1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-01-28 03:57:02 +02:00
vcmi/client/CPreGame.h
Michał W. Urbańczyk daeb3af67a Early changes towards MP support.
It's possible to connect several clients (running on localhost) and enter MP pregame. The actual MP game still not playable. (though it can be started)
2010-10-24 11:35:14 +00:00

430 lines
11 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"
#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
*
*/
struct CMusicHandler;
class CMapHeader;
class CCampaignHeader;
class CTextInput;
class CCampaign;
class CGStatusBar;
class CTextBox;
class CCampaignState;
class CConnection;
class CPackForSelectionScreen;
class PlayerInfo;
namespace boost{ class thread; class recursive_mutex;}
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
};
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 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 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();
};
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();
};
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 );
};
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;
};
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();
};
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();
};
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();
};
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();
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();
};
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 loadGraphics();
void disposeGraphics();
};
extern CGPreGame *CGP;
#endif // __CPREGAME_H__