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vcmi/client/CPreGame.h
2011-03-19 14:27:51 +00:00

490 lines
13 KiB
C++

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