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vcmi/client/CPreGame.h
mateuszb c06de1f1ce * improved campaign handling - bonus selection screen is mostly functional
* preliminary support for giving campaign bonuses (resources and spells, artifacts, skills for generated hero are given)
* differing the amount of resources given to AI and human players
* minor changes
2010-07-31 13:55:05 +00:00

367 lines
9.1 KiB
C++

#ifndef __CPREGAME_H__
#define __CPREGAME_H__
#include "../global.h"
#include <set>
#include <SDL.h>
#include "../StartInfo.h"
#include "GUIBase.h"
#include "FunctionList.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
*
*/
struct CMusicHandler;
class CMapHeader;
class CCampaignHeader;
class CTextInput;
class CCampaign;
class CGStatusBar;
class CTextBox;
class CMapInfo
{
public:
CMapHeader * mapHeader; //may be NULL if campaign
CCampaignHeader * campaignHeader; //may be NULL if scenario
StartInfo *scenarioOpts; //options with which scenario has been started (used only with saved games)
std::string filename;
bool lodCmpgn; //tells if this campaign is located in Lod file
std::string date;
int playerAmnt, //players in map
humenPlayers; //players ALLOWED to be controlled by human
int actualHumanPlayers; // >1 if multiplayer game
CMapInfo(bool map = true);
~CMapInfo();
//CMapInfo(const std::string &fname, const unsigned char *map);
void setHeader(CMapHeader *header);
void mapInit(const std::string &fname, const unsigned char *map);
void campaignInit();
void countPlayers();
};
enum ESortBy{_playerAm, _size, _format, _name, _viccon, _loscon, _numOfMaps}; //_numOfMaps is for campaigns
class mapSorter
{
public:
ESortBy sortBy;
bool operator()(const CMapInfo *aaa, const CMapInfo *bbb);
mapSorter(ESortBy es):sortBy(es){};
};
class CMenuScreen : public CIntObject
{
public:
enum EState { //where are we?
mainMenu, newGame, loadGame, campaignMain, saveGame, scenarioInfo, campaignList
};
CPicture *bgAd;
AdventureMapButton *buttons[5];
CMenuScreen(EState which);
~CMenuScreen();
void showAll(SDL_Surface * to);
void show(SDL_Surface * to);
void moveTo(CMenuScreen *next);
};
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
};
class InfoCard : public CIntObject
{
CPicture *bg;
public:
CMenuScreen::EState type;
CTextBox *mapDescription;
CHighlightableButtonsGroup *difficulty;
CDefHandler *sizes, *sFlags;;
void changeSelection(const CMapInfo *to);
void showAll(SDL_Surface * to);
void clickRight(tribool down, bool previousState);
void showTeamsPopup();
InfoCard(CMenuScreen::EState Type);
~InfoCard();
};
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, bool MultiPlayer=false);
~SelectionTab();
};
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
{
PlayerSettings &s;
CPicture *bg;
AdventureMapButton *btns[6]; //left and right for town, hero, bonus
AdventureMapButton *flag;
SelectedBox *town;
SelectedBox *hero;
SelectedBox *bonus;
bool fixedHero;
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);
};
CMenuScreen::EState type;
CSlider *turnDuration;
std::set<int> usedHeroes;
std::vector<PlayerOptionsEntry *> entries;
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 changeSelection(const CMapHeader *to);
OptionsTab(CMenuScreen::EState Type/*, StartInfo &Opts*/);
~OptionsTab();
void showAll(SDL_Surface * to);
int nextAllowedHero( int min, int max, int incl, int dir );
bool canUseThisHero( int ID );
};
class CSelectionScreen : public CIntObject
{
public:
CPicture *bg; //general bg image
InfoCard *card;
OptionsTab *opt;
AdventureMapButton *start, *back;
SelectionTab *sel;
CMenuScreen::EState type; //new/save/load#Game
const CMapInfo *current;
StartInfo sInfo;
CIntObject *curTab;
bool multiPlayer;
CSelectionScreen(CMenuScreen::EState Type, bool MultiPlayer = false);
~CSelectionScreen();
void toggleTab(CIntObject *tab);
void changeSelection(const CMapInfo *to);
static void updateStartInfo( const CMapInfo * to, StartInfo & sInfo, const CMapHeader * mapHeader );
void startCampaign();
void startGame();
void difficultyChange(int to);
};
class CSavingScreen : public CSelectionScreen
{
public:
const CMapInfo *ourGame;
CSavingScreen(bool hotseat = false);
~CSavingScreen();
};
class CScenarioInfo : public CIntObject
{
public:
AdventureMapButton *back;
InfoCard *card;
OptionsTab *opt;
CScenarioInfo(const CMapHeader *mapHeader, const StartInfo *startInfo);
~CScenarioInfo();
};
class CMultiMode : public CIntObject
{
public:
CPicture *bg;
CTextInput *txt;
AdventureMapButton *btns[7]; //0 - hotseat, 6 - cancel
CGStatusBar *bar;
CMultiMode();
void openHotseat();
};
class CHotSeatPlayers : public CIntObject
{
public:
CPicture *bg;
CTextInput *txt[8];
AdventureMapButton *ok, *cancel;
CGStatusBar *bar;
CHotSeatPlayers(const std::string &firstPlayer);
void enterSelectionScreen();
};
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();
const CCampaign * ourCampaign;
CMapHeader *ourHeader;
CDefHandler *sizes; //icons of map sizes
int whichMap;
//bonus selection
void updateBonusSelection();
CHighlightableButtonsGroup * bonuses;
public:
StartInfo sInfo;
CDefHandler *sFlags;
void selectMap(int whichOne);
void selectBonus(int id);
CBonusSelection(const CCampaign * _ourCampaign, int _whichMap);
~CBonusSelection();
void showAll(SDL_Surface * to);
void show(SDL_Surface * to);
void goBack();
void startMap();
};
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 run();
void openSel(CMenuScreen::EState type, bool multi = false);
void loadGraphics();
void disposeGraphics();
};
extern CGPreGame *CGP;
#endif // __CPREGAME_H__