != CMenuScreen::campaignList)
{
updateStartInfo(to ? to->fileURI : "", sInfo, to ? to->mapHeader.get() : nullptr);
if(screenType == CMenuScreen::newGame)
{
if(to && to->isRandomMap)
{
sInfo.mapGenOptions = std::shared_ptr<CMapGenOptions>(new CMapGenOptions(randMapTab->getMapGenOptions()));
}
else
{
sInfo.mapGenOptions.reset();
}
}
}
card->changeSelection(to);
if(screenType != CMenuScreen::campaignList)
{
opt->recreate();
}
if(isHost() && serv)
{
SelectMap sm(*to);
*serv << &sm;
UpdateStartOptions uso(sInfo);
*serv << &uso;
}
}
void CSelectionScreen::startCampaign()
{
if (SEL->current)
GH.pushInt(new CBonusSelection(SEL->current->fileURI));
}
void CSelectionScreen::startScenario()
{
if(screenType == CMenuScreen::newGame)
{
//there must be at least one human player before game can be started
std::map<PlayerColor, PlayerSettings>::const_iterator i;
for(i = SEL->sInfo.playerInfos.cbegin(); i != SEL->sInfo.playerInfos.cend(); i++)
if(i->second.playerID != PlayerSettings::PLAYER_AI)
break;
if(i == SEL->sInfo.playerInfos.cend())
{
GH.pushInt(CInfoWindow::create(CGI->generaltexth->allTexts[530])); //You must position yourself prior to starting the game.
return;
}
}
if(isHost())
{
start->block(true);
StartWithCurrentSettings swcs;
*serv << &swcs;
ongoingClosing = true;
return;
}
if(screenType != CMenuScreen::saveGame)
{
if(!current)
return;
if(sInfo.mapGenOptions)
{
//copy settings from interface to actual options. TODO: refactor, it used to have no effect at all -.-
sInfo.mapGenOptions = std::shared_ptr<CMapGenOptions>(new CMapGenOptions(randMapTab->getMapGenOptions()));
// Update player settings for RMG
for(const auto & psetPair : sInfo.playerInfos)
{
const auto & pset = psetPair.second;
sInfo.mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
if(pset.playerID != PlayerSettings::PLAYER_AI)
{
sInfo.mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);
}
}
if(!sInfo.mapGenOptions->checkOptions())
{
GH.pushInt(CInfoWindow::create(CGI->generaltexth->allTexts[751]));
return;
}
}
saveGameName.clear();
if(screenType == CMenuScreen::loadGame)
{
saveGameName = sInfo.mapname;
}
auto si = new StartInfo(sInfo);
CGP->removeFromGui();
CGP->showLoadingScreen(std::bind(&startGame, si, (CConnection *)nullptr));
}
else
{
if(!(sel && sel->txt && sel->txt->text.size()))
return;
saveGameName = "Saves/" + sel->txt->text;
CFunctionList<void()> overWrite;
overWrite += std::bind(&CCallback::save, LOCPLINT->cb.get(), saveGameName);
overWrite += std::bind(&CGuiHandler::popIntTotally, &GH, this);
if(CResourceHandler::get("local")->existsResource(ResourceID(saveGameName, EResType::CLIENT_SAVEGAME)))
{
std::string hlp = CGI->generaltexth->allTexts[493]; //%s exists. Overwrite?
boost::algorithm::replace_first(hlp, "%s", sel->txt->text);
LOCPLINT->showYesNoDialog(hlp, overWrite, 0, false);
}
else
overWrite();
}
}
void CSelectionScreen::difficultyChange( int to )
{
assert(screenType == CMenuScreen::newGame);
sInfo.difficulty = to;
propagateOptions();
redraw();
}
void CSelectionScreen::handleConnection()
{
setThreadName("CSelectionScreen::handleConnection");
try
{
assert(serv);
while(serv)
{
CPackForSelectionScreen *pack = nullptr;
*serv >> pack;
logNetwork->traceStream() << "Received a pack of type " << typeid(*pack).name();
assert(pack);
if(QuitMenuWithoutStarting *endingPack = dynamic_cast<QuitMenuWithoutStarting *>(pack))
{
endingPack->apply(this);
}
else if(StartWithCurrentSettings *endingPack = dynamic_cast<StartWithCurrentSettings *>(pack))
{
endingPack->apply(this);
}
else
{
boost::unique_lock<boost::recursive_mutex> lll(*mx);
upcomingPacks.push_back(pack);
}
}
}
catch(int i)
{
if(i != 666)
throw;
}
catch(...)
{
handleException();
throw;
}
}
void CSelectionScreen::setSInfo(const StartInfo &si)
{
std::map<PlayerColor, PlayerSettings>::const_iterator i;
for(i = si.playerInfos.cbegin(); i != si.playerInfos.cend(); i++)
{
if(i->second.playerID == myNameID)
{
playerColor = i->first;
break;
}
}
if(i == si.playerInfos.cend()) //not found
playerColor = PlayerColor::CANNOT_DETERMINE;
sInfo = si;
if(current)
opt->recreate(); //will force to recreate using current sInfo
card->difficulty->setSelected(si.difficulty);
if(curTab == randMapTab)
randMapTab->setMapGenOptions(si.mapGenOptions);
GH.totalRedraw();
}
void CSelectionScreen::processPacks()
{
boost::unique_lock<boost::recursive_mutex> lll(*mx);
while(!upcomingPacks.empty())
{
CPackForSelectionScreen *pack = upcomingPacks.front();
upcomingPacks.pop_front();
CBaseForPGApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
apply->applyOnPG(this, pack);
delete pack;
}
}
void CSelectionScreen::update()
{
if(serverHandlingThread)
processPacks();
}
void CSelectionScreen::propagateOptions()
{
if(isHost() && serv)
{
UpdateStartOptions ups(sInfo);
*serv << &ups;
}
}
void CSelectionScreen::postRequest(ui8 what, ui8 dir)
{
if(!isGuest() || !serv)
return;
RequestOptionsChange roc(what, dir, myNameID);
*serv << &roc;
}
void CSelectionScreen::postChatMessage(const std::string &txt)
{
assert(serv);
ChatMessage cm;
cm.message = txt;
cm.playerName = sInfo.getPlayersSettings(myNameID)->name;
*serv << &cm;
}
void CSelectionScreen::propagateNames()
{
PlayersNames pn;
pn.playerNames = playerNames;
*serv << &pn;
}
void CSelectionScreen::showAll(SDL_Surface *to)
{
CIntObject::showAll(to);
if (bordered && (pos.h != to->h || pos.w != to->w))
CMessage::drawBorder(PlayerColor(1), to, pos.w+28, pos.h+30, pos.x-14, pos.y-15);
}
// A new size filter (Small, Medium, ...) has been selected. Populate
// selMaps with the relevant data.
void SelectionTab::filter( int size, bool selectFirst )
{
curItems.clear();
if(tabType == CMenuScreen::campaignList)
{
for (auto & elem : allItems)
curItems.push_back(&elem);
}
else
{
for (auto & elem : allItems)
if( elem.mapHeader && elem.mapHeader->version && (!size || elem.mapHeader->width == size))
curItems.push_back(&elem);
}
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(nullptr);
}
}
std::unordered_set<ResourceID> SelectionTab::getFiles(std::string dirURI, int resType)
{
boost::to_upper(dirURI);
std::unordered_set<ResourceID> ret = CResourceHandler::get()->getFilteredFiles([&](const ResourceID & ident)
{
return ident.getType() == resType
&& boost::algorithm::starts_with(ident.getName(), dirURI);
});
return ret;
}
void SelectionTab::parseMaps(const std::unordered_set<ResourceID> &files)
{
allItems.clear();
for(auto & file : files)
{
try
{
CMapInfo mapInfo;
mapInfo.mapInit(file.getName());
// ignore unsupported map versions (e.g. WoG maps without WoG
if (mapInfo.mapHeader->version <= CGI->modh->settings.data["textData"]["mapVersion"].Float())
allItems.push_back(std::move(mapInfo));
}
catch(std::exception & e)
{
logGlobal->errorStream() << "Map " << file.getName() << " is invalid. Message: " << e.what();
}
}
}
void SelectionTab::parseGames(const std::unordered_set<ResourceID> &files, bool multi)
{
for(auto & file : files)
{
try
{
CLoadFile lf(*CResourceHandler::get()->getResourceName(file), minSupportedVersion);
lf.checkMagicBytes(SAVEGAME_MAGIC);
// ui8 sign[8];
// lf >> sign;
// if(std::memcmp(sign,"VCMISVG",7))
// {
// throw std::runtime_error("not a correct savefile!");
// }
// Create the map info object
CMapInfo mapInfo;
mapInfo.mapHeader = make_unique<CMapHeader>();
mapInfo.scenarioOpts = new StartInfo;
lf >> *(mapInfo.mapHeader.get()) >> mapInfo.scenarioOpts;
mapInfo.fileURI = file.getName();
mapInfo.countPlayers();
std::time_t time = CFileInfo(*CResourceHandler::get()->getResourceName(file)).getDate();
mapInfo.date = std::asctime(std::localtime(&time));
// If multi mode then only multi games, otherwise single
if((mapInfo.actualHumanPlayers > 1) != multi)
{
mapInfo.mapHeader.reset();
}
allItems.push_back(std::move(mapInfo));
}
catch(const std::exception & e)
{
logGlobal->errorStream() << "Error: Failed to process " << file.getName() <<": " << e.what();
}
}
}
void SelectionTab::parseCampaigns(const std::unordered_set<ResourceID> &files )
{
allItems.reserve(files.size());
for (auto & file : files)
{
CMapInfo info;
//allItems[i].date = std::asctime(std::localtime(&files[i].date));
info.fileURI = file.getName();
info.campaignInit();
allItems.push_back(std::move(info));
}
}
SelectionTab::SelectionTab(CMenuScreen::EState Type, const std::function<void(CMapInfo *)> &OnSelect, CMenuScreen::EMultiMode MultiPlayer /*= CMenuScreen::SINGLE_PLAYER*/)
:bg(nullptr), onSelect(OnSelect)
{
OBJ_CONSTRUCTION;
selectionPos = 0;
addUsedEvents(LCLICK | WHEEL | KEYBOARD | DOUBLECLICK);
slider = nullptr;
txt = nullptr;
tabType = Type;
if (Type != CMenuScreen::campaignList)
{
bg = new CPicture("SCSELBCK.bmp", 0, 6);
pos = bg->pos;
}
else
{
bg = nullptr; //use background from parent
type |= REDRAW_PARENT; // we use parent background so we need to make sure it's will be redrawn too
pos.w = parent->pos.w;
pos.h = parent->pos.h;
pos.x += 3; pos.y += 6;
}
if(MultiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
{
positions = 18;
}
else
{
switch(tabType)
{
case CMenuScreen::newGame:
parseMaps(getFiles("Maps/", EResType::MAP));
positions = 18;
break;
case CMenuScreen::loadGame:
case CMenuScreen::saveGame:
parseGames(getFiles("Saves/", EResType::CLIENT_SAVEGAME), MultiPlayer);
if(tabType == CMenuScreen::loadGame)
{
positions = 18;
}
else
{
positions = 16;
}
if(tabType == CMenuScreen::saveGame)
{
txt = new CTextInput(Rect(32, 539, 350, 20), Point(-32, -25), "GSSTRIP.bmp", 0);
txt->filters += CTextInput::filenameFilter;
}
break;
case CMenuScreen::campaignList:
parseCampaigns(getFiles("Maps/", EResType::CAMPAIGN));
positions = 18;
break;
default:
assert(0);
break;
}
}
generalSortingBy = (tabType == CMenuScreen::loadGame || tabType == CMenuScreen::saveGame) ? _fileName : _name;
if (tabType != CMenuScreen::campaignList)
{
//size filter buttons
{
int sizes[] = {36, 72, 108, 144, 0};
const char * names[] = {"SCSMBUT.DEF", "SCMDBUT.DEF", "SCLGBUT.DEF", "SCXLBUT.DEF", "SCALBUT.DEF"};
for(int i = 0; i < 5; i++)
new CButton(Point(158 + 47*i, 46), names[i], CGI->generaltexth->zelp[54+i], std::bind(&SelectionTab::filter, this, sizes[i], true));
}
//sort buttons buttons
{
int xpos[] = {23, 55, 88, 121, 306, 339};
const char * names[] = {"SCBUTT1.DEF", "SCBUTT2.DEF", "SCBUTCP.DEF", "SCBUTT3.DEF", "SCBUTT4.DEF", "SCBUTT5.DEF"};
for(int i = 0; i < 6; i++)
{
ESortBy criteria = (ESortBy)i;
if(criteria == _name)
criteria = generalSortingBy;
new CButton(Point(xpos[i], 86), names[i], CGI->generaltexth->zelp[107+i], std::bind(&SelectionTab::sortBy, this, criteria));
}
}
}
else
{
//sort by buttons
new CButton(Point(23, 86), "CamCusM.DEF", CButton::tooltip(), std::bind(&SelectionTab::sortBy, this, _numOfMaps)); //by num of maps
new CButton(Point(55, 86), "CamCusL.DEF", CButton::tooltip(), std::bind(&SelectionTab::sortBy, this, _name)); //by name
}
slider = new CSlider(Point(372, 86), tabType != CMenuScreen::saveGame ? 480 : 430, std::bind(&SelectionTab::sliderMove, this, _1), positions, curItems.size(), 0, false, CSlider::BLUE);
slider->addUsedEvents(WHEEL);
format = CDefHandler::giveDef("SCSELC.DEF");
sortingBy = _format;
ascending = true;
filter(0);
//select(0);
switch(tabType)
{
case CMenuScreen::newGame:
selectFName("Maps/Arrogance");
break;
case CMenuScreen::loadGame:
case CMenuScreen::campaignList:
select(0);
break;
case CMenuScreen::saveGame:;
if(saveGameName.empty())
{
txt->setText("NEWGAME");
}
else
{
selectFName(saveGameName);
}
}
}
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 != generalSortingBy)
std::stable_sort(curItems.begin(), curItems.end(), mapSorter(generalSortingBy));
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->getValue();
vstd::amax(py, 0);
vstd::amin(py, curItems.size()-1);
selectionPos = py;
if(position < 0)
slider->moveBy(position);
else if(position >= positions)
slider->moveBy(position - positions + 1);
if(txt)
{
std::string filename = *CResourceHandler::get("local")->getResourceName(
ResourceID(curItems[py]->fileURI, EResType::CLIENT_SAVEGAME));
txt->setText(CFileInfo(filename).getBaseName());
}
onSelect(curItems[py]);
}
void SelectionTab::selectAbs( int position )
{
select(position - slider->getValue());
}
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->getValue();
// Display all elements if there's enough space
//if(slider->amount < slider->capacity)
// elemIdx = 0;
SDL_Color itemColor;
for (int line = 0; line < positions && elemIdx < curItems.size(); elemIdx++, line++)
{
CMapInfo *currentItem = curItems[elemIdx];
if (elemIdx == selectionPos)
itemColor=Colors::YELLOW;
else
itemColor=Colors::WHITE;
if(tabType != CMenuScreen::campaignList)
{
//amount of players
std::ostringstream ostr(std::ostringstream::out);
ostr << currentItem->playerAmnt << "/" << currentItem->humanPlayers;
printAtLoc(ostr.str(), 29, 120 + line * 25, FONT_SMALL, itemColor, to);
//map size
std::string temp2 = "C";
switch (currentItem->mapHeader->width)
{
case 36:
temp2="S";
break;
case 72:
temp2="M";
break;
case 108:
temp2="L";
break;
case 144:
temp2="XL";
break;
}
printAtMiddleLoc(temp2, 70, 128 + line * 25, FONT_SMALL, itemColor, to);
int temp=-1;
switch (currentItem->mapHeader->version)
{
case EMapFormat::ROE:
temp=0;
break;
case EMapFormat::AB:
temp=1;
break;
case EMapFormat::SOD:
temp=2;
break;
case EMapFormat::WOG:
temp=3;
break;
default:
// Unknown version. Be safe and ignore that map
logGlobal->warnStream() << "Warning: " << currentItem->fileURI << " has wrong version!";
continue;
}
blitAtLoc(format->ourImages[temp].bitmap, 88, 117 + line * 25, to);
//victory conditions
blitAtLoc(CGP->victory->ourImages[currentItem->mapHeader->victoryIconIndex].bitmap, 306, 117 + line * 25, to);
//loss conditions
blitAtLoc(CGP->loss->ourImages[currentItem->mapHeader->defeatIconIndex].bitmap, 339, 117 + line * 25, to);
}
else //if campaign
{
//number of maps in campaign
std::ostringstream ostr(std::ostringstream::out);
ostr << CGI->generaltexth->campaignRegionNames[ currentItem->campaignHeader->mapVersion ].size();
printAtLoc(ostr.str(), 29, 120 + line * 25, FONT_SMALL, itemColor, to);
}
std::string name;
if(tabType == CMenuScreen::newGame)
{
if (!currentItem->mapHeader->name.length())
currentItem->mapHeader->name = "Unnamed";
name = currentItem->mapHeader->name;
}
else if(tabType == CMenuScreen::campaignList)
{
name = currentItem->campaignHeader->name;
}
else
{
name = CFileInfo(*CResourceHandler::get("local")->getResourceName(
ResourceID(currentItem->fileURI, EResType::CLIENT_SAVEGAME))).getBaseName();
}
//print name
printAtMiddleLoc(name, 213, 128 + line * 25, FONT_SMALL, itemColor, to);
}
}
void SelectionTab::showAll(SDL_Surface * to)
{
CIntObject::showAll(to);
printMaps(to);
std::string title;
switch(tabType) {
case CMenuScreen::newGame:
title = CGI->generaltexth->arraytxt[229];
break;
case CMenuScreen::loadGame:
title = CGI->generaltexth->arraytxt[230];
break;
case CMenuScreen::saveGame:
title = CGI->generaltexth->arraytxt[231];
break;
case CMenuScreen::campaignList:
title = CGI->generaltexth->allTexts[726];
break;
}
printAtMiddleLoc(title, 205, 28, FONT_MEDIUM, Colors::YELLOW, to); //Select a Scenario to Play
if(tabType != CMenuScreen::campaignList)
{
printAtMiddleLoc(CGI->generaltexth->allTexts[510], 87, 62, FONT_SMALL, Colors::YELLOW, to); //Map sizes
}
}
void SelectionTab::clickLeft( tribool down, bool previousState )
{
if(down)
{
int line = getLine();
if(line != -1)
select(line);
}
}
void SelectionTab::keyPressed( const SDL_KeyboardEvent & key )
{
if(key.state != SDL_PRESSED) return;
int moveBy = 0;
switch(key.keysym.sym)
{
case SDLK_UP:
moveBy = -1;
break;
case SDLK_DOWN:
moveBy = +1;
break;
case SDLK_PAGEUP:
moveBy = -positions+1;
break;
case SDLK_PAGEDOWN:
moveBy = +positions-1;
break;
case SDLK_HOME:
select(-slider->getValue());
return;
case SDLK_END:
select(curItems.size() - slider->getValue());
return;
default:
return;
}
select(selectionPos - slider->getValue() + moveBy);
}
void SelectionTab::onDoubleClick()
{
if(getLine() != -1) //double clicked scenarios list
{
//act as if start button was pressed
(static_cast<CSelectionScreen*>(parent))->start->clickLeft(false, true);
}
}
int SelectionTab::getLine()
{
int line = -1;
Point clickPos(GH.current->button.x, GH.current->button.y);
clickPos = clickPos - pos.topLeft();
// Ignore clicks on save name area
int maxPosY;
if(tabType == CMenuScreen::saveGame)
maxPosY = 516;
else
maxPosY = 564;
if(clickPos.y > 115 && clickPos.y < maxPosY && clickPos.x > 22 && clickPos.x < 371)
{
line = (clickPos.y-115) / 25; //which line
}
return line;
}
void SelectionTab::selectFName( std::string fname )
{
boost::to_upper(fname);
for(int i = curItems.size() - 1; i >= 0; i--)
{
if(curItems[i]->fileURI == fname)
{
slider->moveTo(i);
selectAbs(i);
return;
}
}
selectAbs(0);
}
const CMapInfo * SelectionTab::getSelectedMapInfo() const
{
return curItems.empty() ? nullptr : curItems[selectionPos];
}
CRandomMapTab::CRandomMapTab()
{
OBJ_CONSTRUCTION;
bg = new CPicture("RANMAPBK", 0, 6);
// Map Size
mapSizeBtnGroup = new CToggleGroup(0);
mapSizeBtnGroup->pos.y += 81;
mapSizeBtnGroup->pos.x += 158;
const std::vector<std::string> mapSizeBtns = {"RANSIZS", "RANSIZM","RANSIZL","RANSIZX"};
addButtonsToGroup(mapSizeBtnGroup, mapSizeBtns, 0, 3, 47, 198);
mapSizeBtnGroup->setSelected(1);
mapSizeBtnGroup->addCallback([&](int btnId)
{
auto mapSizeVal = getPossibleMapSizes();
mapGenOptions.setWidth(mapSizeVal[btnId]);
mapGenOptions.setHeight(mapSizeVal[btnId]);
if(!SEL->isGuest())
updateMapInfo();
});
// Two levels
twoLevelsBtn = new CToggleButton(Point(346, 81), "RANUNDR", CGI->generaltexth->zelp[202]);
//twoLevelsBtn->select(true); for now, deactivated
twoLevelsBtn->addCallback([&](bool on)
{
mapGenOptions.setHasTwoLevels(on);
if(!SEL->isGuest())
updateMapInfo();
});
// Create number defs list
std::vector<std::string> numberDefs;
for(int i = 0; i <= 8; ++i)
{
numberDefs.push_back("RANNUM" + boost::lexical_cast<std::string>(i));
}
const int NUMBERS_WIDTH = 32;
const int BTNS_GROUP_LEFT_MARGIN = 67;
// Amount of players
playersCntGroup = new CToggleGroup(0);
playersCntGroup->pos.y += 153;
playersCntGroup->pos.x += BTNS_GROUP_LEFT_MARGIN;
addButtonsWithRandToGroup(playersCntGroup, numberDefs, 1, 8, NUMBERS_WIDTH, 204, 212);
playersCntGroup->addCallback([&](int btnId)
{
mapGenOptions.setPlayerCount(btnId);
deactivateButtonsFrom(teamsCntGroup, btnId);
deactivateButtonsFrom(compOnlyPlayersCntGroup, btnId);
validatePlayersCnt(btnId);
if(!SEL->isGuest())
updateMapInfo();
});
// Amount of teams
teamsCntGroup = new CToggleGroup(0);
teamsCntGroup->pos.y += 219;
teamsCntGroup->pos.x += BTNS_GROUP_LEFT_MARGIN;
addButtonsWithRandToGroup(teamsCntGroup, numberDefs, 0, 7, NUMBERS_WIDTH, 214, 222);
teamsCntGroup->addCallback([&](int btnId)
{
mapGenOptions.setTeamCount(btnId);
if(!SEL->isGuest())
updateMapInfo();
});
// Computer only players
compOnlyPlayersCntGroup = new CToggleGroup(0);
compOnlyPlayersCntGroup->pos.y += 285;
compOnlyPlayersCntGroup->pos.x += BTNS_GROUP_LEFT_MARGIN;
addButtonsWithRandToGroup(compOnlyPlayersCntGroup, numberDefs, 0, 7, NUMBERS_WIDTH, 224, 232);
compOnlyPlayersCntGroup->addCallback([&](int btnId)
{
mapGenOptions.setCompOnlyPlayerCount(btnId);
deactivateButtonsFrom(compOnlyTeamsCntGroup, (btnId == 0 ? 1 : btnId));
validateCompOnlyPlayersCnt(btnId);
if(!SEL->isGuest())
updateMapInfo();
});
// Computer only teams
compOnlyTeamsCntGroup = new CToggleGroup(0);
compOnlyTeamsCntGroup->pos.y += 351;
compOnlyTeamsCntGroup->pos.x += BTNS_GROUP_LEFT_MARGIN;
addButtonsWithRandToGroup(compOnlyTeamsCntGroup, numberDefs, 0, 6, NUMBERS_WIDTH, 234, 241);
deactivateButtonsFrom(compOnlyTeamsCntGroup, 1);
compOnlyTeamsCntGroup->addCallback([&](int btnId)
{
mapGenOptions.setCompOnlyTeamCount(btnId);
if(!SEL->isGuest())
updateMapInfo();
});
const int WIDE_BTN_WIDTH = 85;
// Water content
waterContentGroup = new CToggleGroup(0);
waterContentGroup->pos.y += 419;
waterContentGroup->pos.x += BTNS_GROUP_LEFT_MARGIN;
const std::vector<std::string> waterContentBtns = {"RANNONE","RANNORM","RANISLD"};
addButtonsWithRandToGroup(waterContentGroup, waterContentBtns, 0, 2, WIDE_BTN_WIDTH, 243, 246);
waterContentGroup->addCallback([&](int btnId)
{
mapGenOptions.setWaterContent(static_cast<EWaterContent::EWaterContent>(btnId));
});
// Monster strength
monsterStrengthGroup = new CToggleGroup(0);
monsterStrengthGroup->pos.y += 485;
monsterStrengthGroup->pos.x += BTNS_GROUP_LEFT_MARGIN;
const std::vector<std::string> monsterStrengthBtns = {"RANWEAK","RANNORM","RANSTRG"};
addButtonsWithRandToGroup(monsterStrengthGroup, monsterStrengthBtns, 0, 2, WIDE_BTN_WIDTH, 248, 251);
monsterStrengthGroup->addCallback([&](int btnId)
{
if (btnId < 0)
mapGenOptions.setMonsterStrength(EMonsterStrength::RANDOM);
else
mapGenOptions.setMonsterStrength(static_cast<EMonsterStrength::EMonsterStrength>(btnId + EMonsterStrength::GLOBAL_WEAK)); //value 2 to 4
});
// Show random maps btn
showRandMaps = new CButton(Point(54, 535), "RANSHOW", CGI->generaltexth->zelp[252]);
// Initialize map info object
if(!SEL->isGuest())
updateMapInfo();
}
void CRandomMapTab::addButtonsWithRandToGroup(CToggleGroup * group, const std::vector<std::string> & defs, int nStart, int nEnd, int btnWidth, int helpStartIndex, int helpRandIndex) const
{
addButtonsToGroup(group, defs, nStart, nEnd, btnWidth, helpStartIndex);
// Buttons are relative to button group, TODO better solution?
SObjectConstruction obj__i(group);
const std::string RANDOM_DEF = "RANRAND";
group->addToggle(CMapGenOptions::RANDOM_SIZE, new CToggleButton(Point(256, 0), RANDOM_DEF, CGI->generaltexth->zelp[helpRandIndex]));
group->setSelected(CMapGenOptions::RANDOM_SIZE);
}
void CRandomMapTab::addButtonsToGroup(CToggleGroup * group, const std::vector<std::string> & defs, int nStart, int nEnd, int btnWidth, int helpStartIndex) const
{
// Buttons are relative to button group, TODO better solution?
SObjectConstruction obj__i(group);
int cnt = nEnd - nStart + 1;
for(int i = 0; i < cnt; ++i)
{
auto button = new CToggleButton(Point(i * btnWidth, 0), defs[i + nStart], CGI->generaltexth->zelp[helpStartIndex + i]);
// For blocked state we should use pressed image actually
button->setImageOrder(0, 1, 1, 3);
group->addToggle(i + nStart, button);
}
}
void CRandomMapTab::deactivateButtonsFrom(CToggleGroup * group, int startId)
{
logGlobal->infoStream() << "Blocking buttons from " << startId;
for(auto toggle : group->buttons)
{
if (auto button = dynamic_cast<CToggleButton*>(toggle.second))
{
if(startId == CMapGenOptions::RANDOM_SIZE || toggle.first < startId)
{
button->block(false);
}
else
{
button->block(true);
}
}
}
}
void CRandomMapTab::validatePlayersCnt(int playersCnt)
{
if(playersCnt == CMapGenOptions::RANDOM_SIZE)
{
return;
}
if(mapGenOptions.getTeamCount() >= playersCnt)
{
mapGenOptions.setTeamCount(playersCnt - 1);
teamsCntGroup->setSelected(mapGenOptions.getTeamCount());
}
if(mapGenOptions.getCompOnlyPlayerCount() >= playersCnt)
{
mapGenOptions.setCompOnlyPlayerCount(playersCnt - 1);
compOnlyPlayersCntGroup->setSelected(mapGenOptions.getCompOnlyPlayerCount());
}
validateCompOnlyPlayersCnt(mapGenOptions.getCompOnlyPlayerCount());
}
void CRandomMapTab::validateCompOnlyPlayersCnt(int compOnlyPlayersCnt)
{
if(compOnlyPlayersCnt == CMapGenOptions::RANDOM_SIZE)
{
return;
}
if(mapGenOptions.getCompOnlyTeamCount() >= compOnlyPlayersCnt)
{
int compOnlyTeamCount = compOnlyPlayersCnt == 0 ? 0 : compOnlyPlayersCnt - 1;
mapGenOptions.setCompOnlyTeamCount(compOnlyTeamCount);
compOnlyTeamsCntGroup->setSelected(compOnlyTeamCount);
}
}
std::vector<int> CRandomMapTab::getPossibleMapSizes()
{
return {CMapHeader::MAP_SIZE_SMALL,CMapHeader::MAP_SIZE_MIDDLE,CMapHeader::MAP_SIZE_LARGE,CMapHeader::MAP_SIZE_XLARGE};
}
void CRandomMapTab::showAll(SDL_Surface * to)
{
CIntObject::showAll(to);
// Headline
printAtMiddleLoc(CGI->generaltexth->allTexts[738], 222, 36, FONT_BIG, Colors::YELLOW, to);
printAtMiddleLoc(CGI->generaltexth->allTexts[739], 222, 56, FONT_SMALL, Colors::WHITE, to);
// Map size
printAtMiddleLoc(CGI->generaltexth->allTexts[752], 104, 97, FONT_SMALL, Colors::WHITE, to);
// Players cnt
printAtLoc(CGI->generaltexth->allTexts[753], 68, 133, FONT_SMALL, Colors::WHITE, to);
// Teams cnt
printAtLoc(CGI->generaltexth->allTexts[754], 68, 199, FONT_SMALL, Colors::WHITE, to);
// Computer only players cnt
printAtLoc(CGI->generaltexth->allTexts[755], 68, 265, FONT_SMALL, Colors::WHITE, to);
// Computer only teams cnt
printAtLoc(CGI->generaltexth->allTexts[756], 68, 331, FONT_SMALL, Colors::WHITE, to);
// Water content
printAtLoc(CGI->generaltexth->allTexts[757], 68, 398, FONT_SMALL, Colors::WHITE, to);
// Monster strength
printAtLoc(CGI->generaltexth->allTexts[758], 68, 465, FONT_SMALL, Colors::WHITE, to);
}
void CRandomMapTab::updateMapInfo()
{
// Generate header info
mapInfo = make_unique<CMapInfo>();
mapInfo->isRandomMap = true;
mapInfo->mapHeader = make_unique<CMapHeader>();
mapInfo->mapHeader->version = EMapFormat::SOD;
mapInfo->mapHeader->name = CGI->generaltexth->allTexts[740];
mapInfo->mapHeader->description = CGI->generaltexth->allTexts[741];
mapInfo->mapHeader->difficulty = 1; // Normal
mapInfo->mapHeader->height = mapGenOptions.getHeight();
mapInfo->mapHeader->width = mapGenOptions.getWidth();
mapInfo->mapHeader->twoLevel = mapGenOptions.getHasTwoLevels();
// Generate player information
mapInfo->mapHeader->players.clear();
int playersToGen = PlayerColor::PLAYER_LIMIT_I;
if(mapGenOptions.getPlayerCount() != CMapGenOptions::RANDOM_SIZE)
playersToGen = mapGenOptions.getPlayerCount();
mapInfo->mapHeader->howManyTeams = playersToGen;
for(int i = 0; i < playersToGen; ++i)
{
PlayerInfo player;
player.isFactionRandom = true;
player.canComputerPlay = true;
if(mapGenOptions.getCompOnlyPlayerCount() != CMapGenOptions::RANDOM_SIZE &&
i >= mapGenOptions.getHumanOnlyPlayerCount())
{
player.canHumanPlay = false;
}
else
{
player.canHumanPlay = true;
}
player.team = TeamID(i);
player.hasMainTown = true;
player.generateHeroAtMainTown = true;
mapInfo->mapHeader->players.push_back(player);
}
mapInfoChanged(mapInfo.get());
}
CFunctionList<void(const CMapInfo *)> & CRandomMapTab::getMapInfoChanged()
{
return mapInfoChanged;
}
const CMapInfo * CRandomMapTab::getMapInfo() const
{
return mapInfo.get();
}
const CMapGenOptions & CRandomMapTab::getMapGenOptions() const
{
return mapGenOptions;
}
void CRandomMapTab::setMapGenOptions(shared_ptr<CMapGenOptions> opts)
{
mapSizeBtnGroup->setSelected(vstd::find_pos(getPossibleMapSizes(), opts->getWidth()));
twoLevelsBtn->setSelected(opts->getHasTwoLevels());
playersCntGroup->setSelected(opts->getPlayerCount());
teamsCntGroup->setSelected(opts->getTeamCount());
compOnlyPlayersCntGroup->setSelected(opts->getCompOnlyPlayerCount());
compOnlyTeamsCntGroup->setSelected(opts->getCompOnlyTeamCount());
waterContentGroup->setSelected(opts->getWaterContent());
monsterStrengthGroup->setSelected(opts->getMonsterStrength());
}
CChatBox::CChatBox(const Rect &rect)
{
OBJ_CONSTRUCTION;
pos += rect;
addUsedEvents(KEYBOARD | TEXTINPUT);
captureAllKeys = true;
type |= REDRAW_PARENT;
const int height = graphics->fonts[FONT_SMALL]->getLineHeight();
inputBox = new CTextInput(Rect(0, rect.h - height, rect.w, height));
inputBox->removeUsedEvents(KEYBOARD);
chatHistory = new CTextBox("", Rect(0, 0, rect.w, rect.h - height), 1);
chatHistory->label->color = Colors::GREEN;
}
void CChatBox::keyPressed(const SDL_KeyboardEvent & key)
{
if(key.keysym.sym == SDLK_RETURN && key.state == SDL_PRESSED && inputBox->text.size())
{
SEL->postChatMessage(inputBox->text);
inputBox->setText("");
}
else
inputBox->keyPressed(key);
}
void CChatBox::addNewMessage(const std::string &text)
{
CCS->soundh->playSound("CHAT");
chatHistory->setText(chatHistory->label->text + text + "\n");
if(chatHistory->slider)
chatHistory->slider->moveToMax();
}
InfoCard::InfoCard( bool Network )
: bg(nullptr), network(Network), chatOn(false), chat(nullptr), playerListBg(nullptr),
difficulty(nullptr), sizes(nullptr), sFlags(nullptr)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
CIntObject::type |= REDRAW_PARENT;
pos.x += 393;
pos.y += 6;
addUsedEvents(RCLICK);
mapDescription = nullptr;
Rect descriptionRect(26, 149, 320, 115);
mapDescription = new CTextBox("", descriptionRect, 1);
if(SEL->screenType == CMenuScreen::campaignList)
{
CSelectionScreen *ss = static_cast<CSelectionScreen*>(parent);
mapDescription->addChild(new CPicture(*ss->bg, descriptionRect + Point(-393, 0)), true); //move subpicture bg to our description control (by default it's our (Infocard) child)
}
else
{
bg = new CPicture("GSELPOP1.bmp", 0, 0);
parent->addChild(bg);
auto it = vstd::find(parent->children, this); //our position among parent children
parent->children.insert(it, bg); //put BG before us
parent->children.pop_back();
pos.w = bg->pos.w;
pos.h = bg->pos.h;
sizes = CDefHandler::giveDef("SCNRMPSZ.DEF");
sFlags = CDefHandler::giveDef("ITGFLAGS.DEF");
difficulty = new CToggleGroup(0);
{
static const char *difButns[] = {"GSPBUT3.DEF", "GSPBUT4.DEF", "GSPBUT5.DEF", "GSPBUT6.DEF", "GSPBUT7.DEF"};
for(int i = 0; i < 5; i++)
{
auto button = new CToggleButton(Point(110 + i*32, 450), difButns[i], CGI->generaltexth->zelp[24+i]);
difficulty->addToggle(i, button);
if(SEL->screenType != CMenuScreen::newGame)
button->block(true);
}
}
if(network)
{
playerListBg = new CPicture("CHATPLUG.bmp", 16, 276);
chat = new CChatBox(Rect(26, 132, 340, 132));
chatOn = true;
mapDescription->disable();
}
}
}
InfoCard::~InfoCard()
{
delete sizes;
delete sFlags;
}
void InfoCard::showAll(SDL_Surface * to)
{
CIntObject::showAll(to);
//blit texts
if(SEL->screenType != CMenuScreen::campaignList)
{
printAtLoc(CGI->generaltexth->allTexts[390] + ":", 24, 400, FONT_SMALL, Colors::WHITE, to); //Allies
printAtLoc(CGI->generaltexth->allTexts[391] + ":", 190, 400, FONT_SMALL, Colors::WHITE, to); //Enemies
printAtLoc(CGI->generaltexth->allTexts[494], 33, 430, FONT_SMALL, Colors::YELLOW, to);//"Map Diff:"
printAtLoc(CGI->generaltexth->allTexts[492] + ":", 133,430, FONT_SMALL, Colors::YELLOW, to); //player difficulty
printAtLoc(CGI->generaltexth->allTexts[218] + ":", 290,430, FONT_SMALL, Colors::YELLOW, to); //"Rating:"
printAtLoc(CGI->generaltexth->allTexts[495], 26, 22, FONT_SMALL, Colors::YELLOW, to); //Scenario Name:
if(!chatOn)
{
printAtLoc(CGI->generaltexth->allTexts[496], 26, 132, FONT_SMALL, Colors::YELLOW, to); //Scenario Description:
printAtLoc(CGI->generaltexth->allTexts[497], 26, 283, FONT_SMALL, Colors::YELLOW, to); //Victory Condition:
printAtLoc(CGI->generaltexth->allTexts[498], 26, 339, FONT_SMALL, Colors::YELLOW, to); //Loss Condition:
}
else //players list
{
std::map<ui8, std::string> playerNames = SEL->playerNames;
int playerSoFar = 0;
for (auto i = SEL->sInfo.playerInfos.cbegin(); i != SEL->sInfo.playerInfos.cend(); i++)
{
if(i->second.playerID != PlayerSettings::PLAYER_AI)
{
printAtLoc(i->second.name, 24, 285 + playerSoFar++ * graphics->fonts[FONT_SMALL]->getLineHeight(), FONT_SMALL, Colors::WHITE, to);
playerNames.erase(i->second.playerID);
}
}
playerSoFar = 0;
for (auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
{
printAtLoc(i->second, 193, 285 + playerSoFar++ * graphics->fonts[FONT_SMALL]->getLineHeight(), FONT_SMALL, Colors::WHITE, to);
}
}
}
if(SEL->current)
{
if(SEL->screenType != CMenuScreen::campaignList)
{
int temp = -1;
if(!chatOn)
{
CDefHandler * loss = CGP ? CGP->loss : CDefHandler::giveDef("SCNRLOSS.DEF");
CDefHandler * victory = CGP ? CGP->victory : CDefHandler::giveDef("SCNRVICT.DEF");
CMapHeader * header = SEL->current->mapHeader.get();
//victory conditions
printAtLoc(header->victoryMessage, 60, 307, FONT_SMALL, Colors::WHITE, to);
blitAtLoc(victory->ourImages[header->victoryIconIndex].bitmap, 24, 302, to); //victory cond descr
//loss conditoins
printAtLoc(header->defeatMessage, 60, 366, FONT_SMALL, Colors::WHITE, to);
blitAtLoc(loss->ourImages[header->defeatIconIndex].bitmap, 24, 359, to); //loss cond
if (!CGP)
{
delete loss;
delete victory;
}
}
//difficulty
assert(SEL->current->mapHeader->difficulty <= 4);
std::string &diff = CGI->generaltexth->arraytxt[142 + SEL->current->mapHeader->difficulty];
printAtMiddleLoc(diff, 62, 472, FONT_SMALL, Colors::WHITE, to);
//selecting size icon
switch (SEL->current->mapHeader->width)
{
case 36:
temp=0;
break;
case 72:
temp=1;
break;
case 108:
temp=2;
break;
case 144:
temp=3;
break;
default:
temp=4;
break;
}
blitAtLoc(sizes->ourImages[temp].bitmap, 318, 22, to);
if(SEL->screenType == CMenuScreen::loadGame)
printToLoc((static_cast<const CMapInfo*>(SEL->current))->date,308,34, FONT_SMALL, Colors::WHITE, to);
//print flags
int fx = 34 + graphics->fonts[FONT_SMALL]->getStringWidth(CGI->generaltexth->allTexts[390]);
int ex = 200 + graphics->fonts[FONT_SMALL]->getStringWidth(CGI->generaltexth->allTexts[391]);
TeamID myT;
if(playerColor < PlayerColor::PLAYER_LIMIT)
myT = SEL->current->mapHeader->players[playerColor.getNum()].team;
else
myT = TeamID::NO_TEAM;
for (auto i = SEL->sInfo.playerInfos.cbegin(); i != SEL->sInfo.playerInfos.cend(); i++)
{
int *myx = ((i->first == playerColor || SEL->current->mapHeader->players[i->first.getNum()].team == myT) ? &fx : &ex);
blitAtLoc(sFlags->ourImages[i->first.getNum()].bitmap, *myx, 399, to);
*myx += sFlags->ourImages[i->first.getNum()].bitmap->w;
}
std::string tob;
switch (SEL->sInfo.difficulty)
{
case 0:
tob="80%";
break;
case 1:
tob="100%";
break;
case 2:
tob="130%";
break;
case 3:
tob="160%";
break;
case 4:
tob="200%";
break;
}
printAtMiddleLoc(tob, 311, 472, FONT_SMALL, Colors::WHITE, to);
}
//blit description
std::string name;
if (SEL->screenType == CMenuScreen::campaignList)
{
name = SEL->current->campaignHeader->name;
}
else
{
name = SEL->current->mapHeader->name;
}
//name
if (name.length())
printAtLoc(name, 26, 39, FONT_BIG, Colors::YELLOW, to);
else
printAtLoc("Unnamed", 26, 39, FONT_BIG, Colors::YELLOW, to);
}
}
void InfoCard::changeSelection( const CMapInfo *to )
{
if(to && mapDescription)
{
if (SEL->screenType == CMenuScreen::campaignList)
mapDescription->setText(to->campaignHeader->description);
else
mapDescription->setText(to->mapHeader->description);
mapDescription->label->scrollTextTo(0);
if (mapDescription->slider)
mapDescription->slider->moveToMin();
if(SEL->screenType != CMenuScreen::newGame && SEL->screenType != CMenuScreen::campaignList) {
//difficulty->block(true);
difficulty->setSelected(SEL->sInfo.difficulty);
}
}
redraw();
}
void InfoCard::clickRight( tribool down, bool previousState )
{
static const Rect flagArea(19, 397, 335, 23);
if(down && SEL->current && isItInLoc(flagArea, GH.current->motion.x, GH.current->motion.y))
showTeamsPopup();
}
void InfoCard::showTeamsPopup()
{
SDL_Surface *bmp = CMessage::drawDialogBox(256, 90 + 50 * SEL->current->mapHeader->howManyTeams);
graphics->fonts[FONT_MEDIUM]->renderTextCenter(bmp, CGI->generaltexth->allTexts[657], Colors::YELLOW, Point(128, 30));
for(int i = 0; i < SEL->current->mapHeader->howManyTeams; i++)
{
std::vector<ui8> flags;
std::string hlp = CGI->generaltexth->allTexts[656]; //Team %d
hlp.replace(hlp.find("%d"), 2, boost::lexical_cast<std::string>(i+1));
graphics->fonts[FONT_SMALL]->renderTextCenter(bmp, hlp, Colors::WHITE, Point(128, 65 + 50 * i));
for(int j = 0; j < PlayerColor::PLAYER_LIMIT_I; j++)
if((SEL->current->mapHeader->players[j].canHumanPlay || SEL->current->mapHeader->players[j].canComputerPlay)
&& SEL->current->mapHeader->players[j].team == TeamID(i))
flags.push_back(j);
int curx = 128 - 9*flags.size();
for(auto & flag : flags)
{
blitAt(sFlags->ourImages[flag].bitmap, curx, 75 + 50*i, bmp);
curx += 18;
}
}
GH.pushInt(new CInfoPopup(bmp, true));
}
void InfoCard::toggleChat()
{
setChat(!chatOn);
}
void InfoCard::setChat(bool activateChat)
{
if(chatOn == activateChat)
return;
assert(active);
if(activateChat)
{
mapDescription->disable();
chat->enable();
playerListBg->enable();
}
else
{
mapDescription->enable();
chat->disable();
playerListBg->disable();
}
chatOn = activateChat;
GH.totalRedraw();
}
OptionsTab::OptionsTab():
turnDuration(nullptr)
{
OBJ_CONSTRUCTION;
bg = new CPicture("ADVOPTBK", 0, 6);
pos = bg->pos;
if(SEL->screenType == CMenuScreen::newGame)
turnDuration = new CSlider(Point(55, 551), 194, std::bind(&OptionsTab::setTurnLength, this, _1), 1, 11, 11, true, CSlider::BLUE);
}
OptionsTab::~OptionsTab()
{
}
void OptionsTab::showAll(SDL_Surface * to)
{
CIntObject::showAll(to);
printAtMiddleLoc(CGI->generaltexth->allTexts[515], 222, 30, FONT_BIG, Colors::YELLOW, to);
printAtMiddleWBLoc(CGI->generaltexth->allTexts[516], 222, 68, FONT_SMALL, 300, Colors::WHITE, to); //Select starting options, handicap, and name for each player in the game.
printAtMiddleWBLoc(CGI->generaltexth->allTexts[517], 107, 110, FONT_SMALL, 100, Colors::YELLOW, to); //Player Name Handicap Type
printAtMiddleWBLoc(CGI->generaltexth->allTexts[518], 197, 110, FONT_SMALL, 70, Colors::YELLOW, to); //Starting Town
printAtMiddleWBLoc(CGI->generaltexth->allTexts[519], 273, 110, FONT_SMALL, 70, Colors::YELLOW, to); //Starting Hero
printAtMiddleWBLoc(CGI->generaltexth->allTexts[520], 349, 110, FONT_SMALL, 70, Colors::YELLOW, to); //Starting Bonus
printAtMiddleLoc(CGI->generaltexth->allTexts[521], 222, 538, FONT_SMALL, Colors::YELLOW, to); // Player Turn Duration
if (turnDuration)
printAtMiddleLoc(CGI->generaltexth->turnDurations[turnDuration->getValue()], 319,559, FONT_SMALL, Colors::WHITE, to);//Turn duration value
}
void OptionsTab::nextCastle( PlayerColor player, int dir )
{
if(SEL->isGuest())
{
SEL->postRequest(RequestOptionsChange::TOWN, dir);
return;
}
PlayerSettings &s = SEL->sInfo.playerInfos[player];
si16 &cur = s.castle;
auto & allowed = SEL->current->mapHeader->players[s.color.getNum()].allowedFactions;
if (cur == PlayerSettings::NONE) //no change
return;
if (cur == PlayerSettings::RANDOM) //first/last available
{
if (dir > 0)
cur = *allowed.begin(); //id of first town
else
cur = *allowed.rbegin(); //id of last town
}
else // next/previous available
{
if ( (cur == *allowed.begin() && dir < 0 )
|| (cur == *allowed.rbegin() && dir > 0) )
cur = -1;
else
{
assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
auto iter = allowed.find(cur);
std::advance(iter, dir);
cur = *iter;
}
}
if(s.hero >= 0 && !SEL->current->mapHeader->players[s.color.getNum()].hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
{
usedHeroes.erase(s.hero); // restore previously selected hero back to available pool
s.hero = PlayerSettings::RANDOM;
}
if(cur < 0 && s.bonus == PlayerSettings::RESOURCE)
s.bonus = PlayerSettings::RANDOM;
entries[player]->selectButtons();
SEL->propagateOptions();
entries[player]->update();
redraw();
}
void OptionsTab::nextHero( PlayerColor player, int dir )
{
if(SEL->isGuest())
{
SEL->postRequest(RequestOptionsChange::HERO, dir);
return;
}
PlayerSettings &s = SEL->sInfo.playerInfos[player];
int old = s.hero;
if (s.castle < 0 || s.playerID == PlayerSettings::PLAYER_AI || s.hero == PlayerSettings::NONE)
return;
if (s.hero == PlayerSettings::RANDOM) // first/last available
{
int max = CGI->heroh->heroes.size(),
min = 0;
s.hero = nextAllowedHero(player, min,max,0,dir);
}
else
{
if(dir > 0)
s.hero = nextAllowedHero(player, s.hero, CGI->heroh->heroes.size(), 1, dir);
else
s.hero = nextAllowedHero(player, -1, s.hero, 1, dir); // min needs to be -1 -- hero at index 0 would be skipped otherwise
}
if(old != s.hero)
{
usedHeroes.erase(old);
usedHeroes.insert(s.hero);
entries[player]->update();
redraw();
}
SEL->propagateOptions();
}
int OptionsTab::nextAllowedHero( PlayerColor player, int min, int max, int incl, int dir )
{
if(dir>0)
{
for(int i=min+incl; i<=max-incl; i++)
if(canUseThisHero(player, i))
return i;
}
else
{
for(int i=max-incl; i>=min+incl; i--)
if(canUseThisHero(player, i))
return i;
}
return -1;
}
bool OptionsTab::canUseThisHero( PlayerColor player, int ID )
{
return CGI->heroh->heroes.size() > ID
&& SEL->sInfo.playerInfos[player].castle == CGI->heroh->heroes[ID]->heroClass->faction
&& !vstd::contains(usedHeroes, ID)
&& SEL->current->mapHeader->allowedHeroes[ID];
}
void OptionsTab::nextBonus( PlayerColor player, int dir )
{
if(SEL->isGuest())
{
SEL->postRequest(RequestOptionsChange::BONUS, dir);
return;
}
PlayerSettings &s = SEL->sInfo.playerInfos[player];
PlayerSettings::Ebonus &ret = s.bonus = static_cast<PlayerSettings::Ebonus>(static_cast<int>(s.bonus) + dir);
if (s.hero==PlayerSettings::NONE &&
!SEL->current->mapHeader->players[s.color.getNum()].heroesNames.size() &&
ret==PlayerSettings::ARTIFACT) //no hero - can't be artifact
{
if (dir<0)
ret=PlayerSettings::RANDOM;
else ret=PlayerSettings::GOLD;
}
if(ret > PlayerSettings::RESOURCE)
ret = PlayerSettings::RANDOM;
if(ret < PlayerSettings::RANDOM)
ret = PlayerSettings::RESOURCE;
if (s.castle==PlayerSettings::RANDOM && ret==PlayerSettings::RESOURCE) //random castle - can't be resource
{
if (dir<0)
ret=PlayerSettings::GOLD;
else ret=PlayerSettings::RANDOM;
}
SEL->propagateOptions();
entries[player]->update();
redraw();
}
void OptionsTab::recreate()
{
for(auto & elem : entries)
{
delete elem.second;
}
entries.clear();
usedHeroes.clear();
OBJ_CONSTRUCTION_CAPTURING_ALL;
for(auto it = SEL->sInfo.playerInfos.begin(); it != SEL->sInfo.playerInfos.end(); ++it)
{
entries.insert(std::make_pair(it->first, new PlayerOptionsEntry(this, it->second)));
const std::vector<SHeroName> &heroes = SEL->current->mapHeader->players[it->first.getNum()].heroesNames;
for(auto & heroe : heroes)
usedHeroes.insert(heroe.heroId);
}
}
void OptionsTab::setTurnLength( int npos )
{
static const int times[] = {1, 2, 4, 6, 8, 10, 15, 20, 25, 30, 0};
vstd::amin(npos, ARRAY_COUNT(times) - 1);
SEL->sInfo.turnTime = times[npos];
redraw();
}
void OptionsTab::flagPressed( PlayerColor color )
{
PlayerSettings &clicked = SEL->sInfo.playerInfos[color];
PlayerSettings *old = nullptr;
if(SEL->playerNames.size() == 1) //single player -> just swap
{
if(color == playerColor) //that color is already selected, no action needed
return;
old = &SEL->sInfo.playerInfos[playerColor];
swapPlayers(*old, clicked);
}
else
{
//identify clicked player
int clickedNameID = clicked.playerID; //human is a number of player, zero means AI
if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
{
PlayerSettings &restPos = SEL->sInfo.playerInfos[playerToRestore.color];
SEL->setPlayer(restPos, playerToRestore.id);
playerToRestore.reset();
}
int newPlayer; //which player will take clicked position
//who will be put here?
if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
{
newPlayer = SEL->getIdOfFirstUnallocatedPlayer();
if(!newPlayer) //no "free" player -> get just first one
newPlayer = SEL->playerNames.begin()->first;
}
else //human clicked -> take next
{
auto i = SEL->playerNames.find(clickedNameID); //clicked one
i++; //player AFTER clicked one
if(i != SEL->playerNames.end())
newPlayer = i->first;
else
newPlayer = 0; //AI if we scrolled through all players
}
SEL->setPlayer(clicked, newPlayer); //put player
//if that player was somewhere else, we need to replace him with computer
if(newPlayer) //not AI
{
for(auto i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++)
{
int curNameID = i->second.playerID;
if(i->first != color && curNameID == newPlayer)
{
assert(i->second.playerID);
playerToRestore.color = i->first;
playerToRestore.id = newPlayer;
SEL->setPlayer(i->second, 0); //set computer
old = &i->second;
break;
}
}
}
}
entries[clicked.color]->selectButtons();
if(old)
{
entries[old->color]->selectButtons();
if(old->hero >= 0)
usedHeroes.erase(old->hero);
old->hero = entries[old->color]->pi.defaultHero();
entries[old->color]->update(); // update previous frame images in case entries were auto-updated
}
SEL->propagateOptions();
GH.totalRedraw();
}
OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry( OptionsTab *owner, PlayerSettings &S)
: pi(SEL->current->mapHeader->players[S.color.getNum()]), s(S)
{
OBJ_CONSTRUCTION;
defActions |= SHARE_POS;
int serial = 0;
for(int g=0; g < s.color.getNum(); ++g)
{
PlayerInfo &itred = SEL->current->mapHeader->players[g];
if( itred.canComputerPlay || itred.canHumanPlay)
serial++;
}
pos.x += 54;
pos.y += 122 + serial*50;
static const char *flags[] = {"AOFLGBR.DEF", "AOFLGBB.DEF", "AOFLGBY.DEF", "AOFLGBG.DEF",
"AOFLGBO.DEF", "AOFLGBP.DEF", "AOFLGBT.DEF", "AOFLGBS.DEF"};
static const char *bgs[] = {"ADOPRPNL.bmp", "ADOPBPNL.bmp", "ADOPYPNL.bmp", "ADOPGPNL.bmp",
"ADOPOPNL.bmp", "ADOPPPNL.bmp", "ADOPTPNL.bmp", "ADOPSPNL.bmp"};
bg = new CPicture(BitmapHandler::loadBitmap(bgs[s.color.getNum()]), 0, 0, true);
if(SEL->screenType == CMenuScreen::newGame)
{
btns[0] = new CButton(Point(107, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[132], std::bind(&OptionsTab::nextCastle, owner, s.color, -1));
btns[1] = new CButton(Point(168, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[133], std::bind(&OptionsTab::nextCastle, owner, s.color, +1));
btns[2] = new CButton(Point(183, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[148], std::bind(&OptionsTab::nextHero, owner, s.color, -1));
btns[3] = new CButton(Point(244, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[149], std::bind(&OptionsTab::nextHero, owner, s.color, +1));
btns[4] = new CButton(Point(259, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[164], std::bind(&OptionsTab::nextBonus, owner, s.color, -1));
btns[5] = new CButton(Point(320, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[165], std::bind(&OptionsTab::nextBonus, owner, s.color, +1));
}
else
for(auto & elem : btns)
elem = nullptr;
selectButtons();
assert(SEL->current && SEL->current->mapHeader);
const PlayerInfo &p = SEL->current->mapHeader->players[s.color.getNum()];
assert(p.canComputerPlay || p.canHumanPlay); //someone must be able to control this player
if(p.canHumanPlay && p.canComputerPlay)
whoCanPlay = HUMAN_OR_CPU;
else if(p.canComputerPlay)
whoCanPlay = CPU;
else
whoCanPlay = HUMAN;
if(SEL->screenType != CMenuScreen::scenarioInfo
&& SEL->current->mapHeader->players[s.color.getNum()].canHumanPlay)
{
flag = new CButton(Point(-43, 2), flags[s.color.getNum()], CGI->generaltexth->zelp[180], std::bind(&OptionsTab::flagPressed, owner, s.color));
flag->hoverable = true;
flag->block(SEL->isGuest());
}
else
flag = nullptr;
town = new SelectedBox(Point(119, 2), s, TOWN);
hero = new SelectedBox(Point(195, 2), s, HERO);
bonus = new SelectedBox(Point(271, 2), s, BONUS);
}
void OptionsTab::PlayerOptionsEntry::showAll(SDL_Surface * to)
{
CIntObject::showAll(to);
printAtMiddleLoc(s.name, 55, 10, FONT_SMALL, Colors::WHITE, to);
printAtMiddleWBLoc(CGI->generaltexth->arraytxt[206+whoCanPlay], 28, 39, FONT_TINY, 50, Colors::WHITE, to);
}
void OptionsTab::PlayerOptionsEntry::update()
{
town->update();
hero->update();
bonus->update();
}
void OptionsTab::PlayerOptionsEntry::selectButtons()
{
if(!btns[0])
return;
if( (pi.defaultCastle() != -1) //fixed tow
|| (SEL->isGuest() && s.color != playerColor)) //or not our player
{
btns[0]->disable();
btns[1]->disable();
}
else
{
btns[0]->enable();
btns[1]->enable();
}
if( (pi.defaultHero() != -1 || !s.playerID || s.castle < 0) //fixed hero
|| (SEL->isGuest() && s.color != playerColor))//or not our player
{
btns[2]->disable();
btns[3]->disable();
}
else
{
btns[2]->enable();
btns[3]->enable();
}
if(SEL->isGuest() && s.color != playerColor)//or not our player
{
btns[4]->disable();
btns[5]->disable();
}
else
{
btns[4]->enable();
btns[5]->enable();
}
}
size_t OptionsTab::CPlayerSettingsHelper::getImageIndex()
{
enum EBonusSelection //frames of bonuses file
{
WOOD_ORE = 0, CRYSTAL = 1, GEM = 2,
MERCURY = 3, SULFUR = 5, GOLD = 8,
ARTIFACT = 9, RANDOM = 10,
WOOD = 0, ORE = 0, MITHRIL = 10, // resources unavailable in bonuses file
TOWN_RANDOM = 38, TOWN_NONE = 39, // Special frames in ITPA
HERO_RANDOM = 163, HERO_NONE = 164 // Special frames in PortraitsSmall
};
switch(type)
{
case TOWN:
switch (settings.castle)
{
case PlayerSettings::NONE: return TOWN_NONE;
case PlayerSettings::RANDOM: return TOWN_RANDOM;
default: return CGI->townh->factions[settings.castle]->town->clientInfo.icons[true][false] + 2;
}
case HERO:
switch (settings.hero)
{
case PlayerSettings::NONE: return HERO_NONE;
case PlayerSettings::RANDOM: return HERO_RANDOM;
default:
{
if(settings.heroPortrait >= 0)
return settings.heroPortrait;
return CGI->heroh->heroes[settings.hero]->imageIndex;
}
}
case BONUS:
{
switch(settings.bonus)
{
case PlayerSettings::RANDOM: return RANDOM;
case PlayerSettings::ARTIFACT: return ARTIFACT;
case PlayerSettings::GOLD: return GOLD;
case PlayerSettings::RESOURCE:
{
switch(CGI->townh->factions[settings.castle]->town->primaryRes)
{
case Res::WOOD_AND_ORE : return WOOD_ORE;
case Res::WOOD : return WOOD;
case Res::MERCURY : return MERCURY;
case Res::ORE : return ORE;
case Res::SULFUR : return SULFUR;
case Res::CRYSTAL : return CRYSTAL;
case Res::GEMS : return GEM;
case Res::GOLD : return GOLD;
case Res::MITHRIL : return MITHRIL;
}
}
}
}
}
return 0;
}
std::string OptionsTab::CPlayerSettingsHelper::getImageName()
{
switch(type)
{
case OptionsTab::TOWN: return "ITPA";
case OptionsTab::HERO: return "PortraitsSmall";
case OptionsTab::BONUS: return "SCNRSTAR";
}
return "";
}
std::string OptionsTab::CPlayerSettingsHelper::getTitle()
{
switch(type)
{
case OptionsTab::TOWN: return (settings.castle < 0) ? CGI->generaltexth->allTexts[103] : CGI->generaltexth->allTexts[80];
case OptionsTab::HERO: return (settings.hero < 0) ? CGI->generaltexth->allTexts[101] : CGI->generaltexth->allTexts[77];
case OptionsTab::BONUS:
{
switch(settings.bonus)
{
case PlayerSettings::RANDOM: return CGI->generaltexth->allTexts[86]; //{Random Bonus}
case PlayerSettings::ARTIFACT: return CGI->generaltexth->allTexts[83]; //{Artifact Bonus}
case PlayerSettings::GOLD: return CGI->generaltexth->allTexts[84]; //{Gold Bonus}
case PlayerSettings::RESOURCE: return CGI->generaltexth->allTexts[85]; //{Resource Bonus}
}
}
}
return "";
}
std::string OptionsTab::CPlayerSettingsHelper::getName()
{
switch(type)
{
case TOWN:
{
switch (settings.castle)
{
case PlayerSettings::NONE : return CGI->generaltexth->allTexts[523];
case PlayerSettings::RANDOM : return CGI->generaltexth->allTexts[522];
default : return CGI->townh->factions[settings.castle]->name;
}
}
case HERO:
{
switch (settings.hero)
{
case PlayerSettings::NONE : return CGI->generaltexth->allTexts[523];
case PlayerSettings::RANDOM : return CGI->generaltexth->allTexts[522];
default :
{
if (!settings.heroName.empty())
return settings.heroName;
return CGI->heroh->heroes[settings.hero]->name;
}
}
}
case BONUS:
{
switch (settings.bonus)
{
case PlayerSettings::RANDOM : return CGI->generaltexth->allTexts[522];
default: return CGI->generaltexth->arraytxt[214 + settings.bonus];
}
}
}
return "";
}
std::string OptionsTab::CPlayerSettingsHelper::getSubtitle()
{
switch(type)
{
case TOWN: return getName();
case HERO:
{
if (settings.hero >= 0)
return getName() + " - " + CGI->heroh->heroes[settings.hero]->heroClass->name;
return getName();
}
case BONUS:
{
switch(settings.bonus)
{
case PlayerSettings::GOLD: return CGI->generaltexth->allTexts[87]; //500-1000
case PlayerSettings::RESOURCE:
{
switch(CGI->townh->factions[settings.castle]->town->primaryRes)
{
case Res::MERCURY: return CGI->generaltexth->allTexts[694];
case Res::SULFUR: return CGI->generaltexth->allTexts[695];
case Res::CRYSTAL: return CGI->generaltexth->allTexts[692];
case Res::GEMS: return CGI->generaltexth->allTexts[693];
case Res::WOOD_AND_ORE: return CGI->generaltexth->allTexts[89]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool
}
}
}
}
}
return "";
}
std::string OptionsTab::CPlayerSettingsHelper::getDescription()
{
switch(type)
{
case TOWN: return CGI->generaltexth->allTexts[104];
case HERO: return CGI->generaltexth->allTexts[102];
case BONUS:
{
switch(settings.bonus)
{
case PlayerSettings::RANDOM: return CGI->generaltexth->allTexts[94]; //Gold, wood and ore, or an artifact is randomly chosen as your starting bonus
case PlayerSettings::ARTIFACT: return CGI->generaltexth->allTexts[90]; //An artifact is randomly chosen and equipped to your starting hero
case PlayerSettings::GOLD: return CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool
case PlayerSettings::RESOURCE:
{
switch(CGI->townh->factions[settings.castle]->town->primaryRes)
{
case Res::MERCURY: return CGI->generaltexth->allTexts[690];
case Res::SULFUR: return CGI->generaltexth->allTexts[691];
case Res::CRYSTAL: return CGI->generaltexth->allTexts[688];
case Res::GEMS: return CGI->generaltexth->allTexts[689];
case Res::WOOD_AND_ORE: return 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
}
}
}
}
}
return "";
}
OptionsTab::CPregameTooltipBox::CPregameTooltipBox(CPlayerSettingsHelper & helper):
CWindowObject(BORDERED | RCLICK_POPUP),
CPlayerSettingsHelper(helper)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
int value = PlayerSettings::NONE;
switch(CPlayerSettingsHelper::type)
{
break; case TOWN:
value = settings.castle;
break; case HERO:
value = settings.hero;
break; case BONUS:
value = settings.bonus;
}
if (value == PlayerSettings::RANDOM)
genBonusWindow();
else if (CPlayerSettingsHelper::type == BONUS)
genBonusWindow();
else if (CPlayerSettingsHelper::type == HERO)
genHeroWindow();
else if (CPlayerSettingsHelper::type == TOWN)
genTownWindow();
center();
}
void OptionsTab::CPregameTooltipBox::genHeader()
{
new CFilledTexture("DIBOXBCK", pos);
updateShadow();
new CLabel(pos.w / 2 + 8, 21, FONT_MEDIUM, CENTER, Colors::YELLOW, getTitle());
new CLabel(pos.w / 2, 88, FONT_SMALL, CENTER, Colors::WHITE, getSubtitle());
new CAnimImage(getImageName(), getImageIndex(), 0, pos.w / 2 - 24, 45);
}
void OptionsTab::CPregameTooltipBox::genTownWindow()
{
pos = Rect(0, 0, 228, 290);
genHeader();
new CLabel(pos.w / 2 + 8, 122, FONT_MEDIUM, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[79]);
std::vector<CComponent *> components;
const CTown * town = CGI->townh->factions[settings.castle]->town;
for (auto & elem : town->creatures)
{
if (!elem.empty())
components.push_back(new CComponent(CComponent::creature, elem.front(), 0, CComponent::tiny));
}
new CComponentBox(components, Rect(10, 140, pos.w - 20, 140));
}
void OptionsTab::CPregameTooltipBox::genHeroWindow()
{
pos = Rect(0, 0, 292, 226);
genHeader();
// specialty
new CAnimImage("UN44", CGI->heroh->heroes[settings.hero]->imageIndex, 0, pos.w / 2 - 22, 134);
new CLabel(pos.w / 2 + 4, 117, FONT_MEDIUM, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[78]);
new CLabel(pos.w / 2, 188, FONT_SMALL, CENTER, Colors::WHITE, CGI->heroh->heroes[settings.hero]->specName);
}
void OptionsTab::CPregameTooltipBox::genBonusWindow()
{
pos = Rect(0, 0, 228, 162);
genHeader();
new CTextBox(getDescription(), Rect(10, 100, pos.w - 20, 70), 0, FONT_SMALL, CENTER, Colors::WHITE );
}
OptionsTab::SelectedBox::SelectedBox(Point position, PlayerSettings & settings, SelType type)
:CIntObject(RCLICK, position),
CPlayerSettingsHelper(settings, type)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
image = new CAnimImage(getImageName(), getImageIndex());
subtitle = new CLabel(23, 39, FONT_TINY, CENTER, Colors::WHITE, getName());
pos = image->pos;
}
void OptionsTab::SelectedBox::update()
{
image->setFrame(getImageIndex());
subtitle->setText(getName());
}
void OptionsTab::SelectedBox::clickRight( tribool down, bool previousState )
{
if (down)
{
// cases when we do not need to display a message
if (settings.castle == -2 && CPlayerSettingsHelper::type == TOWN )
return;
if (settings.hero == -2 && !SEL->current->mapHeader->players[settings.color.getNum()].hasCustomMainHero() && CPlayerSettingsHelper::type == HERO)
return;
GH.pushInt(new CPregameTooltipBox(*this));
}
}
CScenarioInfo::CScenarioInfo(const CMapHeader *mapHeader, const StartInfo *startInfo)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
for(auto it = startInfo->playerInfos.cbegin(); it != startInfo->playerInfos.cend(); ++it)
{
if(it->second.playerID)
{
playerColor = it->first;
}
}
pos.w = 762;
pos.h = 584;
center(pos);
assert(LOCPLINT);
sInfo = *LOCPLINT->cb->getStartInfo();
assert(!SEL->current);
current = mapInfoFromGame();
setPlayersFromGame();
screenType = CMenuScreen::scenarioInfo;
card = new InfoCard();
opt = new OptionsTab();
opt->recreate();
card->changeSelection(current);
card->difficulty->setSelected(startInfo->difficulty);
back = new CButton(Point(584, 535), "SCNRBACK.DEF", CGI->generaltexth->zelp[105], std::bind(&CGuiHandler::popIntTotally, &GH, this), SDLK_ESCAPE);
}
CScenarioInfo::~CScenarioInfo()
{
delete current;
}
bool mapSorter::operator()(const CMapInfo *aaa, const CMapInfo *bbb)
{
const CMapHeader * a = aaa->mapHeader.get(),
* b = bbb->mapHeader.get();
if(a && b) //if we are sorting scenarios
{
switch (sortBy)
{
case _format: //by map format (RoE, WoG, etc)
return (a->version<b->version);
break;
case _loscon: //by loss conditions
return (a->defeatMessage < b->defeatMessage);
break;
case _playerAm: //by player amount
int playerAmntB,humenPlayersB,playerAmntA,humenPlayersA;
playerAmntB=humenPlayersB=playerAmntA=humenPlayersA=0;
for (int i=0;i<8;i++)
{
if (a->players[i].canHumanPlay) {playerAmntA++;humenPlayersA++;}
else if (a->players[i].canComputerPlay) {playerAmntA++;}
if (b->players[i].canHumanPlay) {playerAmntB++;humenPlayersB++;}
else if (b->players[i].canComputerPlay) {playerAmntB++;}
}
if (playerAmntB!=playerAmntA)
return (playerAmntA<playerAmntB);
else
return (humenPlayersA<humenPlayersB);
break;
case _size: //by size of map
return (a->width<b->width);
break;
case _viccon: //by victory conditions
return (a->victoryMessage < b->victoryMessage);
break;
case _name: //by name
return boost::ilexicographical_compare(a->name, b->name);
case _fileName: //by filename
return boost::ilexicographical_compare(aaa->fileURI, bbb->fileURI);
default:
return boost::ilexicographical_compare(a->name, b->name);
}
}
else //if we are sorting campaigns
{
switch(sortBy)
{
case _numOfMaps: //by number of maps in campaign
return CGI->generaltexth->campaignRegionNames[ aaa->campaignHeader->mapVersion ].size() <
CGI->generaltexth->campaignRegionNames[ bbb->campaignHeader->mapVersion ].size();
break;
case _name: //by name
return boost::ilexicographical_compare(aaa->campaignHeader->name, bbb->campaignHeader->name);
default:
return boost::ilexicographical_compare(aaa->campaignHeader->name, bbb->campaignHeader->name);
}
}
}
CMultiMode::CMultiMode()
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
bg = new CPicture("MUPOPUP.bmp");
bg->convertToScreenBPP(); //so we could draw without problems
blitAt(CPicture("MUMAP.bmp"), 16, 77, *bg); //blit img
pos = bg->center(); //center, window has size of bg graphic
bar = new CGStatusBar(new CPicture(Rect(7, 465, 440, 18), 0));//226, 472
txt = new CTextInput(Rect(19, 436, 334, 16), *bg);
txt->setText(settings["general"]["playerName"].String()); //Player
btns[0] = new CButton(Point(373, 78), "MUBHOT.DEF", CGI->generaltexth->zelp[266], std::bind(&CMultiMode::openHotseat, this));
btns[1] = new CButton(Point(373, 78 + 57*1), "MUBHOST.DEF", CButton::tooltip("Host TCP/IP game", ""), std::bind(&CMultiMode::hostTCP, this));
btns[2] = new CButton(Point(373, 78 + 57*2), "MUBJOIN.DEF", CButton::tooltip("Join TCP/IP game", ""), std::bind(&CMultiMode::joinTCP, this));
btns[6] = new CButton(Point(373, 424), "MUBCANC.DEF", CGI->generaltexth->zelp[288], [&] { GH.popIntTotally(this);}, SDLK_ESCAPE);
}
void CMultiMode::openHotseat()
{
GH.pushInt(new CHotSeatPlayers(txt->text));
}
void CMultiMode::hostTCP()
{
Settings name = settings.write["general"]["playerName"];
name->String() = txt->text;
GH.popIntTotally(this);
GH.pushInt(new CSelectionScreen(CMenuScreen::newGame, CMenuScreen::MULTI_NETWORK_HOST));
}
void CMultiMode::joinTCP()
{
Settings name = settings.write["general"]["playerName"];
name->String() = txt->text;
GH.pushInt(new CSimpleJoinScreen);
}
CHotSeatPlayers::CHotSeatPlayers(const std::string &firstPlayer)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
bg = new CPicture("MUHOTSEA.bmp");
pos = bg->center(); //center, window has size of bg graphic
std::string text = CGI->generaltexth->allTexts[446];
boost::replace_all(text, "\t","\n");
Rect boxRect(25, 20, 315, 50);
title = new CTextBox(text, boxRect, 0, FONT_BIG, CENTER, Colors::WHITE);//HOTSEAT Please enter names
for(int i = 0; i < ARRAY_COUNT(txt); i++)
{
txt[i] = new CTextInput(Rect(60, 85 + i*30, 280, 16), *bg);
txt[i]->cb += std::bind(&CHotSeatPlayers::onChange, this, _1);
}
ok = new CButton(Point(95, 338), "MUBCHCK.DEF", CGI->generaltexth->zelp[560], std::bind(&CHotSeatPlayers::enterSelectionScreen, this), SDLK_RETURN);
cancel = new CButton(Point(205, 338), "MUBCANC.DEF", CGI->generaltexth->zelp[561], std::bind(&CGuiHandler::popIntTotally, std::ref(GH), this), SDLK_ESCAPE);
bar = new CGStatusBar(new CPicture(Rect(7, 381, 348, 18), 0));//226, 472
txt[0]->setText(firstPlayer, true);
txt[0]->giveFocus();
}
void CHotSeatPlayers::onChange(std::string newText)
{
size_t namesCount = 0;
for(auto & elem : txt)
if(!elem->text.empty())
namesCount++;
ok->block(namesCount < 2);
}
void CHotSeatPlayers::enterSelectionScreen()
{
std::map<ui8, std::string> names;
for(int i = 0, j = 1; i < ARRAY_COUNT(txt); i++)
if(txt[i]->text.length())
names[j++] = txt[i]->text;
Settings name = settings.write["general"]["playerName"];
name->String() = names.begin()->second;
GH.popInts(2); //pop MP mode window and this
GH.pushInt(new CSelectionScreen(CMenuScreen::newGame, CMenuScreen::MULTI_HOT_SEAT, &names));
}
void CBonusSelection::init()
{
highlightedRegion = nullptr;
ourHeader = nullptr;
diffLb = nullptr;
diffRb = nullptr;
bonuses = nullptr;
selectedMap = 0;
// Initialize start info
startInfo.mapname = ourCampaign->camp->header.filename;
startInfo.mode = StartInfo::CAMPAIGN;
startInfo.campState = ourCampaign;
startInfo.turnTime = 0;
OBJ_CONSTRUCTION_CAPTURING_ALL;
static const std::string bgNames [] = {"E1_BG.BMP", "G2_BG.BMP", "E2_BG.BMP", "G1_BG.BMP", "G3_BG.BMP", "N1_BG.BMP",
"S1_BG.BMP", "BR_BG.BMP", "IS_BG.BMP", "KR_BG.BMP", "NI_BG.BMP", "TA_BG.BMP", "AR_BG.BMP", "HS_BG.BMP",
"BB_BG.BMP", "NB_BG.BMP", "EL_BG.BMP", "RN_BG.BMP", "UA_BG.BMP", "SP_BG.BMP"};
loadPositionsOfGraphics();
background = BitmapHandler::loadBitmap(bgNames[ourCampaign->camp->header.mapVersion]);
pos.h = background->h;
pos.w = background->w;
center();
SDL_Surface * panel = BitmapHandler::loadBitmap("CAMPBRF.BMP");
blitAt(panel, 456, 6, background);
startB = new CButton(Point(475, 536), "CBBEGIB.DEF", CButton::tooltip(), std::bind(&CBonusSelection::startMap, this), SDLK_RETURN);
restartB = new CButton(Point(475, 536), "CBRESTB.DEF", CButton::tooltip(), std::bind(&CBonusSelection::restartMap, this), SDLK_RETURN);
backB = new CButton(Point(624, 536), "CBCANCB.DEF", CButton::tooltip(), std::bind(&CBonusSelection::goBack, this), SDLK_ESCAPE);
//campaign name
if (ourCampaign->camp->header.name.length())
graphics->fonts[FONT_BIG]->renderTextLeft(background, ourCampaign->camp->header.name, Colors::YELLOW, Point(481, 28));
else
graphics->fonts[FONT_BIG]->renderTextLeft(background, CGI->generaltexth->allTexts[508], Colors::YELLOW, Point(481, 28));
//map size icon
sizes = CDefHandler::giveDef("SCNRMPSZ.DEF");
//campaign description
graphics->fonts[FONT_SMALL]->renderTextLeft(background, CGI->generaltexth->allTexts[38], Colors::YELLOW, Point(481, 63));
campaignDescription = new CTextBox(ourCampaign->camp->header.description, Rect(480, 86, 286, 117), 1);
//campaignDescription->showAll(background);
//map description
mapDescription = new CTextBox("", Rect(480, 280, 286, 117), 1);
//bonus choosing
graphics->fonts[FONT_MEDIUM]->renderTextLeft(background, CGI->generaltexth->allTexts[71], Colors::WHITE, Point(511, 432));
bonuses = new CToggleGroup(std::bind(&CBonusSelection::selectBonus, this, _1));
//set left part of window
bool isCurrentMapConquerable = ourCampaign->currentMap && ourCampaign->camp->conquerable(*ourCampaign->currentMap);
for(int g = 0; g < ourCampaign->camp->scenarios.size(); ++g)
{
if(ourCampaign->camp->conquerable(g))
{
regions.push_back(new CRegion(this, true, true, g));
regions[regions.size()-1]->rclickText = ourCampaign->camp->scenarios[g].regionText;
if(highlightedRegion == nullptr)
{
if(!isCurrentMapConquerable || (isCurrentMapConquerable && g == *ourCampaign->currentMap))
{
highlightedRegion = regions.back();
selectMap(g, true);
}
}
}
else if (ourCampaign->camp->scenarios[g].conquered) //display as striped
{
regions.push_back(new CRegion(this, false, false, g));
regions[regions.size()-1]->rclickText = ourCampaign->camp->scenarios[g].regionText;
}
}
//allies / enemies
graphics->fonts[FONT_SMALL]->renderTextLeft(background, CGI->generaltexth->allTexts[390] + ":", Colors::WHITE, Point(486, 407));
graphics->fonts[FONT_SMALL]->renderTextLeft(background, CGI->generaltexth->allTexts[391] + ":", Colors::WHITE, Point(619, 407));
SDL_FreeSurface(panel);
//difficulty
std::vector<std::string> difficulty;
boost::split(difficulty, CGI->generaltexth->allTexts[492], boost::is_any_of(" "));
graphics->fonts[FONT_MEDIUM]->renderTextLeft(background, difficulty.back(), Colors::WHITE, Point(689, 432));
//difficulty pics
for (int b=0; b<ARRAY_COUNT(diffPics); ++b)
{
CDefEssential * cde = CDefHandler::giveDefEss("GSPBUT" + boost::lexical_cast<std::string>(b+3) + ".DEF");
SDL_Surface * surfToDuplicate = cde->ourImages[0].bitmap;
diffPics[b] = SDL_ConvertSurface(surfToDuplicate, surfToDuplicate->format,
surfToDuplicate->flags);
delete cde;
}
//difficulty selection buttons
if (ourCampaign->camp->header.difficultyChoosenByPlayer)
{
diffLb = new CButton(Point(694, 508), "SCNRBLF.DEF", CButton::tooltip(), std::bind(&CBonusSelection::decreaseDifficulty, this));
diffRb = new CButton(Point(738, 508), "SCNRBRT.DEF", CButton::tooltip(), std::bind(&CBonusSelection::increaseDifficulty, this));
}
//load miniflags
sFlags = CDefHandler::giveDef("ITGFLAGS.DEF");
}
CBonusSelection::CBonusSelection(shared_ptr<CCampaignState> _ourCampaign) : ourCampaign(_ourCampaign)
{
init();
}
CBonusSelection::CBonusSelection(const std::string & campaignFName)
{
ourCampaign = make_shared<CCampaignState>(CCampaignHandler::getCampaign(campaignFName));
init();
}
CBonusSelection::~CBonusSelection()
{
SDL_FreeSurface(background);
delete sizes;
delete ourHeader;
delete sFlags;
for (auto & elem : diffPics)
{
SDL_FreeSurface(elem);
}
}
void CBonusSelection::goBack()
{
GH.popIntTotally(this);
}
void CBonusSelection::showAll(SDL_Surface * to)
{
blitAt(background, pos.x, pos.y, to);
CIntObject::showAll(to);
show(to);
if (pos.h != to->h || pos.w != to->w)
CMessage::drawBorder(PlayerColor(1), to, pos.w+28, pos.h+30, pos.x-14, pos.y-15);
}
void CBonusSelection::loadPositionsOfGraphics()
{
const JsonNode config(ResourceID("config/campaign_regions.json"));
int idx = 0;
for(const JsonNode &campaign : config["campaign_regions"].Vector())
{
SCampPositions sc;
sc.campPrefix = campaign["prefix"].String();
sc.colorSuffixLength = campaign["color_suffix_length"].Float();
for(const JsonNode &desc : campaign["desc"].Vector())
{
SCampPositions::SRegionDesc rd;
rd.infix = desc["infix"].String();
rd.xpos = desc["x"].Float();
rd.ypos = desc["y"].Float();
sc.regions.push_back(rd);
}
campDescriptions.push_back(sc);
idx++;
}
assert(idx == CGI->generaltexth->campaignMapNames.size());
}
void CBonusSelection::selectMap(int mapNr, bool initialSelect)
{
if(initialSelect || selectedMap != mapNr)
{
// initialize restart / start button
if(!ourCampaign->currentMap || *ourCampaign->currentMap != mapNr)
{
// draw start button
restartB->disable();
startB->enable();
if (!ourCampaign->mapsConquered.empty())
backB->block(true);
else
backB->block(false);
}
else
{
// draw restart button
startB->disable();
restartB->enable();
backB->block(false);
}
startInfo.difficulty = ourCampaign->camp->scenarios[mapNr].difficulty;
selectedMap = mapNr;
selectedBonus = boost::none;
std::string scenarioName = ourCampaign->camp->header.filename.substr(0, ourCampaign->camp->header.filename.find('.'));
boost::to_lower(scenarioName);
scenarioName += ':' + boost::lexical_cast<std::string>(selectedMap);
//get header
delete ourHeader;
std::string & headerStr = ourCampaign->camp->mapPieces.find(mapNr)->second;
auto buffer = reinterpret_cast<const ui8 *>(headerStr.data());
ourHeader = CMapService::loadMapHeader(buffer, headerStr.size(), scenarioName).release();
std::map<ui8, std::string> names;
names[1] = settings["general"]["playerName"].String();
updateStartInfo(ourCampaign->camp->header.filename, startInfo, ourHeader, names);
mapDescription->setText(ourHeader->description);
updateBonusSelection();
GH.totalRedraw();
}
}
void CBonusSelection::show(SDL_Surface * to)
{
//blitAt(background, pos.x, pos.y, to);
//map name
std::string mapName = ourHeader->name;
if (mapName.length())
printAtLoc(mapName, 481, 219, FONT_BIG, Colors::YELLOW, to);
else
printAtLoc("Unnamed", 481, 219, FONT_BIG, Colors::YELLOW, to);
//map description
printAtLoc(CGI->generaltexth->allTexts[496], 481, 253, FONT_SMALL, Colors::YELLOW, to);
mapDescription->showAll(to); //showAll because CTextBox has no show()
//map size icon
int temp;
switch (ourHeader->width)
{
case 36:
temp=0;
break;
case 72:
temp=1;
break;
case 108:
temp=2;
break;
case 144:
temp=3;
break;
default:
temp=4;
break;
}
blitAtLoc(sizes->ourImages[temp].bitmap, 735, 26, to);
//flags
int fx = 496 + graphics->fonts[FONT_SMALL]->getStringWidth(CGI->generaltexth->allTexts[390]);
int ex = 629 + graphics->fonts[FONT_SMALL]->getStringWidth(CGI->generaltexth->allTexts[391]);
TeamID myT;
myT = ourHeader->players[playerColor.getNum()].team;
for (auto i = startInfo.playerInfos.cbegin(); i != startInfo.playerInfos.cend(); i++)
{
int *myx = ((i->first == playerColor || ourHeader->players[i->first.getNum()].team == myT) ? &fx : &ex);
blitAtLoc(sFlags->ourImages[i->first.getNum()].bitmap, *myx, 405, to);
*myx += sFlags->ourImages[i->first.getNum()].bitmap->w;
}
//difficulty
blitAtLoc(diffPics[startInfo.difficulty], 709, 455, to);
CIntObject::show(to);
}
void CBonusSelection::updateBonusSelection()
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
//graphics:
//spell - SPELLBON.DEF
//monster - TWCRPORT.DEF
//building - BO*.BMP graphics
//artifact - ARTIFBON.DEF
//spell scroll - SPELLBON.DEF
//prim skill - PSKILBON.DEF
//sec skill - SSKILBON.DEF
//resource - BORES.DEF
//player - CREST58.DEF
//hero - PORTRAITSLARGE (HPL###.BMPs)
const CCampaignScenario &scenario = ourCampaign->camp->scenarios[selectedMap];
const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
updateStartButtonState(-1);
delete bonuses;
bonuses = new CToggleGroup(std::bind(&CBonusSelection::selectBonus, this, _1));
static const char *bonusPics[] = {"SPELLBON.DEF", "TWCRPORT.DEF", "", "ARTIFBON.DEF", "SPELLBON.DEF",
"PSKILBON.DEF", "SSKILBON.DEF", "BORES.DEF", "PORTRAITSLARGE", "PORTRAITSLARGE"};
for(int i = 0; i < bonDescs.size(); i++)
{
std::string picName=bonusPics[bonDescs[i].type];
size_t picNumber=bonDescs[i].info2;
std::string desc;
switch(bonDescs[i].type)
{
case CScenarioTravel::STravelBonus::SPELL:
desc = CGI->generaltexth->allTexts[715];
boost::algorithm::replace_first(desc, "%s", CGI->spellh->objects[bonDescs[i].info2]->name);
break;
case CScenarioTravel::STravelBonus::MONSTER:
picNumber = bonDescs[i].info2 + 2;
desc = CGI->generaltexth->allTexts[717];
boost::algorithm::replace_first(desc, "%d", boost::lexical_cast<std::string>(bonDescs[i].info3));
boost::algorithm::replace_first(desc, "%s", CGI->creh->creatures[bonDescs[i].info2]->namePl);
break;
case CScenarioTravel::STravelBonus::BUILDING:
{
int faction = -1;
for(auto & elem : startInfo.playerInfos)
{
if (elem.second.playerID)
{
faction = elem.second.castle;
break;
}
}
assert(faction != -1);
BuildingID buildID = CBuildingHandler::campToERMU(bonDescs[i].info1, faction, std::set<BuildingID>());
picName = graphics->ERMUtoPicture[faction][buildID];
picNumber = -1;
if (vstd::contains(CGI->townh->factions[faction]->town->buildings, buildID))
desc = CGI->townh->factions[faction]->town->buildings.find(buildID)->second->Name();
}
break;
case CScenarioTravel::STravelBonus::ARTIFACT:
desc = CGI->generaltexth->allTexts[715];
boost::algorithm::replace_first(desc, "%s", CGI->arth->artifacts[bonDescs[i].info2]->Name());
break;
case CScenarioTravel::STravelBonus::SPELL_SCROLL:
desc = CGI->generaltexth->allTexts[716];
boost::algorithm::replace_first(desc, "%s", CGI->spellh->objects[bonDescs[i].info2]->name);
break;
case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
{
int leadingSkill = -1;
std::vector<std::pair<int, int> > toPrint; //primary skills to be listed <num, val>
const ui8* ptr = reinterpret_cast<const ui8*>(&bonDescs[i].info2);
for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
{
if (leadingSkill == -1 || ptr[g] > ptr[leadingSkill])
{
leadingSkill = g;
}
if (ptr[g] != 0)
{
toPrint.push_back(std::make_pair(g, ptr[g]));
}
}
picNumber = leadingSkill;
desc = CGI->generaltexth->allTexts[715];
std::string substitute; //text to be printed instead of %s
for (int v=0; v<toPrint.size(); ++v)
{
substitute += boost::lexical_cast<std::string>(toPrint[v].second);
substitute += " " + CGI->generaltexth->primarySkillNames[toPrint[v].first];
if(v != toPrint.size() - 1)
{
substitute += ", ";
}
}
boost::algorithm::replace_first(desc, "%s", substitute);
break;
}
case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
desc = CGI->generaltexth->allTexts[718];
boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->levels[bonDescs[i].info3 - 1]); //skill level
boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->skillName[bonDescs[i].info2]); //skill name
picNumber = bonDescs[i].info2 * 3 + bonDescs[i].info3 - 1;
break;
case CScenarioTravel::STravelBonus::RESOURCE:
{
int serialResID = 0;
switch(bonDescs[i].info1)
{
case 0: case 1: case 2: case 3: case 4: case 5: case 6:
serialResID = bonDescs[i].info1;
break;
case 0xFD: //wood + ore
serialResID = 7;
break;
case 0xFE: //rare resources
serialResID = 8;
break;
}
picNumber = serialResID;
desc = CGI->generaltexth->allTexts[717];
boost::algorithm::replace_first(desc, "%d", boost::lexical_cast<std::string>(bonDescs[i].info2));
std::string replacement;
if (serialResID <= 6)
{
replacement = CGI->generaltexth->restypes[serialResID];
}
else
{
replacement = CGI->generaltexth->allTexts[714 + serialResID];
}
boost::algorithm::replace_first(desc, "%s", replacement);
}
break;
case CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO:
{
auto superhero = ourCampaign->camp->scenarios[bonDescs[i].info2].strongestHero(PlayerColor(bonDescs[i].info1));
if (!superhero) logGlobal->warnStream() << "No superhero! How could it be transferred?";
picNumber = superhero ? superhero->portrait : 0;
desc = CGI->generaltexth->allTexts[719];
boost::algorithm::replace_first(desc, "%s", ourCampaign->camp->scenarios[bonDescs[i].info2].scenarioName); //scenario
}
break;
case CScenarioTravel::STravelBonus::HERO:
desc = CGI->generaltexth->allTexts[718];
boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->capColors[bonDescs[i].info1]); //hero's color
if (bonDescs[i].info2 == 0xFFFF)
{
boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->allTexts[101]); //hero's name
picNumber = -1;
picName = "CBONN1A3.BMP";
}
else
{
boost::algorithm::replace_first(desc, "%s", CGI->heroh->heroes[bonDescs[i].info2]->name); //hero's name
}
break;
}
CToggleButton *bonusButton = new CToggleButton(Point(475 + i*68, 455), "", CButton::tooltip(desc, desc));
if (picNumber != -1)
picName += ":" + boost::lexical_cast<std::string>(picNumber);
auto anim = new CAnimation();
anim->setCustom(picName, 0);
bonusButton->setImage(anim);
const SDL_Color brightYellow = { 242, 226, 110, 0 };
bonusButton->borderColor = brightYellow;
bonuses->addToggle(i, bonusButton);
}
// set bonus if already chosen
if(vstd::contains(ourCampaign->chosenCampaignBonuses, selectedMap))
{
bonuses->setSelected(ourCampaign->chosenCampaignBonuses[selectedMap]);
}
}
void CBonusSelection::updateCampaignState()
{
ourCampaign->currentMap = selectedMap;
if (selectedBonus)
ourCampaign->chosenCampaignBonuses[selectedMap] = *selectedBonus;
}
void CBonusSelection::startMap()
{
auto si = new StartInfo(startInfo);
auto showPrologVideo = [=]()
{
auto exitCb = [=]()
{
logGlobal->infoStream() << "Starting scenario " << selectedMap;
CGP->showLoadingScreen(std::bind(&startGame, si, (CConnection *)nullptr));
};
const CCampaignScenario & scenario = ourCampaign->camp->scenarios[selectedMap];
if (scenario.prolog.hasPrologEpilog)
{
GH.pushInt(new CPrologEpilogVideo(scenario.prolog, exitCb));
}
else
{
exitCb();
}
};
if(LOCPLINT) // we're currently ingame, so ask for starting new map and end game
{
GH.popInt(this);
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[67], [=]
{
updateCampaignState();
endGame();
GH.curInt = CGPreGame::create();
showPrologVideo();
}, 0);
}
else
{
updateCampaignState();
showPrologVideo();
}
}
void CBonusSelection::restartMap()
{
GH.popInt(this);
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[67], [=]
{
updateCampaignState();
auto si = new StartInfo(startInfo);
SDL_Event event;
event.type = SDL_USEREVENT;
event.user.code = PREPARE_RESTART_CAMPAIGN;
event.user.data1 = si;
SDL_PushEvent(&event);
}, 0);
}
void CBonusSelection::selectBonus(int id)
{
// Total redraw is needed because the border around the bonus images
// have to be undrawn/drawn.
if (!selectedBonus || *selectedBonus != id)
{
selectedBonus = id;
GH.totalRedraw();
updateStartButtonState(id);
}
const CCampaignScenario &scenario = ourCampaign->camp->scenarios[selectedMap];
const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
if (bonDescs[id].type == CScenarioTravel::STravelBonus::HERO)
{
std::map<ui8, std::string> names;
names[1] = settings["general"]["playerName"].String();
for(auto & elem : startInfo.playerInfos)
{
if(elem.first == PlayerColor(bonDescs[id].info1))
::setPlayer(elem.second, 1, names);
else
::setPlayer(elem.second, 0, names);
}
}
}
void CBonusSelection::increaseDifficulty()
{
startInfo.difficulty = std::min(startInfo.difficulty + 1, 4);
}
void CBonusSelection::decreaseDifficulty()
{
startInfo.difficulty = std::max(startInfo.difficulty - 1, 0);
}
void CBonusSelection::updateStartButtonState(int selected /*= -1*/)
{
if(selected == -1)
{
startB->block(ourCampaign->camp->scenarios[selectedMap].travelOptions.bonusesToChoose.size());
}
else if(startB->isBlocked())
{
startB->block(false);
}
}
CBonusSelection::CRegion::CRegion( CBonusSelection * _owner, bool _accessible, bool _selectable, int _myNumber )
: owner(_owner), accessible(_accessible), selectable(_selectable), myNumber(_myNumber)
{
OBJ_CONSTRUCTION;
addUsedEvents(LCLICK | RCLICK);
static const std::string colors[2][8] = {
{"R", "B", "N", "G", "O", "V", "T", "P"},
{"Re", "Bl", "Br", "Gr", "Or", "Vi", "Te", "Pi"}};
const SCampPositions & campDsc = owner->campDescriptions[owner->ourCampaign->camp->header.mapVersion];
const SCampPositions::SRegionDesc & desc = campDsc.regions[myNumber];
pos.x += desc.xpos;
pos.y += desc.ypos;
//loading of graphics
std::string prefix = campDsc.campPrefix + desc.infix + "_";
std::string suffix = colors[campDsc.colorSuffixLength - 1][owner->ourCampaign->camp->scenarios[myNumber].regionColor];
static const std::string infix [] = {"En", "Se", "Co"};
for (int g = 0; g < ARRAY_COUNT(infix); g++)
{
graphics[g] = BitmapHandler::loadBitmap(prefix + infix[g] + suffix + ".BMP");
}
pos.w = graphics[0]->w;
pos.h = graphics[0]->h;
}
CBonusSelection::CRegion::~CRegion()
{
for (auto & elem : graphics)
{
SDL_FreeSurface(elem);
}
}
void CBonusSelection::CRegion::clickLeft( tribool down, bool previousState )
{
//select if selectable & clicked inside our graphic
if ( indeterminate(down) )
{
return;
}
if( !down && selectable && !CSDL_Ext::isTransparent(graphics[0], GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) )
{
owner->selectMap(myNumber, false);
owner->highlightedRegion = this;
parent->showAll(screen);
}
}
void CBonusSelection::CRegion::clickRight( tribool down, bool previousState )
{
//show r-click text
if( down && !CSDL_Ext::isTransparent(graphics[0], GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) &&
rclickText.size() )
{
CRClickPopup::createAndPush(rclickText);
}
}
void CBonusSelection::CRegion::show(SDL_Surface * to)
{
//const SCampPositions::SRegionDesc & desc = owner->campDescriptions[owner->ourCampaign->camp->header.mapVersion].regions[myNumber];
if (!accessible)
{
//show as striped
blitAtLoc(graphics[2], 0, 0, to);
}
else if (this == owner->highlightedRegion)
{
//show as selected
blitAtLoc(graphics[1], 0, 0, to);
}
else
{
//show as not selected selected
blitAtLoc(graphics[0], 0, 0, to);
}
}
CSavingScreen::CSavingScreen(bool hotseat)
: CSelectionScreen(CMenuScreen::saveGame, hotseat ? CMenuScreen::MULTI_HOT_SEAT : CMenuScreen::SINGLE_PLAYER)
{
ourGame = mapInfoFromGame();
sInfo = *LOCPLINT->cb->getStartInfo();
setPlayersFromGame();
}
CSavingScreen::~CSavingScreen()
{
}
ISelectionScreenInfo::ISelectionScreenInfo(const std::map<ui8, std::string> *Names /*= nullptr*/)
{
multiPlayer = CMenuScreen::SINGLE_PLAYER;
assert(!SEL);
SEL = this;
current = nullptr;
if(Names && !Names->empty()) //if have custom set of player names - use it
playerNames = *Names;
else
playerNames[1] = settings["general"]["playerName"].String(); //by default we have only one player and his name is "Player" (or whatever the last used name was)
}
ISelectionScreenInfo::~ISelectionScreenInfo()
{
assert(SEL == this);
SEL = nullptr;
}
void ISelectionScreenInfo::updateStartInfo(std::string filename, StartInfo & sInfo, const CMapHeader * mapHeader)
{
::updateStartInfo(filename, sInfo, mapHeader, playerNames);
}
void ISelectionScreenInfo::setPlayer(PlayerSettings &pset, ui8 player)
{
::setPlayer(pset, player, playerNames);
}
ui8 ISelectionScreenInfo::getIdOfFirstUnallocatedPlayer()
{
for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
if(!sInfo.getPlayersSettings(i->first)) //
return i->first;
return 0;
}
bool ISelectionScreenInfo::isGuest() const
{
return multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST;
}
bool ISelectionScreenInfo::isHost() const
{
return multiPlayer == CMenuScreen::MULTI_NETWORK_HOST;
}
void ChatMessage::apply(CSelectionScreen *selScreen)
{
selScreen->card->chat->addNewMessage(playerName + ": " + message);
GH.totalRedraw();
}
void QuitMenuWithoutStarting::apply(CSelectionScreen *selScreen)
{
if(!selScreen->ongoingClosing)
{
*selScreen->serv << this; //resend to confirm
GH.popIntTotally(selScreen); //will wait with deleting us before this thread ends
}
vstd::clear_pointer(selScreen->serv);
}
void PlayerJoined::apply(CSelectionScreen *selScreen)
{
//assert(SEL->playerNames.size() == connectionID); //temporary, TODO when player exits
SEL->playerNames[connectionID] = playerName;
//put new player in first slot with AI
for(auto & elem : SEL->sInfo.playerInfos)
{
if(!elem.second.playerID && !elem.second.compOnly)
{
selScreen->setPlayer(elem.second, connectionID);
selScreen->opt->entries[elem.second.color]->selectButtons();
break;
}
}
selScreen->propagateNames();
selScreen->propagateOptions();
selScreen->toggleTab(selScreen->curTab);
GH.totalRedraw();
}
void SelectMap::apply(CSelectionScreen *selScreen)
{
if(selScreen->isGuest())
{
free = false;
selScreen->changeSelection(mapInfo);
}
}
void UpdateStartOptions::apply(CSelectionScreen *selScreen)
{
if(!selScreen->isGuest())
return;
selScreen->setSInfo(*options);
}
void PregameGuiAction::apply(CSelectionScreen *selScreen)
{
if(!selScreen->isGuest())
return;
switch(action)
{
case NO_TAB:
selScreen->toggleTab(selScreen->curTab);
break;
case OPEN_OPTIONS:
selScreen->toggleTab(selScreen->opt);
break;
case OPEN_SCENARIO_LIST:
selScreen->toggleTab(selScreen->sel);
break;
case OPEN_RANDOM_MAP_OPTIONS:
selScreen->toggleTab(selScreen->randMapTab);
break;
}
}
void RequestOptionsChange::apply(CSelectionScreen *selScreen)
{
if(!selScreen->isHost())
return;
PlayerColor color = selScreen->sInfo.getPlayersSettings(playerID)->color;
switch(what)
{
case TOWN:
selScreen->opt->nextCastle(color, direction);
break;
case HERO:
selScreen->opt->nextHero(color, direction);
break;
case BONUS:
selScreen->opt->nextBonus(color, direction);
break;
}
}
void PlayerLeft::apply(CSelectionScreen *selScreen)
{
if(selScreen->isGuest())
return;
SEL->playerNames.erase(playerID);
if(PlayerSettings *s = selScreen->sInfo.getPlayersSettings(playerID)) //it's possible that player was unallocated
{
selScreen->setPlayer(*s, 0);
selScreen->opt->entries[s->color]->selectButtons();
}
selScreen->propagateNames();
selScreen->propagateOptions();
GH.totalRedraw();
}
void PlayersNames::apply(CSelectionScreen *selScreen)
{
if(selScreen->isGuest())
selScreen->playerNames = playerNames;
}
void StartWithCurrentSettings::apply(CSelectionScreen *selScreen)
{
startingInfo.reset();
startingInfo.serv = selScreen->serv;
startingInfo.sInfo = new StartInfo(selScreen->sInfo);
if(!selScreen->ongoingClosing)
{
*selScreen->serv << this; //resend to confirm
}
selScreen->serv = nullptr; //hide it so it won't be deleted
vstd::clear_pointer(selScreen->serverHandlingThread); //detach us
saveGameName.clear();
CGP->showLoadingScreen(std::bind(&startGame, startingInfo.sInfo, startingInfo.serv));
throw 666; //EVIL, EVIL, EVIL workaround to kill thread (does "goto catch" outside listening loop)
}
CCampaignScreen::CCampaignButton::CCampaignButton(const JsonNode &config )
{
pos.x += config["x"].Float();
pos.y += config["y"].Float();
pos.w = 200;
pos.h = 116;
campFile = config["file"].String();
video = config["video"].String();
OBJ_CONSTRUCTION_CAPTURING_ALL;
status = config["open"].Bool() ? CCampaignScreen::ENABLED : CCampaignScreen::DISABLED;
CCampaignHeader header = CCampaignHandler::getHeader(campFile);
hoverText = header.name;
if (status != CCampaignScreen::DISABLED)
{
addUsedEvents(LCLICK | HOVER);
image = new CPicture(config["image"].String());
hoverLabel = new CLabel(pos.w / 2, pos.h + 20, FONT_MEDIUM, CENTER, Colors::YELLOW, "");
parent->addChild(hoverLabel);
}
if (status == CCampaignScreen::COMPLETED)
checkMark = new CPicture("CAMPCHK");
}
void CCampaignScreen::CCampaignButton::clickLeft(tribool down, bool previousState)
{
if (down)
{
// Close running video and open the selected campaign
CCS->videoh->close();
GH.pushInt( new CBonusSelection(campFile) );
}
}
void CCampaignScreen::CCampaignButton::hover(bool on)
{
if (on)
hoverLabel->setText(hoverText); // Shows the name of the campaign when you get into the bounds of the button
else
hoverLabel->setText(" ");
}
void CCampaignScreen::CCampaignButton::show(SDL_Surface * to)
{
if (status == CCampaignScreen::DISABLED)
return;
CIntObject::show(to);
// Play the campaign button video when the mouse cursor is placed over the button
if (hovered)
{
if (CCS->videoh->fname != video)
CCS->videoh->open(video);
CCS->videoh->update(pos.x, pos.y, to, true, false); // plays sequentially frame by frame, starts at the beginning when the video is over
}
else if (CCS->videoh->fname == video) // When you got out of the bounds of the button then close the video
{
CCS->videoh->close();
redraw();
}
}
CButton* CCampaignScreen::createExitButton(const JsonNode& button)
{
std::pair<std::string, std::string> help;
if (!button["help"].isNull() && button["help"].Float() > 0)
help = CGI->generaltexth->zelp[button["help"].Float()];
std::function<void()> close = std::bind(&CGuiHandler::popIntTotally, &GH, this);
return new CButton(Point(button["x"].Float(), button["y"].Float()), button["name"].String(), help, close, button["hotkey"].Float());
}
CCampaignScreen::CCampaignScreen(const JsonNode &config)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
for(const JsonNode& node : config["images"].Vector())
images.push_back(createPicture(node));
if (!images.empty())
{
images[0]->center(); // move background to center
moveTo(images[0]->pos.topLeft()); // move everything else to center
images[0]->moveTo(pos.topLeft()); // restore moved twice background
pos = images[0]->pos; // fix height\width of this window
}
if (!config["exitbutton"].isNull())
{
back = createExitButton(config["exitbutton"]);
back->hoverable = true;
}
for(const JsonNode& node : config["items"].Vector())
campButtons.push_back(new CCampaignButton(node));
}
void CCampaignScreen::showAll(SDL_Surface *to)
{
CIntObject::showAll(to);
if (pos.h != to->h || pos.w != to->w)
CMessage::drawBorder(PlayerColor(1), to, pos.w+28, pos.h+30, pos.x-14, pos.y-15);
}
void CGPreGame::showLoadingScreen(std::function<void()> loader)
{
if (GH.listInt.size() && GH.listInt.front() == CGP) //pregame active
CGP->removeFromGui();
GH.pushInt(new CLoadingScreen(loader));
}
std::string CLoadingScreen::getBackground()
{
const auto & conf = CGPreGameConfig::get().getConfig()["loading"].Vector();
if(conf.empty())
{
return "loadbar";
}
else
{
return RandomGeneratorUtil::nextItem(conf, CRandomGenerator::getDefault())->String();
}
}
CLoadingScreen::CLoadingScreen(std::function<void ()> loader):
CWindowObject(BORDERED, getBackground()),
loadingThread(loader)
{
CCS->musich->stopMusic(5000);
}
CLoadingScreen::~CLoadingScreen()
{
loadingThread.join();
}
void CLoadingScreen::showAll(SDL_Surface *to)
{
Rect rect(0,0,to->w, to->h);
SDL_FillRect(to, &rect, 0);
CWindowObject::showAll(to);
}
CPrologEpilogVideo::CPrologEpilogVideo( CCampaignScenario::SScenarioPrologEpilog _spe, std::function<void()> callback ):
CWindowObject(BORDERED),
spe(_spe),
positionCounter(0),
voiceSoundHandle(-1),
exitCb(callback)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
addUsedEvents(LCLICK);
pos = center(Rect(0,0, 800, 600));
updateShadow();
CCS->videoh->open(CCampaignHandler::prologVideoName(spe.prologVideo));
CCS->musich->playMusic("Music/" + CCampaignHandler::prologMusicName(spe.prologMusic), true);
voiceSoundHandle = CCS->soundh->playSound(CCampaignHandler::prologVoiceName(spe.prologVideo));
text = new CMultiLineLabel(Rect(100, 500, 600, 100), EFonts::FONT_BIG, CENTER, Colors::METALLIC_GOLD, spe.prologText );
text->scrollTextTo(-100);
}
void CPrologEpilogVideo::show( SDL_Surface * to )
{
CSDL_Ext::fillRectBlack(to, &pos);
//BUG: some videos are 800x600 in size while some are 800x400
//VCMI should center them in the middle of the screen. Possible but needs modification
//of video player API which I'd like to avoid until we'll get rid of Windows-specific player
CCS->videoh->update(pos.x, pos.y, to, true, false);
//move text every 5 calls/frames; seems to be good enough
++positionCounter;
if(positionCounter % 5 == 0)
{
text->scrollTextBy(1);
}
else
text->showAll(to);// blit text over video, if needed
if (text->textSize.y + 100 < positionCounter / 5)
clickLeft(false, false);
}
void CPrologEpilogVideo::clickLeft( tribool down, bool previousState )
{
GH.popInt(this);
CCS->soundh->stopSound(voiceSoundHandle);
exitCb();
}
CSimpleJoinScreen::CSimpleJoinScreen()
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
bg = new CPicture("MUDIALOG.bmp"); // address background
pos = bg->center(); //center, window has size of bg graphic (x,y = 396,278 w=232 h=212)
Rect boxRect(20, 20, 205, 50);
title = new CTextBox("Enter address:", boxRect, 0, FONT_BIG, CENTER, Colors::WHITE);
address = new CTextInput(Rect(25, 68, 175, 16), *bg);
address->cb += std::bind(&CSimpleJoinScreen::onChange, this, _1);
port = new CTextInput(Rect(25, 115, 175, 16), *bg);
port->cb += std::bind(&CSimpleJoinScreen::onChange, this, _1);
port->filters += std::bind(&CTextInput::numberFilter, _1, _2, 0, 65535);
ok = new CButton(Point( 26, 142), "MUBCHCK.DEF", CGI->generaltexth->zelp[560], std::bind(&CSimpleJoinScreen::enterSelectionScreen, this), SDLK_RETURN);
cancel = new CButton(Point(142, 142), "MUBCANC.DEF", CGI->generaltexth->zelp[561], std::bind(&CGuiHandler::popIntTotally, std::ref(GH), this), SDLK_ESCAPE);
bar = new CGStatusBar(new CPicture(Rect(7, 186, 218, 18), 0));
port->setText(boost::lexical_cast<std::string>(settings["server"]["port"].Float()), true);
address->setText(settings["server"]["server"].String(), true);
address->giveFocus();
}
void CSimpleJoinScreen::enterSelectionScreen()
{
std::string textAddress = address->text;
std::string textPort = port->text;
GH.popIntTotally(this);
GH.pushInt(new CSelectionScreen(CMenuScreen::newGame, CMenuScreen::MULTI_NETWORK_GUEST, nullptr, textAddress, textPort));
}
void CSimpleJoinScreen::onChange(const std::string & newText)
{
ok->block(address->text.empty() || port->text.empty());
}