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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/client/CPreGame.cpp
Michał W. Urbańczyk cff70406f1 * enter can be used to open window with selected hero/town
* fixed slider behavior when showing less maps/games than available slots
* added a few missing sounds for creatures
* fixed problems with artifacts info caused by bug in serialization
* fixed bug in Scholar's serializetion
* all stacks features will be serialized (should fix problems with missing premies from artifacts)
* proper serialization of HeroBonus, fixes some problems/crashes
* resource silos won't give resources on the first day
* fixed problems with removing artifacts when all visiblebackpack slots are full
2009-05-30 16:00:26 +00:00

2630 lines
75 KiB
C++

#include "../stdafx.h"
#include "CPreGame.h"
#include "../hch/CDefHandler.h"
#include <ctime>
#include <SDL.h>
#include <boost/filesystem.hpp> // includes all needed Boost.Filesystem declarations
#include <boost/algorithm/string.hpp>
//#include "boost/foreach.hpp"
#include <zlib.h>
#include "../timeHandler.h"
#include <sstream>
#include "SDL_Extensions.h"
#include "CGameInfo.h"
#include "../hch/CGeneralTextHandler.h"
#include "CCursorHandler.h"
#include "../hch/CLodHandler.h"
#include "../hch/CTownHandler.h"
#include "../hch/CHeroHandler.h"
#include <cmath>
#include "Graphics.h"
#include <boost/thread.hpp>
#include <boost/bind.hpp>
#include <cstdlib>
#include "../lib/Connection.h"
#include "../hch/CMusicHandler.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
*
*/
extern SDL_Surface * screen;
extern SDL_Color tytulowy, tlo, zwykly ;
extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM;
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
CPreGame * CPG;
namespace fs = boost::filesystem;
namespace s = CSDL_Ext;
static int getNextCastle(int current, PlayerInfo * ourInf, bool next=true) //next=flase => previous castle
{
int dir = next ? 1 : -1;
if (current==-2) //no castle - no change
return current;
else if (current==-1) //random => first/last available
{
int pom = (next) ? (0) : (F_NUMBER-1); // last or first
for (;pom>=0 && pom<F_NUMBER;pom+=dir)
{
if (((int)pow((double)2,pom))&ourInf->allowedFactions)
{
current=pom;
break;
}
else continue;
}
}
else // next/previous available
{
for (;;)
{
current+=dir;
if (((int)pow((double)2,(int)current))&ourInf->allowedFactions)
{
break;
}
if (current>=F_NUMBER || current<0)
{
double p1 = log((double)ourInf->allowedFactions)/log(2.0f)+0.000001f;
double check = p1-((int)p1);
if (check < 0.001)
current=(int)p1;
else
current=-1;
break;
}
}
}
return current;
}
HighButton::HighButton( SDL_Rect Pos, CDefHandler* Imgs, bool Sel, int id)
{
type=0;
imgs=Imgs;
selectable=Sel;
selected=false;
state=0;
pos=Pos;
ID=id;
highlightable=false;
freeimgs = false;
};
HighButton::HighButton()
{
freeimgs = true;
state=0;
}
HighButton::~HighButton()
{
if(freeimgs)
delete imgs;
}
void HighButton::show()
{
blitAt(imgs->ourImages[state].bitmap,pos.x,pos.y);
updateRect(&pos);
}
void HighButton::hover(bool on)
{
if (!highlightable) return;
int i;
if (on)
{
state=i=3;
highlighted=true;
}
else
{
state=i=0;
highlighted=false;
}
SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,screen,&pos);
updateRect(&pos);
}
void HighButton::press(bool down)
{
int i;
if (down) state=i=1;
else state=i=0;
SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,screen,&pos);
updateRect(&pos);
}
Button::Button( SDL_Rect Pos, boost::function<void()> Fun,CDefHandler* Imgs, bool Sel, CGroup* gr, int id)
:HighButton(Pos,Imgs,Sel,id),ourGroup(gr),fun(Fun)
{
type=1;
};
Button::Button()
{
ourGroup=NULL;type=1;
};
SetrButton::SetrButton()
{
type=1;
selectable=false;
selected=false;
state=0;
highlightable=false;
}
void SetrButton::press(bool down)
{
if (!down && state==1)
*poin=key;
HighButton::press(down);
}
void Button::hover(bool on)
{
HighButton::hover(on);
}
void Button::select(bool on)
{
int i;
if (on) state=i=3;
else state=i=0;
SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,screen,&pos);
updateRect(&pos);
if (ourGroup && on && ourGroup->type==1)
{
if (ourGroup->selected && ourGroup->selected!=this)
ourGroup->selected->select(false);
ourGroup->selected =this;
}
}
void Slider::updateSlid()
{
float perc = -1.0f;
if(positionsAmnt > capacity)
perc = ((float)whereAreWe)/((float)positionsAmnt-capacity);
else
perc = 0;
float myh;
if (vertical)
{
myh=perc*((float)pos.h-48)+pos.y+16;
SDL_FillRect(screen,&genRect(pos.h-32,pos.w,pos.x,pos.y+16),0);
blitAt(slider->imgs->ourImages[0].bitmap,pos.x,(int)myh);
slider->pos.y=(int)myh;
}
else
{
myh=perc*((float)pos.w-48)+pos.x+16;
SDL_FillRect(screen,&genRect(pos.h,pos.w-32,pos.x+16,pos.y),0);
blitAt(slider->imgs->ourImages[0].bitmap,(int)myh,pos.y);
slider->pos.x=(int)myh;
}
updateRect(&pos);
}
void Slider::moveDown()
{
if (whereAreWe<positionsAmnt-capacity)
fun(++whereAreWe);
updateSlid();
}
void Slider::moveUp()
{
if (whereAreWe>0)
fun(--whereAreWe);
updateSlid();
}
Slider::Slider(int x, int y, int h, int amnt, int cap, bool ver)
{
vertical=ver;
positionsAmnt = amnt;
capacity = cap;
if (ver)
{
pos = genRect(h,16,x,y);
down = new Button(genRect(16,16,x,y+h-16),boost::bind(&Slider::moveDown,this),CDefHandler::giveDef("SCNRBDN.DEF"),false);
up = new Button(genRect(16,16,x,y),boost::bind(&Slider::moveUp,this),CDefHandler::giveDef("SCNRBUP.DEF"),false);
slider = new Button(genRect(16,16,x,y+16),boost::function<void()>(),CDefHandler::giveDef("SCNRBSL.DEF"),false);
}
else
{
pos = genRect(16,h,x,y);
down = new Button(genRect(16,16,x+h-16,y),boost::bind(&Slider::moveDown,this),CDefHandler::giveDef("SCNRBRT.DEF"),false);
up = new Button(genRect(16,16,x,y),boost::bind(&Slider::moveUp,this),CDefHandler::giveDef("SCNRBLF.DEF"),false);
slider = new Button(genRect(16,16,x+16,y),boost::function<void()>(),CDefHandler::giveDef("SCNRBSL.DEF"),false);
}
moving = false;
whereAreWe=0;
}
void Slider::deactivate()
{
CPG->interested.erase(std::find(CPG->interested.begin(),CPG->interested.end(),this));
}
void Slider::activate()
{
SDL_FillRect(screen,&pos,0);
up->show();
down->show();
slider->show();
//SDL_Flip(screen);
CSDL_Ext::update(screen);
CPG->interested.push_back(this);
}
void Slider::handleIt(SDL_Event sEvent)
{
if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT))
{
if (isItIn(&down->pos,sEvent.motion.x,sEvent.motion.y))
{
down->press();
}
else if (isItIn(&up->pos,sEvent.motion.x,sEvent.motion.y))
{
up->press();
}
else if (isItIn(&slider->pos,sEvent.motion.x,sEvent.motion.y))
{
//slider->press();
moving=true;
}
else if (isItIn(&pos,sEvent.motion.x,sEvent.motion.y))
{
float dy;
float pe;
if (vertical)
{
dy = sEvent.motion.y-pos.y-16;
pe = dy/((float)(pos.h-32));
if (pe>1) pe=1;
if (pe<0) pe=0;
}
else
{
dy = sEvent.motion.x-pos.x-16;
pe = dy/((float)(pos.w-32));
if (pe>1) pe=1;
if (pe<0) pe=0;
}
whereAreWe = pe*(positionsAmnt-capacity);
if (whereAreWe<0)whereAreWe=0;
updateSlid();
fun(whereAreWe);
}
}
else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))
{
if ((down->state==1) && isItIn(&down->pos,sEvent.motion.x,sEvent.motion.y))
{
this->down->fun();
}
if ((up->state==1) && isItIn(&up->pos,sEvent.motion.x,sEvent.motion.y))
{
this->up->fun();
}
if (down->state==1) down->press(false);
if (up->state==1) up->press(false);
if (moving)
{
//slider->press();
moving=false;
}
}
else if (sEvent.type==SDL_KEYDOWN)
{
switch (sEvent.key.keysym.sym)
{
case (SDLK_UP):
CPG->ourScenSel->mapsel.moveByX(-1);
break;
case (SDLK_DOWN):
CPG->ourScenSel->mapsel.moveByX(+1);
break;
case SDLK_PAGEUP:
CPG->ourScenSel->mapsel.moveByX(-CPG->ourScenSel->mapsel.slid->capacity);
break;
case SDLK_PAGEDOWN:
CPG->ourScenSel->mapsel.moveByX(+CPG->ourScenSel->mapsel.slid->capacity);
break;
case SDLK_HOME:
CPG->ourScenSel->mapsel.moveByX(-CPG->ourScenSel->mapsel.slid->positionsAmnt);
break;
case SDLK_END:
CPG->ourScenSel->mapsel.moveByX(+CPG->ourScenSel->mapsel.slid->positionsAmnt);
break;
default:
//TODO do something nasty here like logs entry..
break;
}
}
else if (moving && sEvent.type==SDL_MOUSEMOTION)
{
if (isItIn(&genRect(pos.h,pos.w+64,pos.x-32,pos.y),sEvent.motion.x,sEvent.motion.y))
{
int my;
int all;
float ile;
if (vertical)
{
my = sEvent.motion.y-(pos.y+16);
all =pos.h-48;
ile = (float)my / (float)all;
if (ile>1) ile=1;
if (ile<0) ile=0;
}
else
{
my = sEvent.motion.x-(pos.x+16);
all =pos.w-48;
ile = (float)my / (float)all;
if (ile>1) ile=1;
if (ile<0) ile=0;
}
int ktory = ile*(positionsAmnt-capacity);
if (ktory!=whereAreWe)
{
whereAreWe=ktory;
updateSlid();
fun(whereAreWe);
}
}
}
/*else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))
{
if (ourScenSel->pressed)
{
ourScenSel->pressed->press(false);
ourScenSel->pressed=NULL;
}
for (int i=0;i<btns.size(); i++)
{
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
{
if (btns[i]->selectable)
btns[i]->select(true);
if (btns[i]->fun)
(this->*(btns[i]->fun))();
return;
}
}
if (isItIn(&down->pos,sEvent.motion.x,sEvent.motion.y))
{
(this->*down->fun)();
}
if (isItIn(&up->pos,sEvent.motion.x,sEvent.motion.y))
{
(this->*up->fun)();
}
if (isItIn(&slider->pos,sEvent.motion.x,sEvent.motion.y))
{
(this->*slider->fun)();
}
}*/
}
Slider::~Slider()
{
delete up;
delete down;
delete slider;
}
IntBut::IntBut()
{
type=2;
fun=NULL;
highlightable=false;
}
void IntBut::set()
{
*what=key;
}
void CPoinGroup::setYour(IntSelBut * your)
{
*gdzie=your->key;
};
IntSelBut::IntSelBut( SDL_Rect Pos, boost::function<void()> Fun,CDefHandler* Imgs, bool Sel, CPoinGroup* gr, int My)
: Button(Pos,Fun,Imgs,Sel,gr),key(My)
{
ourPoinGroup=gr;
};
void IntSelBut::select(bool on)
{
Button::select(on);
ourPoinGroup->setYour(this);
CPG->printRating();
}
/********************************************************************************************/
void PreGameTab::show()
{
if (CPG->currentTab)
CPG->currentTab->hide();
showed=true;
CPG->currentTab=this;
}
void PreGameTab::hide()
{
showed=false;
CPG->currentTab=NULL;
}
PreGameTab::PreGameTab()
{
showed=false;
}
/********************************************************************************************/
Options::PlayerOptions::PlayerOptions(int serial, int player)
:flag(genRect(50,42,14,130+serial*50),CPG->ourOptions->flags[player],player),
Cleft(genRect(24,11,164,133+serial*50),CPG->ourOptions->left,true,-1), //left castle arrow
Cright(genRect(24,11,225,133+serial*50),CPG->ourOptions->right,false,-1), //right castle arrow
Hleft(genRect(24,11,240,133+serial*50),CPG->ourOptions->left,true,0), //left hero arrow
Hright(genRect(24,11,301,133+serial*50),CPG->ourOptions->right,false,0), //right hero arrow
Bleft(genRect(24,11,316,133+serial*50),CPG->ourOptions->left,true,1), //left bonus arrow
Bright(genRect(24,11,377,133+serial*50),CPG->ourOptions->right,false,1) //right bonus arrow
{
Bleft.playerID=Bright.playerID=Hleft.playerID=Hright.playerID=Cleft.playerID=Cright.playerID=player;
Bleft.serialID=Bright.serialID=Hleft.serialID=Hright.serialID=Cleft.serialID=Cright.serialID=serial;
}
bool Options::canUseThisHero(int ID)
{
//TODO: check if hero is allowed on selected map
for(int i=0;i<CPG->ret.playerInfos.size();i++)
if(CPG->ret.playerInfos[i].hero==ID)
return false;
return (usedHeroes.find(ID) == usedHeroes.end());
}
int Options::nextAllowedHero(int min, int max, int incl, int dir) //incl 0 - wlacznie; incl 1 - wylacznie; min-max - zakres szukania
{
if(dir>0)
{
for(int i=min+incl; i<=max-incl; i++)
{
if(canUseThisHero(i))
return i;
}
}
else
{
for(int i=max-incl; i>=min+incl; i--)
{
if(canUseThisHero(i))
return i;
}
}
return -1;
}
void Options::OptionSwitch::press(bool down)
{
HighButton::press(down);
PlayerSettings * ourOpt = &CPG->ret.playerInfos[serialID];
PlayerInfo * ourInf = &CPG->ourScenSel->mapsel.selMaps[CPG->ourScenSel->mapsel.selected]->players[playerID];
int dir = (left) ? (-1) : (1);
if (down) return;
switch (which) //which button is this?
{
case -1: //castle change
{
int nCas = getNextCastle(ourOpt->castle,ourInf,!left);
if (nCas!=ourOpt->castle) //changed castle
{
ourOpt->castle = nCas;
if(ourOpt->hero != -2)
{
ourOpt->hero=-1;
CPG->ourOptions->showIcon(0,serialID,false);
}
if(nCas < 0 && ourOpt->bonus==bresource)
{
ourOpt->bonus = brandom;
}
CPG->ourOptions->showIcon(1,serialID,false);
}
break;
}
case 0: //hero change
{
if (ourOpt->castle<0
|| !ourOpt->human
)
{
break;
}
if (ourOpt->hero==-2) //no hero - no change
return;
else if (ourOpt->hero==-1) //random => first/last available
{
int max = (ourOpt->castle*HEROES_PER_TYPE*2+15),
min = (ourOpt->castle*HEROES_PER_TYPE*2);
ourOpt->hero = CPG->ourOptions->nextAllowedHero(min,max,0,dir);
}
else
{
if(dir>0)
ourOpt->hero = CPG->ourOptions->nextAllowedHero(ourOpt->hero,(ourOpt->castle*HEROES_PER_TYPE*2+16),1,dir);
else
ourOpt->hero = CPG->ourOptions->nextAllowedHero(ourOpt->castle*HEROES_PER_TYPE*2-1,ourOpt->hero,1,dir);
}
break;
}
case 1: //bonus change
{
ourOpt->bonus += dir;
if (ourOpt->hero==-2 && !ourInf->heroesNames.size() && ourOpt->bonus==bartifact) //no hero - can't be artifact
{
if (dir<0)
ourOpt->bonus=brandom;
else ourOpt->bonus=bgold;
}
if(ourOpt->bonus > bresource)
ourOpt->bonus = brandom;
if(ourOpt->bonus < brandom)
ourOpt->bonus = bresource;
if (ourOpt->castle==-1 && ourOpt->bonus==bresource) //random castle - can't be resource
{
if (dir<0)
ourOpt->bonus=bgold;
else ourOpt->bonus=brandom;
}
break;
}
}
CPG->ourOptions->showIcon(which,serialID,false);
}
void Options::PlayerFlag::press(bool down)
{
HighButton::press(down);
size_t i=0;
for(;i<CPG->ret.playerInfos.size();i++)
if(CPG->ret.playerInfos[i].color==color)
break;
if (CPG->ret.playerInfos[i].human || (!CPG->ourScenSel->mapsel.selMaps[CPG->ourScenSel->mapsel.selected]->players[CPG->ret.playerInfos[i].color].canHumanPlay))
return; //if this is already human player, or if human is forbidden
size_t j=0;
for(;j<CPG->ret.playerInfos.size();j++)
if(CPG->ret.playerInfos[j].human)
break;
CPG->ret.playerInfos[i].human = true;
CPG->ret.playerInfos[j].human = false;
if(CPG->ret.playerInfos[j].hero >= 0)
{
CPG->ret.playerInfos[j].hero = -1;
CPG->ourOptions->showIcon(0,j,false);
}
std::string pom = CPG->ret.playerInfos[i].name;
CPG->ret.playerInfos[i].name = CPG->ret.playerInfos[j].name;
CPG->ret.playerInfos[j].name = pom;
SDL_BlitSurface(CPG->ourOptions->bgs[CPG->ret.playerInfos[i].color],&genRect(19,99,5,1),screen,&genRect(19,99,62,129+i*50));
SDL_UpdateRect(screen,62,129+50*i,99,19);
SDL_BlitSurface(CPG->ourOptions->bgs[CPG->ret.playerInfos[j].color],&genRect(19,99,5,1),screen,&genRect(19,99,62,129+j*50));
SDL_UpdateRect(screen,62,129+50*j,99,19);
CSDL_Ext::printAtMiddle(CPG->ret.playerInfos[i].name,111,137+i*50,GEOR13,zwykly);
CSDL_Ext::printAtMiddle(CPG->ret.playerInfos[j].name,111,137+j*50,GEOR13,zwykly);
CPG->playerColor = CPG->ret.playerInfos[i].color;
CPG->ourScenSel->mapsel.printFlags();
};
void Options::PlayerFlag::hover(bool on)
{
HighButton::hover(on);
}
void Options::showIcon (int what, int nr, bool abs) //what: -1=castle, 0=hero, 1=bonus, 2=all; abs=true -> nr is absolute
{
if (what==-2)
{
showIcon(-1,nr,abs);
showIcon(0,nr,abs);
showIcon(1,nr,abs);
}
int ab, se;
if (!abs)
{
ab = CPG->ret.playerInfos[nr].color;
se = nr;
}
else
{
ab = nr;
for (size_t i=0; i<CPG->ret.playerInfos.size();++i)
{
if (CPG->ret.playerInfos[i].color==nr)
{
se=i;
break;
}
}
}
PlayerSettings * ourOpt = &CPG->ret.playerInfos[se];
switch (what)
{
case -1:
{
int pom=ourOpt->castle;
if (ourOpt->castle<F_NUMBER && ourOpt->castle>=0)
{
blitAtWR(graphics->getPic(ourOpt->castle,true,false),176,130+50*se);
}
else if (ourOpt->castle==-1)
{
blitAtWR(CPG->ourOptions->rCastle,176,130+50*se);
}
else if (ourOpt->castle==-2)
{
blitAtWR(CPG->ourOptions->nCastle,176,130+50*se);
}
break;
}
case 0:
{
int pom=ourOpt->hero;
if (ourOpt->hero==-1)
{
blitAtWR(CPG->ourOptions->rHero,252,130+50*se);
}
else if (ourOpt->hero==-2)
{
if(ourOpt->heroPortrait>=0)
{
blitAtWR(graphics->portraitSmall[ourOpt->heroPortrait],252,130+50*se);
}
else
{
blitAtWR(CPG->ourOptions->nHero,252,130+50*se);
}
}
else
{
blitAtWR(graphics->portraitSmall[pom],252,130+50*se);
}
break;
}
case 1:
{
int pom;
switch (ourOpt->bonus)
{
case -1:
pom=10;
break;
case 0:
pom=9;
break;
case 1:
pom=8;
break;
case 2:
pom=CGI->townh->towns[ourOpt->castle].bonus;
break;
}
blitAtWR(bonuses->ourImages[pom].bitmap,328,130+50*se);
break;
}
}
}
Options::~Options()
{
if (!inited) {
return;
}
for (size_t i=0; i<bgs.size();i++) {
SDL_FreeSurface(bgs[i]);
}
for (size_t i=0; i<flags.size();i++) {
delete flags[i];
}
SDL_FreeSurface(bg);
SDL_FreeSurface(rHero);
SDL_FreeSurface(rCastle);
SDL_FreeSurface(nHero);
SDL_FreeSurface(nCastle);
delete turnLength;
delete left;
delete right;
delete bonuses;
}
void Options::init()
{
inited=true;
bg = BitmapHandler::loadBitmap("ADVOPTBK.bmp");
SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
left = CDefHandler::giveDef("ADOPLFA.DEF");
right = CDefHandler::giveDef("ADOPRTA.DEF");
bonuses = CDefHandler::giveDef("SCNRSTAR.DEF");
rHero = BitmapHandler::loadBitmap("HPSRAND1.bmp");
rCastle = BitmapHandler::loadBitmap("HPSRAND0.bmp");
nHero = BitmapHandler::loadBitmap("HPSRAND6.bmp");
nCastle = BitmapHandler::loadBitmap("HPSRAND5.bmp");
turnLength = new Slider(57,557,195,11,1,false);
turnLength->fun=boost::bind(&CPreGame::setTurnLength,CPG,_1);
flags.push_back(CDefHandler::giveDef("AOFLGBR.DEF"));
flags.push_back(CDefHandler::giveDef("AOFLGBB.DEF"));
flags.push_back(CDefHandler::giveDef("AOFLGBY.DEF"));
flags.push_back(CDefHandler::giveDef("AOFLGBG.DEF"));
flags.push_back(CDefHandler::giveDef("AOFLGBO.DEF"));
flags.push_back(CDefHandler::giveDef("AOFLGBP.DEF"));
flags.push_back(CDefHandler::giveDef("AOFLGBT.DEF"));
flags.push_back(CDefHandler::giveDef("AOFLGBS.DEF"));
bgs.push_back(BitmapHandler::loadBitmap("ADOPRPNL.bmp"));
bgs.push_back(BitmapHandler::loadBitmap("ADOPBPNL.bmp"));
bgs.push_back(BitmapHandler::loadBitmap("ADOPYPNL.bmp"));
bgs.push_back(BitmapHandler::loadBitmap("ADOPGPNL.bmp"));
bgs.push_back(BitmapHandler::loadBitmap("ADOPOPNL.bmp"));
bgs.push_back(BitmapHandler::loadBitmap("ADOPPPNL.bmp"));
bgs.push_back(BitmapHandler::loadBitmap("ADOPTPNL.bmp"));
bgs.push_back(BitmapHandler::loadBitmap("ADOPSPNL.bmp"));
}
void Options::show()
{
if (showed)return;
PreGameTab::show();
MapSel & ms = CPG->ourScenSel->mapsel;
blitAt(bg,3,6);
CPG->ourScenSel->listShowed=false;
for (size_t i=0; i < CPG->btns.size(); ++i)
{
if (CPG->btns[i]->ID!=10) //leave only right panel buttons
{
CPG->btns.erase(CPG->btns.begin()+i);
i--;
}
}
CPG->interested.clear();
CSDL_Ext::printAtMiddle("Advanced Options",225,35,GEORXX);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[521],224,544,GEOR13); // Player Turn Duration
int playersSoFar=0;
for (size_t i=0; i < PLAYER_LIMIT; ++i)
{
if (!(ms.selMaps[ms.selected]->players[i].canComputerPlay || ms.selMaps[ms.selected]->players[i].canComputerPlay))
continue;
for (size_t hi=0; hi<ms.selMaps[ms.selected]->players[i].heroesNames.size(); hi++) {
usedHeroes.insert(ms.selMaps[ms.selected]->players[i].heroesNames[hi].heroID);
}
blitAt(bgs[i],57,128+playersSoFar*50);
poptions.push_back(new PlayerOptions(playersSoFar,i));
poptions[poptions.size()-1]->nr=playersSoFar;
poptions[poptions.size()-1]->color=(Ecolor)i;
if(CPG->ret.playerInfos[playersSoFar].hero == -1)
{
poptions[poptions.size()-1]->Hleft.show();
poptions[poptions.size()-1]->Hright.show();
CPG->btns.push_back(&poptions[poptions.size()-1]->Hleft);
CPG->btns.push_back(&poptions[poptions.size()-1]->Hright);
}
if(getNextCastle(CPG->ret.playerInfos[playersSoFar].castle,&ms.selMaps[ms.selected]->players[i]) != CPG->ret.playerInfos[playersSoFar].castle)
{
poptions[poptions.size()-1]->Cleft.show();
poptions[poptions.size()-1]->Cright.show();
CPG->btns.push_back(&poptions[poptions.size()-1]->Cleft);
CPG->btns.push_back(&poptions[poptions.size()-1]->Cright);
}
poptions[poptions.size()-1]->Bleft.show();
poptions[poptions.size()-1]->Bright.show();
CPG->btns.push_back(&poptions[poptions.size()-1]->Bleft);
CPG->btns.push_back(&poptions[poptions.size()-1]->Bright);
CSDL_Ext::printAtMiddle(CPG->ret.playerInfos[playersSoFar].name,111,137+playersSoFar*50,GEOR13,zwykly);
if (ms.selMaps[ms.selected]->players[i].canHumanPlay)
{
poptions[poptions.size()-1]->flag.show();
CPG->btns.push_back(&poptions[poptions.size()-1]->flag);
if (ms.selMaps[ms.selected]->players[i].canComputerPlay) {
CSDL_Ext::printAtMiddleWB("Human or CPU",86,163+playersSoFar*50,GEORM,7,zwykly);
}
else {
CSDL_Ext::printAtMiddleWB("Human",86,163+playersSoFar*50,GEORM,6,zwykly);
}
}
else {
CSDL_Ext::printAtMiddleWB("CPU",86,163+playersSoFar*50,GEORM,6,zwykly);
}
playersSoFar++;
}
CSDL_Ext::printAtMiddleWB(CGI->generaltexth->allTexts[516],221,63,GEOR13,55,zwykly);
CSDL_Ext::printAtMiddleWB(CGI->generaltexth->getTitle(CGI->generaltexth->zelp[256].second),109,109,GEOR13,14);
CSDL_Ext::printAtMiddleWB(CGI->generaltexth->getTitle(CGI->generaltexth->zelp[259].second),201,109,GEOR13,10);
CSDL_Ext::printAtMiddleWB(CGI->generaltexth->getTitle(CGI->generaltexth->zelp[260].second),275,109,GEOR13,10);
CSDL_Ext::printAtMiddleWB(CGI->generaltexth->getTitle(CGI->generaltexth->zelp[261].second),354,109,GEOR13,10);
turnLength->activate();
for (size_t i=0; i < poptions.size(); ++i) {
showIcon(-2,i,false);
}
for(int i=0;i<12;i++)
turnLength->moveDown();
//SDL_Flip(screen);
CSDL_Ext::update(screen);
}
void Options::hide()
{
if (!showed) {
return;
}
PreGameTab::hide();
for (size_t i=0; i < CPG->btns.size(); ++i)
if (CPG->btns[i]->ID==7)
CPG->btns.erase(CPG->btns.begin()+i--);
for (size_t i=0;i<poptions.size();i++) {
delete poptions[i];
}
poptions.clear();
turnLength->deactivate();
}
MapSel::~MapSel()
{
SDL_FreeSurface(bg);
for (size_t i=0; i < scenImgs.size(); ++i)
{
SDL_FreeSurface(scenImgs[i]);
}
delete sFlags;
}
// Display the tab with the scenario names
//
// elemIdx is the index of the maps or saved game to display on line 0
// slid->capacity contains the number of available screen lines
// slid->positionsAmnt is the number of elements after filtering
void MapSel::printMaps(int elemIdx)
{
// Display all elements if there's enough space
if(slid->positionsAmnt < slid->capacity)
elemIdx = 0;
SDL_Surface * scenin = CSDL_Ext::newSurface(351,25);
SDL_Color nasz;
for (int line=0; line<slid->capacity; elemIdx++)
{
if (elemIdx >= selMaps.size()) {
// No elements left to display, so it's an empty line.
SDL_BlitSurface(bg, &genRect(25, 351, 22, 115+line*25), scenin, NULL);
blitAt(scenin, 25, 121+line*25);
line ++;
continue;
}
CMapInfo* curMap = selMaps[elemIdx];
// Build the line to display.
if (elemIdx == selected)
nasz=tytulowy;
else
nasz=zwykly;
SDL_BlitSurface(bg,&genRect(25, 351, 22, line*25+115), scenin, NULL);
std::ostringstream ostr(std::ostringstream::out);
ostr << curMap->playerAmnt << "/" << curMap->humenPlayers;
CSDL_Ext::printAt(ostr.str(),6,4,GEOR13,nasz,scenin, 2);
std::string temp2;
switch (curMap->width)
{
case 36:
temp2="S";
break;
case 72:
temp2="M";
break;
case 108:
temp2="L";
break;
case 144:
temp2="XL";
break;
default:
temp2="C";
break;
}
CSDL_Ext::printAtMiddle(temp2,50,13,GEOR13,nasz,scenin, 2);
int temp=-1;
switch (curMap->version)
{
case CMapHeader::RoE:
temp=0;
break;
case CMapHeader::AB:
temp=1;
break;
case CMapHeader::SoD:
temp=2;
break;
case CMapHeader::WoG:
temp=3;
break;
default:
// Unknown version. Be safe and ignore that map
tlog2 << "Warning: " << curMap->filename << " has wrong version!\n";
continue;
}
blitAt(Dtypes->ourImages[temp].bitmap,67,2,scenin);
if (CPG->fromMenu == CPG->newGame)
{
if (!(curMap->name.length()))
curMap->name = "Unnamed";
CSDL_Ext::printAtMiddle(curMap->name,192,13,GEOR13,nasz,scenin, 2);
}
else
{
std::string &name = curMap->filename;
CSDL_Ext::printAtMiddle(name.substr(6,name.size()-12),192,13,GEOR13,nasz,scenin, 2);
}
if (curMap->victoryCondition.condition == winStandard)
temp=11;
else
temp=curMap->victoryCondition.condition;
blitAt(Dvic->ourImages[temp].bitmap,285,2,scenin);
if (curMap->lossCondition.typeOfLossCon == lossStandard)
temp=3;
else
temp=curMap->lossCondition.typeOfLossCon;
blitAt(Dloss->ourImages[temp].bitmap,318,2,scenin);
blitAt(scenin,25,121+line*25);
line ++;
}
SDL_FreeSurface(scenin);
SDL_UpdateRect(screen, 25, 121, 351, 19*25);
}
void MapSel::hide()
{
if (!showed)return;
PreGameTab::hide();
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&small));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&medium));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&large));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&xlarge));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&all));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&nrplayer));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&mapsize));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&type));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&name));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&viccon));
CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&loscon));
slid->deactivate();
CPG->currentTab = NULL;
};
void MapSel::show()
{
if (showed)return;
PreGameTab::show();
//blit bg
blitAt(bg,3,6);
CSDL_Ext::printAt("Map Sizes",55,60,GEOR13);
CSDL_Ext::printAt(CGI->generaltexth->arraytxt[CPG->fromMenu==CPG->newGame ? 229 : 230],110,25,TNRB16); //Select a Scenario to Play : Load a Saved Game
//size buttons
small.show();
medium.show();
large.show();
xlarge.show();
all.show();
CPG->btns.push_back(&small);
CPG->btns.push_back(&medium);
CPG->btns.push_back(&large);
CPG->btns.push_back(&xlarge);
CPG->btns.push_back(&all);
//sort by buttons
nrplayer.show();
mapsize.show();
type.show();
name.show();
viccon.show();
loscon.show();
CPG->btns.push_back(&nrplayer);
CPG->btns.push_back(&mapsize);
CPG->btns.push_back(&type);
CPG->btns.push_back(&name);
CPG->btns.push_back(&viccon);
CPG->btns.push_back(&loscon);
//print scenario list
printMaps();
slid->whereAreWe = 0;
slid->activate();
//SDL_Flip(screen);
CSDL_Ext::update(screen);
}
void MapSel::processMaps(const std::vector<std::string> &pliczkiTemp, int start, int threads)
{
int read=0;
unsigned char sss[1000];
while(true)
{
if(start >= ourMaps.size())
break;
ourMaps[start] = NULL;
gzFile tempf = gzopen(pliczkiTemp[start].c_str(),"rb");
read = gzread(tempf, sss, 1000);
gzclose(tempf);
if(read < 50)
{
tlog3<<"\t\tWarning: corrupted map file: "<<pliczkiTemp[start]<<std::endl;
}
else if (sss[4]) //valid map
{
CMapInfo *mi = new CMapInfo(pliczkiTemp[start],sss);
ourMaps[start] = mi;
}
start += threads;
}
}
void MapSel::processGames(const std::vector<std::string> &pliczkiTemp)
{
ourGames.resize(pliczkiTemp.size());
ui32 hlp;
for(int i=0; i<pliczkiTemp.size(); i++)
{
CLoadFile lf(pliczkiTemp[i]);
ui8 sign[8];
lf >> sign >> hlp;
if(hlp != version)
{
tlog3 << "\t\t" << pliczkiTemp[i] << " seems to be too " << ((hlp>version) ? "new" : "old") << " and will be ommited.\n";
ourGames[i] = NULL;
continue;
}
ourGames[i] = new CMapInfo();
lf >> static_cast<CMapHeader&>(*ourGames[i]) >> ourGames[i]->seldiff;
ourGames[i]->filename = pliczkiTemp[i];
ourGames[i]->countPlayers();
}
}
static bool isNull(CMapInfo*mi)
{
return mi==NULL;
}
void MapSel::init()
{
//get map files names
std::vector<std::string> pliczkiTemp;
if(!boost::filesystem::exists("Maps"))
{
tlog1 << "Cannot find /Maps directory!\n";
}
fs::path tie( (fs::initial_path<fs::path>())/"Maps" );
fs::directory_iterator end_iter;
for ( fs::directory_iterator dir (tie); dir!=end_iter; ++dir )
{
if (fs::is_regular_file(dir->status()));
{
if (boost::ends_with(dir->path().filename(),".h3m"))
pliczkiTemp.push_back("Maps/"+(dir->path().leaf()));
}
}
ourMaps.resize(pliczkiTemp.size());
boost::thread_group group;
if(pliczkiTemp.size())
{
int threads = std::max((unsigned int)1,boost::thread::hardware_concurrency());
for(int ti=0;ti<threads;ti++)
group.create_thread(boost::bind(&MapSel::processMaps,this,boost::ref(pliczkiTemp),ti,threads));
}
else
{
tlog1 << "No maps in the /Maps directory!\n";
}
bg = BitmapHandler::loadBitmap("SCSELBCK.bmp");
SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
small.imgs = CDefHandler::giveDef("SCSMBUT.DEF");
small.fun = NULL;
small.pos = genRect(small.imgs->ourImages[0].bitmap->h,small.imgs->ourImages[0].bitmap->w,161,52);
small.ourGroup=NULL;
medium.imgs = CDefHandler::giveDef("SCMDBUT.DEF");
medium.fun = NULL;
medium.pos = genRect(medium.imgs->ourImages[0].bitmap->h,medium.imgs->ourImages[0].bitmap->w,208,52);
medium.ourGroup=NULL;
large.imgs = CDefHandler::giveDef("SCLGBUT.DEF");
large.fun = NULL;
large.pos = genRect(large.imgs->ourImages[0].bitmap->h,large.imgs->ourImages[0].bitmap->w,255,52);
large.ourGroup=NULL;
xlarge.imgs = CDefHandler::giveDef("SCXLBUT.DEF");
xlarge.fun = NULL;
xlarge.pos = genRect(xlarge.imgs->ourImages[0].bitmap->h,xlarge.imgs->ourImages[0].bitmap->w,302,52);
xlarge.ourGroup=NULL;
all.imgs = CDefHandler::giveDef("SCALBUT.DEF");
all.fun = NULL;
all.pos = genRect(all.imgs->ourImages[0].bitmap->h,all.imgs->ourImages[0].bitmap->w,349,52);
all.ourGroup=NULL;
all.selectable=xlarge.selectable=large.selectable=medium.selectable=small.selectable=false;
small.what=medium.what=large.what=xlarge.what=all.what=&sizeFilter;
small.key=36;medium.key=72;large.key=108;xlarge.key=144;all.key=0;
//Button<> nrplayer, mapsize, type, name, viccon, loscon;
nrplayer.imgs = CDefHandler::giveDef("SCBUTT1.DEF");
nrplayer.fun = NULL;
nrplayer.pos = genRect(nrplayer.imgs->ourImages[0].bitmap->h,nrplayer.imgs->ourImages[0].bitmap->w,26,92);
nrplayer.key=_playerAm;
mapsize.imgs = CDefHandler::giveDef("SCBUTT2.DEF");
mapsize.fun = NULL;
mapsize.pos = genRect(mapsize.imgs->ourImages[0].bitmap->h,mapsize.imgs->ourImages[0].bitmap->w,58,92);
mapsize.key=_size;
type.imgs = CDefHandler::giveDef("SCBUTCP.DEF");
type.fun = NULL;
type.pos = genRect(type.imgs->ourImages[0].bitmap->h,type.imgs->ourImages[0].bitmap->w,91,92);
type.key=_format;
name.imgs = CDefHandler::giveDef("SCBUTT3.DEF");
name.fun = NULL;
name.pos = genRect(name.imgs->ourImages[0].bitmap->h,name.imgs->ourImages[0].bitmap->w,124,92);
name.key=_name;
viccon.imgs = CDefHandler::giveDef("SCBUTT4.DEF");
viccon.fun = NULL;
viccon.pos = genRect(viccon.imgs->ourImages[0].bitmap->h,viccon.imgs->ourImages[0].bitmap->w,309,92);
viccon.key=_viccon;
loscon.imgs = CDefHandler::giveDef("SCBUTT5.DEF");
loscon.fun = NULL;
loscon.pos = genRect(loscon.imgs->ourImages[0].bitmap->h,loscon.imgs->ourImages[0].bitmap->w,342,92);
loscon.key=_loscon;
nrplayer.poin=mapsize.poin=type.poin=name.poin=viccon.poin=loscon.poin=(int*)(&sortBy);
nrplayer.fun=mapsize.fun=type.fun=name.fun=viccon.fun=loscon.fun=boost::bind(&CPreGame::sortMaps,CPG);
Dtypes = CDefHandler::giveDef("SCSELC.DEF");
Dvic = CDefHandler::giveDef("SCNRVICT.DEF");
Dloss = CDefHandler::giveDef("SCNRLOSS.DEF");
//Dsizes = CPG->slh->giveDef("SCNRMPSZ.DEF");
Dsizes = CDefHandler::giveDef("SCNRMPSZ.DEF");
sFlags = CDefHandler::giveDef("ITGFLAGS.DEF");
slid = new Slider(375,92,480,ourMaps.size(),-1,true);
slid->fun = boost::bind(&CPreGame::printMapsFrom,CPG,_1);
group.join_all();
std::vector<CMapInfo*>::iterator maps = std::remove_if(ourMaps.begin(),ourMaps.end(),isNull);
ourMaps.erase(maps,ourMaps.end());
std::sort(ourMaps.begin(),ourMaps.end(),mapSorter(_name));
pliczkiTemp.clear();
std::vector<std::string> datestemp;
if(!boost::filesystem::exists("Games"))
{
tlog1 << "Cannot find /Games directory!\n";
}
tie = fs::path( (fs::initial_path<fs::path>())/"/Games" );
for ( fs::directory_iterator dir (tie); dir!=end_iter; ++dir )
{
if (fs::is_regular_file(dir->status()));
{
if (boost::ends_with(dir->path().filename(),".vlgm1"))
{
if( fs::file_size(dir->path()) < 16000 )
{
tlog3 << "\t\tWarning: savegame " << dir->path().filename() << " seems to be corrupted and will be ommited.\n";
continue;
}
pliczkiTemp.push_back("Games/"+(dir->path().leaf()));
std::time_t time = fs::last_write_time(dir->path());
datestemp.push_back(std::asctime(std::gmtime(&time)));
}
}
}
processGames(pliczkiTemp);
for (int i = 0; i < ourGames.size(); i++)
{
if(ourGames[i])
ourGames[i]->date = datestemp[i];
}
maps = std::remove_if(ourGames.begin(),ourGames.end(),isNull);
ourGames.erase(maps,ourGames.end());
std::sort(ourGames.begin(),ourGames.end(),mapSorter(_name));
}
// Move the list up or down by a specified amount (positive or negative).
void MapSel::moveByX(int nlines)
{
selected += nlines;
// Adjust selected
if (selected < 0)
selected = 0;
else if (selected >= selMaps.size())
selected = selMaps.size() - 1;
// Since we want the selection to appear, we may have to change which
// maps are to be displayed
if (selected < slid->whereAreWe)
slid->whereAreWe = selected;
else if (selected >= slid->whereAreWe + slid->capacity) {
slid->whereAreWe = selected - slid->capacity + 1;
if (slid->whereAreWe >= slid->positionsAmnt)
slid->whereAreWe = slid->positionsAmnt - 1;
}
select(selected);
slid->updateSlid();
}
void MapSel::select(int which, bool updateMapsList, bool forceSettingsUpdate)
{
if(which < 0 || which >= selMaps.size())
// Empty list
return;
// If there's currently no default selection, make one
if (selected == -1 && selMaps.size())
selected = 0;
bool dontSaveSettings = ((selected!=which) || (CPG->ret.playerInfos.size()==0) || forceSettingsUpdate);
if (selected >= 0)
{
selected = which;
CPG->ret.mapname = selMaps[selected]->filename;
}
if(updateMapsList)
printMaps(slid->whereAreWe);
int serialC=0;
if(selected >=0 && dontSaveSettings)
{
CPG->ret.playerInfos.clear();
bool wasntpl = true;
for (int i=0;i<PLAYER_LIMIT;i++)
{
if (!(selMaps[selected]->players[i].canComputerPlay
|| selMaps[selected]->players[i].canComputerPlay)
)
continue; // this caused some serious problems becouse of lack of simple bijection between two sets of player's numbers (one is returned by CPreGame, second is used in h3m)
PlayerSettings pset;
pset.color=(Ecolor)i;
pset.serial = serialC;
serialC++;
pset.bonus=brandom;
pset.castle=-2;
if (selMaps[which]->players[i].canHumanPlay && wasntpl)
{
pset.name=CGI->generaltexth->allTexts[434]; //Player
pset.human = true;
CPG->playerColor = i;
wasntpl = false;
}
else
{
pset.name=CGI->generaltexth->allTexts[468];//Computer
pset.human = false;
}
for (int j=0;j<F_NUMBER;j++)
{
if (((int)pow((double)2,j))&selMaps[selected]->players[i].allowedFactions)
{
if (pset.castle>=0)
pset.castle=-1;
if (pset.castle==-2)
pset.castle=j;
}
}
pset.heroPortrait=-1;
if (!
(((selMaps[which]->players[i].generateHeroAtMainTown || selMaps[which]->version==CMapHeader::RoE)
&& selMaps[which]->players[i].hasMainTown)
|| selMaps[which]->players[i].p8)
)
pset.hero=-2;
else
pset.hero=-1;
if(selMaps[which]->players[i].mainHeroName.length())
{
pset.heroName = selMaps[which]->players[i].mainHeroName;
if((pset.heroPortrait = selMaps[which]->players[i].mainHeroPortrait)==255)
pset.heroPortrait = selMaps[which]->players[i].p9;
}
pset.handicap=0;
CPG->ret.playerInfos.push_back(pset);
}
}
printSelectedInfo();
}
MapSel::MapSel():selected(-1),sizeFilter(0)
{
}
void MapSel::printSelectedInfo()
{
SDL_BlitSurface(CPG->ourScenSel->scenInf,&genRect(399,337,17,23),screen,&genRect(399,337,413,29));
SDL_BlitSurface(CPG->ourScenSel->scenInf,&genRect(50,91,18,447),screen,&genRect(50,91,414,453));
//blit texts
CSDL_Ext::printAt(CGI->generaltexth->zelp[21].second,420,25,GEOR13);
CSDL_Ext::printAt(CGI->generaltexth->allTexts[496],420,135,GEOR13);
CSDL_Ext::printAt(CGI->generaltexth->allTexts[497],420,285,GEOR13);
CSDL_Ext::printAt(CGI->generaltexth->allTexts[498],420,340,GEOR13);
CSDL_Ext::printAt(CGI->generaltexth->allTexts[390],420,406,GEOR13,zwykly);
CSDL_Ext::printAt(CGI->generaltexth->allTexts[391],585,406,GEOR13,zwykly);
if(CPG->fromMenu==CPG->newGame)
{
SDL_BlitSurface(CPG->ourScenSel->bScens.imgs->ourImages[0].bitmap,NULL,screen,&CPG->ourScenSel->bScens.pos);
SDL_BlitSurface(CPG->ourScenSel->bOptions.imgs->ourImages[0].bitmap,NULL,screen,&CPG->ourScenSel->bOptions.pos);
SDL_BlitSurface(CPG->ourScenSel->bRandom.imgs->ourImages[0].bitmap,NULL,screen,&CPG->ourScenSel->bRandom.pos);
}
if (selected >= 0)
{
CMapInfo &selMap = *selMaps[selected];
if(CPG->fromMenu != CPG->newGame)
{
CPG->ourScenSel->bEasy.state = 2 + (selMap.seldiff==0);
CPG->ourScenSel->bNormal.state = 2 + (selMap.seldiff==1);
CPG->ourScenSel->bHard.state = 2 + (selMap.seldiff==2);
CPG->ourScenSel->bExpert.state = 2 + (selMap.seldiff==3);
CPG->ourScenSel->bImpossible.state = 2 + (selMap.seldiff==4);
CPG->ourScenSel->bEasy.show();
CPG->ourScenSel->bNormal.show();
CPG->ourScenSel->bHard.show();
CPG->ourScenSel->bExpert.show();
CPG->ourScenSel->bImpossible.show();
}
int temp = selMap.victoryCondition.condition+1;
if (temp>20) temp=0;
std::string sss = CGI->generaltexth->victoryConditions[temp];
if (temp && selMap.victoryCondition.allowNormalVictory) sss+= "/" + CGI->generaltexth->victoryConditions[0];
CSDL_Ext::printAt(sss,452,310,GEOR13,zwykly);
temp = selMap.lossCondition.typeOfLossCon+1;
if (temp>20) temp=0;
sss = CGI->generaltexth->lossCondtions[temp];
CSDL_Ext::printAt(sss,452,370,GEOR13,zwykly);
//blit description
std::vector<std::string> desc = *CMessage::breakText(selMap.description,50);
for (int i=0;i<desc.size();i++)
CSDL_Ext::printAt(desc[i],417,152+i*13,GEOR13,zwykly);
if ((selected < 0) || (selected >= selMaps.size()))
return;
if (selMap.name.length())
CSDL_Ext::printAt(selMap.name,420,41,GEORXX);
else CSDL_Ext::printAt("Unnamed",420,41,GEORXX);
std::string diff;
switch (selMap.difficulty)
{
case 0:
diff=gdiff(CGI->generaltexth->zelp[24].second);
break;
case 1:
diff=gdiff(CGI->generaltexth->zelp[25].second);
break;
case 2:
diff=gdiff(CGI->generaltexth->zelp[26].second);
break;
case 3:
diff=gdiff(CGI->generaltexth->zelp[27].second);
break;
case 4:
diff=gdiff(CGI->generaltexth->zelp[28].second);
break;
}
temp=-1;
switch (selMap.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;
}
blitAt(Dsizes->ourImages[temp].bitmap,714,28);
temp = selMap.victoryCondition.condition;
if (temp>12) temp=11;
blitAt(Dvic->ourImages[temp].bitmap,420,308); //v
temp=selMap.lossCondition.typeOfLossCon;
if (temp>12) temp=3;
blitAt(Dloss->ourImages[temp].bitmap,420,366); //l
CSDL_Ext::printAtMiddle(diff,458,477,GEOR13,zwykly);
CSDL_Ext::printTo(selMap.date,704,40,GEOR13,zwykly);
printFlags();
}
//SDL_Flip(screen);
CSDL_Ext::update(screen);
}
void MapSel::printFlags()
{
CMapInfo &selMap = *selMaps[selected];
int hy=405, fx=460, ex=640, myT;
if (selMap.howManyTeams)
myT = selMap.players[CPG->playerColor].team;
else myT = -1;
for (int i=0;i<CPG->ret.playerInfos.size();i++)
{
if (myT>=0)
{
if(selMap.players[CPG->ret.playerInfos[i].color].team==myT)
{
blitAtWR(sFlags->ourImages[CPG->ret.playerInfos[i].color].bitmap,fx,hy);
fx+=sFlags->ourImages[CPG->ret.playerInfos[i].color].bitmap->w;
}
else
{
blitAtWR(sFlags->ourImages[CPG->ret.playerInfos[i].color].bitmap,ex,hy);
ex+=sFlags->ourImages[CPG->ret.playerInfos[i].color].bitmap->w;
}
}
else
{
if(CPG->ret.playerInfos[i].color==CPG->playerColor)
{
blitAtWR(sFlags->ourImages[CPG->ret.playerInfos[i].color].bitmap,fx,hy);
fx+=sFlags->ourImages[CPG->ret.playerInfos[i].color].bitmap->w;
}
else
{
blitAtWR(sFlags->ourImages[CPG->ret.playerInfos[i].color].bitmap,ex,hy);
ex+=sFlags->ourImages[CPG->ret.playerInfos[i].color].bitmap->w;
}
}
}
}
std::string MapSel::gdiff(std::string ss)
{
std::string ret;
for (int i=2;i<ss.length();i++)
{
if (ss[i]==' ')
break;
ret+=ss[i];
}
return ret;
}
// A new size filter (Small, Medium, ...) has been selected. Populate
// selMaps with the relevant data.
void MapSel::updateSelection()
{
std::vector<CMapInfo*> &maps = CPG->fromMenu==CPG->newGame ? ourMaps : ourGames;
selMaps.clear();
if (sizeFilter) {
// Filter in effect. Add only maps that matches.
for (int i=0; i<maps.size(); i++) {
if (maps[i]->width == sizeFilter) {
selMaps.push_back(maps[i]);
}
}
} else {
// No size filter. Copy all maps pointers.
selMaps = maps;
}
}
void CPreGame::printRating()
{
SDL_BlitSurface(CPG->ourScenSel->scenInf,&genRect(47,83,271,449),screen,&genRect(47,83,666,455));
updateRect(&genRect(47,83,666,455));
std::string tob;
switch (ourScenSel->selectedDiff)
{
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;
}
CSDL_Ext::printAtMiddle(tob,703,477,GEOR13,zwykly);
}
void CPreGame::printMapsFrom(int from)
{
ourScenSel->mapsel.printMaps(from);
}
void CPreGame::showScenList()
{
if (currentTab != &ourScenSel->mapsel)
{
ourScenSel->listShowed=true;
ourScenSel->mapsel.show();
}
else
{
currentTab->hide();
showScenSel();
}
}
CPreGame::CPreGame()
{
CPG=this;
highlighted=NULL;
currentTab=NULL;
run=true;
timeHandler tmh;tmh.getDif();
tytulowy.r=229;tytulowy.g=215;tytulowy.b=123;tytulowy.unused=0;
zwykly.r=255;zwykly.g=255;zwykly.b=255;zwykly.unused=0; //gbr
tlo.r=66;tlo.g=44;tlo.b=24;tlo.unused=0;
currentMessage=NULL;
behindCurMes=NULL;
initMainMenu();
tlog0<<"\tCPreGame: main menu initialization: "<<tmh.getDif()<<std::endl;
initNewMenu();
tlog0<<"\tCPreGame: newgame menu initialization: "<<tmh.getDif()<<std::endl;
initLoadMenu();
tlog0<<"\tCPreGame: loadgame menu initialization: "<<tmh.getDif()<<std::endl;
initScenSel();
tlog0<<"\tCPreGame: scenario choice initialization: "<<tmh.getDif()<<std::endl;
initOptions();
tlog0<<"\tCPreGame: scenario options initialization: "<<tmh.getDif()<<std::endl;
showMainMenu();
tlog0<<"\tCPreGame: displaying main menu: "<<tmh.getDif()<<std::endl;
playerName="Player";
}
void CPreGame::initOptions()
{
ourOptions = new Options();
ourOptions->init();
}
void CPreGame::initScenSel()
{
ourScenSel = new ScenSel();
tlog5 << "\t\tLoaded graphics\n";
ourScenSel->mapsel.init();
tlog5 << "\t\tLoaded maps\n";
}
// New Game or Load Game seletion..
void CPreGame::showScenSel()
{
state=ScenarioList;
ourScenSel->mapsel.updateSelection();
ourScenSel->mapsel.slid->positionsAmnt = ourScenSel->mapsel.selMaps.size();
SDL_BlitSurface(ourScenSel->background,NULL,screen,NULL);
SDL_BlitSurface(ourScenSel->scenInf,NULL,screen,&genRect(ourScenSel->scenInf->h,ourScenSel->scenInf->w,396,6));
CSDL_Ext::printAt(CGI->generaltexth->allTexts[494],427,438,GEOR13);//"Map Diff:"
CSDL_Ext::printAt(CGI->generaltexth->allTexts[492],527,438,GEOR13); //player difficulty
CSDL_Ext::printAt(CGI->generaltexth->allTexts[218],685,438,GEOR13);//"Rating:"
//blit buttons
SDL_BlitSurface(ourScenSel->bEasy.imgs->ourImages[0].bitmap,NULL,screen,&ourScenSel->bEasy.pos);
SDL_BlitSurface(ourScenSel->bNormal.imgs->ourImages[0].bitmap,NULL,screen,&ourScenSel->bNormal.pos);
SDL_BlitSurface(ourScenSel->bHard.imgs->ourImages[0].bitmap,NULL,screen,&ourScenSel->bHard.pos);
SDL_BlitSurface(ourScenSel->bExpert.imgs->ourImages[0].bitmap,NULL,screen,&ourScenSel->bExpert.pos);
SDL_BlitSurface(ourScenSel->bImpossible.imgs->ourImages[0].bitmap,NULL,screen,&ourScenSel->bImpossible.pos);
SDL_BlitSurface((fromMenu==newGame ? ourScenSel->bBegin : ourScenSel->bLoad).imgs->ourImages[0].bitmap,NULL,screen,&ourScenSel->bBegin.pos);
SDL_BlitSurface(ourScenSel->bBack.imgs->ourImages[0].bitmap,NULL,screen,&ourScenSel->bBack.pos);
//blitAt(ourScenSel->bScens.imgs->ourImages[0].bitmap,ourScenSel->bScens.pos.x,ourScenSel->bScens.pos.y);
//blitAt(ourScenSel->bRandom.imgs->ourImages[0].bitmap,414,105);
//blitAt(ourScenSel->bOptions.imgs->ourImages[0].bitmap,414,509);
//blitAt(ourScenSel->bBegin.imgs->ourImages[0].bitmap,414,535);
//blitAt(ourScenSel->bBack.imgs->ourImages[0].bitmap,584,535);
//add buttons info
if(first)
{
if(fromMenu==newGame)
{
btns.push_back(&ourScenSel->bEasy);
btns.push_back(&ourScenSel->bNormal);
btns.push_back(&ourScenSel->bHard);
btns.push_back(&ourScenSel->bExpert);
btns.push_back(&ourScenSel->bImpossible);
btns.push_back(&ourScenSel->bScens);
btns.push_back(&ourScenSel->bRandom);
btns.push_back(&ourScenSel->bOptions);
}
else
ourScenSel->mapsel.show();
btns.push_back(&(fromMenu==newGame ? ourScenSel->bBegin : ourScenSel->bLoad));
btns.push_back(&ourScenSel->bBack);
ourScenSel->selectedDiff=1;
ourScenSel->bNormal.select(true);
handleOther = &CPreGame::scenHandleEv;
ourScenSel->mapsel.select(0,false);
for (size_t i=0; i < btns.size(); ++i)
{
btns[i]->pos.w=btns[i]->imgs->ourImages[0].bitmap->w;
btns[i]->pos.h=btns[i]->imgs->ourImages[0].bitmap->h;
btns[i]->ID=10;
}
}
else
{
ourScenSel->mapsel.select(ourScenSel->mapsel.selected,false);
switch (ourScenSel->selectedDiff)
{
case 0:
ourScenSel->bEasy.select(true);
break;
case 1:
ourScenSel->bNormal.select(true);
break;
case 2:
ourScenSel->bHard.select(true);
break;
case 3:
ourScenSel->bExpert.select(true);
break;
case 4:
ourScenSel->bImpossible.select(true);
break;
}
}
//ourScenSel->mapsel.printSelectedInfo(); // this is already called in select()
//SDL_Flip(screen);
CSDL_Ext::update(screen);
first = false;
}
void CPreGame::showOptions()
{
if (ourScenSel->mapsel.selected == -1)
return;
if (currentTab != ourOptions)
ourOptions->show();
else
{
currentTab->hide();
showScenSel();
}
}
void CPreGame::initNewMenu()
{
ourNewMenu = new menuItems();
ourNewMenu->bgAd = BitmapHandler::loadBitmap("ZNEWGAM.bmp");
ourNewMenu->background = BitmapHandler::loadBitmap("ZPIC1005.bmp");
blitAt(ourNewMenu->bgAd,114,312,ourNewMenu->background);
//loading menu buttons
ourNewMenu->newGame = CDefHandler::giveDef("ZTSINGL.DEF");
ourNewMenu->loadGame = CDefHandler::giveDef("ZTMULTI.DEF");
ourNewMenu->highScores = CDefHandler::giveDef("ZTCAMPN.DEF");
ourNewMenu->credits = CDefHandler::giveDef("ZTTUTOR.DEF");
ourNewMenu->quit = CDefHandler::giveDef("ZTBACK.DEF");
// single scenario
ourNewMenu->lNewGame.h=ourNewMenu->newGame->ourImages[0].bitmap->h;
ourNewMenu->lNewGame.w=ourNewMenu->newGame->ourImages[0].bitmap->w;
ourNewMenu->lNewGame.x=545;
ourNewMenu->lNewGame.y=4;
ourNewMenu->fNewGame=&CPreGame::showScenSel;
//multiplayer
ourNewMenu->lLoadGame.h=ourNewMenu->loadGame->ourImages[0].bitmap->h;
ourNewMenu->lLoadGame.w=ourNewMenu->loadGame->ourImages[0].bitmap->w;
ourNewMenu->lLoadGame.x=568;
ourNewMenu->lLoadGame.y=120;
ourNewMenu->fLoadGame = NULL;
//campaign
ourNewMenu->lHighScores.h=ourNewMenu->highScores->ourImages[0].bitmap->h;
ourNewMenu->lHighScores.w=ourNewMenu->highScores->ourImages[0].bitmap->w;
ourNewMenu->lHighScores.x=541;
ourNewMenu->lHighScores.y=233;
ourNewMenu->fHighScores = NULL;
//tutorial
ourNewMenu->lCredits.h=ourNewMenu->credits->ourImages[0].bitmap->h;
ourNewMenu->lCredits.w=ourNewMenu->credits->ourImages[0].bitmap->w;
ourNewMenu->lCredits.x=545;
ourNewMenu->lCredits.y=358;
ourNewMenu->fCredits = NULL;
//back
ourNewMenu->lQuit.h=ourNewMenu->quit->ourImages[0].bitmap->h;
ourNewMenu->lQuit.w=ourNewMenu->quit->ourImages[0].bitmap->w;
ourNewMenu->lQuit.x=582;
ourNewMenu->lQuit.y=464;
ourNewMenu->fQuit=&CPreGame::showMainMenu;
ourNewMenu->highlighted=0;
}
void CPreGame::showNewMenu()
{
if(state == ScenarioList && fromMenu==loadGame)
{
showLoadMenu();
return;
}
if (currentTab/*==&ourScenSel->mapsel*/)
currentTab->hide();
btns.clear();
interested.clear();
handleOther=NULL;
state = newGame;
fromMenu = newGame;
ourScenSel->mapsel.slid->capacity = 18;
SDL_BlitSurface(ourNewMenu->background,NULL,screen,NULL);
SDL_BlitSurface(ourNewMenu->newGame->ourImages[0].bitmap,NULL,screen,&ourNewMenu->lNewGame);
SDL_BlitSurface(ourNewMenu->loadGame->ourImages[0].bitmap,NULL,screen,&ourNewMenu->lLoadGame);
SDL_BlitSurface(ourNewMenu->highScores->ourImages[0].bitmap,NULL,screen,&ourNewMenu->lHighScores);
SDL_BlitSurface(ourNewMenu->credits->ourImages[0].bitmap,NULL,screen,&ourNewMenu->lCredits);
SDL_BlitSurface(ourNewMenu->quit->ourImages[0].bitmap,NULL,screen,&ourNewMenu->lQuit);
//SDL_Flip(screen);
CSDL_Ext::update(screen);
first = true;
}
void CPreGame::initMainMenu()
{
ourMainMenu = new menuItems();
ourMainMenu->background = BitmapHandler::loadBitmap("ZPIC1005.bmp"); //SDL_LoadBMP("h3bitmap.lod\\ZPIC1005.bmp");
//loading menu buttons
ourMainMenu->newGame = CDefHandler::giveDef("ZMENUNG.DEF");
ourMainMenu->loadGame = CDefHandler::giveDef("ZMENULG.DEF");
ourMainMenu->highScores = CDefHandler::giveDef("ZMENUHS.DEF");
ourMainMenu->credits = CDefHandler::giveDef("ZMENUCR.DEF");
ourMainMenu->quit = CDefHandler::giveDef("ZMENUQT.DEF");
ok = CDefHandler::giveDef("IOKAY.DEF");
cancel = CDefHandler::giveDef("ICANCEL.DEF");
// new game button location
ourMainMenu->lNewGame.h=ourMainMenu->newGame->ourImages[0].bitmap->h;
ourMainMenu->lNewGame.w=ourMainMenu->newGame->ourImages[0].bitmap->w;
ourMainMenu->lNewGame.x=540;
ourMainMenu->lNewGame.y=10;
ourMainMenu->fNewGame=&CPreGame::showNewMenu;
//load game location
ourMainMenu->lLoadGame.h=ourMainMenu->loadGame->ourImages[0].bitmap->h;
ourMainMenu->lLoadGame.w=ourMainMenu->loadGame->ourImages[0].bitmap->w;
ourMainMenu->lLoadGame.x=532;
ourMainMenu->lLoadGame.y=132;
ourMainMenu->fLoadGame=&CPreGame::showLoadMenu;
//high scores
ourMainMenu->lHighScores.h=ourMainMenu->highScores->ourImages[0].bitmap->h;
ourMainMenu->lHighScores.w=ourMainMenu->highScores->ourImages[0].bitmap->w;
ourMainMenu->lHighScores.x=524;
ourMainMenu->lHighScores.y=251;
ourMainMenu->fHighScores = NULL;
//credits
ourMainMenu->lCredits.h=ourMainMenu->credits->ourImages[0].bitmap->h;
ourMainMenu->lCredits.w=ourMainMenu->credits->ourImages[0].bitmap->w;
ourMainMenu->lCredits.x=557;
ourMainMenu->lCredits.y=359;
ourMainMenu->fCredits = NULL;
//quit
ourMainMenu->lQuit.h=ourMainMenu->quit->ourImages[0].bitmap->h;
ourMainMenu->lQuit.w=ourMainMenu->quit->ourImages[0].bitmap->w;
ourMainMenu->lQuit.x=586;
ourMainMenu->lQuit.y=468;
ourMainMenu->fQuit=&CPreGame::quitAskBox;
ourMainMenu->highlighted=0;
}
void CPreGame::showMainMenu()
{
state = mainMenu;
SDL_BlitSurface(ourMainMenu->background,NULL,screen,NULL);
SDL_BlitSurface(ourMainMenu->newGame->ourImages[0].bitmap,NULL,screen,&ourMainMenu->lNewGame);
SDL_BlitSurface(ourMainMenu->loadGame->ourImages[0].bitmap,NULL,screen,&ourMainMenu->lLoadGame);
SDL_BlitSurface(ourMainMenu->highScores->ourImages[0].bitmap,NULL,screen,&ourMainMenu->lHighScores);
SDL_BlitSurface(ourMainMenu->credits->ourImages[0].bitmap,NULL,screen,&ourMainMenu->lCredits);
SDL_BlitSurface(ourMainMenu->quit->ourImages[0].bitmap,NULL,screen,&ourMainMenu->lQuit);
//SDL_Flip(screen);
CSDL_Ext::update(screen);
}
void CPreGame::highlightButton(int which, int on)
{
menuItems * current = currentItems();
switch (which)
{
case 1:
{
SDL_BlitSurface(current->newGame->ourImages[on].bitmap,NULL,screen,&current->lNewGame);
break;
}
case 2:
{
SDL_BlitSurface(current->loadGame->ourImages[on].bitmap,NULL,screen,&current->lLoadGame);
break;
}
case 3:
{
SDL_BlitSurface(current->highScores->ourImages[on].bitmap,NULL,screen,&current->lHighScores);
break;
}
case 4:
{
SDL_BlitSurface(current->credits->ourImages[on].bitmap,NULL,screen,&current->lCredits);
break;
}
case 5:
{
SDL_BlitSurface(current->quit->ourImages[on].bitmap,NULL,screen,&current->lQuit);
break;
}
}
//SDL_Flip(screen);
CSDL_Ext::update(screen);
}
void CPreGame::showCenBox (std::string data)
{
CMessage * cmh = new CMessage();
SDL_Surface * infoBox = cmh->genMessage(CGI->generaltexth->getTitle(data), CGI->generaltexth->getDescr(data));
behindCurMes = CSDL_Ext::newSurface(infoBox->w,infoBox->h,screen);
SDL_Rect pos = genRect(infoBox->h,infoBox->w,
(screen->w/2)-(infoBox->w/2),(screen->h/2)-(infoBox->h/2));
SDL_BlitSurface(screen,&pos,behindCurMes,NULL);
SDL_BlitSurface(infoBox,NULL,screen,&pos);
SDL_UpdateRect(screen,pos.x,pos.y,pos.w,pos.h);
SDL_FreeSurface(infoBox);
currentMessage = new SDL_Rect(pos);
delete cmh;
}
void CPreGame::showAskBox (std::string data, void(*f1)(),void(*f2)())
{
CMessage * cmh = new CMessage();
std::vector<CDefHandler*> * przyciski = new std::vector<CDefHandler*>(0);
std::vector<SDL_Rect> * btnspos= new std::vector<SDL_Rect>(0);
przyciski->push_back(ok);
przyciski->push_back(cancel);
SDL_Surface * infoBox = cmh->genMessage(CGI->generaltexth->getTitle(data), CGI->generaltexth->getDescr(data), yesOrNO, przyciski, btnspos);
behindCurMes = CSDL_Ext::newSurface(infoBox->w,infoBox->h,screen);
SDL_Rect pos = genRect(infoBox->h,infoBox->w,
(screen->w/2)-(infoBox->w/2),(screen->h/2)-(infoBox->h/2));
SDL_BlitSurface(screen,&pos,behindCurMes,NULL);
SDL_BlitSurface(infoBox,NULL,screen,&pos);
SDL_UpdateRect(screen,pos.x,pos.y,pos.w,pos.h);
SDL_FreeSurface(infoBox);
currentMessage = new SDL_Rect(pos);
(*btnspos)[0].x+=pos.x;
(*btnspos)[0].y+=pos.y;
(*btnspos)[1].x+=pos.x;
(*btnspos)[1].y+=pos.y;
btns.push_back(new Button((*btnspos)[0],boost::bind(&CPreGame::quit,this),ok,false, NULL,2));
btns.push_back(new Button((*btnspos)[1],boost::bind(&CPreGame::hideBox,this),cancel,false, NULL,2));
delete cmh;
delete przyciski;
delete btnspos;
}
void CPreGame::hideBox ()
{
SDL_BlitSurface(behindCurMes,NULL,screen,currentMessage);
SDL_UpdateRect
(screen,currentMessage->x,currentMessage->y,currentMessage->w,currentMessage->h);
for (size_t i=0; i < btns.size(); ++i)
{
if (btns[i]->ID==2)
{
delete btns[i];
btns.erase(btns.begin()+i);
i--;
}
}
SDL_FreeSurface(behindCurMes);
delete currentMessage;
currentMessage = NULL;
behindCurMes=NULL;
}
CPreGame::menuItems * CPreGame::currentItems()
{
switch (state)
{
case mainMenu:
return ourMainMenu;
case newGame:
return ourNewMenu;
case loadGame:
return ourLoadMenu;
default:
return NULL;
}
}
void CPreGame::scenHandleEv(SDL_Event& sEvent)
{
if(currentTab==&ourScenSel->mapsel)
{
if(sEvent.button.button == SDL_BUTTON_WHEELUP)
{
ourScenSel->mapsel.slid->moveUp();
return;
}
else if(sEvent.button.button == SDL_BUTTON_WHEELDOWN)
{
ourScenSel->mapsel.slid->moveDown();
return;
}
}
if(sEvent.type == SDL_MOUSEMOTION)
{
CGI->curh->cursorMove(sEvent.motion.x, sEvent.motion.y);
}
if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT))
{
for (size_t i=0; i < btns.size(); ++i)
{
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
{
CGI->soundh->playSound(soundBase::button);
btns[i]->press(true);
ourScenSel->pressed=(Button*)btns[i];
}
}
if ((currentTab==&ourScenSel->mapsel) && (sEvent.button.y>121) &&(sEvent.button.y<570)
&& (sEvent.button.x>55) && (sEvent.button.x<372))
{
// New selection. py is the index in selMaps.
int py = ((sEvent.button.y-121)/25)+ourScenSel->mapsel.slid->whereAreWe;
if (py < ourScenSel->mapsel.slid->positionsAmnt) {
CGI->soundh->playSound(soundBase::button);
ourScenSel->mapsel.select(py);
}
}
}
else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))
{
Button * prnr=ourScenSel->pressed;
if (ourScenSel->pressed && ourScenSel->pressed->state==1)
{
ourScenSel->pressed->press(false);
ourScenSel->pressed=NULL;
}
for (size_t i=0; i < btns.size(); ++i)
{
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
{
if (btns[i]->selectable)
btns[i]->select(true);
if (btns[i]->type==1 && ((Button*)btns[i])->fun)
((Button*)btns[i])->fun();
int zz = btns.size();
if (i>=zz)
break;
if (btns[i]==prnr && btns[i]->type==2)
{
((IntBut*)(btns[i]))->set();
ourScenSel->mapsel.updateSelection();
ourScenSel->mapsel.slid->whereAreWe=0;
ourScenSel->mapsel.slid->positionsAmnt=ourScenSel->mapsel.selMaps.size();
ourScenSel->mapsel.slid->updateSlid();
ourScenSel->mapsel.select(0);
ourScenSel->mapsel.printMaps(0);
}
}
}
}
else if (sEvent.type==SDL_MOUSEMOTION)
{
if (highlighted)
{
if (isItIn(&highlighted->pos,sEvent.motion.x,sEvent.motion.y))
return;
else
{
highlighted->hover(false);
highlighted = NULL;
}
}
for (size_t i=0; i < btns.size(); ++i)
{
if (!btns[i]->highlightable)
continue;
if(isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
{
btns[i]->hover(true);
highlighted=btns[i];
return;
}
else if (btns[i]->highlighted)
btns[i]->hover(false);
}
}
}
StartInfo CPreGame::runLoop()
{
SDL_Event sEvent;
ret.turnTime = 0;
while(run)
{
try
{
while(SDL_PollEvent(&sEvent)) //handle all events
{
menuItems * current = currentItems();
if(sEvent.type==SDL_QUIT)
{
exit(EXIT_SUCCESS);
return ret;
}
for (size_t i=0; i < interested.size(); ++i) {
interested[i]->handleIt(sEvent);
}
if (!current)
{
(this->*handleOther)(sEvent);
}
else if (sEvent.type==SDL_KEYDOWN)
{
if (sEvent.key.keysym.sym==SDLK_q)
{
exit(EXIT_SUCCESS);
}
if(sEvent.key.keysym.sym==SDLK_F4 && (sEvent.key.keysym.mod & KMOD_LALT)) //Alt+F4
{
exit(EXIT_SUCCESS);
}
/*if (state==EState::newGame)
{
switch (sEvent.key.keysym.sym)
{
case SDLK_LEFT:
{
if(currentItems()->lNewGame.x>0)
currentItems()->lNewGame.x--;
break;
}
case (SDLK_RIGHT):
{
currentItems()->lNewGame.x++;
break;
}
case (SDLK_UP):
{
if(currentItems()->lNewGame.y>0)
currentItems()->lNewGame.y--;
break;
}
case (SDLK_DOWN):
{
currentItems()->lNewGame.y++;
break;
}
}
showNewMenu();
}*/
}
else if (sEvent.type==SDL_MOUSEMOTION)
{
CGI->curh->cursorMove(sEvent.motion.x, sEvent.motion.y); //for graphical mouse
if (currentMessage) continue;
if (current->highlighted)
{
switch (current->highlighted)
{
case 1:
{
if(isItIn(&current->lNewGame,sEvent.motion.x,sEvent.motion.y))
continue;
else
{
current->highlighted=0;
highlightButton(1,0);
}
break;
}
case 2:
{
if(isItIn(&current->lLoadGame,sEvent.motion.x,sEvent.motion.y))
continue;
else
{
current->highlighted=0;
highlightButton(2,0);
}
break;
}
case 3:
{
if(isItIn(&current->lHighScores,sEvent.motion.x,sEvent.motion.y))
continue;
else
{
current->highlighted=0;
highlightButton(3,0);
}
break;
}
case 4:
{
if(isItIn(&current->lCredits,sEvent.motion.x,sEvent.motion.y))
continue;
else
{
current->highlighted=0;
highlightButton(4,0);
}
break;
}
case 5:
{
if(isItIn(&current->lQuit,sEvent.motion.x,sEvent.motion.y))
continue;
else
{
current->highlighted=0;
highlightButton(5,0);
}
break;
}
} //switch (current->highlighted)
} // if (current->highlighted)
if (isItIn(&current->lNewGame,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(1,2);
current->highlighted=1;
}
else if (isItIn(&current->lLoadGame,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(2,2);
current->highlighted=2;
}
else if (isItIn(&current->lHighScores,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(3,2);
current->highlighted=3;
}
else if (isItIn(&current->lCredits,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(4,2);
current->highlighted=4;
}
else if (isItIn(&current->lQuit,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(5,2);
current->highlighted=5;
}
}
else if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT))
{
for (size_t i=0; i < btns.size(); ++i)
{
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
{
btns[i]->press(true);
//SDL_BlitSurface((btns[i].imgs)->ourImages[1].bitmap,NULL,screen,&btns[i].pos);
//updateRect(&btns[i].pos);
}
}
if (currentMessage) continue;
if (isItIn(&current->lNewGame,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(1,1);
current->highlighted=1;
}
else if (isItIn(&current->lLoadGame,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(2,1);
current->highlighted=2;
}
else if (isItIn(&current->lHighScores,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(3,1);
current->highlighted=3;
}
else if (isItIn(&current->lCredits,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(4,1);
current->highlighted=4;
}
else if (isItIn(&current->lQuit,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(5,1);
current->highlighted=5;
}
if (current->highlighted)
CGI->soundh->playSound(soundBase::button);
}
else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))
{
for (size_t i=0; i < btns.size(); ++i)
{
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
((Button*)btns[i])->fun();
else
{
btns[i]->press(false);
//SDL_BlitSurface((btns[i].imgs)->ourImages[0].bitmap,NULL,screen,&btns[i].pos);
//updateRect(&btns[i].pos);
}
}
if (currentMessage) continue;
if (isItIn(&current->lNewGame,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(1,2);
current->highlighted=1;
if(current->fNewGame)
(this->*(current->fNewGame))();
}
else if (isItIn(&current->lLoadGame,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(2,2);
current->highlighted=2;
if(current->fLoadGame)
(this->*(current->fLoadGame))();
}
else if (isItIn(&current->lHighScores,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(3,2);
current->highlighted=3;
}
else if (isItIn(&current->lCredits,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(4,2);
current->highlighted=4;
}
else if (isItIn(&current->lQuit,sEvent.motion.x,sEvent.motion.y))
{
highlightButton(5,2);
current->highlighted=5;
if(current->fQuit)
(this->*(current->fQuit))();
}
}
else if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_RIGHT))
{
if (currentMessage) continue;
if (isItIn(&current->lNewGame,sEvent.motion.x,sEvent.motion.y))
{
showCenBox(buttonText(0));
}
else if (isItIn(&current->lLoadGame,sEvent.motion.x,sEvent.motion.y))
{
showCenBox(buttonText(1));
}
else if (isItIn(&current->lHighScores,sEvent.motion.x,sEvent.motion.y))
{
showCenBox(buttonText(2));
}
else if (isItIn(&current->lCredits,sEvent.motion.x,sEvent.motion.y))
{
showCenBox(buttonText(3));
}
else if (isItIn(&ourMainMenu->lQuit,sEvent.motion.x,sEvent.motion.y))
{
showCenBox(buttonText(4));
}
}
else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_RIGHT) && currentMessage)
{
hideBox();
}
}
} HANDLE_EXCEPTION
CGI->curh->draw1();
SDL_Flip(screen);
CGI->curh->draw2();
SDL_Delay(20); //give time for other apps
}
ret.mode = (fromMenu==newGame) ? 0 : 1;
return ret;
}
std::string CPreGame::buttonText(int which)
{
if (state==mainMenu)
{
switch (which)
{
case 0:
return CGI->generaltexth->zelp[3].second;
case 1:
return CGI->generaltexth->zelp[4].second;
case 2:
return CGI->generaltexth->zelp[5].second;
case 3:
return CGI->generaltexth->zelp[6].second;
case 4:
return CGI->generaltexth->zelp[7].second;
}
}
else if (state==newGame || state==loadGame)
{
switch (which)
{
case 0:
return CGI->generaltexth->zelp[10].second;
case 1:
return CGI->generaltexth->zelp[11].second;
case 2:
return CGI->generaltexth->zelp[12].second;
case 3:
return CGI->generaltexth->zelp[13].second;
case 4:
return CGI->generaltexth->zelp[14].second;
}
}
return std::string();
}
void CPreGame::quitAskBox()
{
showAskBox("\"{} Are you sure you want to quit?\"",NULL,NULL);
}
// Sort the maps on the new key (map size, map name, ...)
void CPreGame::sortMaps()
{
std::vector<CMapInfo*> &sm = ourScenSel->mapsel.selMaps;
std::sort(sm.begin(), sm.end(), mapSorter(_name));
if (ourScenSel->mapsel.sortBy != _name)
std::stable_sort(sm.begin(), sm.end(),mapSorter(ourScenSel->mapsel.sortBy));
ourScenSel->mapsel.select(0,false,true);
ourScenSel->mapsel.slid->whereAreWe=0;
ourScenSel->mapsel.slid->updateSlid();
printMapsFrom(0);
}
void CPreGame::setTurnLength(int on)
{
int min;
switch (on)
{
case 0:
min=1;
break;
case 1:
min=2;
break;
case 2:
min=4;
break;
case 3:
min=6;
break;
case 4:
min=8;
break;
case 5:
min=10;
break;
case 6:
min=15;
break;
case 7:
min=20;
break;
case 8:
min=25;
break;
case 9:
min=30;
break;
case 10:
min=0;
break;
default:
min=0;
break;
}
SDL_BlitSurface(ourOptions->bg,&genRect(23,134,256,547),screen,&genRect(23,134,258,553));
updateRect(&genRect(23,134,258,553));
if (min)
{
std::ostringstream os;
os<<min<<" Minutes";
CSDL_Ext::printAtMiddle(os.str(),323,563,GEOR13);
}
else CSDL_Ext::printAtMiddle("Unlimited",323,563,GEOR13);
}
void CPreGame::showLoadMenu()
{
if (currentTab/*==&ourScenSel->mapsel*/)
currentTab->hide();
btns.clear();
interested.clear();
handleOther=NULL;
state = loadGame;
fromMenu = loadGame;
ourScenSel->mapsel.slid->capacity = 18;
SDL_BlitSurface(ourLoadMenu->background,NULL,screen,NULL);
SDL_BlitSurface(ourLoadMenu->newGame->ourImages[0].bitmap,NULL,screen,&ourLoadMenu->lNewGame);
SDL_BlitSurface(ourLoadMenu->loadGame->ourImages[0].bitmap,NULL,screen,&ourLoadMenu->lLoadGame);
SDL_BlitSurface(ourLoadMenu->highScores->ourImages[0].bitmap,NULL,screen,&ourLoadMenu->lHighScores);
SDL_BlitSurface(ourLoadMenu->credits->ourImages[0].bitmap,NULL,screen,&ourLoadMenu->lCredits);
SDL_BlitSurface(ourLoadMenu->quit->ourImages[0].bitmap,NULL,screen,&ourLoadMenu->lQuit);
//SDL_Flip(screen);
CSDL_Ext::update(screen);
first = true;
}
void CPreGame::initLoadMenu()
{
ourLoadMenu = new menuItems();
ourLoadMenu->bgAd = BitmapHandler::loadBitmap("ZLOADGAM.bmp");
ourLoadMenu->background = BitmapHandler::loadBitmap("ZPIC1005.bmp");
blitAt(ourLoadMenu->bgAd,114,312,ourLoadMenu->background);
//loading menu buttons
ourLoadMenu->newGame = CDefHandler::giveDef("ZTSINGL.DEF");
ourLoadMenu->loadGame = CDefHandler::giveDef("ZTMULTI.DEF");
ourLoadMenu->highScores = CDefHandler::giveDef("ZTCAMPN.DEF");
ourLoadMenu->credits = CDefHandler::giveDef("ZTTUTOR.DEF");
ourLoadMenu->quit = CDefHandler::giveDef("ZTBACK.DEF");
// single scenario
ourLoadMenu->lNewGame.h=ourLoadMenu->newGame->ourImages[0].bitmap->h;
ourLoadMenu->lNewGame.w=ourLoadMenu->newGame->ourImages[0].bitmap->w;
ourLoadMenu->lNewGame.x=545;
ourLoadMenu->lNewGame.y=4;
ourLoadMenu->fNewGame=&CPreGame::showScenSel;
//multiplayer
ourLoadMenu->lLoadGame.h=ourLoadMenu->loadGame->ourImages[0].bitmap->h;
ourLoadMenu->lLoadGame.w=ourLoadMenu->loadGame->ourImages[0].bitmap->w;
ourLoadMenu->lLoadGame.x=568;
ourLoadMenu->lLoadGame.y=120;
ourLoadMenu->fLoadGame = NULL;
//campaign
ourLoadMenu->lHighScores.h=ourLoadMenu->highScores->ourImages[0].bitmap->h;
ourLoadMenu->lHighScores.w=ourLoadMenu->highScores->ourImages[0].bitmap->w;
ourLoadMenu->lHighScores.x=541;
ourLoadMenu->lHighScores.y=233;
ourLoadMenu->fHighScores = NULL;
//tutorial
ourLoadMenu->lCredits.h=ourLoadMenu->credits->ourImages[0].bitmap->h;
ourLoadMenu->lCredits.w=ourLoadMenu->credits->ourImages[0].bitmap->w;
ourLoadMenu->lCredits.x=545;
ourLoadMenu->lCredits.y=358;
ourLoadMenu->fCredits = NULL;
//back
ourLoadMenu->lQuit.h=ourLoadMenu->quit->ourImages[0].bitmap->h;
ourLoadMenu->lQuit.w=ourLoadMenu->quit->ourImages[0].bitmap->w;
ourLoadMenu->lQuit.x=582;
ourLoadMenu->lQuit.y=464;
ourLoadMenu->fQuit=&CPreGame::showMainMenu;
ourLoadMenu->highlighted=0;
}
CPreGame::~CPreGame()
{
delete ourMainMenu;
delete ourNewMenu;
delete ourLoadMenu;
delete ok;
delete cancel;
}
void CPreGame::begin()
{
if(!ret.mapname.size()) //empty mapname (savename) - do nothing (no map/game selected)
return;
run = false;
ret.difficulty=ourScenSel->selectedDiff;
}
CPreGame::menuItems::menuItems()
{
}
CPreGame::menuItems::~menuItems()
{
delete this->newGame;
delete this->loadGame;
delete this->highScores;
delete this->credits;
delete this->quit;
SDL_FreeSurface(bgAd);
SDL_FreeSurface(background);
}
ScenSel::ScenSel()
:
difficulty(new CPoinGroup()),
bScens(genRect(0,0,414,81),boost::bind(&CPreGame::showScenList,CPG),CDefHandler::giveDef("GSPBUTT.DEF")),
bOptions(genRect(0,0,414,509),boost::bind(&CPreGame::showOptions,CPG),CDefHandler::giveDef("GSPBUTT.DEF")),
bRandom(genRect(0,0,414,105),boost::bind(&CPreGame::showScenList,CPG),CDefHandler::giveDef("GSPBUTT.DEF")),
bBegin(genRect(0,0,414,535),boost::bind(&CPreGame::begin,CPG),CDefHandler::giveDef("SCNRBEG.DEF")),
bLoad(genRect(0,0,414,535),boost::bind(&CPreGame::begin,CPG),CDefHandler::giveDef("SCNRLOD.DEF")),
bBack(genRect(0,0,584,535),boost::bind(&CPreGame::showNewMenu,CPG),CDefHandler::giveDef("SCNRBACK.DEF")),
bEasy(genRect(0,0,506,456),NULL,CDefHandler::giveDef("GSPBUT3.DEF"),true,difficulty,0),
bNormal(genRect(0,0,538,456),NULL,CDefHandler::giveDef("GSPBUT4.DEF"),true,difficulty,1),
bHard(genRect(0,0,570,456),NULL,CDefHandler::giveDef("GSPBUT5.DEF"),true,difficulty,2),
bExpert(genRect(0,0,602,456),NULL,CDefHandler::giveDef("GSPBUT6.DEF"),true,difficulty,3),
bImpossible(genRect(0,0,634,456),NULL,CDefHandler::giveDef("GSPBUT7.DEF"),true,difficulty,4)
{
pressed=NULL;
listShowed=false;
if (rand()%2)
background = BitmapHandler::loadBitmap("ZPIC1000.bmp");
else
background = BitmapHandler::loadBitmap("ZPIC1001.bmp");
savenameStrip = BitmapHandler::loadBitmap("GSSTRIP.bmp");
scenInf = BitmapHandler::loadBitmap("GSELPOP1.bmp");
randMap = BitmapHandler::loadBitmap("RANMAPBK.bmp");
options = BitmapHandler::loadBitmap("ADVOPTBK.bmp");
SDL_SetColorKey(scenInf,SDL_SRCCOLORKEY,SDL_MapRGB(scenInf->format,0,255,255));
SDL_SetColorKey(randMap,SDL_SRCCOLORKEY,SDL_MapRGB(randMap->format,0,255,255));
SDL_SetColorKey(options,SDL_SRCCOLORKEY,SDL_MapRGB(options->format,0,255,255));
difficulty->type=1;
selectedDiff=-77;
difficulty->gdzie = &selectedDiff;
for (size_t i=0; i < bScens.imgs->ourImages.size(); ++i) {
CSDL_Ext::printAt(
CGI->generaltexth->allTexts[500],
25+i,
2+i,
GEOR13,
zwykly,
bScens.imgs->ourImages[i].bitmap
); //"Show Available Scenarios"
}
for (size_t i=0; i < bRandom.imgs->ourImages.size(); ++i) {
CSDL_Ext::printAt(
CGI->generaltexth->allTexts[740],
25+i,
2+i,
GEOR13,
zwykly,
bRandom.imgs->ourImages[i].bitmap
);
}
for (size_t i=0; i < bOptions.imgs->ourImages.size(); ++i) {
CSDL_Ext::printAt(
CGI->generaltexth->allTexts[501],
25+i,
2+i,
GEOR13,
zwykly,
bOptions.imgs->ourImages[i].bitmap
); //"Show Advanced Options"
}
}
ScenSel::~ScenSel()
{
delete difficulty;
SDL_FreeSurface(scenInf);
SDL_FreeSurface(randMap);
SDL_FreeSurface(background);
SDL_FreeSurface(options);
}