CPreGame.cpp 101 KB

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  1. #include "StdInc.h"
  2. #include "CPreGame.h"
  3. #include <zlib.h>
  4. #include "../lib/CStopWatch.h"
  5. #include "UIFramework/SDL_Extensions.h"
  6. #include "CGameInfo.h"
  7. #include "UIFramework/CCursorHandler.h"
  8. #include "CAnimation.h"
  9. #include "CDefHandler.h"
  10. #include "../lib/CDefObjInfoHandler.h"
  11. #include "../lib/CGeneralTextHandler.h"
  12. #include "../lib/CLodHandler.h"
  13. #include "../lib/CTownHandler.h"
  14. #include "../lib/CHeroHandler.h"
  15. #include "../lib/CObjectHandler.h"
  16. #include "../lib/CCampaignHandler.h"
  17. #include "../lib/CCreatureHandler.h"
  18. #include "../lib/JsonNode.h"
  19. #include "CMusicHandler.h"
  20. #include "CVideoHandler.h"
  21. #include "Graphics.h"
  22. #include "../lib/Connection.h"
  23. #include "../lib/VCMIDirs.h"
  24. #include "../lib/map.h"
  25. #include "GUIClasses.h"
  26. #include "CPlayerInterface.h"
  27. #include "../CCallback.h"
  28. #include "CMessage.h"
  29. #include "../lib/CSpellHandler.h" /*for campaign bonuses*/
  30. #include "../lib/CArtHandler.h" /*for campaign bonuses*/
  31. #include "../lib/CBuildingHandler.h" /*for campaign bonuses*/
  32. #include "CBitmapHandler.h"
  33. #include "Client.h"
  34. #include "../lib/NetPacks.h"
  35. #include "../lib/RegisterTypes.h"
  36. #include "../lib/CThreadHelper.h"
  37. #include "CConfigHandler.h"
  38. #include "../lib/CFileUtility.h"
  39. #include "../lib/GameConstants.h"
  40. #include "UIFramework/CGuiHandler.h"
  41. #include "UIFramework/CIntObjectClasses.h"
  42. /*
  43. * CPreGame.cpp, part of VCMI engine
  44. *
  45. * Authors: listed in file AUTHORS in main folder
  46. *
  47. * License: GNU General Public License v2.0 or later
  48. * Full text of license available in license.txt file, in main folder
  49. *
  50. */
  51. namespace fs = boost::filesystem;
  52. using boost::bind;
  53. using boost::ref;
  54. #if _MSC_VER >= 1600
  55. //#define bind boost::bind
  56. //#define ref boost::ref
  57. #endif
  58. void startGame(StartInfo * options, CConnection *serv = NULL);
  59. CGPreGame * CGP = nullptr;
  60. ISelectionScreenInfo *SEL;
  61. static int playerColor; //if more than one player - applies to the first
  62. static std::string selectedName; //set when game is started/loaded
  63. struct EvilHlpStruct
  64. {
  65. CConnection *serv;
  66. StartInfo *sInfo;
  67. void reset(bool strong = true)
  68. {
  69. if(strong)
  70. {
  71. vstd::clear_pointer(serv);
  72. vstd::clear_pointer(sInfo);
  73. }
  74. else
  75. {
  76. serv = NULL;
  77. sInfo = NULL;
  78. }
  79. }
  80. } startingInfo;
  81. static void do_quit()
  82. {
  83. SDL_Event event;
  84. event.quit.type = SDL_QUIT;
  85. SDL_PushEvent(&event);
  86. }
  87. static CMapInfo *mapInfoFromGame()
  88. {
  89. CMapInfo *ret = new CMapInfo();
  90. CMapHeader *headerCopy = new CMapHeader(*LOCPLINT->cb->getMapHeader()); //will be deleted by CMapInfo d-tor
  91. ret->setHeader(headerCopy);
  92. return ret;
  93. }
  94. static void setPlayersFromGame()
  95. {
  96. playerColor = LOCPLINT->playerID;
  97. }
  98. static void swapPlayers(PlayerSettings &a, PlayerSettings &b)
  99. {
  100. std::swap(a.human, b.human);
  101. std::swap(a.name, b.name);
  102. if(a.human == 1)
  103. playerColor = a.color;
  104. else if(b.human == 1)
  105. playerColor = b.color;
  106. }
  107. void setPlayer(PlayerSettings &pset, unsigned player, const std::map<ui32, std::string> &playerNames)
  108. {
  109. if(vstd::contains(playerNames, player))
  110. pset.name = playerNames.find(player)->second;
  111. else
  112. pset.name = CGI->generaltexth->allTexts[468];//Computer
  113. pset.human = player;
  114. if(player == playerNames.begin()->first)
  115. playerColor = pset.color;
  116. }
  117. void updateStartInfo(std::string filename, StartInfo & sInfo, const CMapHeader * mapHeader, const std::map<ui32, std::string> &playerNames)
  118. {
  119. sInfo.playerInfos.clear();
  120. if(!filename.size())
  121. return;
  122. /*sInfo.playerInfos.resize(to->playerAmnt);*/
  123. sInfo.mapname = filename;
  124. playerColor = -1;
  125. std::map<ui32, std::string>::const_iterator namesIt = playerNames.begin();
  126. for (int i = 0; i < GameConstants::PLAYER_LIMIT; i++)
  127. {
  128. const PlayerInfo &pinfo = mapHeader->players[i];
  129. //neither computer nor human can play - no player
  130. if (!(pinfo.canComputerPlay || pinfo.canComputerPlay))
  131. continue;
  132. PlayerSettings &pset = sInfo.playerInfos[i];
  133. pset.color = i;
  134. if(pinfo.canHumanPlay && namesIt != playerNames.end())
  135. setPlayer(pset, namesIt++->first, playerNames);
  136. else
  137. setPlayer(pset, 0, playerNames);
  138. pset.castle = pinfo.defaultCastle();
  139. pset.hero = pinfo.defaultHero();
  140. if(pinfo.mainHeroName.length())
  141. {
  142. pset.heroName = pinfo.mainHeroName;
  143. if((pset.heroPortrait = pinfo.mainHeroPortrait) == 255)
  144. pset.heroPortrait = pinfo.p9;
  145. }
  146. pset.handicap = 0;
  147. }
  148. }
  149. template <typename T> class CApplyOnPG;
  150. class CBaseForPGApply
  151. {
  152. public:
  153. virtual void applyOnPG(CSelectionScreen *selScr, void *pack) const =0;
  154. virtual ~CBaseForPGApply(){};
  155. template<typename U> static CBaseForPGApply *getApplier(const U * t=NULL)
  156. {
  157. return new CApplyOnPG<U>;
  158. }
  159. };
  160. template <typename T> class CApplyOnPG : public CBaseForPGApply
  161. {
  162. public:
  163. void applyOnPG(CSelectionScreen *selScr, void *pack) const
  164. {
  165. T *ptr = static_cast<T*>(pack);
  166. ptr->apply(selScr);
  167. }
  168. };
  169. static CApplier<CBaseForPGApply> *applier = NULL;
  170. static CPicture* createPicture(const JsonNode& config)
  171. {
  172. return new CPicture(config["name"].String(), config["x"].Float(), config["y"].Float());
  173. }
  174. CMenuScreen::CMenuScreen(const JsonNode& configNode):
  175. config(configNode)
  176. {
  177. OBJ_CONSTRUCTION_CAPTURING_ALL;
  178. background = new CPicture(config["background"].String());
  179. if (config["scalable"].Bool())
  180. {
  181. if (background->bg->format->palette)
  182. background->convertToScreenBPP();
  183. background->scaleTo(Point(screen->w, screen->h));
  184. }
  185. pos = background->center();
  186. BOOST_FOREACH(const JsonNode& node, config["items"].Vector())
  187. menuNameToEntry.push_back(node["name"].String());
  188. BOOST_FOREACH(const JsonNode& node, config["images"].Vector())
  189. images.push_back(createPicture(node));
  190. //Hardcoded entry
  191. menuNameToEntry.push_back("credits");
  192. tabs = new CTabbedInt(boost::bind(&CMenuScreen::createTab, this, _1), CTabbedInt::DestroyFunc());
  193. tabs->type |= REDRAW_PARENT;
  194. }
  195. CIntObject * CMenuScreen::createTab(size_t index)
  196. {
  197. if (config["items"].Vector().size() == index)
  198. return new CreditsScreen();
  199. return new CMenuEntry(this, config["items"].Vector()[index]);
  200. }
  201. void CMenuScreen::showAll(SDL_Surface * to)
  202. {
  203. CIntObject::showAll(to);
  204. if (pos.h != to->h || pos.w != to->w)
  205. CMessage::drawBorder(1, to, pos.w+28, pos.h+30, pos.x-14, pos.y-15);
  206. }
  207. void CMenuScreen::show(SDL_Surface * to)
  208. {
  209. if (!config["video"].isNull())
  210. CCS->videoh->update(config["video"]["x"].Float() + pos.x, config["video"]["y"].Float() + pos.y, to, true, false);
  211. CIntObject::show(to);
  212. }
  213. void CMenuScreen::activate()
  214. {
  215. CCS->musich->playMusic(musicBase::mainMenu, -1);
  216. if (!config["video"].isNull())
  217. CCS->videoh->open(config["video"]["name"].String());
  218. CIntObject::activate();
  219. }
  220. void CMenuScreen::deactivate()
  221. {
  222. if (!config["video"].isNull())
  223. CCS->videoh->close();
  224. CIntObject::deactivate();
  225. }
  226. void CMenuScreen::switchToTab(size_t index)
  227. {
  228. tabs->setActive(index);
  229. }
  230. //funciton for std::string -> boost::function conversion for main menu
  231. static boost::function<void()> genCommand(CMenuScreen* menu, std::vector<std::string> menuType, const std::string &string)
  232. {
  233. static const std::vector<std::string> commandType = boost::assign::list_of
  234. ("to")("campaigns")("start")("load")("exit")("highscores");
  235. static const std::vector<std::string> gameType = boost::assign::list_of
  236. ("single")("multi")("campaign")("tutorial");
  237. std::list<std::string> commands;
  238. boost::split(commands, string, boost::is_any_of("\t "));
  239. if (!commands.empty())
  240. {
  241. size_t index = std::find(commandType.begin(), commandType.end(), commands.front()) - commandType.begin();
  242. commands.pop_front();
  243. if (index > 3 || !commands.empty())
  244. {
  245. switch (index)
  246. {
  247. break; case 0://to - switch to another tab, if such tab exists
  248. {
  249. size_t index2 = std::find(menuType.begin(), menuType.end(), commands.front()) - menuType.begin();
  250. if ( index2 != menuType.size())
  251. return boost::bind(&CMenuScreen::switchToTab, menu, index2);
  252. }
  253. break; case 1://open campaign selection window
  254. {
  255. return boost::bind(&CGPreGame::openCampaignScreen, CGP, commands.front());
  256. }
  257. break; case 2://start
  258. {
  259. switch (std::find(gameType.begin(), gameType.end(), commands.front()) - gameType.begin())
  260. {
  261. case 0: return bind(&CGPreGame::openSel, CGP, CMenuScreen::newGame, CMenuScreen::SINGLE_PLAYER);
  262. case 1: return &pushIntT<CMultiMode>;
  263. case 2: return boost::bind(&CGPreGame::openSel, CGP, CMenuScreen::campaignList, CMenuScreen::SINGLE_PLAYER);
  264. case 3: return boost::function<void()>();//TODO: start tutorial
  265. }
  266. }
  267. break; case 3://load
  268. {
  269. switch (std::find(gameType.begin(), gameType.end(), commands.front()) - gameType.begin())
  270. {
  271. case 0: return boost::bind(&CGPreGame::openSel, CGP, CMenuScreen::loadGame, CMenuScreen::SINGLE_PLAYER);
  272. case 1: return boost::bind(&CGPreGame::openSel, CGP, CMenuScreen::loadGame, CMenuScreen::MULTI_HOT_SEAT);
  273. case 2: return boost::function<void()>();//TODO: load campaign
  274. case 3: return boost::function<void()>();//TODO: load tutorial
  275. }
  276. }
  277. break; case 4://exit
  278. {
  279. return boost::bind(CInfoWindow::showYesNoDialog, boost::ref(CGI->generaltexth->allTexts[69]), (const std::vector<CComponent*>*)0, do_quit, 0, false, 1);
  280. }
  281. break; case 5://highscores
  282. {
  283. return boost::function<void()>(); //TODO: high scores &pushIntT<CHighScores>;
  284. }
  285. }
  286. }
  287. }
  288. tlog0<<"Failed to parse command: "<<string<<"\n";
  289. return boost::function<void()>();
  290. }
  291. CAdventureMapButton* CMenuEntry::createButton(CMenuScreen* parent, const JsonNode& button)
  292. {
  293. boost::function<void()> command = genCommand(parent, parent->menuNameToEntry, button["command"].String());
  294. std::pair<std::string, std::string> help;
  295. if (!button["help"].isNull() && button["help"].Float() > 0)
  296. help = CGI->generaltexth->zelp[button["help"].Float()];
  297. int posx = button["x"].Float();
  298. if (posx < 0)
  299. posx = pos.w + posx;
  300. int posy = button["y"].Float();
  301. if (posy < 0)
  302. posy = pos.h + posy;
  303. return new CAdventureMapButton(help, command, posx, posy, button["name"].String(), button["hotkey"].Float());
  304. }
  305. CMenuEntry::CMenuEntry(CMenuScreen* parent, const JsonNode &config)
  306. {
  307. OBJ_CONSTRUCTION_CAPTURING_ALL;
  308. type |= REDRAW_PARENT;
  309. pos = parent->pos;
  310. BOOST_FOREACH(const JsonNode& node, config["images"].Vector())
  311. images.push_back(createPicture(node));
  312. BOOST_FOREACH(const JsonNode& node, config["buttons"].Vector())
  313. {
  314. buttons.push_back(createButton(parent, node));
  315. buttons.back()->hoverable = true;
  316. buttons.back()->type |= REDRAW_PARENT;
  317. }
  318. }
  319. CreditsScreen::CreditsScreen()
  320. {
  321. addUsedEvents(LCLICK | RCLICK);
  322. type |= REDRAW_PARENT;
  323. OBJ_CONSTRUCTION_CAPTURING_ALL;
  324. pos.w = CGP->menu->pos.w;
  325. pos.h = CGP->menu->pos.h;
  326. std::string text = bitmaph->getTextFile("CREDITS");
  327. size_t firstQuote = text.find('\"')+1;
  328. text = text.substr(firstQuote, text.find('\"', firstQuote) - firstQuote );
  329. credits = new CTextBox(text, Rect(pos.w - 350, 600, 350, 32000), 0, FONT_CREDITS, CENTER, Colors::Cornsilk);
  330. credits->pos.h = credits->maxH;
  331. }
  332. void CreditsScreen::showAll(SDL_Surface * to)
  333. {
  334. //Do not draw anything
  335. }
  336. void CreditsScreen::show(SDL_Surface * to)
  337. {
  338. static int count = 0;
  339. count++;
  340. if (count == 2)
  341. {
  342. credits->pos.y--;
  343. count = 0;
  344. }
  345. Rect creditsArea = credits->pos & pos;
  346. SDL_SetClipRect(screenBuf, &creditsArea);
  347. SDL_SetClipRect(screen, &creditsArea);
  348. redraw();
  349. CIntObject::showAll(to);
  350. SDL_SetClipRect(screen, NULL);
  351. SDL_SetClipRect(screenBuf, NULL);
  352. //end of credits, close this screen
  353. if (credits->pos.y + credits->pos.h < 0)
  354. clickRight(false, false);
  355. }
  356. void CreditsScreen::clickLeft(tribool down, bool previousState)
  357. {
  358. clickRight(down, previousState);
  359. }
  360. void CreditsScreen::clickRight(tribool down, bool previousState)
  361. {
  362. CTabbedInt* menu = dynamic_cast<CTabbedInt*>(parent);
  363. assert(menu);
  364. menu->setActive(0);
  365. }
  366. CGPreGame::CGPreGame():
  367. pregameConfig(new JsonNode(GameConstants::DATA_DIR + "/config/mainmenu.json"))
  368. {
  369. pos.w = screen->w;
  370. pos.h = screen->h;
  371. GH.defActionsDef = 63;
  372. CGP = this;
  373. menu = new CMenuScreen((*pregameConfig)["window"]);
  374. loadGraphics();
  375. }
  376. CGPreGame::~CGPreGame()
  377. {
  378. disposeGraphics();
  379. }
  380. void CGPreGame::openSel(CMenuScreen::EState screenType, CMenuScreen::EMultiMode multi /*= CMenuScreen::SINGLE_PLAYER*/)
  381. {
  382. GH.pushInt(new CSelectionScreen(screenType, multi));
  383. }
  384. void CGPreGame::loadGraphics()
  385. {
  386. OBJ_CONSTRUCTION_CAPTURING_ALL;
  387. new CFilledTexture("DIBOXBCK", pos);
  388. victory = CDefHandler::giveDef("SCNRVICT.DEF");
  389. loss = CDefHandler::giveDef("SCNRLOSS.DEF");
  390. bonuses = CDefHandler::giveDef("SCNRSTAR.DEF");
  391. rHero = BitmapHandler::loadBitmap("HPSRAND1.bmp");
  392. rTown = BitmapHandler::loadBitmap("HPSRAND0.bmp");
  393. nHero = BitmapHandler::loadBitmap("HPSRAND6.bmp");
  394. nTown = BitmapHandler::loadBitmap("HPSRAND5.bmp");
  395. }
  396. void CGPreGame::disposeGraphics()
  397. {
  398. delete victory;
  399. delete loss;
  400. SDL_FreeSurface(rHero);
  401. SDL_FreeSurface(nHero);
  402. SDL_FreeSurface(rTown);
  403. SDL_FreeSurface(nTown);
  404. }
  405. void CGPreGame::update()
  406. {
  407. if (GH.listInt.empty())
  408. {
  409. GH.pushInt(this);
  410. GH.pushInt(menu);
  411. menu->switchToTab(0);
  412. }
  413. if(SEL)
  414. SEL->update();
  415. // Handles mouse and key input
  416. GH.updateTime();
  417. GH.handleEvents();
  418. if (GH.curInt == NULL) // no redraw, when a new game was created
  419. return;
  420. GH.topInt()->show(screen);
  421. if (settings["general"]["showfps"].Bool())
  422. GH.drawFPSCounter();
  423. // draw the mouse cursor and update the screen
  424. CCS->curh->draw1();
  425. CSDL_Ext::update(screen);
  426. CCS->curh->draw2();
  427. }
  428. void CGPreGame::openCampaignScreen(std::string name)
  429. {
  430. BOOST_FOREACH(const JsonNode& node, (*pregameConfig)["campaignsset"].Vector())
  431. {
  432. if (node["name"].String() == name)
  433. {
  434. GH.pushInt(new CCampaignScreen(node));
  435. return;
  436. }
  437. }
  438. tlog1<<"Unknown campaign set: "<<name<<"\n";
  439. }
  440. CGPreGame *CGPreGame::create()
  441. {
  442. if(!CGP)
  443. CGP = new CGPreGame();
  444. return CGP;
  445. }
  446. void CGPreGame::removeFromGui()
  447. {
  448. //remove everything but main menu and background
  449. GH.popInts(GH.listInt.size() - 2);
  450. GH.popInt(GH.topInt()); //remove main menu
  451. GH.popInt(GH.topInt()); //remove background
  452. }
  453. CSelectionScreen::CSelectionScreen(CMenuScreen::EState Type, CMenuScreen::EMultiMode MultiPlayer /*= CMenuScreen::SINGLE_PLAYER*/, const std::map<ui32, std::string> *Names /*= NULL*/)
  454. : ISelectionScreenInfo(Names), serverHandlingThread(NULL), mx(new boost::recursive_mutex),
  455. serv(NULL), ongoingClosing(false), myNameID(255)
  456. {
  457. CGPreGame::create(); //we depend on its graphics
  458. screenType = Type;
  459. multiPlayer = MultiPlayer;
  460. OBJ_CONSTRUCTION_CAPTURING_ALL;
  461. bool network = (MultiPlayer == CMenuScreen::MULTI_NETWORK_GUEST || MultiPlayer == CMenuScreen::MULTI_NETWORK_HOST);
  462. CServerHandler *sh = NULL;
  463. if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST)
  464. {
  465. sh = new CServerHandler;
  466. sh->startServer();
  467. }
  468. IShowActivatable::type = BLOCK_ADV_HOTKEYS;
  469. pos.w = 762;
  470. pos.h = 584;
  471. if(Type == CMenuScreen::saveGame)
  472. {
  473. bordered = false;
  474. center(pos);
  475. }
  476. else if(Type == CMenuScreen::campaignList)
  477. {
  478. bordered = false;
  479. bg = new CPicture(BitmapHandler::loadBitmap("CamCust.bmp"), 0, 0, true);
  480. pos = bg->center();
  481. }
  482. else
  483. {
  484. bordered = true;
  485. bg = new CPicture(BitmapHandler::loadBitmap(rand()%2 ? "ZPIC1000.bmp" : "ZPIC1001.bmp"), 0, 0, true);
  486. pos = bg->center();
  487. }
  488. sInfo.difficulty = 1;
  489. current = NULL;
  490. sInfo.mode = (Type == CMenuScreen::newGame ? StartInfo::NEW_GAME : StartInfo::LOAD_GAME);
  491. sInfo.turnTime = 0;
  492. curTab = NULL;
  493. card = new InfoCard(network); //right info card
  494. if (screenType == CMenuScreen::campaignList)
  495. {
  496. opt = NULL;
  497. }
  498. else
  499. {
  500. opt = new OptionsTab(); //scenario options tab
  501. opt->recActions = DISPOSE;
  502. }
  503. sel = new SelectionTab(screenType, bind(&CSelectionScreen::changeSelection, this, _1), multiPlayer); //scenario selection tab
  504. sel->recActions = DISPOSE;
  505. switch(screenType)
  506. {
  507. case CMenuScreen::newGame:
  508. {
  509. card->difficulty->onChange = bind(&CSelectionScreen::difficultyChange, this, _1);
  510. card->difficulty->select(1, 0);
  511. CAdventureMapButton *select = new CAdventureMapButton(CGI->generaltexth->zelp[45], bind(&CSelectionScreen::toggleTab, this, sel), 411, 80, "GSPBUTT.DEF", SDLK_s);
  512. select->addTextOverlay(CGI->generaltexth->allTexts[500], FONT_SMALL);
  513. CAdventureMapButton *opts = new CAdventureMapButton(CGI->generaltexth->zelp[46], bind(&CSelectionScreen::toggleTab, this, opt), 411, 510, "GSPBUTT.DEF", SDLK_a);
  514. opts->addTextOverlay(CGI->generaltexth->allTexts[501], FONT_SMALL);
  515. CAdventureMapButton *random = new CAdventureMapButton(CGI->generaltexth->zelp[47], bind(&CSelectionScreen::toggleTab, this, sel), 411, 105, "GSPBUTT.DEF", SDLK_r);
  516. random->addTextOverlay(CGI->generaltexth->allTexts[740], FONT_SMALL);
  517. start = new CAdventureMapButton(CGI->generaltexth->zelp[103], bind(&CSelectionScreen::startGame, this), 411, 535, "SCNRBEG.DEF", SDLK_b);
  518. if(network)
  519. {
  520. CAdventureMapButton *hideChat = new CAdventureMapButton(CGI->generaltexth->zelp[48], bind(&InfoCard::toggleChat, card), 619, 83, "GSPBUT2.DEF", SDLK_h);
  521. hideChat->addTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL);
  522. if(multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
  523. {
  524. SDL_Color orange = {232, 184, 32, 0};
  525. select->text->color = opts->text->color = random->text->color = orange;
  526. select->block(true);
  527. opts->block(true);
  528. random->block(true);
  529. start->block(true);
  530. }
  531. }
  532. }
  533. break;
  534. case CMenuScreen::loadGame:
  535. sel->recActions = 255;
  536. start = new CAdventureMapButton(CGI->generaltexth->zelp[103], bind(&CSelectionScreen::startGame, this), 411, 535, "SCNRLOD.DEF", SDLK_l);
  537. break;
  538. case CMenuScreen::saveGame:
  539. sel->recActions = 255;
  540. start = new CAdventureMapButton("", CGI->generaltexth->zelp[103].second, bind(&CSelectionScreen::startGame, this), 411, 535, "SCNRSAV.DEF");
  541. break;
  542. case CMenuScreen::campaignList:
  543. sel->recActions = 255;
  544. start = new CAdventureMapButton(std::pair<std::string, std::string>(), bind(&CSelectionScreen::startCampaign, this), 411, 535, "SCNRLOD.DEF", SDLK_b);
  545. break;
  546. }
  547. start->assignedKeys.insert(SDLK_RETURN);
  548. std::string backName;
  549. if(Type == CMenuScreen::campaignList)
  550. {
  551. backName = "SCNRBACK.DEF";
  552. }
  553. else
  554. {
  555. backName = "SCNRBACK.DEF";
  556. }
  557. back = new CAdventureMapButton("", CGI->generaltexth->zelp[105].second, bind(&CGuiHandler::popIntTotally, &GH, this), 581, 535, backName, SDLK_ESCAPE);
  558. if(network)
  559. {
  560. if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST)
  561. {
  562. assert(playerNames.size() == 1 && vstd::contains(playerNames, 1)); //TODO hot-seat/network combo
  563. serv = sh->connectToServer();
  564. *serv << (ui8) 4;
  565. myNameID = 1;
  566. }
  567. else
  568. {
  569. serv = CServerHandler::justConnectToServer();
  570. }
  571. *serv << playerNames.begin()->second;
  572. if(multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
  573. {
  574. const CMapInfo *map;
  575. *serv >> myNameID >> map;
  576. serv->connectionID = myNameID;
  577. changeSelection(map);
  578. }
  579. else //host
  580. {
  581. if(current)
  582. {
  583. SelectMap sm(*current);
  584. *serv << &sm;
  585. UpdateStartOptions uso(sInfo);
  586. *serv << &uso;
  587. }
  588. }
  589. applier = new CApplier<CBaseForPGApply>;
  590. registerTypes4(*applier);
  591. serverHandlingThread = new boost::thread(&CSelectionScreen::handleConnection, this);
  592. }
  593. delete sh;
  594. }
  595. CSelectionScreen::~CSelectionScreen()
  596. {
  597. ongoingClosing = true;
  598. if(serv)
  599. {
  600. assert(serverHandlingThread);
  601. QuitMenuWithoutStarting qmws;
  602. *serv << &qmws;
  603. // while(!serverHandlingThread->timed_join(boost::posix_time::milliseconds(50)))
  604. // processPacks();
  605. serverHandlingThread->join();
  606. delete serverHandlingThread;
  607. }
  608. playerColor = -1;
  609. playerNames.clear();
  610. assert(!serv);
  611. vstd::clear_pointer(applier);
  612. delete mx;
  613. }
  614. void CSelectionScreen::toggleTab(CIntObject *tab)
  615. {
  616. if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST && serv)
  617. {
  618. PregameGuiAction pga;
  619. if(tab == curTab)
  620. pga.action = PregameGuiAction::NO_TAB;
  621. else if(tab == opt)
  622. pga.action = PregameGuiAction::OPEN_OPTIONS;
  623. else if(tab == sel)
  624. pga.action = PregameGuiAction::OPEN_SCENARIO_LIST;
  625. *serv << &pga;
  626. }
  627. if(curTab && curTab->active)
  628. {
  629. curTab->deactivate();
  630. curTab->recActions = DISPOSE;
  631. }
  632. if(curTab != tab)
  633. {
  634. tab->recActions = 255;
  635. tab->activate();
  636. curTab = tab;
  637. }
  638. else
  639. {
  640. curTab = NULL;
  641. };
  642. GH.totalRedraw();
  643. }
  644. void CSelectionScreen::changeSelection( const CMapInfo *to )
  645. {
  646. if(multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
  647. {
  648. vstd::clear_pointer(current);
  649. }
  650. current = to;
  651. if(to && (screenType == CMenuScreen::loadGame ||
  652. screenType == CMenuScreen::saveGame))
  653. SEL->sInfo.difficulty = to->scenarioOpts->difficulty;
  654. if(screenType != CMenuScreen::campaignList)
  655. {
  656. updateStartInfo(to ? to->filename : "", sInfo, to ? to->mapHeader : NULL);
  657. }
  658. card->changeSelection(to);
  659. if(screenType != CMenuScreen::campaignList)
  660. {
  661. opt->recreate();
  662. }
  663. if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST && serv)
  664. {
  665. SelectMap sm(*to);
  666. *serv << &sm;
  667. UpdateStartOptions uso(sInfo);
  668. *serv << &uso;
  669. }
  670. }
  671. void CSelectionScreen::startCampaign()
  672. {
  673. if (SEL->current)
  674. {
  675. CCampaign * ourCampaign = CCampaignHandler::getCampaign(SEL->current->filename, SEL->current->lodCmpgn);
  676. CCampaignState * campState = new CCampaignState();
  677. campState->camp = ourCampaign;
  678. GH.pushInt( new CBonusSelection(campState) );
  679. }
  680. }
  681. void CSelectionScreen::startGame()
  682. {
  683. if(screenType == CMenuScreen::newGame)
  684. {
  685. //there must be at least one human player before game can be started
  686. std::map<int, PlayerSettings>::const_iterator i;
  687. for(i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++)
  688. if(i->second.human)
  689. break;
  690. if(i == SEL->sInfo.playerInfos.end())
  691. {
  692. GH.pushInt(CInfoWindow::create(CGI->generaltexth->allTexts[530])); //You must position yourself prior to starting the game.
  693. return;
  694. }
  695. }
  696. if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST)
  697. {
  698. start->block(true);
  699. StartWithCurrentSettings swcs;
  700. *serv << &swcs;
  701. ongoingClosing = true;
  702. return;
  703. }
  704. if(screenType != CMenuScreen::saveGame)
  705. {
  706. if(!current)
  707. return;
  708. selectedName = sInfo.mapname;
  709. StartInfo *si = new StartInfo(sInfo);
  710. CGP->removeFromGui();
  711. //SEL->current = NULL;
  712. //curOpts = NULL;
  713. ::startGame(si);
  714. }
  715. else
  716. {
  717. if(!(sel && sel->txt && sel->txt->text.size()))
  718. return;
  719. selectedName = GVCMIDirs.UserPath + "/Games/" + sel->txt->text + ".vlgm1";
  720. CFunctionList<void()> overWrite;
  721. overWrite += boost::bind(&CCallback::save, LOCPLINT->cb, sel->txt->text);
  722. overWrite += bind(&CGuiHandler::popIntTotally, &GH, this);
  723. if(fs::exists(selectedName))
  724. {
  725. std::string hlp = CGI->generaltexth->allTexts[493]; //%s exists. Overwrite?
  726. boost::algorithm::replace_first(hlp, "%s", sel->txt->text);
  727. LOCPLINT->showYesNoDialog(hlp, overWrite, 0, false);
  728. }
  729. else
  730. overWrite();
  731. // LOCPLINT->cb->save(sel->txt->text);
  732. // GH.popIntTotally(this);
  733. }
  734. }
  735. void CSelectionScreen::difficultyChange( int to )
  736. {
  737. assert(screenType == CMenuScreen::newGame);
  738. sInfo.difficulty = to;
  739. propagateOptions();
  740. redraw();
  741. }
  742. void CSelectionScreen::handleConnection()
  743. {
  744. setThreadName("CSelectionScreen::handleConnection");
  745. try
  746. {
  747. assert(serv);
  748. while(serv)
  749. {
  750. CPackForSelectionScreen *pack = NULL;
  751. *serv >> pack;
  752. assert(pack);
  753. if(QuitMenuWithoutStarting *endingPack = dynamic_cast<QuitMenuWithoutStarting *>(pack))
  754. {
  755. endingPack->apply(this);
  756. }
  757. else if(StartWithCurrentSettings *endingPack = dynamic_cast<StartWithCurrentSettings *>(pack))
  758. {
  759. endingPack->apply(this);
  760. }
  761. else
  762. {
  763. boost::unique_lock<boost::recursive_mutex> lll(*mx);
  764. upcomingPacks.push_back(pack);
  765. }
  766. }
  767. } HANDLE_EXCEPTION
  768. catch(int i)
  769. {
  770. if(i != 666)
  771. throw;
  772. }
  773. }
  774. void CSelectionScreen::setSInfo(const StartInfo &si)
  775. {
  776. std::map<int, PlayerSettings>::const_iterator i;
  777. for(i = si.playerInfos.begin(); i != si.playerInfos.end(); i++)
  778. {
  779. if(i->second.human == myNameID)
  780. {
  781. playerColor = i->first;
  782. break;
  783. }
  784. }
  785. if(i == si.playerInfos.end()) //not found
  786. playerColor = -1;
  787. sInfo = si;
  788. if(current)
  789. opt->recreate(); //will force to recreate using current sInfo
  790. card->difficulty->select(si.difficulty, 0);
  791. GH.totalRedraw();
  792. }
  793. void CSelectionScreen::processPacks()
  794. {
  795. boost::unique_lock<boost::recursive_mutex> lll(*mx);
  796. while(upcomingPacks.size())
  797. {
  798. CPackForSelectionScreen *pack = upcomingPacks.front();
  799. upcomingPacks.pop_front();
  800. CBaseForPGApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  801. apply->applyOnPG(this, pack);
  802. delete pack;
  803. }
  804. }
  805. void CSelectionScreen::update()
  806. {
  807. if(serverHandlingThread)
  808. processPacks();
  809. }
  810. void CSelectionScreen::propagateOptions()
  811. {
  812. if(isHost() && serv)
  813. {
  814. UpdateStartOptions ups(sInfo);
  815. *serv << &ups;
  816. }
  817. }
  818. void CSelectionScreen::postRequest(ui8 what, ui8 dir)
  819. {
  820. if(!isGuest() || !serv)
  821. return;
  822. RequestOptionsChange roc(what, dir, myNameID);
  823. *serv << &roc;
  824. }
  825. void CSelectionScreen::postChatMessage(const std::string &txt)
  826. {
  827. assert(serv);
  828. ChatMessage cm;
  829. cm.message = txt;
  830. cm.playerName = sInfo.getPlayersSettings(myNameID)->name;
  831. *serv << &cm;
  832. }
  833. void CSelectionScreen::propagateNames()
  834. {
  835. PlayersNames pn;
  836. pn.playerNames = playerNames;
  837. *serv << &pn;
  838. }
  839. void CSelectionScreen::showAll(SDL_Surface *to)
  840. {
  841. CIntObject::showAll(to);
  842. if (bordered && (pos.h != to->h || pos.w != to->w))
  843. CMessage::drawBorder(1, to, pos.w+28, pos.h+30, pos.x-14, pos.y-15);
  844. }
  845. // A new size filter (Small, Medium, ...) has been selected. Populate
  846. // selMaps with the relevant data.
  847. void SelectionTab::filter( int size, bool selectFirst )
  848. {
  849. curItems.clear();
  850. if(tabType == CMenuScreen::campaignList)
  851. {
  852. for (size_t i=0; i<allItems.size(); i++)
  853. curItems.push_back(&allItems[i]);
  854. }
  855. else
  856. {
  857. for (size_t i=0; i<allItems.size(); i++)
  858. if( allItems[i].mapHeader && allItems[i].mapHeader->version && (!size || allItems[i].mapHeader->width == size))
  859. curItems.push_back(&allItems[i]);
  860. }
  861. if(curItems.size())
  862. {
  863. slider->block(false);
  864. slider->setAmount(curItems.size());
  865. sort();
  866. if(selectFirst)
  867. {
  868. slider->moveTo(0);
  869. onSelect(curItems[0]);
  870. }
  871. selectAbs(0);
  872. }
  873. else
  874. {
  875. slider->block(true);
  876. onSelect(NULL);
  877. }
  878. }
  879. void SelectionTab::getFiles(std::vector<FileInfo> &out, const std::string &dirname, const std::string &ext)
  880. {
  881. CFileUtility::getFilesWithExt(out, dirname, ext);
  882. allItems.resize(out.size());
  883. }
  884. void SelectionTab::parseMaps(std::vector<FileInfo> &files, int start, int threads)
  885. {
  886. int read=0;
  887. ui8 mapBuffer[1500];
  888. while(start < allItems.size())
  889. {
  890. gzFile tempf = gzopen(files[start].name.c_str(),"rb");
  891. read = gzread(tempf, mapBuffer, 1500);
  892. gzclose(tempf);
  893. if(read < 50 || !mapBuffer[4])
  894. {
  895. tlog3 << "\t\tWarning: corrupted map file: " << files[start].name << std::endl;
  896. }
  897. else //valid map
  898. {
  899. allItems[start].mapInit(files[start].name, mapBuffer);
  900. //allItems[start].date = "DATEDATE";// files[start].date;
  901. }
  902. start += threads;
  903. }
  904. }
  905. void SelectionTab::parseGames(std::vector<FileInfo> &files, bool multi)
  906. {
  907. for(int i=0; i<files.size(); i++)
  908. {
  909. try
  910. {
  911. CLoadFile lf(files[i].name);
  912. ui8 sign[8];
  913. lf >> sign;
  914. if(std::memcmp(sign,"VCMISVG",7))
  915. throw std::runtime_error("not a correct savefile!");
  916. allItems[i].mapHeader = new CMapHeader();
  917. lf >> *(allItems[i].mapHeader) >> allItems[i].scenarioOpts;
  918. allItems[i].filename = files[i].name;
  919. allItems[i].countPlayers();
  920. allItems[i].date = std::asctime(std::localtime(&files[i].date));
  921. if((allItems[i].actualHumanPlayers > 1) != multi) //if multi mode then only multi games, otherwise single
  922. {
  923. vstd::clear_pointer(allItems[i].mapHeader);
  924. }
  925. }
  926. catch(std::exception &e)
  927. {
  928. vstd::clear_pointer(allItems[i].mapHeader);
  929. tlog3 << "Failed to process " << files[i].name <<": " << e.what() << std::endl;
  930. }
  931. }
  932. }
  933. void SelectionTab::parseCampaigns( std::vector<FileInfo> & files )
  934. {
  935. for(int i=0; i<files.size(); i++)
  936. {
  937. //allItems[i].date = std::asctime(std::localtime(&files[i].date));
  938. allItems[i].filename = files[i].name;
  939. allItems[i].lodCmpgn = files[i].inLod;
  940. allItems[i].campaignInit();
  941. }
  942. }
  943. SelectionTab::SelectionTab(CMenuScreen::EState Type, const boost::function<void(CMapInfo *)> &OnSelect, CMenuScreen::EMultiMode MultiPlayer /*= CMenuScreen::SINGLE_PLAYER*/)
  944. :bg(NULL), onSelect(OnSelect)
  945. {
  946. OBJ_CONSTRUCTION;
  947. selectionPos = 0;
  948. addUsedEvents(LCLICK | WHEEL | KEYBOARD | DOUBLECLICK);
  949. slider = NULL;
  950. txt = NULL;
  951. tabType = Type;
  952. if (Type != CMenuScreen::campaignList)
  953. {
  954. bg = new CPicture("SCSELBCK.bmp", 0, 6);
  955. pos = bg->pos;
  956. }
  957. else
  958. {
  959. bg = nullptr; //use background from parent
  960. pos.w = parent->pos.w;
  961. pos.h = parent->pos.h;
  962. pos.x += 3; pos.y += 6;
  963. }
  964. if(MultiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
  965. {
  966. positions = 18;
  967. }
  968. else
  969. {
  970. std::vector<FileInfo> toParse;
  971. std::vector<CCampaignHeader> cpm;
  972. switch(tabType)
  973. {
  974. case CMenuScreen::newGame:
  975. getFiles(toParse, GameConstants::DATA_DIR + "/Maps", "h3m"); //get all maps
  976. /* Load maps from user directory too, unless it is also the
  977. * same as the data directory (as is the case on
  978. * windows). */
  979. if (GVCMIDirs.UserPath != GameConstants::DATA_DIR)
  980. getFiles(toParse, GVCMIDirs.UserPath + "/Maps", "h3m"); //get all maps
  981. parseMaps(toParse);
  982. positions = 18;
  983. break;
  984. case CMenuScreen::loadGame:
  985. case CMenuScreen::saveGame:
  986. getFiles(toParse, GVCMIDirs.UserPath + "/Games", "vlgm1"); //get all saves
  987. parseGames(toParse, MultiPlayer);
  988. if(tabType == CMenuScreen::loadGame)
  989. {
  990. positions = 18;
  991. }
  992. else
  993. {
  994. positions = 16;
  995. }
  996. if(tabType == CMenuScreen::saveGame)
  997. {
  998. txt = new CTextInput(Rect(32, 539, 350, 20), Point(-32, -25), "GSSTRIP.bmp", 0);
  999. txt->filters.add(CTextInput::filenameFilter);
  1000. }
  1001. break;
  1002. case CMenuScreen::campaignList:
  1003. getFiles(toParse, GameConstants::DATA_DIR + "/Maps", "h3c"); //get all campaigns
  1004. /* Load campaingns from user directory too, unless it is also the
  1005. * same as the data directory (as is the case on
  1006. * windows). */
  1007. if (GVCMIDirs.UserPath != GameConstants::DATA_DIR)
  1008. getFiles(toParse, GVCMIDirs.UserPath + "/Maps", "h3c"); //get all maps
  1009. for (int g=0; g<toParse.size(); ++g)
  1010. {
  1011. toParse[g].inLod = false;
  1012. }
  1013. //add lod cmpgns
  1014. cpm = CCampaignHandler::getCampaignHeaders(CCampaignHandler::Custom);
  1015. for (int g = 0; g < cpm.size(); g++)
  1016. {
  1017. FileInfo fi;
  1018. fi.inLod = cpm[g].loadFromLod;
  1019. fi.name = cpm[g].filename;
  1020. if (cpm[g].loadFromLod)
  1021. {
  1022. toParse.push_back(fi);
  1023. allItems.push_back(CMapInfo(false));
  1024. }
  1025. }
  1026. parseCampaigns(toParse);
  1027. positions = 18;
  1028. break;
  1029. default:
  1030. assert(0);
  1031. break;
  1032. }
  1033. }
  1034. if (tabType != CMenuScreen::campaignList)
  1035. {
  1036. //size filter buttons
  1037. {
  1038. int sizes[] = {36, 72, 108, 144, 0};
  1039. const char * names[] = {"SCSMBUT.DEF", "SCMDBUT.DEF", "SCLGBUT.DEF", "SCXLBUT.DEF", "SCALBUT.DEF"};
  1040. for(int i = 0; i < 5; i++)
  1041. new CAdventureMapButton("", CGI->generaltexth->zelp[54+i].second, bind(&SelectionTab::filter, this, sizes[i], true), 158 + 47*i, 46, names[i]);
  1042. }
  1043. //sort buttons buttons
  1044. {
  1045. int xpos[] = {23, 55, 88, 121, 306, 339};
  1046. const char * names[] = {"SCBUTT1.DEF", "SCBUTT2.DEF", "SCBUTCP.DEF", "SCBUTT3.DEF", "SCBUTT4.DEF", "SCBUTT5.DEF"};
  1047. for(int i = 0; i < 6; i++)
  1048. new CAdventureMapButton("", CGI->generaltexth->zelp[107+i].second, bind(&SelectionTab::sortBy, this, i), xpos[i], 86, names[i]);
  1049. }
  1050. }
  1051. else
  1052. {
  1053. //sort by buttons
  1054. new CAdventureMapButton("", "", bind(&SelectionTab::sortBy, this, _numOfMaps), 23, 86, "CamCusM.DEF"); //by num of maps
  1055. new CAdventureMapButton("", "", bind(&SelectionTab::sortBy, this, _name), 55, 86, "CamCusL.DEF"); //by name
  1056. }
  1057. slider = new CSlider(372, 86, tabType != CMenuScreen::saveGame ? 480 : 430, bind(&SelectionTab::sliderMove, this, _1), positions, curItems.size(), 0, false, 1);
  1058. slider->addUsedEvents(WHEEL);
  1059. slider->slider->keepFrame = true;
  1060. format = CDefHandler::giveDef("SCSELC.DEF");
  1061. sortingBy = _format;
  1062. ascending = true;
  1063. filter(0);
  1064. //select(0);
  1065. switch(tabType)
  1066. {
  1067. case CMenuScreen::newGame:
  1068. selectFName(GameConstants::DATA_DIR + "/Maps/Arrogance.h3m");
  1069. break;
  1070. case CMenuScreen::loadGame:
  1071. case CMenuScreen::campaignList:
  1072. select(0);
  1073. break;
  1074. case CMenuScreen::saveGame:;
  1075. if(selectedName.size())
  1076. {
  1077. if(selectedName[2] == 'M') //name starts with ./Maps instead of ./Games => there was nothing to select
  1078. txt->setTxt("NEWGAME");
  1079. else
  1080. selectFName(selectedName);
  1081. }
  1082. }
  1083. }
  1084. SelectionTab::~SelectionTab()
  1085. {
  1086. delete format;
  1087. }
  1088. void SelectionTab::sortBy( int criteria )
  1089. {
  1090. if(criteria == sortingBy)
  1091. {
  1092. ascending = !ascending;
  1093. }
  1094. else
  1095. {
  1096. sortingBy = (ESortBy)criteria;
  1097. ascending = true;
  1098. }
  1099. sort();
  1100. selectAbs(0);
  1101. }
  1102. void SelectionTab::sort()
  1103. {
  1104. if(sortingBy != _name)
  1105. std::stable_sort(curItems.begin(), curItems.end(), mapSorter(_name));
  1106. std::stable_sort(curItems.begin(), curItems.end(), mapSorter(sortingBy));
  1107. if(!ascending)
  1108. std::reverse(curItems.begin(), curItems.end());
  1109. redraw();
  1110. }
  1111. void SelectionTab::select( int position )
  1112. {
  1113. if(!curItems.size()) return;
  1114. // New selection. py is the index in curItems.
  1115. int py = position + slider->value;
  1116. vstd::amax(py, 0);
  1117. vstd::amin(py, curItems.size()-1);
  1118. selectionPos = py;
  1119. if(position < 0)
  1120. slider->moveTo(slider->value + position);
  1121. else if(position >= positions)
  1122. slider->moveTo(slider->value + position - positions + 1);
  1123. if(txt)
  1124. txt->setTxt(fs::basename(curItems[py]->filename));
  1125. onSelect(curItems[py]);
  1126. }
  1127. void SelectionTab::selectAbs( int position )
  1128. {
  1129. select(position - slider->value);
  1130. }
  1131. int SelectionTab::getPosition( int x, int y )
  1132. {
  1133. return -1;
  1134. }
  1135. void SelectionTab::sliderMove( int slidPos )
  1136. {
  1137. if(!slider) return; //ignore spurious call when slider is being created
  1138. redraw();
  1139. }
  1140. // Display the tab with the scenario names
  1141. //
  1142. // elemIdx is the index of the maps or saved game to display on line 0
  1143. // slider->capacity contains the number of available screen lines
  1144. // slider->positionsAmnt is the number of elements after filtering
  1145. void SelectionTab::printMaps(SDL_Surface *to)
  1146. {
  1147. int elemIdx = slider->value;
  1148. // Display all elements if there's enough space
  1149. //if(slider->amount < slider->capacity)
  1150. // elemIdx = 0;
  1151. SDL_Color itemColor;
  1152. #define POS(xx, yy) pos.x + xx, pos.y + yy + line*25
  1153. for (int line = 0; line < positions && elemIdx < curItems.size(); elemIdx++, line++)
  1154. {
  1155. CMapInfo *currentItem = curItems[elemIdx];
  1156. if (elemIdx == selectionPos)
  1157. itemColor=Colors::Jasmine;
  1158. else
  1159. itemColor=Colors::Cornsilk;
  1160. if(tabType != CMenuScreen::campaignList)
  1161. {
  1162. //amount of players
  1163. std::ostringstream ostr(std::ostringstream::out);
  1164. ostr << currentItem->playerAmnt << "/" << currentItem->humenPlayers;
  1165. CSDL_Ext::printAt(ostr.str(), POS(29, 120), FONT_SMALL, itemColor, to);
  1166. //map size
  1167. std::string temp2 = "C";
  1168. switch (currentItem->mapHeader->width)
  1169. {
  1170. case 36:
  1171. temp2="S";
  1172. break;
  1173. case 72:
  1174. temp2="M";
  1175. break;
  1176. case 108:
  1177. temp2="L";
  1178. break;
  1179. case 144:
  1180. temp2="XL";
  1181. break;
  1182. }
  1183. CSDL_Ext::printAtMiddle(temp2, POS(70, 128), FONT_SMALL, itemColor, to);
  1184. int temp=-1;
  1185. switch (currentItem->mapHeader->version)
  1186. {
  1187. case CMapHeader::RoE:
  1188. temp=0;
  1189. break;
  1190. case CMapHeader::AB:
  1191. temp=1;
  1192. break;
  1193. case CMapHeader::SoD:
  1194. temp=2;
  1195. break;
  1196. case CMapHeader::WoG:
  1197. temp=3;
  1198. break;
  1199. default:
  1200. // Unknown version. Be safe and ignore that map
  1201. tlog2 << "Warning: " << currentItem->filename << " has wrong version!\n";
  1202. continue;
  1203. }
  1204. blitAt(format->ourImages[temp].bitmap, POS(88, 117), to);
  1205. //victory conditions
  1206. if (currentItem->mapHeader->victoryCondition.condition == EVictoryConditionType::WINSTANDARD)
  1207. temp = 11;
  1208. else
  1209. temp = currentItem->mapHeader->victoryCondition.condition;
  1210. blitAt(CGP->victory->ourImages[temp].bitmap, POS(306, 117), to);
  1211. //loss conditions
  1212. if (currentItem->mapHeader->lossCondition.typeOfLossCon == ELossConditionType::LOSSSTANDARD)
  1213. temp=3;
  1214. else
  1215. temp=currentItem->mapHeader->lossCondition.typeOfLossCon;
  1216. blitAt(CGP->loss->ourImages[temp].bitmap, POS(339, 117), to);
  1217. }
  1218. else //if campaign
  1219. {
  1220. //number of maps in campaign
  1221. std::ostringstream ostr(std::ostringstream::out);
  1222. ostr << CGI->generaltexth->campaignRegionNames[ currentItem->campaignHeader->mapVersion ].size();
  1223. CSDL_Ext::printAt(ostr.str(), POS(29, 120), FONT_SMALL, itemColor, to);
  1224. }
  1225. std::string name;
  1226. if(tabType == CMenuScreen::newGame)
  1227. {
  1228. if (!currentItem->mapHeader->name.length())
  1229. currentItem->mapHeader->name = "Unnamed";
  1230. name = currentItem->mapHeader->name;
  1231. }
  1232. else if(tabType == CMenuScreen::campaignList)
  1233. {
  1234. name = currentItem->campaignHeader->name;
  1235. }
  1236. else
  1237. {
  1238. name = fs::basename(currentItem->filename);
  1239. }
  1240. //print name
  1241. CSDL_Ext::printAtMiddle(CSDL_Ext::trimToFit(name, 185, FONT_SMALL), POS(213, 128), FONT_SMALL, itemColor, to);
  1242. }
  1243. #undef POS
  1244. }
  1245. void SelectionTab::showAll(SDL_Surface * to)
  1246. {
  1247. CIntObject::showAll(to);
  1248. printMaps(to);
  1249. std::string title;
  1250. switch(tabType) {
  1251. case CMenuScreen::newGame:
  1252. title = CGI->generaltexth->arraytxt[229];
  1253. break;
  1254. case CMenuScreen::loadGame:
  1255. title = CGI->generaltexth->arraytxt[230];
  1256. break;
  1257. case CMenuScreen::saveGame:
  1258. title = CGI->generaltexth->arraytxt[231];
  1259. break;
  1260. case CMenuScreen::campaignList:
  1261. title = "Select a Campaign"; //TODO: find where is the title
  1262. break;
  1263. }
  1264. CSDL_Ext::printAtMiddle(title, pos.x+205, pos.y+28, FONT_MEDIUM, Colors::Jasmine, to); //Select a Scenario to Play
  1265. if(tabType != CMenuScreen::campaignList)
  1266. {
  1267. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[510], pos.x+87, pos.y+62, FONT_SMALL, Colors::Jasmine, to); //Map sizes
  1268. }
  1269. }
  1270. void SelectionTab::clickLeft( tribool down, bool previousState )
  1271. {
  1272. if(down)
  1273. {
  1274. int line = getLine();
  1275. if(line != -1)
  1276. select(line);
  1277. }
  1278. }
  1279. void SelectionTab::keyPressed( const SDL_KeyboardEvent & key )
  1280. {
  1281. if(key.state != SDL_PRESSED) return;
  1282. int moveBy = 0;
  1283. switch(key.keysym.sym)
  1284. {
  1285. case SDLK_UP:
  1286. moveBy = -1;
  1287. break;
  1288. case SDLK_DOWN:
  1289. moveBy = +1;
  1290. break;
  1291. case SDLK_PAGEUP:
  1292. moveBy = -positions+1;
  1293. break;
  1294. case SDLK_PAGEDOWN:
  1295. moveBy = +positions-1;
  1296. break;
  1297. case SDLK_HOME:
  1298. select(-slider->value);
  1299. return;
  1300. case SDLK_END:
  1301. select(curItems.size() - slider->value);
  1302. return;
  1303. default:
  1304. return;
  1305. }
  1306. select(selectionPos - slider->value + moveBy);
  1307. }
  1308. void SelectionTab::onDoubleClick()
  1309. {
  1310. if(getLine() != -1) //double clicked scenarios list
  1311. {
  1312. //act as if start button was pressed
  1313. (static_cast<CSelectionScreen*>(parent))->start->callback();
  1314. }
  1315. }
  1316. int SelectionTab::getLine()
  1317. {
  1318. int line = -1;
  1319. Point clickPos(GH.current->button.x, GH.current->button.y);
  1320. clickPos = clickPos - pos.topLeft();
  1321. if (clickPos.y > 115 && clickPos.y < 564 && clickPos.x > 22 && clickPos.x < 371)
  1322. {
  1323. line = (clickPos.y-115) / 25; //which line
  1324. }
  1325. return line;
  1326. }
  1327. void SelectionTab::selectFName( const std::string &fname )
  1328. {
  1329. for(int i = curItems.size() - 1; i >= 0; i--)
  1330. {
  1331. if(curItems[i]->filename == fname)
  1332. {
  1333. slider->moveTo(i);
  1334. selectAbs(i);
  1335. return;
  1336. }
  1337. }
  1338. selectAbs(0);
  1339. }
  1340. CChatBox::CChatBox(const Rect &rect)
  1341. {
  1342. OBJ_CONSTRUCTION;
  1343. pos += rect;
  1344. addUsedEvents(KEYBOARD);
  1345. captureAllKeys = true;
  1346. const int height = graphics->fonts[FONT_SMALL]->height;
  1347. inputBox = new CTextInput(Rect(0, rect.h - height, rect.w, height));
  1348. inputBox->removeUsedEvents(KEYBOARD);
  1349. chatHistory = new CTextBox("", Rect(0, 0, rect.w, rect.h - height), 1);
  1350. SDL_Color green = {0,252,0, SDL_ALPHA_OPAQUE};
  1351. chatHistory->color = green;
  1352. }
  1353. void CChatBox::keyPressed(const SDL_KeyboardEvent & key)
  1354. {
  1355. if(key.keysym.sym == SDLK_RETURN && key.state == SDL_PRESSED && inputBox->text.size())
  1356. {
  1357. SEL->postChatMessage(inputBox->text);
  1358. inputBox->setTxt("");
  1359. }
  1360. else
  1361. inputBox->keyPressed(key);
  1362. }
  1363. void CChatBox::addNewMessage(const std::string &text)
  1364. {
  1365. chatHistory->setTxt(chatHistory->text + text + "\n");
  1366. if(chatHistory->slider)
  1367. chatHistory->slider->moveToMax();
  1368. }
  1369. InfoCard::InfoCard( bool Network )
  1370. : bg(NULL), network(Network), chatOn(false), chat(NULL), playerListBg(NULL),
  1371. difficulty(NULL), sizes(NULL), sFlags(NULL)
  1372. {
  1373. OBJ_CONSTRUCTION_CAPTURING_ALL;
  1374. pos.x += 393;
  1375. pos.y += 6;
  1376. addUsedEvents(RCLICK);
  1377. mapDescription = NULL;
  1378. Rect descriptionRect(26, 149, 320, 115);
  1379. mapDescription = new CTextBox("", descriptionRect, 1);
  1380. if(SEL->screenType == CMenuScreen::campaignList)
  1381. {
  1382. CSelectionScreen *ss = static_cast<CSelectionScreen*>(parent);
  1383. mapDescription->addChild(new CPicture(*ss->bg, descriptionRect + Point(-393, 0)), true); //move subpicture bg to our description control (by default it's our (Infocard) child)
  1384. }
  1385. else
  1386. {
  1387. bg = new CPicture("GSELPOP1.bmp", 0, 0);
  1388. parent->addChild(bg);
  1389. auto it = vstd::find(parent->children, this); //our position among parent children
  1390. parent->children.insert(it, bg); //put BG before us
  1391. parent->children.pop_back();
  1392. pos.w = bg->pos.w;
  1393. pos.h = bg->pos.h;
  1394. sizes = CDefHandler::giveDef("SCNRMPSZ.DEF");
  1395. sFlags = CDefHandler::giveDef("ITGFLAGS.DEF");
  1396. difficulty = new CHighlightableButtonsGroup(0);
  1397. {
  1398. static const char *difButns[] = {"GSPBUT3.DEF", "GSPBUT4.DEF", "GSPBUT5.DEF", "GSPBUT6.DEF", "GSPBUT7.DEF"};
  1399. for(int i = 0; i < 5; i++)
  1400. {
  1401. difficulty->addButton(new CHighlightableButton("", CGI->generaltexth->zelp[24+i].second, 0, 110 + i*32, 450, difButns[i], i));
  1402. }
  1403. }
  1404. if(SEL->screenType != CMenuScreen::newGame)
  1405. difficulty->block(true);
  1406. //description needs bg
  1407. mapDescription->addChild(new CPicture(*bg, descriptionRect), true); //move subpicture bg to our description control (by default it's our (Infocard) child)
  1408. if(network)
  1409. {
  1410. playerListBg = new CPicture("CHATPLUG.bmp", 16, 276);
  1411. chat = new CChatBox(descriptionRect);
  1412. chat->chatHistory->addChild(new CPicture(*bg, chat->chatHistory->pos - pos), true); //move subpicture bg to our description control (by default it's our (Infocard) child)
  1413. chatOn = true;
  1414. mapDescription->disable();
  1415. }
  1416. }
  1417. }
  1418. InfoCard::~InfoCard()
  1419. {
  1420. delete sizes;
  1421. delete sFlags;
  1422. }
  1423. void InfoCard::showAll(SDL_Surface * to)
  1424. {
  1425. CIntObject::showAll(to);
  1426. //blit texts
  1427. if(SEL->screenType != CMenuScreen::campaignList)
  1428. {
  1429. printAtLoc(CGI->generaltexth->allTexts[390] + ":", 24, 400, FONT_SMALL, Colors::Cornsilk, to); //Allies
  1430. printAtLoc(CGI->generaltexth->allTexts[391] + ":", 190, 400, FONT_SMALL, Colors::Cornsilk, to); //Enemies
  1431. printAtLoc(CGI->generaltexth->allTexts[494], 33, 430, FONT_SMALL, Colors::Jasmine, to);//"Map Diff:"
  1432. printAtLoc(CGI->generaltexth->allTexts[492] + ":", 133,430, FONT_SMALL, Colors::Jasmine, to); //player difficulty
  1433. printAtLoc(CGI->generaltexth->allTexts[218] + ":", 290,430, FONT_SMALL, Colors::Jasmine, to); //"Rating:"
  1434. printAtLoc(CGI->generaltexth->allTexts[495], 26, 22, FONT_SMALL, Colors::Jasmine, to); //Scenario Name:
  1435. if(!chatOn)
  1436. {
  1437. printAtLoc(CGI->generaltexth->allTexts[496], 26, 132, FONT_SMALL, Colors::Jasmine, to); //Scenario Description:
  1438. printAtLoc(CGI->generaltexth->allTexts[497], 26, 283, FONT_SMALL, Colors::Jasmine, to); //Victory Condition:
  1439. printAtLoc(CGI->generaltexth->allTexts[498], 26, 339, FONT_SMALL, Colors::Jasmine, to); //Loss Condition:
  1440. }
  1441. else //players list
  1442. {
  1443. std::map<ui32, std::string> playerNames = SEL->playerNames;
  1444. int playerSoFar = 0;
  1445. for (std::map<int, PlayerSettings>::const_iterator i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++)
  1446. {
  1447. if(i->second.human)
  1448. {
  1449. printAtLoc(i->second.name, 24, 285 + playerSoFar++ * graphics->fonts[FONT_SMALL]->height, FONT_SMALL, Colors::Cornsilk, to);
  1450. playerNames.erase(i->second.human);
  1451. }
  1452. }
  1453. playerSoFar = 0;
  1454. for (std::map<ui32, std::string>::const_iterator i = playerNames.begin(); i != playerNames.end(); i++)
  1455. {
  1456. printAtLoc(i->second, 193, 285 + playerSoFar++ * graphics->fonts[FONT_SMALL]->height, FONT_SMALL, Colors::Cornsilk, to);
  1457. }
  1458. }
  1459. }
  1460. if(SEL->current)
  1461. {
  1462. if(SEL->screenType != CMenuScreen::campaignList)
  1463. {
  1464. int temp = -1;
  1465. if(!chatOn)
  1466. {
  1467. //victory conditions
  1468. temp = SEL->current->mapHeader->victoryCondition.condition+1;
  1469. if (temp>20) temp=0;
  1470. std::string sss = CGI->generaltexth->victoryConditions[temp];
  1471. if (temp && SEL->current->mapHeader->victoryCondition.allowNormalVictory) sss+= "/" + CGI->generaltexth->victoryConditions[0];
  1472. printAtLoc(sss, 60, 307, FONT_SMALL, Colors::Cornsilk, to);
  1473. temp = SEL->current->mapHeader->victoryCondition.condition;
  1474. if (temp>12) temp=11;
  1475. blitAtLoc(CGP->victory->ourImages[temp].bitmap, 24, 302, to); //victory cond descr
  1476. //loss conditoins
  1477. temp = SEL->current->mapHeader->lossCondition.typeOfLossCon+1;
  1478. if (temp>20) temp=0;
  1479. sss = CGI->generaltexth->lossCondtions[temp];
  1480. printAtLoc(sss, 60, 366, FONT_SMALL, Colors::Cornsilk, to);
  1481. temp=SEL->current->mapHeader->lossCondition.typeOfLossCon;
  1482. if (temp>12) temp=3;
  1483. blitAtLoc(CGP->loss->ourImages[temp].bitmap, 24, 359, to); //loss cond
  1484. }
  1485. //difficulty
  1486. assert(SEL->current->mapHeader->difficulty <= 4);
  1487. std::string &diff = CGI->generaltexth->arraytxt[142 + SEL->current->mapHeader->difficulty];
  1488. printAtMiddleLoc(diff, 62, 472, FONT_SMALL, Colors::Cornsilk, to);
  1489. //selecting size icon
  1490. switch (SEL->current->mapHeader->width)
  1491. {
  1492. case 36:
  1493. temp=0;
  1494. break;
  1495. case 72:
  1496. temp=1;
  1497. break;
  1498. case 108:
  1499. temp=2;
  1500. break;
  1501. case 144:
  1502. temp=3;
  1503. break;
  1504. default:
  1505. temp=4;
  1506. break;
  1507. }
  1508. blitAtLoc(sizes->ourImages[temp].bitmap, 318, 22, to);
  1509. if(SEL->screenType == CMenuScreen::loadGame)
  1510. printToLoc((static_cast<const CMapInfo*>(SEL->current))->date,308,34, FONT_SMALL, Colors::Cornsilk, to);
  1511. //print flags
  1512. int fx = 34 + graphics->fonts[FONT_SMALL]->getWidth(CGI->generaltexth->allTexts[390].c_str());
  1513. int ex = 200 + graphics->fonts[FONT_SMALL]->getWidth(CGI->generaltexth->allTexts[391].c_str());
  1514. int myT;
  1515. if(playerColor >= 0)
  1516. myT = SEL->current->mapHeader->players[playerColor].team;
  1517. else
  1518. myT = -1;
  1519. for (std::map<int, PlayerSettings>::const_iterator i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++)
  1520. {
  1521. int *myx = ((i->first == playerColor || SEL->current->mapHeader->players[i->first].team == myT) ? &fx : &ex);
  1522. blitAtLoc(sFlags->ourImages[i->first].bitmap, *myx, 399, to);
  1523. *myx += sFlags->ourImages[i->first].bitmap->w;
  1524. }
  1525. std::string tob;
  1526. switch (SEL->sInfo.difficulty)
  1527. {
  1528. case 0:
  1529. tob="80%";
  1530. break;
  1531. case 1:
  1532. tob="100%";
  1533. break;
  1534. case 2:
  1535. tob="130%";
  1536. break;
  1537. case 3:
  1538. tob="160%";
  1539. break;
  1540. case 4:
  1541. tob="200%";
  1542. break;
  1543. }
  1544. printAtMiddleLoc(tob, 311, 472, FONT_SMALL, Colors::Cornsilk, to);
  1545. }
  1546. //blit description
  1547. std::string name;
  1548. if (SEL->screenType == CMenuScreen::campaignList)
  1549. {
  1550. name = SEL->current->campaignHeader->name;
  1551. }
  1552. else
  1553. {
  1554. name = SEL->current->mapHeader->name;
  1555. }
  1556. //name
  1557. if (name.length())
  1558. printAtLoc(CSDL_Ext::trimToFit(name, 300, FONT_BIG), 26, 39, FONT_BIG, Colors::Jasmine, to);
  1559. else
  1560. printAtLoc("Unnamed", 26, 39, FONT_BIG, Colors::Jasmine, to);
  1561. }
  1562. }
  1563. void InfoCard::changeSelection( const CMapInfo *to )
  1564. {
  1565. if(to && mapDescription)
  1566. {
  1567. if (SEL->screenType == CMenuScreen::campaignList)
  1568. mapDescription->setTxt(to->campaignHeader->description);
  1569. else
  1570. mapDescription->setTxt(to->mapHeader->description);
  1571. if(SEL->screenType != CMenuScreen::newGame && SEL->screenType != CMenuScreen::campaignList) {
  1572. difficulty->block(true);
  1573. difficulty->select(SEL->sInfo.difficulty, 0);
  1574. }
  1575. }
  1576. GH.totalRedraw();
  1577. }
  1578. void InfoCard::clickRight( tribool down, bool previousState )
  1579. {
  1580. static const Rect flagArea(19, 397, 335, 23);
  1581. if(down && SEL->current && isItInLoc(flagArea, GH.current->motion.x, GH.current->motion.y))
  1582. showTeamsPopup();
  1583. }
  1584. void InfoCard::showTeamsPopup()
  1585. {
  1586. SDL_Surface *bmp = CMessage::drawDialogBox(256, 90 + 50 * SEL->current->mapHeader->howManyTeams);
  1587. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[657], 128, 30, FONT_MEDIUM, Colors::Jasmine, bmp); //{Team Alignments}
  1588. for(int i = 0; i < SEL->current->mapHeader->howManyTeams; i++)
  1589. {
  1590. std::vector<ui8> flags;
  1591. std::string hlp = CGI->generaltexth->allTexts[656]; //Team %d
  1592. hlp.replace(hlp.find("%d"), 2, boost::lexical_cast<std::string>(i+1));
  1593. CSDL_Ext::printAtMiddle(hlp, 128, 65 + 50*i, FONT_SMALL, Colors::Cornsilk, bmp);
  1594. for(int j = 0; j < GameConstants::PLAYER_LIMIT; j++)
  1595. if((SEL->current->mapHeader->players[j].canHumanPlay || SEL->current->mapHeader->players[j].canComputerPlay)
  1596. && SEL->current->mapHeader->players[j].team == i)
  1597. flags.push_back(j);
  1598. int curx = 128 - 9*flags.size();
  1599. for(int j = 0; j < flags.size(); j++)
  1600. {
  1601. blitAt(sFlags->ourImages[flags[j]].bitmap, curx, 75 + 50*i, bmp);
  1602. curx += 18;
  1603. }
  1604. }
  1605. GH.pushInt(new CInfoPopup(bmp, true));
  1606. }
  1607. void InfoCard::toggleChat()
  1608. {
  1609. setChat(!chatOn);
  1610. }
  1611. void InfoCard::setChat(bool activateChat)
  1612. {
  1613. if(chatOn == activateChat)
  1614. return;
  1615. assert(active);
  1616. if(activateChat)
  1617. {
  1618. mapDescription->disable();
  1619. chat->enable();
  1620. playerListBg->enable();
  1621. }
  1622. else
  1623. {
  1624. mapDescription->enable();
  1625. chat->disable();
  1626. playerListBg->disable();
  1627. }
  1628. chatOn = activateChat;
  1629. GH.totalRedraw();
  1630. }
  1631. OptionsTab::OptionsTab():
  1632. turnDuration(NULL)
  1633. {
  1634. OBJ_CONSTRUCTION;
  1635. bg = new CPicture("ADVOPTBK", 0, 6);
  1636. pos = bg->pos;
  1637. if(SEL->screenType == CMenuScreen::newGame)
  1638. turnDuration = new CSlider(55, 551, 194, bind(&OptionsTab::setTurnLength, this, _1), 1, 11, 11, true, 1);
  1639. }
  1640. OptionsTab::~OptionsTab()
  1641. {
  1642. }
  1643. void OptionsTab::showAll(SDL_Surface * to)
  1644. {
  1645. CIntObject::showAll(to);
  1646. printAtMiddleLoc(CGI->generaltexth->allTexts[515], 222, 30, FONT_BIG, Colors::Jasmine, to);
  1647. printAtMiddleWBLoc(CGI->generaltexth->allTexts[516], 222, 58, FONT_SMALL, 55, Colors::Cornsilk, to); //Select starting options, handicap, and name for each player in the game.
  1648. printAtMiddleWBLoc(CGI->generaltexth->allTexts[517], 107, 102, FONT_SMALL, 14, Colors::Jasmine, to); //Player Name Handicap Type
  1649. printAtMiddleWBLoc(CGI->generaltexth->allTexts[518], 197, 102, FONT_SMALL, 10, Colors::Jasmine, to); //Starting Town
  1650. printAtMiddleWBLoc(CGI->generaltexth->allTexts[519], 273, 102, FONT_SMALL, 10, Colors::Jasmine, to); //Starting Hero
  1651. printAtMiddleWBLoc(CGI->generaltexth->allTexts[520], 349, 102, FONT_SMALL, 10, Colors::Jasmine, to); //Starting Bonus
  1652. printAtMiddleLoc(CGI->generaltexth->allTexts[521], 222, 538, FONT_SMALL, Colors::Jasmine, to); // Player Turn Duration
  1653. if (turnDuration)
  1654. printAtMiddleLoc(CGI->generaltexth->turnDurations[turnDuration->value], 319,559, FONT_SMALL, Colors::Cornsilk, to);//Turn duration value
  1655. }
  1656. void OptionsTab::nextCastle( int player, int dir )
  1657. {
  1658. if(SEL->isGuest())
  1659. {
  1660. SEL->postRequest(RequestOptionsChange::TOWN, dir);
  1661. return;
  1662. }
  1663. PlayerSettings &s = SEL->sInfo.playerInfos[player];
  1664. si32 &cur = s.castle;
  1665. ui32 allowed = SEL->current->mapHeader->players[s.color].allowedFactions;
  1666. if (cur == -2) //no castle - no change
  1667. return;
  1668. if (cur == -1) //random => first/last available
  1669. {
  1670. int pom = (dir>0) ? (0) : (GameConstants::F_NUMBER-1); // last or first
  1671. for (;pom >= 0 && pom < GameConstants::F_NUMBER; pom+=dir)
  1672. {
  1673. if((1 << pom) & allowed)
  1674. {
  1675. cur=pom;
  1676. break;
  1677. }
  1678. }
  1679. }
  1680. else // next/previous available
  1681. {
  1682. for (;;)
  1683. {
  1684. cur+=dir;
  1685. if ((1 << cur) & allowed)
  1686. break;
  1687. if (cur >= GameConstants::F_NUMBER || cur<0)
  1688. {
  1689. double p1 = log((double)allowed) / log(2.0)+0.000001;
  1690. double check = p1 - ((int)p1);
  1691. if (check < 0.001)
  1692. cur = (int)p1;
  1693. else
  1694. cur = -1;
  1695. break;
  1696. }
  1697. }
  1698. }
  1699. if(s.hero >= 0)
  1700. s.hero = -1;
  1701. if(cur < 0 && s.bonus == PlayerSettings::bresource)
  1702. s.bonus = PlayerSettings::brandom;
  1703. entries[player]->selectButtons();
  1704. SEL->propagateOptions();
  1705. redraw();
  1706. }
  1707. void OptionsTab::nextHero( int player, int dir )
  1708. {
  1709. if(SEL->isGuest())
  1710. {
  1711. SEL->postRequest(RequestOptionsChange::HERO, dir);
  1712. return;
  1713. }
  1714. PlayerSettings &s = SEL->sInfo.playerInfos[player];
  1715. int old = s.hero;
  1716. if (s.castle < 0 || !s.human || s.hero == -2)
  1717. return;
  1718. if (s.hero == -1) //random => first/last available
  1719. {
  1720. int max = (s.castle*GameConstants::HEROES_PER_TYPE*2+15),
  1721. min = (s.castle*GameConstants::HEROES_PER_TYPE*2);
  1722. s.hero = nextAllowedHero(min,max,0,dir);
  1723. }
  1724. else
  1725. {
  1726. if(dir > 0)
  1727. s.hero = nextAllowedHero(s.hero,(s.castle*GameConstants::HEROES_PER_TYPE*2+16),1,dir);
  1728. else
  1729. s.hero = nextAllowedHero(s.castle*GameConstants::HEROES_PER_TYPE*2-1,s.hero,1,dir);
  1730. }
  1731. if(old != s.hero)
  1732. {
  1733. usedHeroes.erase(old);
  1734. usedHeroes.insert(s.hero);
  1735. redraw();
  1736. }
  1737. SEL->propagateOptions();
  1738. }
  1739. int OptionsTab::nextAllowedHero( int min, int max, int incl, int dir )
  1740. {
  1741. if(dir>0)
  1742. {
  1743. for(int i=min+incl; i<=max-incl; i++)
  1744. if(canUseThisHero(i))
  1745. return i;
  1746. }
  1747. else
  1748. {
  1749. for(int i=max-incl; i>=min+incl; i--)
  1750. if(canUseThisHero(i))
  1751. return i;
  1752. }
  1753. return -1;
  1754. }
  1755. bool OptionsTab::canUseThisHero( int ID )
  1756. {
  1757. //for(int i=0;i<CPG->ret.playerInfos.size();i++)
  1758. // if(CPG->ret.playerInfos[i].hero==ID) //hero is already taken
  1759. // return false;
  1760. return !vstd::contains(usedHeroes, ID) && SEL->current->mapHeader->allowedHeroes[ID];
  1761. }
  1762. void OptionsTab::nextBonus( int player, int dir )
  1763. {
  1764. if(SEL->isGuest())
  1765. {
  1766. SEL->postRequest(RequestOptionsChange::BONUS, dir);
  1767. return;
  1768. }
  1769. PlayerSettings &s = SEL->sInfo.playerInfos[player];
  1770. si8 &ret = s.bonus += dir;
  1771. if (s.hero==-2 && !SEL->current->mapHeader->players[s.color].heroesNames.size() && ret==PlayerSettings::bartifact) //no hero - can't be artifact
  1772. {
  1773. if (dir<0)
  1774. ret=PlayerSettings::brandom;
  1775. else ret=PlayerSettings::bgold;
  1776. }
  1777. if(ret > PlayerSettings::bresource)
  1778. ret = PlayerSettings::brandom;
  1779. if(ret < PlayerSettings::brandom)
  1780. ret = PlayerSettings::bresource;
  1781. if (s.castle==-1 && ret==PlayerSettings::bresource) //random castle - can't be resource
  1782. {
  1783. if (dir<0)
  1784. ret=PlayerSettings::bgold;
  1785. else ret=PlayerSettings::brandom;
  1786. }
  1787. SEL->propagateOptions();
  1788. redraw();
  1789. }
  1790. void OptionsTab::recreate()
  1791. {
  1792. for(std::map<int, PlayerOptionsEntry*>::iterator it = entries.begin(); it != entries.end(); ++it)
  1793. {
  1794. delete it->second;
  1795. }
  1796. entries.clear();
  1797. usedHeroes.clear();
  1798. OBJ_CONSTRUCTION_CAPTURING_ALL;
  1799. for(std::map<int, PlayerSettings>::iterator it = SEL->sInfo.playerInfos.begin();
  1800. it != SEL->sInfo.playerInfos.end(); ++it)
  1801. {
  1802. entries.insert(std::make_pair(it->first, new PlayerOptionsEntry(this, it->second)));
  1803. const std::vector<SheroName> &heroes = SEL->current->mapHeader->players[it->first].heroesNames;
  1804. for(size_t hi=0; hi<heroes.size(); hi++)
  1805. usedHeroes.insert(heroes[hi].heroID);
  1806. }
  1807. }
  1808. void OptionsTab::setTurnLength( int npos )
  1809. {
  1810. static const int times[] = {1, 2, 4, 6, 8, 10, 15, 20, 25, 30, 0};
  1811. vstd::amin(npos, ARRAY_COUNT(times) - 1);
  1812. SEL->sInfo.turnTime = times[npos];
  1813. redraw();
  1814. }
  1815. void OptionsTab::flagPressed( int color )
  1816. {
  1817. PlayerSettings &clicked = SEL->sInfo.playerInfos[color];
  1818. PlayerSettings *old = NULL;
  1819. if(SEL->playerNames.size() == 1) //single player -> just swap
  1820. {
  1821. if(color == playerColor) //that color is already selected, no action needed
  1822. return;
  1823. old = &SEL->sInfo.playerInfos[playerColor];
  1824. swapPlayers(*old, clicked);
  1825. }
  1826. else
  1827. {
  1828. //identify clicked player
  1829. int clickedNameID = clicked.human; //human is a number of player, zero means AI
  1830. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  1831. {
  1832. PlayerSettings &restPos = SEL->sInfo.playerInfos[playerToRestore.color];
  1833. SEL->setPlayer(restPos, playerToRestore.id);
  1834. playerToRestore.reset();
  1835. }
  1836. int newPlayer; //which player will take clicked position
  1837. //who will be put here?
  1838. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  1839. {
  1840. newPlayer = SEL->getIdOfFirstUnallocatedPlayer();
  1841. if(!newPlayer) //no "free" player -> get just first one
  1842. newPlayer = SEL->playerNames.begin()->first;
  1843. }
  1844. else //human clicked -> take next
  1845. {
  1846. std::map<ui32, std::string>::const_iterator i = SEL->playerNames.find(clickedNameID); //clicked one
  1847. i++; //player AFTER clicked one
  1848. if(i != SEL->playerNames.end())
  1849. newPlayer = i->first;
  1850. else
  1851. newPlayer = 0; //AI if we scrolled through all players
  1852. }
  1853. SEL->setPlayer(clicked, newPlayer); //put player
  1854. //if that player was somewhere else, we need to replace him with computer
  1855. if(newPlayer) //not AI
  1856. {
  1857. for(std::map<int, PlayerSettings>::iterator i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++)
  1858. {
  1859. int curNameID = i->second.human;
  1860. if(i->first != color && curNameID == newPlayer)
  1861. {
  1862. assert(i->second.human);
  1863. playerToRestore.color = i->first;
  1864. playerToRestore.id = newPlayer;
  1865. SEL->setPlayer(i->second, 0); //set computer
  1866. old = &i->second;
  1867. break;
  1868. }
  1869. }
  1870. }
  1871. }
  1872. entries[clicked.color]->selectButtons();
  1873. if(old)
  1874. {
  1875. entries[old->color]->selectButtons();
  1876. if(old->hero >= 0)
  1877. usedHeroes.erase(old->hero);
  1878. old->hero = entries[old->color]->pi.defaultHero();
  1879. }
  1880. SEL->propagateOptions();
  1881. GH.totalRedraw();
  1882. }
  1883. OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry( OptionsTab *owner, PlayerSettings &S)
  1884. : pi(SEL->current->mapHeader->players[S.color]), s(S)
  1885. {
  1886. OBJ_CONSTRUCTION;
  1887. defActions |= SHARE_POS;
  1888. int serial = 0;
  1889. for(int g=0; g < s.color; ++g)
  1890. {
  1891. PlayerInfo &itred = SEL->current->mapHeader->players[g];
  1892. if( itred.canComputerPlay || itred.canHumanPlay)
  1893. serial++;
  1894. }
  1895. pos.x += 54;
  1896. pos.y += 122 + serial*50;
  1897. static const char *flags[] = {"AOFLGBR.DEF", "AOFLGBB.DEF", "AOFLGBY.DEF", "AOFLGBG.DEF",
  1898. "AOFLGBO.DEF", "AOFLGBP.DEF", "AOFLGBT.DEF", "AOFLGBS.DEF"};
  1899. static const char *bgs[] = {"ADOPRPNL.bmp", "ADOPBPNL.bmp", "ADOPYPNL.bmp", "ADOPGPNL.bmp",
  1900. "ADOPOPNL.bmp", "ADOPPPNL.bmp", "ADOPTPNL.bmp", "ADOPSPNL.bmp"};
  1901. bg = new CPicture(BitmapHandler::loadBitmap(bgs[s.color]), 0, 0, true);
  1902. if(SEL->screenType == CMenuScreen::newGame)
  1903. {
  1904. btns[0] = new CAdventureMapButton(CGI->generaltexth->zelp[132], bind(&OptionsTab::nextCastle, owner, s.color, -1), 107, 5, "ADOPLFA.DEF");
  1905. btns[1] = new CAdventureMapButton(CGI->generaltexth->zelp[133], bind(&OptionsTab::nextCastle, owner, s.color, +1), 168, 5, "ADOPRTA.DEF");
  1906. btns[2] = new CAdventureMapButton(CGI->generaltexth->zelp[148], bind(&OptionsTab::nextHero, owner, s.color, -1), 183, 5, "ADOPLFA.DEF");
  1907. btns[3] = new CAdventureMapButton(CGI->generaltexth->zelp[149], bind(&OptionsTab::nextHero, owner, s.color, +1), 244, 5, "ADOPRTA.DEF");
  1908. btns[4] = new CAdventureMapButton(CGI->generaltexth->zelp[164], bind(&OptionsTab::nextBonus, owner, s.color, -1), 259, 5, "ADOPLFA.DEF");
  1909. btns[5] = new CAdventureMapButton(CGI->generaltexth->zelp[165], bind(&OptionsTab::nextBonus, owner, s.color, +1), 320, 5, "ADOPRTA.DEF");
  1910. }
  1911. else
  1912. for(int i = 0; i < 6; i++)
  1913. btns[i] = NULL;
  1914. selectButtons();
  1915. assert(SEL->current && SEL->current->mapHeader);
  1916. const PlayerInfo &p = SEL->current->mapHeader->players[s.color];
  1917. assert(p.canComputerPlay || p.canHumanPlay); //someone must be able to control this player
  1918. if(p.canHumanPlay && p.canComputerPlay)
  1919. whoCanPlay = HUMAN_OR_CPU;
  1920. else if(p.canComputerPlay)
  1921. whoCanPlay = CPU;
  1922. else
  1923. whoCanPlay = HUMAN;
  1924. if(SEL->screenType != CMenuScreen::scenarioInfo
  1925. && SEL->current->mapHeader->players[s.color].canHumanPlay
  1926. && SEL->multiPlayer != CMenuScreen::MULTI_NETWORK_GUEST)
  1927. {
  1928. flag = new CAdventureMapButton(CGI->generaltexth->zelp[180], bind(&OptionsTab::flagPressed, owner, s.color), -43, 2, flags[s.color]);
  1929. flag->hoverable = true;
  1930. }
  1931. else
  1932. flag = NULL;
  1933. town = new SelectedBox(TOWN, s.color);
  1934. town->pos.x += 119;
  1935. town->pos.y += 2;
  1936. hero = new SelectedBox(HERO, s.color);
  1937. hero->pos.x += 195;
  1938. hero->pos.y += 2;
  1939. bonus = new SelectedBox(BONUS, s.color);
  1940. bonus->pos.x += 271;
  1941. bonus->pos.y += 2;
  1942. }
  1943. void OptionsTab::PlayerOptionsEntry::showAll(SDL_Surface * to)
  1944. {
  1945. CIntObject::showAll(to);
  1946. printAtMiddleLoc(s.name, 55, 10, FONT_SMALL, Colors::Cornsilk, to);
  1947. printAtMiddleWBLoc(CGI->generaltexth->arraytxt[206+whoCanPlay], 28, 34, FONT_TINY, 8, Colors::Cornsilk, to);
  1948. }
  1949. void OptionsTab::PlayerOptionsEntry::selectButtons()
  1950. {
  1951. if(!btns[0])
  1952. return;
  1953. if( (pi.defaultCastle() != -1) //fixed tow
  1954. || (SEL->isGuest() && s.color != playerColor)) //or not our player
  1955. {
  1956. btns[0]->disable();
  1957. btns[1]->disable();
  1958. }
  1959. else
  1960. {
  1961. btns[0]->enable();
  1962. btns[1]->enable();
  1963. }
  1964. if( (pi.defaultHero() != -1 || !s.human || s.castle < 0) //fixed hero
  1965. || (SEL->isGuest() && s.color != playerColor))//or not our player
  1966. {
  1967. btns[2]->disable();
  1968. btns[3]->disable();
  1969. }
  1970. else
  1971. {
  1972. btns[2]->enable();
  1973. btns[3]->enable();
  1974. }
  1975. if(SEL->isGuest() && s.color != playerColor)//or not our player
  1976. {
  1977. btns[4]->disable();
  1978. btns[5]->disable();
  1979. }
  1980. else
  1981. {
  1982. btns[4]->enable();
  1983. btns[5]->enable();
  1984. }
  1985. }
  1986. void OptionsTab::SelectedBox::showAll(SDL_Surface * to)
  1987. {
  1988. //PlayerSettings &s = SEL->sInfo.playerInfos[player];
  1989. SDL_Surface *toBlit = getImg();
  1990. const std::string *toPrint = getText();
  1991. blitAt(toBlit, pos, to);
  1992. printAtMiddleLoc(*toPrint, 23, 39, FONT_TINY, Colors::Cornsilk, to);
  1993. }
  1994. OptionsTab::SelectedBox::SelectedBox( SelType Which, ui8 Player )
  1995. :which(Which), player(Player)
  1996. {
  1997. SDL_Surface *img = getImg();
  1998. pos.w = img->w;
  1999. pos.h = img->h;
  2000. addUsedEvents(RCLICK);
  2001. }
  2002. SDL_Surface * OptionsTab::SelectedBox::getImg() const
  2003. {
  2004. const PlayerSettings &s = SEL->sInfo.playerInfos[player];
  2005. switch(which)
  2006. {
  2007. case TOWN:
  2008. if (s.castle < GameConstants::F_NUMBER && s.castle >= 0)
  2009. return graphics->getPic(s.castle, true, false);
  2010. else if (s.castle == -1)
  2011. return CGP->rTown;
  2012. else if (s.castle == -2)
  2013. return CGP->nTown;
  2014. case HERO:
  2015. if (s.hero == -1)
  2016. {
  2017. return CGP->rHero;
  2018. }
  2019. else if (s.hero == -2)
  2020. {
  2021. if(s.heroPortrait >= 0)
  2022. return graphics->portraitSmall[s.heroPortrait];
  2023. else
  2024. return CGP->nHero;
  2025. }
  2026. else
  2027. {
  2028. return graphics->portraitSmall[s.hero];
  2029. }
  2030. break;
  2031. case BONUS:
  2032. {
  2033. int pom;
  2034. switch (s.bonus)
  2035. {
  2036. case -1:
  2037. pom=10;
  2038. break;
  2039. case 0:
  2040. pom=9;
  2041. break;
  2042. case 1:
  2043. pom=8;
  2044. break;
  2045. case 2:
  2046. pom=CGI->townh->towns[s.castle].bonus;
  2047. break;
  2048. default:
  2049. assert(0);
  2050. }
  2051. return CGP->bonuses->ourImages[pom].bitmap;
  2052. }
  2053. default:
  2054. return NULL;
  2055. }
  2056. }
  2057. const std::string * OptionsTab::SelectedBox::getText() const
  2058. {
  2059. const PlayerSettings &s = SEL->sInfo.playerInfos[player];
  2060. switch(which)
  2061. {
  2062. case TOWN:
  2063. if (s.castle < GameConstants::F_NUMBER && s.castle >= 0)
  2064. return &CGI->townh->towns[s.castle].Name();
  2065. else if (s.castle == -1)
  2066. return &CGI->generaltexth->allTexts[522];
  2067. else if (s.castle == -2)
  2068. return &CGI->generaltexth->allTexts[523];
  2069. case HERO:
  2070. if (s.hero == -1)
  2071. return &CGI->generaltexth->allTexts[522];
  2072. else if (s.hero == -2)
  2073. {
  2074. if(s.heroPortrait >= 0)
  2075. {
  2076. if(s.heroName.length())
  2077. return &s.heroName;
  2078. else
  2079. return &CGI->heroh->heroes[s.heroPortrait]->name;
  2080. }
  2081. else
  2082. return &CGI->generaltexth->allTexts[523];
  2083. }
  2084. else
  2085. {
  2086. //if(s.heroName.length())
  2087. // return &s.heroName;
  2088. //else
  2089. return &CGI->heroh->heroes[s.hero]->name;
  2090. }
  2091. case BONUS:
  2092. switch (s.bonus)
  2093. {
  2094. case -1:
  2095. return &CGI->generaltexth->allTexts[522];
  2096. default:
  2097. return &CGI->generaltexth->arraytxt[214 + s.bonus];
  2098. }
  2099. default:
  2100. return NULL;
  2101. }
  2102. }
  2103. void OptionsTab::SelectedBox::clickRight( tribool down, bool previousState )
  2104. {
  2105. if(indeterminate(down) || !down) return;
  2106. const PlayerSettings &s = SEL->sInfo.playerInfos[player];
  2107. SDL_Surface *bmp = NULL;
  2108. const std::string *title = NULL, *subTitle = NULL;
  2109. subTitle = getText();
  2110. int val=-1;
  2111. switch(which)
  2112. {
  2113. case TOWN:
  2114. val = s.castle;
  2115. break;
  2116. case HERO:
  2117. val = s.hero;
  2118. if(val == -2) //none => we may have some preset info
  2119. {
  2120. int p9 = SEL->current->mapHeader->players[s.color].p9;
  2121. if(p9 != 255 && SEL->sInfo.playerInfos[player].heroPortrait >= 0)
  2122. val = p9;
  2123. }
  2124. break;
  2125. case BONUS:
  2126. val = s.bonus;
  2127. break;
  2128. }
  2129. if(val == -1 || which == BONUS) //random or bonus box
  2130. {
  2131. bmp = CMessage::drawDialogBox(256, 190);
  2132. std::string *description = NULL;
  2133. switch(which)
  2134. {
  2135. case TOWN:
  2136. title = &CGI->generaltexth->allTexts[103];
  2137. description = &CGI->generaltexth->allTexts[104];
  2138. break;
  2139. case HERO:
  2140. title = &CGI->generaltexth->allTexts[101];
  2141. description = &CGI->generaltexth->allTexts[102];
  2142. break;
  2143. case BONUS:
  2144. {
  2145. switch(val)
  2146. {
  2147. case PlayerSettings::brandom:
  2148. title = &CGI->generaltexth->allTexts[86]; //{Random Bonus}
  2149. description = &CGI->generaltexth->allTexts[94]; //Gold, wood and ore, or an artifact is randomly chosen as your starting bonus
  2150. break;
  2151. case PlayerSettings::bartifact:
  2152. title = &CGI->generaltexth->allTexts[83]; //{Artifact Bonus}
  2153. description = &CGI->generaltexth->allTexts[90]; //An artifact is randomly chosen and equipped to your starting hero
  2154. break;
  2155. case PlayerSettings::bgold:
  2156. title = &CGI->generaltexth->allTexts[84]; //{Gold Bonus}
  2157. subTitle = &CGI->generaltexth->allTexts[87]; //500-1000
  2158. description = &CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool
  2159. break;
  2160. case PlayerSettings::bresource:
  2161. {
  2162. title = &CGI->generaltexth->allTexts[85]; //{Resource Bonus}
  2163. switch(CGI->townh->towns[s.castle].primaryRes)
  2164. {
  2165. case 1:
  2166. subTitle = &CGI->generaltexth->allTexts[694];
  2167. description = &CGI->generaltexth->allTexts[690];
  2168. break;
  2169. case 3:
  2170. subTitle = &CGI->generaltexth->allTexts[695];
  2171. description = &CGI->generaltexth->allTexts[691];
  2172. break;
  2173. case 4:
  2174. subTitle = &CGI->generaltexth->allTexts[692];
  2175. description = &CGI->generaltexth->allTexts[688];
  2176. break;
  2177. case 5:
  2178. subTitle = &CGI->generaltexth->allTexts[693];
  2179. description = &CGI->generaltexth->allTexts[689];
  2180. break;
  2181. case 127:
  2182. subTitle = &CGI->generaltexth->allTexts[89]; //5-10 wood / 5-10 ore
  2183. description = &CGI->generaltexth->allTexts[93]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool
  2184. break;
  2185. }
  2186. }
  2187. break;
  2188. }
  2189. }
  2190. break;
  2191. }
  2192. if(description)
  2193. CSDL_Ext::printAtMiddleWB(*description, 125, 145, FONT_SMALL, 37, Colors::Cornsilk, bmp);
  2194. }
  2195. else if(val == -2)
  2196. {
  2197. return;
  2198. }
  2199. else if(which == TOWN)
  2200. {
  2201. bmp = CMessage::drawDialogBox(256, 319);
  2202. title = &CGI->generaltexth->allTexts[80];
  2203. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[79], 135, 137, FONT_MEDIUM, Colors::Jasmine, bmp);
  2204. const CTown &t = CGI->townh->towns[val];
  2205. //print creatures
  2206. int x = 60, y = 159;
  2207. for(int i = 0; i < 7; i++)
  2208. {
  2209. int c = t.basicCreatures[i];
  2210. blitAt(graphics->smallImgs[c], x, y, bmp);
  2211. CSDL_Ext::printAtMiddleWB(CGI->creh->creatures[c]->nameSing, x + 16, y + 45, FONT_TINY, 10, Colors::Cornsilk, bmp);
  2212. if(i == 2)
  2213. {
  2214. x = 40;
  2215. y += 76;
  2216. }
  2217. else
  2218. {
  2219. x += 52;
  2220. }
  2221. }
  2222. }
  2223. else if(val >= 0)
  2224. {
  2225. const CHero *h = CGI->heroh->heroes[val];
  2226. bmp = CMessage::drawDialogBox(320, 255);
  2227. title = &CGI->generaltexth->allTexts[77];
  2228. CSDL_Ext::printAtMiddle(*title, 167, 36, FONT_MEDIUM, Colors::Jasmine, bmp);
  2229. CSDL_Ext::printAtMiddle(*subTitle + " - " + h->heroClass->name, 160, 99, FONT_SMALL, Colors::Cornsilk, bmp);
  2230. blitAt(getImg(), 136, 56, bmp);
  2231. //print specialty
  2232. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[78], 166, 132, FONT_MEDIUM, Colors::Jasmine, bmp);
  2233. blitAt(graphics->un44->ourImages[val].bitmap, 140, 150, bmp);
  2234. CSDL_Ext::printAtMiddle(CGI->generaltexth->hTxts[val].bonusName, 166, 203, FONT_SMALL, Colors::Cornsilk, bmp);
  2235. GH.pushInt(new CInfoPopup(bmp, true));
  2236. return;
  2237. }
  2238. if(title)
  2239. CSDL_Ext::printAtMiddle(*title, 135, 36, FONT_MEDIUM, Colors::Jasmine, bmp);
  2240. if(subTitle)
  2241. CSDL_Ext::printAtMiddle(*subTitle, 127, 103, FONT_SMALL, Colors::Cornsilk, bmp);
  2242. blitAt(getImg(), 104, 60, bmp);
  2243. GH.pushInt(new CInfoPopup(bmp, true));
  2244. }
  2245. CScenarioInfo::CScenarioInfo(const CMapHeader *mapHeader, const StartInfo *startInfo)
  2246. {
  2247. OBJ_CONSTRUCTION_CAPTURING_ALL;
  2248. for(std::map<int, PlayerSettings>::const_iterator it = startInfo->playerInfos.begin();
  2249. it != startInfo->playerInfos.end(); ++it)
  2250. {
  2251. if(it->second.human)
  2252. {
  2253. playerColor = it->first;
  2254. }
  2255. }
  2256. pos.w = 762;
  2257. pos.h = 584;
  2258. center(pos);
  2259. assert(LOCPLINT);
  2260. sInfo = *LOCPLINT->cb->getStartInfo();
  2261. assert(!SEL->current);
  2262. current = mapInfoFromGame();
  2263. setPlayersFromGame();
  2264. screenType = CMenuScreen::scenarioInfo;
  2265. card = new InfoCard();
  2266. opt = new OptionsTab();
  2267. opt->recreate();
  2268. card->changeSelection(current);
  2269. card->difficulty->select(startInfo->difficulty, 0);
  2270. back = new CAdventureMapButton("", CGI->generaltexth->zelp[105].second, bind(&CGuiHandler::popIntTotally, &GH, this), 584, 535, "SCNRBACK.DEF", SDLK_ESCAPE);
  2271. }
  2272. CScenarioInfo::~CScenarioInfo()
  2273. {
  2274. delete current;
  2275. }
  2276. bool mapSorter::operator()(const CMapInfo *aaa, const CMapInfo *bbb)
  2277. {
  2278. const CMapHeader * a = aaa->mapHeader,
  2279. * b = bbb->mapHeader;
  2280. if(a && b) //if we are sorting scenarios
  2281. {
  2282. switch (sortBy)
  2283. {
  2284. case _format: //by map format (RoE, WoG, etc)
  2285. return (a->version<b->version);
  2286. break;
  2287. case _loscon: //by loss conditions
  2288. return (a->lossCondition.typeOfLossCon<b->lossCondition.typeOfLossCon);
  2289. break;
  2290. case _playerAm: //by player amount
  2291. int playerAmntB,humenPlayersB,playerAmntA,humenPlayersA;
  2292. playerAmntB=humenPlayersB=playerAmntA=humenPlayersA=0;
  2293. for (int i=0;i<8;i++)
  2294. {
  2295. if (a->players[i].canHumanPlay) {playerAmntA++;humenPlayersA++;}
  2296. else if (a->players[i].canComputerPlay) {playerAmntA++;}
  2297. if (b->players[i].canHumanPlay) {playerAmntB++;humenPlayersB++;}
  2298. else if (b->players[i].canComputerPlay) {playerAmntB++;}
  2299. }
  2300. if (playerAmntB!=playerAmntA)
  2301. return (playerAmntA<playerAmntB);
  2302. else
  2303. return (humenPlayersA<humenPlayersB);
  2304. break;
  2305. case _size: //by size of map
  2306. return (a->width<b->width);
  2307. break;
  2308. case _viccon: //by victory conditions
  2309. return (a->victoryCondition.condition < b->victoryCondition.condition);
  2310. break;
  2311. case _name: //by name
  2312. return boost::ilexicographical_compare(a->name, b->name);
  2313. default:
  2314. return boost::ilexicographical_compare(a->name, b->name);
  2315. }
  2316. }
  2317. else //if we are sorting campaigns
  2318. {
  2319. switch(sortBy)
  2320. {
  2321. case _numOfMaps: //by number of maps in campaign
  2322. return CGI->generaltexth->campaignRegionNames[ aaa->campaignHeader->mapVersion ].size() <
  2323. CGI->generaltexth->campaignRegionNames[ bbb->campaignHeader->mapVersion ].size();
  2324. break;
  2325. case _name: //by name
  2326. return boost::ilexicographical_compare(aaa->campaignHeader->name, bbb->campaignHeader->name);
  2327. default:
  2328. return boost::ilexicographical_compare(aaa->campaignHeader->name, bbb->campaignHeader->name);
  2329. }
  2330. }
  2331. }
  2332. CMultiMode::CMultiMode()
  2333. {
  2334. OBJ_CONSTRUCTION_CAPTURING_ALL;
  2335. bg = new CPicture("MUPOPUP.bmp");
  2336. bg->convertToScreenBPP(); //so we could draw without problems
  2337. blitAt(CPicture("MUMAP.bmp"), 16, 77, *bg); //blit img
  2338. pos = bg->center(); //center, window has size of bg graphic
  2339. bar = new CGStatusBar(new CPicture(Rect(7, 465, 440, 18), 0));//226, 472
  2340. txt = new CTextInput(Rect(19, 436, 334, 16), *bg);
  2341. txt->setTxt(settings["general"]["playerName"].String()); //Player
  2342. btns[0] = new CAdventureMapButton(CGI->generaltexth->zelp[266], bind(&CMultiMode::openHotseat, this), 373, 78, "MUBHOT.DEF");
  2343. btns[1] = new CAdventureMapButton("Host TCP/IP game", "", bind(&CMultiMode::hostTCP, this), 373, 78 + 57*1, "MUBHOST.DEF");
  2344. btns[2] = new CAdventureMapButton("Join TCP/IP game", "", bind(&CMultiMode::joinTCP, this), 373, 78 + 57*2, "MUBJOIN.DEF");
  2345. btns[6] = new CAdventureMapButton(CGI->generaltexth->zelp[288], bind(&CGuiHandler::popIntTotally, ref(GH), this), 373, 424, "MUBCANC.DEF", SDLK_ESCAPE);
  2346. }
  2347. void CMultiMode::openHotseat()
  2348. {
  2349. GH.pushInt(new CHotSeatPlayers(txt->text));
  2350. }
  2351. void CMultiMode::hostTCP()
  2352. {
  2353. Settings name = settings.write["general"]["playerName"];
  2354. name->String() = txt->text;
  2355. GH.popIntTotally(this);
  2356. GH.pushInt(new CSelectionScreen(CMenuScreen::newGame, CMenuScreen::MULTI_NETWORK_HOST));
  2357. }
  2358. void CMultiMode::joinTCP()
  2359. {
  2360. Settings name = settings.write["general"]["playerName"];
  2361. name->String() = txt->text;
  2362. GH.popIntTotally(this);
  2363. GH.pushInt(new CSelectionScreen(CMenuScreen::newGame, CMenuScreen::MULTI_NETWORK_GUEST));
  2364. }
  2365. CHotSeatPlayers::CHotSeatPlayers(const std::string &firstPlayer)
  2366. {
  2367. OBJ_CONSTRUCTION_CAPTURING_ALL;
  2368. bg = new CPicture("MUHOTSEA.bmp");
  2369. pos = bg->center(); //center, window has size of bg graphic
  2370. std::string text = CGI->generaltexth->allTexts[446];
  2371. boost::replace_all(text, "\t","\n");
  2372. Rect boxRect(25, 20, 315, 50);
  2373. title = new CTextBox(text, boxRect, 0, FONT_BIG, CENTER, Colors::Cornsilk);//HOTSEAT Please enter names
  2374. for(int i = 0; i < ARRAY_COUNT(txt); i++)
  2375. {
  2376. txt[i] = new CTextInput(Rect(60, 85 + i*30, 280, 16), *bg);
  2377. txt[i]->cb += boost::bind(&CHotSeatPlayers::onChange, this, _1);
  2378. }
  2379. ok = new CAdventureMapButton(CGI->generaltexth->zelp[560], bind(&CHotSeatPlayers::enterSelectionScreen, this), 95, 338, "MUBCHCK.DEF", SDLK_RETURN);
  2380. cancel = new CAdventureMapButton(CGI->generaltexth->zelp[561], bind(&CGuiHandler::popIntTotally, ref(GH), this), 205, 338, "MUBCANC.DEF", SDLK_ESCAPE);
  2381. bar = new CGStatusBar(new CPicture(Rect(7, 381, 348, 18), 0));//226, 472
  2382. txt[0]->setTxt(firstPlayer, true);
  2383. txt[0]->giveFocus();
  2384. }
  2385. void CHotSeatPlayers::onChange(std::string newText)
  2386. {
  2387. size_t namesCount = 0;
  2388. for(int i = 0; i < ARRAY_COUNT(txt); i++)
  2389. if(!txt[i]->text.empty())
  2390. namesCount++;
  2391. ok->block(namesCount < 2);
  2392. }
  2393. void CHotSeatPlayers::enterSelectionScreen()
  2394. {
  2395. std::map<ui32, std::string> names;
  2396. for(int i = 0, j = 1; i < ARRAY_COUNT(txt); i++)
  2397. if(txt[i]->text.length())
  2398. names[j++] = txt[i]->text;
  2399. Settings name = settings.write["general"]["playerName"];
  2400. name->String() = names.begin()->second;
  2401. GH.popInts(2); //pop MP mode window and this
  2402. GH.pushInt(new CSelectionScreen(CMenuScreen::newGame, CMenuScreen::MULTI_HOT_SEAT, &names));
  2403. }
  2404. CBonusSelection::CBonusSelection( CCampaignState * _ourCampaign )
  2405. : highlightedRegion(NULL), ourCampaign(_ourCampaign), ourHeader(NULL),
  2406. diffLb(NULL), diffRb(NULL), bonuses(NULL)
  2407. {
  2408. OBJ_CONSTRUCTION_CAPTURING_ALL;
  2409. static const std::string bgNames [] = {"E1_BG.BMP", "G2_BG.BMP", "E2_BG.BMP", "G1_BG.BMP", "G3_BG.BMP", "N1_BG.BMP",
  2410. "S1_BG.BMP", "BR_BG.BMP", "IS_BG.BMP", "KR_BG.BMP", "NI_BG.BMP", "TA_BG.BMP", "AR_BG.BMP", "HS_BG.BMP",
  2411. "BB_BG.BMP", "NB_BG.BMP", "EL_BG.BMP", "RN_BG.BMP", "UA_BG.BMP", "SP_BG.BMP"};
  2412. loadPositionsOfGraphics();
  2413. background = BitmapHandler::loadBitmap(bgNames[ourCampaign->camp->header.mapVersion]);
  2414. pos.h = background->h;
  2415. pos.w = background->w;
  2416. center();
  2417. SDL_Surface * panel = BitmapHandler::loadBitmap("CAMPBRF.BMP");
  2418. blitAt(panel, 456, 6, background);
  2419. startB = new CAdventureMapButton("", "", bind(&CBonusSelection::startMap, this), 475, 536, "CBBEGIB.DEF", SDLK_RETURN);
  2420. backB = new CAdventureMapButton("", "", bind(&CBonusSelection::goBack, this), 624, 536, "CBCANCB.DEF", SDLK_ESCAPE);
  2421. startB->setState(CButtonBase::BLOCKED);
  2422. //campaign name
  2423. if (ourCampaign->camp->header.name.length())
  2424. CSDL_Ext::printAt(ourCampaign->camp->header.name, 481, 28, FONT_BIG, Colors::Jasmine, background);
  2425. else
  2426. CSDL_Ext::printAt("Unnamed", 481, 28, FONT_BIG, Colors::Jasmine, background);
  2427. //map size icon
  2428. sizes = CDefHandler::giveDef("SCNRMPSZ.DEF");
  2429. //campaign description
  2430. CSDL_Ext::printAt(CGI->generaltexth->allTexts[38], 481, 63, FONT_SMALL, Colors::Jasmine, background);
  2431. cmpgDesc = new CTextBox(ourCampaign->camp->header.description, Rect(480, 86, 286, 117), 1);
  2432. //cmpgDesc->showAll(background);
  2433. //map description
  2434. mapDesc = new CTextBox("", Rect(480, 280, 286, 117), 1);
  2435. //bonus choosing
  2436. CSDL_Ext::printAt(CGI->generaltexth->allTexts[71], 511, 432, FONT_MEDIUM, Colors::Cornsilk, background); //Choose a bonus:
  2437. bonuses = new CHighlightableButtonsGroup(bind(&CBonusSelection::selectBonus, this, _1));
  2438. //set left part of window
  2439. for (int g=0; g<ourCampaign->camp->scenarios.size(); ++g)
  2440. {
  2441. if(ourCampaign->camp->conquerable(g))
  2442. {
  2443. regions.push_back(new CRegion(this, true, true, g));
  2444. regions[regions.size()-1]->rclickText = ourCampaign->camp->scenarios[g].regionText;
  2445. if (highlightedRegion == NULL)
  2446. {
  2447. highlightedRegion = regions.back();
  2448. selectMap(g);
  2449. }
  2450. }
  2451. else if (ourCampaign->camp->scenarios[g].conquered) //display as striped
  2452. {
  2453. regions.push_back(new CRegion(this, false, false, g));
  2454. regions[regions.size()-1]->rclickText = ourCampaign->camp->scenarios[g].regionText;
  2455. }
  2456. }
  2457. //init campaign state if necessary
  2458. if (ourCampaign->campaignName.size() == 0)
  2459. {
  2460. ourCampaign->initNewCampaign(sInfo);
  2461. }
  2462. //allies / enemies
  2463. CSDL_Ext::printAt(CGI->generaltexth->allTexts[390] + ":", 486, 407, FONT_SMALL, Colors::Cornsilk, background); //Allies
  2464. CSDL_Ext::printAt(CGI->generaltexth->allTexts[391] + ":", 619, 407, FONT_SMALL, Colors::Cornsilk, background); //Enemies
  2465. SDL_FreeSurface(panel);
  2466. //difficulty
  2467. std::vector<std::string> difficulty;
  2468. boost::split(difficulty, CGI->generaltexth->allTexts[492], boost::is_any_of(" "));
  2469. CSDL_Ext::printAt(difficulty.back(), 689, 432, FONT_MEDIUM, Colors::Cornsilk, background); //Difficulty
  2470. //difficulty pics
  2471. for (int b=0; b<ARRAY_COUNT(diffPics); ++b)
  2472. {
  2473. CDefEssential * cde = CDefHandler::giveDefEss("GSPBUT" + boost::lexical_cast<std::string>(b+3) + ".DEF");
  2474. SDL_Surface * surfToDuplicate = cde->ourImages[0].bitmap;
  2475. diffPics[b] = SDL_ConvertSurface(surfToDuplicate, surfToDuplicate->format,
  2476. surfToDuplicate->flags);
  2477. delete cde;
  2478. }
  2479. //difficulty selection buttons
  2480. if (ourCampaign->camp->header.difficultyChoosenByPlayer)
  2481. {
  2482. diffLb = new CAdventureMapButton("", "", bind(&CBonusSelection::changeDiff, this, false), 694, 508, "SCNRBLF.DEF");
  2483. diffRb = new CAdventureMapButton("", "", bind(&CBonusSelection::changeDiff, this, true), 738, 508, "SCNRBRT.DEF");
  2484. }
  2485. //load miniflags
  2486. sFlags = CDefHandler::giveDef("ITGFLAGS.DEF");
  2487. }
  2488. CBonusSelection::~CBonusSelection()
  2489. {
  2490. SDL_FreeSurface(background);
  2491. delete sizes;
  2492. delete ourHeader;
  2493. delete sFlags;
  2494. for (int b=0; b<ARRAY_COUNT(diffPics); ++b)
  2495. {
  2496. SDL_FreeSurface(diffPics[b]);
  2497. }
  2498. }
  2499. void CBonusSelection::goBack()
  2500. {
  2501. GH.popIntTotally(this);
  2502. }
  2503. void CBonusSelection::showAll(SDL_Surface * to)
  2504. {
  2505. blitAt(background, pos.x, pos.y, to);
  2506. CIntObject::showAll(to);
  2507. show(to);
  2508. if (pos.h != to->h || pos.w != to->w)
  2509. CMessage::drawBorder(1, to, pos.w+28, pos.h+30, pos.x-14, pos.y-15);
  2510. }
  2511. void CBonusSelection::loadPositionsOfGraphics()
  2512. {
  2513. const JsonNode config(GameConstants::DATA_DIR + "/config/campaign_regions.json");
  2514. int idx = 0;
  2515. BOOST_FOREACH(const JsonNode &campaign, config["campaign_regions"].Vector())
  2516. {
  2517. SCampPositions sc;
  2518. sc.campPrefix = campaign["prefix"].String();
  2519. sc.colorSuffixLength = campaign["color_suffix_length"].Float();
  2520. BOOST_FOREACH(const JsonNode &desc, campaign["desc"].Vector())
  2521. {
  2522. SCampPositions::SRegionDesc rd;
  2523. rd.infix = desc["infix"].String();
  2524. rd.xpos = desc["x"].Float();
  2525. rd.ypos = desc["y"].Float();
  2526. sc.regions.push_back(rd);
  2527. }
  2528. campDescriptions.push_back(sc);
  2529. idx++;
  2530. }
  2531. assert(idx == CGI->generaltexth->campaignMapNames.size());
  2532. }
  2533. void CBonusSelection::selectMap( int whichOne )
  2534. {
  2535. sInfo.difficulty = ourCampaign->camp->scenarios[whichOne].difficulty;
  2536. sInfo.mapname = ourCampaign->camp->header.filename;
  2537. sInfo.mode = StartInfo::CAMPAIGN;
  2538. //get header
  2539. int i = 0;
  2540. delete ourHeader;
  2541. ourHeader = new CMapHeader();
  2542. ourHeader->initFromMemory((const unsigned char*)ourCampaign->camp->mapPieces.find(whichOne)->second.c_str(), i);
  2543. std::map<ui32, std::string> names;
  2544. names[1] = settings["general"]["playerName"].String();
  2545. updateStartInfo(ourCampaign->camp->header.filename, sInfo, ourHeader, names);
  2546. sInfo.turnTime = 0;
  2547. sInfo.whichMapInCampaign = whichOne;
  2548. sInfo.difficulty = ourCampaign->camp->scenarios[whichOne].difficulty;
  2549. ourCampaign->currentMap = whichOne;
  2550. mapDesc->setTxt(ourHeader->description);
  2551. updateBonusSelection();
  2552. }
  2553. void CBonusSelection::show(SDL_Surface * to)
  2554. {
  2555. //blitAt(background, pos.x, pos.y, to);
  2556. //map name
  2557. std::string mapName = ourHeader->name;
  2558. if (mapName.length())
  2559. printAtLoc(mapName, 481, 219, FONT_BIG, Colors::Jasmine, to);
  2560. else
  2561. printAtLoc("Unnamed", 481, 219, FONT_BIG, Colors::Jasmine, to);
  2562. //map description
  2563. printAtLoc(CGI->generaltexth->allTexts[496], 481, 253, FONT_SMALL, Colors::Jasmine, to);
  2564. mapDesc->showAll(to); //showAll because CTextBox has no show()
  2565. //map size icon
  2566. int temp;
  2567. switch (ourHeader->width)
  2568. {
  2569. case 36:
  2570. temp=0;
  2571. break;
  2572. case 72:
  2573. temp=1;
  2574. break;
  2575. case 108:
  2576. temp=2;
  2577. break;
  2578. case 144:
  2579. temp=3;
  2580. break;
  2581. default:
  2582. temp=4;
  2583. break;
  2584. }
  2585. blitAtLoc(sizes->ourImages[temp].bitmap, 735, 26, to);
  2586. //flags
  2587. int fx = 496 + graphics->fonts[FONT_SMALL]->getWidth(CGI->generaltexth->allTexts[390].c_str());
  2588. int ex = 629 + graphics->fonts[FONT_SMALL]->getWidth(CGI->generaltexth->allTexts[391].c_str());
  2589. int myT;
  2590. myT = ourHeader->players[playerColor].team;
  2591. for (std::map<int, PlayerSettings>::const_iterator i = sInfo.playerInfos.begin(); i != sInfo.playerInfos.end(); i++)
  2592. {
  2593. int *myx = ((i->first == playerColor || ourHeader->players[i->first].team == myT) ? &fx : &ex);
  2594. blitAtLoc(sFlags->ourImages[i->first].bitmap, pos.x + *myx, pos.y + 405, to);
  2595. *myx += sFlags->ourImages[i->first].bitmap->w;
  2596. }
  2597. //difficulty
  2598. blitAtLoc(diffPics[sInfo.difficulty], 709, 455, to);
  2599. CIntObject::show(to);
  2600. }
  2601. void CBonusSelection::updateBonusSelection()
  2602. {
  2603. OBJ_CONSTRUCTION_CAPTURING_ALL;
  2604. //graphics:
  2605. //spell - SPELLBON.DEF
  2606. //monster - TWCRPORT.DEF
  2607. //building - BO*.BMP graphics
  2608. //artifact - ARTIFBON.DEF
  2609. //spell scroll - SPELLBON.DEF
  2610. //prim skill - PSKILBON.DEF
  2611. //sec skill - SSKILBON.DEF
  2612. //resource - BORES.DEF
  2613. //player - CREST58.DEF
  2614. //hero - PORTRAITSLARGE (HPL###.BMPs)
  2615. const CCampaignScenario &scenario = ourCampaign->camp->scenarios[sInfo.whichMapInCampaign];
  2616. const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  2617. for (size_t i=0; i<bonuses->buttons.size(); i++)
  2618. {
  2619. if (bonuses->buttons[i]->active)
  2620. bonuses->buttons[i]->deactivate();
  2621. delete bonuses->buttons[i];
  2622. }
  2623. bonuses->buttons.clear();
  2624. static const char *bonusPics[] = {"SPELLBON.DEF", "TWCRPORT.DEF", "", "ARTIFBON.DEF", "SPELLBON.DEF",
  2625. "PSKILBON.DEF", "SSKILBON.DEF", "BORES.DEF", "CREST58.DEF", "PORTRAITSLARGE"};
  2626. for(int i = 0; i < bonDescs.size(); i++)
  2627. {
  2628. std::string picName=bonusPics[bonDescs[i].type];
  2629. size_t picNumber=bonDescs[i].info2;
  2630. std::string desc;
  2631. switch(bonDescs[i].type)
  2632. {
  2633. case 0: //spell
  2634. desc = CGI->generaltexth->allTexts[715];
  2635. boost::algorithm::replace_first(desc, "%s", CGI->spellh->spells[bonDescs[i].info2]->name);
  2636. break;
  2637. case 1: //monster
  2638. picNumber = bonDescs[i].info2 + 2;
  2639. desc = CGI->generaltexth->allTexts[717];
  2640. boost::algorithm::replace_first(desc, "%d", boost::lexical_cast<std::string>(bonDescs[i].info3));
  2641. boost::algorithm::replace_first(desc, "%s", CGI->creh->creatures[bonDescs[i].info2]->namePl);
  2642. break;
  2643. case 2: //building
  2644. {
  2645. int faction = -1;
  2646. for(std::map<int, PlayerSettings>::iterator it = sInfo.playerInfos.begin();
  2647. it != sInfo.playerInfos.end(); ++it)
  2648. {
  2649. if (it->second.human)
  2650. {
  2651. faction = it->second.castle;
  2652. break;
  2653. }
  2654. }
  2655. assert(faction != -1);
  2656. int buildID = CBuildingHandler::campToERMU(bonDescs[i].info1, faction, std::set<si32>());
  2657. picName = graphics->ERMUtoPicture[faction][buildID];
  2658. picNumber = -1;
  2659. tlog1<<CGI->buildh->buildings.size()<<"\t"<<faction<<"\t"<<CGI->buildh->buildings[faction].size()<<"\t"<<buildID<<"\n";
  2660. if (vstd::contains(CGI->buildh->buildings[faction], buildID))
  2661. desc = CGI->buildh->buildings[faction].find(buildID)->second->Description();
  2662. }
  2663. break;
  2664. case 3: //artifact
  2665. desc = CGI->generaltexth->allTexts[715];
  2666. boost::algorithm::replace_first(desc, "%s", CGI->arth->artifacts[bonDescs[i].info2]->Name());
  2667. break;
  2668. case 4: //spell scroll
  2669. desc = CGI->generaltexth->allTexts[716];
  2670. boost::algorithm::replace_first(desc, "%s", CGI->spellh->spells[bonDescs[i].info2]->name);
  2671. break;
  2672. case 5: //primary skill
  2673. {
  2674. int leadingSkill = -1;
  2675. std::vector<std::pair<int, int> > toPrint; //primary skills to be listed <num, val>
  2676. const ui8* ptr = reinterpret_cast<const ui8*>(&bonDescs[i].info2);
  2677. for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  2678. {
  2679. if (leadingSkill == -1 || ptr[g] > ptr[leadingSkill])
  2680. {
  2681. leadingSkill = g;
  2682. }
  2683. if (ptr[g] != 0)
  2684. {
  2685. toPrint.push_back(std::make_pair(g, ptr[g]));
  2686. }
  2687. }
  2688. picNumber = leadingSkill;
  2689. desc = CGI->generaltexth->allTexts[715];
  2690. std::string substitute; //text to be printed instead of %s
  2691. for (int v=0; v<toPrint.size(); ++v)
  2692. {
  2693. substitute += boost::lexical_cast<std::string>(toPrint[v].second);
  2694. substitute += " " + CGI->generaltexth->primarySkillNames[toPrint[v].first];
  2695. if(v != toPrint.size() - 1)
  2696. {
  2697. substitute += ", ";
  2698. }
  2699. }
  2700. boost::algorithm::replace_first(desc, "%s", substitute);
  2701. break;
  2702. }
  2703. case 6: //secondary skill
  2704. desc = CGI->generaltexth->allTexts[718];
  2705. boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->levels[bonDescs[i].info3]); //skill level
  2706. boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->skillName[bonDescs[i].info2]); //skill name
  2707. break;
  2708. case 7: //resource
  2709. {
  2710. int serialResID = 0;
  2711. switch(bonDescs[i].info1)
  2712. {
  2713. case 0: case 1: case 2: case 3: case 4: case 5: case 6:
  2714. serialResID = bonDescs[i].info1;
  2715. break;
  2716. case 0xFD: //wood + ore
  2717. serialResID = 7;
  2718. break;
  2719. case 0xFE: //rare resources
  2720. serialResID = 8;
  2721. break;
  2722. }
  2723. picNumber = serialResID;
  2724. desc = CGI->generaltexth->allTexts[717];
  2725. boost::algorithm::replace_first(desc, "%d", boost::lexical_cast<std::string>(bonDescs[i].info2));
  2726. std::string replacement;
  2727. if (serialResID <= 6)
  2728. {
  2729. replacement = CGI->generaltexth->restypes[serialResID];
  2730. }
  2731. else
  2732. {
  2733. replacement = CGI->generaltexth->allTexts[714 + serialResID];
  2734. }
  2735. boost::algorithm::replace_first(desc, "%s", replacement);
  2736. }
  2737. break;
  2738. case 8: //player aka hero crossover
  2739. picNumber = bonDescs[i].info1;
  2740. desc = CGI->generaltexth->allTexts[718];
  2741. boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->capColors[bonDescs[i].info1]); //player color
  2742. boost::algorithm::replace_first(desc, "%s", ourCampaign->camp->scenarios[bonDescs[i].info2].mapName); //scenario
  2743. break;
  2744. case 9: //hero
  2745. desc = CGI->generaltexth->allTexts[718];
  2746. boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->capColors[bonDescs[i].info1]); //hero's color
  2747. if (bonDescs[i].info2 == 0xFFFF)
  2748. {
  2749. boost::algorithm::replace_first(desc, "%s", CGI->heroh->heroes[0]->name); //hero's name
  2750. picNumber = 0;
  2751. }
  2752. else
  2753. {
  2754. boost::algorithm::replace_first(desc, "%s", CGI->heroh->heroes[bonDescs[i].info2]->name); //hero's name
  2755. }
  2756. break;
  2757. }
  2758. CHighlightableButton *bonusButton = new CHighlightableButton(desc, desc, 0, 475 + i*68, 455, "", i);
  2759. if (picNumber != -1)
  2760. picName += ":" + boost::lexical_cast<std::string>(picNumber);
  2761. CAnimation * anim = new CAnimation();
  2762. anim->setCustom(picName, 0);
  2763. bonusButton->setImage(anim);
  2764. bonusButton->borderColor = Colors::Maize; // yellow border
  2765. bonuses->addButton(bonusButton);
  2766. }
  2767. }
  2768. void CBonusSelection::startMap()
  2769. {
  2770. StartInfo *si = new StartInfo(sInfo);
  2771. if (ourCampaign->mapsConquered.size())
  2772. {
  2773. GH.popInts(1);
  2774. }
  2775. else
  2776. {
  2777. CGP->removeFromGui();
  2778. }
  2779. ::startGame(si);
  2780. }
  2781. void CBonusSelection::selectBonus( int id )
  2782. {
  2783. // Total redraw is needed because the border around the bonus images
  2784. // have to be undrawn/drawn.
  2785. if (id != sInfo.choosenCampaignBonus)
  2786. {
  2787. sInfo.choosenCampaignBonus = id;
  2788. GH.totalRedraw();
  2789. if (startB->getState() == CButtonBase::BLOCKED)
  2790. startB->setState(CButtonBase::NORMAL);
  2791. }
  2792. const CCampaignScenario &scenario = ourCampaign->camp->scenarios[sInfo.whichMapInCampaign];
  2793. const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  2794. if (bonDescs[id].type == 8) //hero crossover
  2795. {
  2796. SEL->setPlayer(sInfo.playerInfos[0], bonDescs[id].info1); //TODO: substitute with appropriate color
  2797. }
  2798. }
  2799. void CBonusSelection::changeDiff( bool increase )
  2800. {
  2801. if (increase)
  2802. {
  2803. sInfo.difficulty = std::min(sInfo.difficulty + 1, 4);
  2804. }
  2805. else
  2806. {
  2807. sInfo.difficulty = std::max(sInfo.difficulty - 1, 0);
  2808. }
  2809. }
  2810. CBonusSelection::CRegion::CRegion( CBonusSelection * _owner, bool _accessible, bool _selectable, int _myNumber )
  2811. : owner(_owner), accessible(_accessible), selectable(_selectable), myNumber(_myNumber)
  2812. {
  2813. OBJ_CONSTRUCTION;
  2814. addUsedEvents(LCLICK | RCLICK);
  2815. static const std::string colors[2][8] = {
  2816. {"R", "B", "N", "G", "O", "V", "T", "P"},
  2817. {"Re", "Bl", "Br", "Gr", "Or", "Vi", "Te", "Pi"}};
  2818. const SCampPositions & campDsc = owner->campDescriptions[owner->ourCampaign->camp->header.mapVersion];
  2819. const SCampPositions::SRegionDesc & desc = campDsc.regions[myNumber];
  2820. pos.x += desc.xpos;
  2821. pos.y += desc.ypos;
  2822. //loading of graphics
  2823. std::string prefix = campDsc.campPrefix + desc.infix + "_";
  2824. std::string suffix = colors[campDsc.colorSuffixLength - 1][owner->ourCampaign->camp->scenarios[myNumber].regionColor];
  2825. static const std::string infix [] = {"En", "Se", "Co"};
  2826. for (int g = 0; g < ARRAY_COUNT(infix); g++)
  2827. {
  2828. graphics[g] = BitmapHandler::loadBitmap(prefix + infix[g] + suffix + ".BMP");
  2829. }
  2830. pos.w = graphics[0]->w;
  2831. pos.h = graphics[0]->h;
  2832. }
  2833. CBonusSelection::CRegion::~CRegion()
  2834. {
  2835. for (int g=0; g<ARRAY_COUNT(graphics); ++g)
  2836. {
  2837. SDL_FreeSurface(graphics[g]);
  2838. }
  2839. }
  2840. void CBonusSelection::CRegion::clickLeft( tribool down, bool previousState )
  2841. {
  2842. //select if selectable & clicked inside our graphic
  2843. if ( indeterminate(down) )
  2844. {
  2845. return;
  2846. }
  2847. if( !down && selectable && !CSDL_Ext::isTransparent(graphics[0], GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) )
  2848. {
  2849. owner->selectMap(myNumber);
  2850. owner->highlightedRegion = this;
  2851. parent->showAll(screen);
  2852. }
  2853. }
  2854. void CBonusSelection::CRegion::clickRight( tribool down, bool previousState )
  2855. {
  2856. //show r-click text
  2857. if( down && !CSDL_Ext::isTransparent(graphics[0], GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) &&
  2858. rclickText.size() )
  2859. {
  2860. CRClickPopup::createAndPush(rclickText);
  2861. }
  2862. }
  2863. void CBonusSelection::CRegion::show(SDL_Surface * to)
  2864. {
  2865. //const SCampPositions::SRegionDesc & desc = owner->campDescriptions[owner->ourCampaign->camp->header.mapVersion].regions[myNumber];
  2866. if (!accessible)
  2867. {
  2868. //show as striped
  2869. blitAtLoc(graphics[2], 0, 0, to);
  2870. }
  2871. else if (this == owner->highlightedRegion)
  2872. {
  2873. //show as selected
  2874. blitAtLoc(graphics[1], 0, 0, to);
  2875. }
  2876. else
  2877. {
  2878. //show as not selected selected
  2879. blitAtLoc(graphics[0], 0, 0, to);
  2880. }
  2881. }
  2882. CSavingScreen::CSavingScreen(bool hotseat)
  2883. : CSelectionScreen(CMenuScreen::saveGame, hotseat ? CMenuScreen::MULTI_HOT_SEAT : CMenuScreen::SINGLE_PLAYER)
  2884. {
  2885. ourGame = mapInfoFromGame();
  2886. sInfo = *LOCPLINT->cb->getStartInfo();
  2887. setPlayersFromGame();
  2888. }
  2889. CSavingScreen::~CSavingScreen()
  2890. {
  2891. }
  2892. ISelectionScreenInfo::ISelectionScreenInfo(const std::map<ui32, std::string> *Names /*= NULL*/)
  2893. {
  2894. multiPlayer = CMenuScreen::SINGLE_PLAYER;
  2895. assert(!SEL);
  2896. SEL = this;
  2897. current = NULL;
  2898. if(Names && Names->size()) //if have custom set of player names - use it
  2899. playerNames = *Names;
  2900. else
  2901. playerNames[1] = settings["general"]["playerName"].String(); //by default we have only one player and his name is "Player" (or whatever the last used name was)
  2902. }
  2903. ISelectionScreenInfo::~ISelectionScreenInfo()
  2904. {
  2905. assert(SEL == this);
  2906. SEL = NULL;
  2907. }
  2908. void ISelectionScreenInfo::updateStartInfo(std::string filename, StartInfo & sInfo, const CMapHeader * mapHeader)
  2909. {
  2910. ::updateStartInfo(filename, sInfo, mapHeader, playerNames);
  2911. }
  2912. void ISelectionScreenInfo::setPlayer(PlayerSettings &pset, unsigned player)
  2913. {
  2914. ::setPlayer(pset, player, playerNames);
  2915. }
  2916. int ISelectionScreenInfo::getIdOfFirstUnallocatedPlayer()
  2917. {
  2918. for(std::map<ui32, std::string>::const_iterator i = playerNames.begin(); i != playerNames.end(); i++)
  2919. if(!sInfo.getPlayersSettings(i->first)) //
  2920. return i->first;
  2921. return 0;
  2922. }
  2923. bool ISelectionScreenInfo::isGuest() const
  2924. {
  2925. return multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST;
  2926. }
  2927. bool ISelectionScreenInfo::isHost() const
  2928. {
  2929. return multiPlayer == CMenuScreen::MULTI_NETWORK_HOST;
  2930. }
  2931. void ChatMessage::apply(CSelectionScreen *selScreen)
  2932. {
  2933. selScreen->card->chat->addNewMessage(playerName + ": " + message);
  2934. GH.totalRedraw();
  2935. }
  2936. void QuitMenuWithoutStarting::apply(CSelectionScreen *selScreen)
  2937. {
  2938. if(!selScreen->ongoingClosing)
  2939. {
  2940. *selScreen->serv << this; //resend to confirm
  2941. GH.popIntTotally(selScreen); //will wait with deleting us before this thread ends
  2942. }
  2943. vstd::clear_pointer(selScreen->serv);
  2944. }
  2945. void PlayerJoined::apply(CSelectionScreen *selScreen)
  2946. {
  2947. //assert(SEL->playerNames.size() == connectionID); //temporary, TODO when player exits
  2948. SEL->playerNames[connectionID] = playerName;
  2949. //put new player in first slot with AI
  2950. for(std::map<int, PlayerSettings>::iterator i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++)
  2951. {
  2952. if(!i->second.human)
  2953. {
  2954. selScreen->setPlayer(i->second, connectionID);
  2955. selScreen->opt->entries[i->second.color]->selectButtons();
  2956. break;
  2957. }
  2958. }
  2959. selScreen->propagateNames();
  2960. selScreen->propagateOptions();
  2961. GH.totalRedraw();
  2962. }
  2963. void SelectMap::apply(CSelectionScreen *selScreen)
  2964. {
  2965. if(selScreen->multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
  2966. {
  2967. free = false;
  2968. selScreen->changeSelection(mapInfo);
  2969. }
  2970. }
  2971. void UpdateStartOptions::apply(CSelectionScreen *selScreen)
  2972. {
  2973. if(!selScreen->isGuest())
  2974. return;
  2975. selScreen->setSInfo(*options);
  2976. }
  2977. void PregameGuiAction::apply(CSelectionScreen *selScreen)
  2978. {
  2979. if(!selScreen->isGuest())
  2980. return;
  2981. switch(action)
  2982. {
  2983. case NO_TAB:
  2984. selScreen->toggleTab(selScreen->curTab);
  2985. break;
  2986. case OPEN_OPTIONS:
  2987. selScreen->toggleTab(selScreen->opt);
  2988. break;
  2989. case OPEN_SCENARIO_LIST:
  2990. selScreen->toggleTab(selScreen->sel);
  2991. break;
  2992. }
  2993. }
  2994. void RequestOptionsChange::apply(CSelectionScreen *selScreen)
  2995. {
  2996. if(!selScreen->isHost())
  2997. return;
  2998. ui8 color = selScreen->sInfo.getPlayersSettings(playerID)->color;
  2999. switch(what)
  3000. {
  3001. case TOWN:
  3002. selScreen->opt->nextCastle(color, direction);
  3003. break;
  3004. case HERO:
  3005. selScreen->opt->nextHero(color, direction);
  3006. break;
  3007. case BONUS:
  3008. selScreen->opt->nextBonus(color, direction);
  3009. break;
  3010. }
  3011. }
  3012. void PlayerLeft::apply(CSelectionScreen *selScreen)
  3013. {
  3014. if(selScreen->isGuest())
  3015. return;
  3016. SEL->playerNames.erase(playerID);
  3017. if(PlayerSettings *s = selScreen->sInfo.getPlayersSettings(playerID)) //it's possible that player was unallocated
  3018. {
  3019. selScreen->setPlayer(*s, 0);
  3020. selScreen->opt->entries[s->color]->selectButtons();
  3021. }
  3022. selScreen->propagateNames();
  3023. selScreen->propagateOptions();
  3024. GH.totalRedraw();
  3025. }
  3026. void PlayersNames::apply(CSelectionScreen *selScreen)
  3027. {
  3028. if(selScreen->isGuest())
  3029. selScreen->playerNames = playerNames;
  3030. }
  3031. void StartWithCurrentSettings::apply(CSelectionScreen *selScreen)
  3032. {
  3033. startingInfo.reset();
  3034. startingInfo.serv = selScreen->serv;
  3035. startingInfo.sInfo = new StartInfo(selScreen->sInfo);
  3036. if(!selScreen->ongoingClosing)
  3037. {
  3038. *selScreen->serv << this; //resend to confirm
  3039. }
  3040. selScreen->serv = NULL; //hide it so it won't be deleted
  3041. vstd::clear_pointer(selScreen->serverHandlingThread); //detach us
  3042. selectedName = selScreen->sInfo.mapname;
  3043. CGP->removeFromGui();
  3044. ::startGame(startingInfo.sInfo, startingInfo.serv);
  3045. throw 666; //EVIL, EVIL, EVIL workaround to kill thread (does "goto catch" outside listening loop)
  3046. }
  3047. CCampaignScreen::CCampaignButton::CCampaignButton(const JsonNode &config )
  3048. {
  3049. pos.x += config["x"].Float();
  3050. pos.y += config["y"].Float();
  3051. pos.w = 200;
  3052. pos.h = 116;
  3053. campFile = config["file"].String();
  3054. video = config["video"].String();
  3055. //On linux we can only play *.mjpg videos from LOKI release
  3056. #ifdef _WIN32
  3057. std::transform(video.begin(), video.end(), video.begin(), toupper);
  3058. video += ".BIK";
  3059. #else
  3060. std::transform(video.begin(), video.end(), video.begin(), tolower);
  3061. video += ".mjpg";
  3062. #endif
  3063. OBJ_CONSTRUCTION_CAPTURING_ALL;
  3064. status = config["open"].Bool() ? CCampaignScreen::ENABLED : CCampaignScreen::DISABLED;
  3065. CCampaignHeader header = CCampaignHandler::getHeader(campFile, true);
  3066. hoverText = header.name;
  3067. if (status != CCampaignScreen::DISABLED)
  3068. {
  3069. addUsedEvents(LCLICK | HOVER);
  3070. image = new CPicture(config["image"].String());
  3071. hoverLabel = new CLabel(pos.w / 2, pos.h + 20, FONT_MEDIUM, CENTER, Colors::Jasmine, "");
  3072. parent->addChild(hoverLabel);
  3073. }
  3074. if (status == CCampaignScreen::COMPLETED)
  3075. checkMark = new CPicture("CAMPCHK");
  3076. }
  3077. void CCampaignScreen::CCampaignButton::clickLeft(tribool down, bool previousState)
  3078. {
  3079. if (down)
  3080. {
  3081. // Close running video and open the selected campaign
  3082. CCS->videoh->close();
  3083. CCampaign * ourCampaign = CCampaignHandler::getCampaign(campFile, true);
  3084. CCampaignState * campState = new CCampaignState();
  3085. campState->camp = ourCampaign;
  3086. GH.pushInt( new CBonusSelection(campState) );
  3087. }
  3088. }
  3089. void CCampaignScreen::CCampaignButton::hover(bool on)
  3090. {
  3091. if (on)
  3092. hoverLabel->setTxt(hoverText); // Shows the name of the campaign when you get into the bounds of the button
  3093. else
  3094. hoverLabel->setTxt(" ");
  3095. }
  3096. void CCampaignScreen::CCampaignButton::show(SDL_Surface * to)
  3097. {
  3098. if (status == CCampaignScreen::DISABLED)
  3099. return;
  3100. CIntObject::show(to);
  3101. // Play the campaign button video when the mouse cursor is placed over the button
  3102. if (hovered)
  3103. {
  3104. if (CCS->videoh->fname != video)
  3105. CCS->videoh->open(video);
  3106. CCS->videoh->update(pos.x, pos.y, to, true, false); // plays sequentially frame by frame, starts at the beginning when the video is over
  3107. }
  3108. else if (CCS->videoh->fname == video) // When you got out of the bounds of the button then close the video
  3109. {
  3110. CCS->videoh->close();
  3111. redraw();
  3112. }
  3113. }
  3114. CAdventureMapButton* CCampaignScreen::createExitButton(const JsonNode& button)
  3115. {
  3116. std::pair<std::string, std::string> help;
  3117. if (!button["help"].isNull() && button["help"].Float() > 0)
  3118. help = CGI->generaltexth->zelp[button["help"].Float()];
  3119. boost::function<void()> close = boost::bind(&CGuiHandler::popIntTotally, &GH, this);
  3120. return new CAdventureMapButton(help, close, button["x"].Float(), button["y"].Float(), button["name"].String(), button["hotkey"].Float());
  3121. }
  3122. CCampaignScreen::CCampaignScreen(const JsonNode &config)
  3123. {
  3124. OBJ_CONSTRUCTION_CAPTURING_ALL;
  3125. BOOST_FOREACH(const JsonNode& node, config["images"].Vector())
  3126. images.push_back(createPicture(node));
  3127. if (!images.empty())
  3128. {
  3129. images[0]->center(); // move background to center
  3130. moveTo(images[0]->pos.topLeft()); // move everything else to center
  3131. images[0]->moveTo(pos.topLeft()); // restore moved twice background
  3132. pos = images[0]->pos; // fix height\width of this window
  3133. }
  3134. if (!config["exitbutton"].isNull())
  3135. {
  3136. back = createExitButton(config["exitbutton"]);
  3137. back->hoverable = true;
  3138. }
  3139. BOOST_FOREACH(const JsonNode& node, config["items"].Vector())
  3140. campButtons.push_back(new CCampaignButton(node));
  3141. }
  3142. void CCampaignScreen::showAll(SDL_Surface *to)
  3143. {
  3144. CIntObject::showAll(to);
  3145. if (pos.h != to->h || pos.w != to->w)
  3146. CMessage::drawBorder(1, to, pos.w+28, pos.h+30, pos.x-14, pos.y-15);
  3147. }