CPreGame.cpp 101 KB

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  1. #include "StdInc.h"
  2. #include "CPreGame.h"
  3. #include "../lib/Filesystem/CResourceLoader.h"
  4. #include "../lib/Filesystem/CFileInfo.h"
  5. #include "../lib/Filesystem/CCompressedStream.h"
  6. #include "../lib/CStopWatch.h"
  7. #include "UIFramework/SDL_Extensions.h"
  8. #include "CGameInfo.h"
  9. #include "UIFramework/CCursorHandler.h"
  10. #include "CAnimation.h"
  11. #include "CDefHandler.h"
  12. #include "../lib/CDefObjInfoHandler.h"
  13. #include "../lib/CGeneralTextHandler.h"
  14. #include "../lib/CTownHandler.h"
  15. #include "../lib/CHeroHandler.h"
  16. #include "../lib/CObjectHandler.h"
  17. #include "../lib/CCampaignHandler.h"
  18. #include "../lib/CCreatureHandler.h"
  19. #include "../lib/JsonNode.h"
  20. #include "CMusicHandler.h"
  21. #include "CVideoHandler.h"
  22. #include "Graphics.h"
  23. #include "../lib/Connection.h"
  24. #include "../lib/VCMIDirs.h"
  25. #include "../lib/map.h"
  26. #include "GUIClasses.h"
  27. #include "CPlayerInterface.h"
  28. #include "../CCallback.h"
  29. #include "CMessage.h"
  30. #include "../lib/CSpellHandler.h" /*for campaign bonuses*/
  31. #include "../lib/CArtHandler.h" /*for campaign bonuses*/
  32. #include "../lib/CBuildingHandler.h" /*for campaign bonuses*/
  33. #include "CBitmapHandler.h"
  34. #include "Client.h"
  35. #include "../lib/NetPacks.h"
  36. #include "../lib/RegisterTypes.h"
  37. #include "../lib/CThreadHelper.h"
  38. #include "../lib/CConfigHandler.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, TPlayerColor player, const std::map<TPlayerColor, 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<TPlayerColor, 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. auto namesIt = playerNames.cbegin();
  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.canHumanPlay || pinfo.canComputerPlay))
  131. continue;
  132. PlayerSettings &pset = sInfo.playerInfos[i];
  133. pset.color = i;
  134. if(pinfo.canHumanPlay && namesIt != playerNames.cend())
  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("Music/MainMenu", true);
  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. auto textFile = CResourceHandler::get()->loadData(ResourceID("DATA/CREDITS.TXT"));
  327. std::string text((char*)textFile.first.get(), textFile.second);
  328. size_t firstQuote = text.find('\"')+1;
  329. text = text.substr(firstQuote, text.find('\"', firstQuote) - firstQuote );
  330. credits = new CTextBox(text, Rect(pos.w - 350, 600, 350, 32000), 0, FONT_CREDITS, CENTER, Colors::Cornsilk);
  331. credits->pos.h = credits->maxH;
  332. }
  333. void CreditsScreen::showAll(SDL_Surface * to)
  334. {
  335. //Do not draw anything
  336. }
  337. void CreditsScreen::show(SDL_Surface * to)
  338. {
  339. static int count = 0;
  340. count++;
  341. if (count == 2)
  342. {
  343. credits->pos.y--;
  344. count = 0;
  345. }
  346. Rect creditsArea = credits->pos & pos;
  347. SDL_SetClipRect(screenBuf, &creditsArea);
  348. SDL_SetClipRect(screen, &creditsArea);
  349. redraw();
  350. CIntObject::showAll(to);
  351. SDL_SetClipRect(screen, NULL);
  352. SDL_SetClipRect(screenBuf, NULL);
  353. //end of credits, close this screen
  354. if (credits->pos.y + credits->pos.h < 0)
  355. clickRight(false, false);
  356. }
  357. void CreditsScreen::clickLeft(tribool down, bool previousState)
  358. {
  359. clickRight(down, previousState);
  360. }
  361. void CreditsScreen::clickRight(tribool down, bool previousState)
  362. {
  363. CTabbedInt* menu = dynamic_cast<CTabbedInt*>(parent);
  364. assert(menu);
  365. menu->setActive(0);
  366. }
  367. CGPreGame::CGPreGame():
  368. pregameConfig(new JsonNode(ResourceID("config/mainmenu.json")))
  369. {
  370. pos.w = screen->w;
  371. pos.h = screen->h;
  372. GH.defActionsDef = 63;
  373. CGP = this;
  374. menu = new CMenuScreen((*pregameConfig)["window"]);
  375. loadGraphics();
  376. }
  377. CGPreGame::~CGPreGame()
  378. {
  379. disposeGraphics();
  380. }
  381. void CGPreGame::openSel(CMenuScreen::EState screenType, CMenuScreen::EMultiMode multi /*= CMenuScreen::SINGLE_PLAYER*/)
  382. {
  383. GH.pushInt(new CSelectionScreen(screenType, multi));
  384. }
  385. void CGPreGame::loadGraphics()
  386. {
  387. OBJ_CONSTRUCTION_CAPTURING_ALL;
  388. new CFilledTexture("DIBOXBCK", pos);
  389. victory = CDefHandler::giveDef("SCNRVICT.DEF");
  390. loss = CDefHandler::giveDef("SCNRLOSS.DEF");
  391. bonuses = CDefHandler::giveDef("SCNRSTAR.DEF");
  392. rHero = BitmapHandler::loadBitmap("HPSRAND1.bmp");
  393. rTown = BitmapHandler::loadBitmap("HPSRAND0.bmp");
  394. nHero = BitmapHandler::loadBitmap("HPSRAND6.bmp");
  395. nTown = BitmapHandler::loadBitmap("HPSRAND5.bmp");
  396. }
  397. void CGPreGame::disposeGraphics()
  398. {
  399. delete victory;
  400. delete loss;
  401. SDL_FreeSurface(rHero);
  402. SDL_FreeSurface(nHero);
  403. SDL_FreeSurface(rTown);
  404. SDL_FreeSurface(nTown);
  405. }
  406. void CGPreGame::update()
  407. {
  408. if (GH.listInt.empty())
  409. {
  410. GH.pushInt(this);
  411. GH.pushInt(menu);
  412. menu->switchToTab(0);
  413. }
  414. if(SEL)
  415. SEL->update();
  416. // Handles mouse and key input
  417. GH.updateTime();
  418. GH.handleEvents();
  419. if (GH.curInt == NULL) // no redraw, when a new game was created
  420. return;
  421. GH.topInt()->show(screen);
  422. if (settings["general"]["showfps"].Bool())
  423. GH.drawFPSCounter();
  424. // draw the mouse cursor and update the screen
  425. CCS->curh->draw1();
  426. CSDL_Ext::update(screen);
  427. CCS->curh->draw2();
  428. }
  429. void CGPreGame::openCampaignScreen(std::string name)
  430. {
  431. BOOST_FOREACH(const JsonNode& node, (*pregameConfig)["campaignsset"].Vector())
  432. {
  433. if (node["name"].String() == name)
  434. {
  435. GH.pushInt(new CCampaignScreen(node));
  436. return;
  437. }
  438. }
  439. tlog1<<"Unknown campaign set: "<<name<<"\n";
  440. }
  441. CGPreGame *CGPreGame::create()
  442. {
  443. if(!CGP)
  444. CGP = new CGPreGame();
  445. return CGP;
  446. }
  447. void CGPreGame::removeFromGui()
  448. {
  449. //remove everything but main menu and background
  450. GH.popInts(GH.listInt.size() - 2);
  451. GH.popInt(GH.topInt()); //remove main menu
  452. GH.popInt(GH.topInt()); //remove background
  453. }
  454. CSelectionScreen::CSelectionScreen(CMenuScreen::EState Type, CMenuScreen::EMultiMode MultiPlayer /*= CMenuScreen::SINGLE_PLAYER*/, const std::map<TPlayerColor, std::string> *Names /*= NULL*/)
  455. : ISelectionScreenInfo(Names), serverHandlingThread(NULL), mx(new boost::recursive_mutex),
  456. serv(NULL), ongoingClosing(false), myNameID(255)
  457. {
  458. CGPreGame::create(); //we depend on its graphics
  459. screenType = Type;
  460. multiPlayer = MultiPlayer;
  461. OBJ_CONSTRUCTION_CAPTURING_ALL;
  462. bool network = (MultiPlayer == CMenuScreen::MULTI_NETWORK_GUEST || MultiPlayer == CMenuScreen::MULTI_NETWORK_HOST);
  463. CServerHandler *sh = NULL;
  464. if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST)
  465. {
  466. sh = new CServerHandler;
  467. sh->startServer();
  468. }
  469. IShowActivatable::type = BLOCK_ADV_HOTKEYS;
  470. pos.w = 762;
  471. pos.h = 584;
  472. if(Type == CMenuScreen::saveGame)
  473. {
  474. bordered = false;
  475. center(pos);
  476. }
  477. else if(Type == CMenuScreen::campaignList)
  478. {
  479. bordered = false;
  480. bg = new CPicture("CamCust.bmp", 0, 0);
  481. pos = bg->center();
  482. }
  483. else
  484. {
  485. bordered = true;
  486. //load random background
  487. const JsonVector & bgNames = (*CGP->pregameConfig)["game-select"].Vector();
  488. bg = new CPicture(bgNames[rand() % bgNames.size()].String(), 0, 0);
  489. pos = bg->center();
  490. }
  491. sInfo.difficulty = 1;
  492. current = NULL;
  493. sInfo.mode = (Type == CMenuScreen::newGame ? StartInfo::NEW_GAME : StartInfo::LOAD_GAME);
  494. sInfo.turnTime = 0;
  495. curTab = NULL;
  496. card = new InfoCard(network); //right info card
  497. if (screenType == CMenuScreen::campaignList)
  498. {
  499. opt = NULL;
  500. }
  501. else
  502. {
  503. opt = new OptionsTab(); //scenario options tab
  504. opt->recActions = DISPOSE;
  505. }
  506. sel = new SelectionTab(screenType, bind(&CSelectionScreen::changeSelection, this, _1), multiPlayer); //scenario selection tab
  507. sel->recActions = DISPOSE;
  508. switch(screenType)
  509. {
  510. case CMenuScreen::newGame:
  511. {
  512. card->difficulty->onChange = bind(&CSelectionScreen::difficultyChange, this, _1);
  513. card->difficulty->select(1, 0);
  514. CAdventureMapButton *select = new CAdventureMapButton(CGI->generaltexth->zelp[45], bind(&CSelectionScreen::toggleTab, this, sel), 411, 80, "GSPBUTT.DEF", SDLK_s);
  515. select->addTextOverlay(CGI->generaltexth->allTexts[500], FONT_SMALL);
  516. CAdventureMapButton *opts = new CAdventureMapButton(CGI->generaltexth->zelp[46], bind(&CSelectionScreen::toggleTab, this, opt), 411, 510, "GSPBUTT.DEF", SDLK_a);
  517. opts->addTextOverlay(CGI->generaltexth->allTexts[501], FONT_SMALL);
  518. CAdventureMapButton *random = new CAdventureMapButton(CGI->generaltexth->zelp[47], bind(&CSelectionScreen::toggleTab, this, sel), 411, 105, "GSPBUTT.DEF", SDLK_r);
  519. random->addTextOverlay(CGI->generaltexth->allTexts[740], FONT_SMALL);
  520. start = new CAdventureMapButton(CGI->generaltexth->zelp[103], bind(&CSelectionScreen::startGame, this), 411, 535, "SCNRBEG.DEF", SDLK_b);
  521. if(network)
  522. {
  523. CAdventureMapButton *hideChat = new CAdventureMapButton(CGI->generaltexth->zelp[48], bind(&InfoCard::toggleChat, card), 619, 83, "GSPBUT2.DEF", SDLK_h);
  524. hideChat->addTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL);
  525. if(multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
  526. {
  527. SDL_Color orange = {232, 184, 32, 0};
  528. select->text->color = opts->text->color = random->text->color = orange;
  529. select->block(true);
  530. opts->block(true);
  531. random->block(true);
  532. start->block(true);
  533. }
  534. }
  535. }
  536. break;
  537. case CMenuScreen::loadGame:
  538. sel->recActions = 255;
  539. start = new CAdventureMapButton(CGI->generaltexth->zelp[103], bind(&CSelectionScreen::startGame, this), 411, 535, "SCNRLOD.DEF", SDLK_l);
  540. break;
  541. case CMenuScreen::saveGame:
  542. sel->recActions = 255;
  543. start = new CAdventureMapButton("", CGI->generaltexth->zelp[103].second, bind(&CSelectionScreen::startGame, this), 411, 535, "SCNRSAV.DEF");
  544. break;
  545. case CMenuScreen::campaignList:
  546. sel->recActions = 255;
  547. start = new CAdventureMapButton(std::pair<std::string, std::string>(), bind(&CSelectionScreen::startCampaign, this), 411, 535, "SCNRLOD.DEF", SDLK_b);
  548. break;
  549. }
  550. start->assignedKeys.insert(SDLK_RETURN);
  551. std::string backName;
  552. if(Type == CMenuScreen::campaignList)
  553. {
  554. backName = "SCNRBACK.DEF";
  555. }
  556. else
  557. {
  558. backName = "SCNRBACK.DEF";
  559. }
  560. back = new CAdventureMapButton("", CGI->generaltexth->zelp[105].second, bind(&CGuiHandler::popIntTotally, &GH, this), 581, 535, backName, SDLK_ESCAPE);
  561. if(network)
  562. {
  563. if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST)
  564. {
  565. assert(playerNames.size() == 1 && vstd::contains(playerNames, 1)); //TODO hot-seat/network combo
  566. serv = sh->connectToServer();
  567. *serv << (ui8) 4;
  568. myNameID = 1;
  569. }
  570. else
  571. {
  572. serv = CServerHandler::justConnectToServer();
  573. }
  574. *serv << playerNames.begin()->second;
  575. if(multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
  576. {
  577. const CMapInfo *map;
  578. *serv >> myNameID >> map;
  579. serv->connectionID = myNameID;
  580. changeSelection(map);
  581. }
  582. else //host
  583. {
  584. if(current)
  585. {
  586. SelectMap sm(*current);
  587. *serv << &sm;
  588. UpdateStartOptions uso(sInfo);
  589. *serv << &uso;
  590. }
  591. }
  592. applier = new CApplier<CBaseForPGApply>;
  593. registerTypes4(*applier);
  594. serverHandlingThread = new boost::thread(&CSelectionScreen::handleConnection, this);
  595. }
  596. delete sh;
  597. }
  598. CSelectionScreen::~CSelectionScreen()
  599. {
  600. ongoingClosing = true;
  601. if(serv)
  602. {
  603. assert(serverHandlingThread);
  604. QuitMenuWithoutStarting qmws;
  605. *serv << &qmws;
  606. // while(!serverHandlingThread->timed_join(boost::posix_time::milliseconds(50)))
  607. // processPacks();
  608. serverHandlingThread->join();
  609. delete serverHandlingThread;
  610. }
  611. playerColor = -1;
  612. playerNames.clear();
  613. assert(!serv);
  614. vstd::clear_pointer(applier);
  615. delete mx;
  616. }
  617. void CSelectionScreen::toggleTab(CIntObject *tab)
  618. {
  619. if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST && serv)
  620. {
  621. PregameGuiAction pga;
  622. if(tab == curTab)
  623. pga.action = PregameGuiAction::NO_TAB;
  624. else if(tab == opt)
  625. pga.action = PregameGuiAction::OPEN_OPTIONS;
  626. else if(tab == sel)
  627. pga.action = PregameGuiAction::OPEN_SCENARIO_LIST;
  628. *serv << &pga;
  629. }
  630. if(curTab && curTab->active)
  631. {
  632. curTab->deactivate();
  633. curTab->recActions = DISPOSE;
  634. }
  635. if(curTab != tab)
  636. {
  637. tab->recActions = 255;
  638. tab->activate();
  639. curTab = tab;
  640. }
  641. else
  642. {
  643. curTab = NULL;
  644. };
  645. GH.totalRedraw();
  646. }
  647. void CSelectionScreen::changeSelection( const CMapInfo *to )
  648. {
  649. if(multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
  650. {
  651. vstd::clear_pointer(current);
  652. }
  653. current = to;
  654. if(to && (screenType == CMenuScreen::loadGame ||
  655. screenType == CMenuScreen::saveGame))
  656. SEL->sInfo.difficulty = to->scenarioOpts->difficulty;
  657. if(screenType != CMenuScreen::campaignList)
  658. {
  659. updateStartInfo(to ? to->fileURI : "", sInfo, to ? to->mapHeader : NULL);
  660. }
  661. card->changeSelection(to);
  662. if(screenType != CMenuScreen::campaignList)
  663. {
  664. opt->recreate();
  665. }
  666. if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST && serv)
  667. {
  668. SelectMap sm(*to);
  669. *serv << &sm;
  670. UpdateStartOptions uso(sInfo);
  671. *serv << &uso;
  672. }
  673. }
  674. void CSelectionScreen::startCampaign()
  675. {
  676. if (SEL->current)
  677. {
  678. GH.pushInt(new CBonusSelection(SEL->current->fileURI));
  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<TPlayerColor, PlayerSettings>::const_iterator i;
  687. for(i = SEL->sInfo.playerInfos.cbegin(); i != SEL->sInfo.playerInfos.cend(); i++)
  688. if(i->second.human)
  689. break;
  690. if(i == SEL->sInfo.playerInfos.cend())
  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 = "Saves/" + sel->txt->text;
  720. CFunctionList<void()> overWrite;
  721. overWrite += boost::bind(&CCallback::save, LOCPLINT->cb, selectedName);
  722. overWrite += bind(&CGuiHandler::popIntTotally, &GH, this);
  723. if(CResourceHandler::get()->existsResource(ResourceID(selectedName, EResType::LIB_SAVEGAME)))
  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. }
  732. }
  733. void CSelectionScreen::difficultyChange( int to )
  734. {
  735. assert(screenType == CMenuScreen::newGame);
  736. sInfo.difficulty = to;
  737. propagateOptions();
  738. redraw();
  739. }
  740. void CSelectionScreen::handleConnection()
  741. {
  742. setThreadName("CSelectionScreen::handleConnection");
  743. try
  744. {
  745. assert(serv);
  746. while(serv)
  747. {
  748. CPackForSelectionScreen *pack = NULL;
  749. *serv >> pack;
  750. assert(pack);
  751. if(QuitMenuWithoutStarting *endingPack = dynamic_cast<QuitMenuWithoutStarting *>(pack))
  752. {
  753. endingPack->apply(this);
  754. }
  755. else if(StartWithCurrentSettings *endingPack = dynamic_cast<StartWithCurrentSettings *>(pack))
  756. {
  757. endingPack->apply(this);
  758. }
  759. else
  760. {
  761. boost::unique_lock<boost::recursive_mutex> lll(*mx);
  762. upcomingPacks.push_back(pack);
  763. }
  764. }
  765. } HANDLE_EXCEPTION
  766. catch(int i)
  767. {
  768. if(i != 666)
  769. throw;
  770. }
  771. }
  772. void CSelectionScreen::setSInfo(const StartInfo &si)
  773. {
  774. std::map<TPlayerColor, PlayerSettings>::const_iterator i;
  775. for(i = si.playerInfos.cbegin(); i != si.playerInfos.cend(); i++)
  776. {
  777. if(i->second.human == myNameID)
  778. {
  779. playerColor = i->first;
  780. break;
  781. }
  782. }
  783. if(i == si.playerInfos.cend()) //not found
  784. playerColor = -1;
  785. sInfo = si;
  786. if(current)
  787. opt->recreate(); //will force to recreate using current sInfo
  788. card->difficulty->select(si.difficulty, 0);
  789. GH.totalRedraw();
  790. }
  791. void CSelectionScreen::processPacks()
  792. {
  793. boost::unique_lock<boost::recursive_mutex> lll(*mx);
  794. while(upcomingPacks.size())
  795. {
  796. CPackForSelectionScreen *pack = upcomingPacks.front();
  797. upcomingPacks.pop_front();
  798. CBaseForPGApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  799. apply->applyOnPG(this, pack);
  800. delete pack;
  801. }
  802. }
  803. void CSelectionScreen::update()
  804. {
  805. if(serverHandlingThread)
  806. processPacks();
  807. }
  808. void CSelectionScreen::propagateOptions()
  809. {
  810. if(isHost() && serv)
  811. {
  812. UpdateStartOptions ups(sInfo);
  813. *serv << &ups;
  814. }
  815. }
  816. void CSelectionScreen::postRequest(ui8 what, ui8 dir)
  817. {
  818. if(!isGuest() || !serv)
  819. return;
  820. RequestOptionsChange roc(what, dir, myNameID);
  821. *serv << &roc;
  822. }
  823. void CSelectionScreen::postChatMessage(const std::string &txt)
  824. {
  825. assert(serv);
  826. ChatMessage cm;
  827. cm.message = txt;
  828. cm.playerName = sInfo.getPlayersSettings(myNameID)->name;
  829. *serv << &cm;
  830. }
  831. void CSelectionScreen::propagateNames()
  832. {
  833. PlayersNames pn;
  834. pn.playerNames = playerNames;
  835. *serv << &pn;
  836. }
  837. void CSelectionScreen::showAll(SDL_Surface *to)
  838. {
  839. CIntObject::showAll(to);
  840. if (bordered && (pos.h != to->h || pos.w != to->w))
  841. CMessage::drawBorder(1, to, pos.w+28, pos.h+30, pos.x-14, pos.y-15);
  842. }
  843. // A new size filter (Small, Medium, ...) has been selected. Populate
  844. // selMaps with the relevant data.
  845. void SelectionTab::filter( int size, bool selectFirst )
  846. {
  847. curItems.clear();
  848. if(tabType == CMenuScreen::campaignList)
  849. {
  850. for (size_t i=0; i<allItems.size(); i++)
  851. curItems.push_back(&allItems[i]);
  852. }
  853. else
  854. {
  855. for (size_t i=0; i<allItems.size(); i++)
  856. if( allItems[i].mapHeader && allItems[i].mapHeader->version && (!size || allItems[i].mapHeader->width == size))
  857. curItems.push_back(&allItems[i]);
  858. }
  859. if(curItems.size())
  860. {
  861. slider->block(false);
  862. slider->setAmount(curItems.size());
  863. sort();
  864. if(selectFirst)
  865. {
  866. slider->moveTo(0);
  867. onSelect(curItems[0]);
  868. }
  869. selectAbs(0);
  870. }
  871. else
  872. {
  873. slider->block(true);
  874. onSelect(NULL);
  875. }
  876. }
  877. std::vector<ResourceID> SelectionTab::getFiles(std::string dirURI, int resType)
  878. {
  879. std::vector<ResourceID> ret;
  880. boost::to_upper(dirURI);
  881. auto iterator = CResourceHandler::get()->getIterator([&](const ResourceID & ident)
  882. {
  883. return ident.getType() == resType
  884. && boost::algorithm::starts_with(ident.getName(), dirURI);
  885. });
  886. while (iterator.hasNext())
  887. {
  888. ret.push_back(*iterator);
  889. ++iterator;
  890. }
  891. allItems.resize(ret.size());
  892. return ret;
  893. }
  894. void SelectionTab::parseMaps(const std::vector<ResourceID> &files, int start, int threads)
  895. {
  896. ui8 mapBuffer[1500];
  897. while(start < allItems.size())
  898. {
  899. try
  900. {
  901. TInputStreamPtr stream(Mapa::getMapStream(files[start].getName()));
  902. int read = stream->read(mapBuffer, 1500);
  903. if(read < 50 || !mapBuffer[4])
  904. throw std::runtime_error("corrupted map file");
  905. allItems[start].mapInit(files[start].getName(), mapBuffer);
  906. }
  907. catch(std::exception &e)
  908. {
  909. tlog3 << "\t\tWarning: failed to load map " << files[start].getName() << ": " << e.what() << std::endl;
  910. }
  911. start += threads;
  912. }
  913. }
  914. void SelectionTab::parseGames(const std::vector<ResourceID> &files, bool multi)
  915. {
  916. for(int i=0; i<files.size(); i++)
  917. {
  918. try
  919. {
  920. CLoadFile lf(CResourceHandler::get()->getResourceName(files[i]));
  921. ui8 sign[8];
  922. lf >> sign;
  923. if(std::memcmp(sign,"VCMISVG",7))
  924. throw std::runtime_error("not a correct savefile!");
  925. allItems[i].mapHeader = new CMapHeader();
  926. lf >> *(allItems[i].mapHeader) >> allItems[i].scenarioOpts;
  927. allItems[i].fileURI = files[i].getName();
  928. allItems[i].countPlayers();
  929. std::time_t time = CFileInfo(CResourceHandler::get()->getResourceName(files[i])).getDate();
  930. allItems[i].date = std::asctime(std::localtime(&time));
  931. if((allItems[i].actualHumanPlayers > 1) != multi) //if multi mode then only multi games, otherwise single
  932. {
  933. vstd::clear_pointer(allItems[i].mapHeader);
  934. }
  935. }
  936. catch(std::exception &e)
  937. {
  938. vstd::clear_pointer(allItems[i].mapHeader);
  939. tlog3 << "Failed to process " << files[i].getName() <<": " << e.what() << std::endl;
  940. }
  941. }
  942. }
  943. void SelectionTab::parseCampaigns(const std::vector<ResourceID> & files )
  944. {
  945. for(int i=0; i<files.size(); i++)
  946. {
  947. //allItems[i].date = std::asctime(std::localtime(&files[i].date));
  948. allItems[i].fileURI = files[i].getName();
  949. allItems[i].campaignInit();
  950. }
  951. }
  952. SelectionTab::SelectionTab(CMenuScreen::EState Type, const boost::function<void(CMapInfo *)> &OnSelect, CMenuScreen::EMultiMode MultiPlayer /*= CMenuScreen::SINGLE_PLAYER*/)
  953. :bg(NULL), onSelect(OnSelect)
  954. {
  955. OBJ_CONSTRUCTION;
  956. selectionPos = 0;
  957. addUsedEvents(LCLICK | WHEEL | KEYBOARD | DOUBLECLICK);
  958. slider = NULL;
  959. txt = NULL;
  960. tabType = Type;
  961. if (Type != CMenuScreen::campaignList)
  962. {
  963. bg = new CPicture("SCSELBCK.bmp", 0, 6);
  964. pos = bg->pos;
  965. }
  966. else
  967. {
  968. bg = nullptr; //use background from parent
  969. pos.w = parent->pos.w;
  970. pos.h = parent->pos.h;
  971. pos.x += 3; pos.y += 6;
  972. }
  973. if(MultiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
  974. {
  975. positions = 18;
  976. }
  977. else
  978. {
  979. std::vector<CCampaignHeader> cpm;
  980. switch(tabType)
  981. {
  982. case CMenuScreen::newGame:
  983. parseMaps(getFiles("Maps/", EResType::MAP));
  984. positions = 18;
  985. break;
  986. case CMenuScreen::loadGame:
  987. case CMenuScreen::saveGame:
  988. parseGames(getFiles("Saves/", EResType::LIB_SAVEGAME), MultiPlayer);
  989. if(tabType == CMenuScreen::loadGame)
  990. {
  991. positions = 18;
  992. }
  993. else
  994. {
  995. positions = 16;
  996. }
  997. if(tabType == CMenuScreen::saveGame)
  998. {
  999. txt = new CTextInput(Rect(32, 539, 350, 20), Point(-32, -25), "GSSTRIP.bmp", 0);
  1000. txt->filters.add(CTextInput::filenameFilter);
  1001. }
  1002. break;
  1003. case CMenuScreen::campaignList:
  1004. parseCampaigns(getFiles("Maps/", EResType::CAMPAIGN));
  1005. positions = 18;
  1006. break;
  1007. default:
  1008. assert(0);
  1009. break;
  1010. }
  1011. }
  1012. if (tabType != CMenuScreen::campaignList)
  1013. {
  1014. //size filter buttons
  1015. {
  1016. int sizes[] = {36, 72, 108, 144, 0};
  1017. const char * names[] = {"SCSMBUT.DEF", "SCMDBUT.DEF", "SCLGBUT.DEF", "SCXLBUT.DEF", "SCALBUT.DEF"};
  1018. for(int i = 0; i < 5; i++)
  1019. new CAdventureMapButton("", CGI->generaltexth->zelp[54+i].second, bind(&SelectionTab::filter, this, sizes[i], true), 158 + 47*i, 46, names[i]);
  1020. }
  1021. //sort buttons buttons
  1022. {
  1023. int xpos[] = {23, 55, 88, 121, 306, 339};
  1024. const char * names[] = {"SCBUTT1.DEF", "SCBUTT2.DEF", "SCBUTCP.DEF", "SCBUTT3.DEF", "SCBUTT4.DEF", "SCBUTT5.DEF"};
  1025. for(int i = 0; i < 6; i++)
  1026. new CAdventureMapButton("", CGI->generaltexth->zelp[107+i].second, bind(&SelectionTab::sortBy, this, i), xpos[i], 86, names[i]);
  1027. }
  1028. }
  1029. else
  1030. {
  1031. //sort by buttons
  1032. new CAdventureMapButton("", "", bind(&SelectionTab::sortBy, this, _numOfMaps), 23, 86, "CamCusM.DEF"); //by num of maps
  1033. new CAdventureMapButton("", "", bind(&SelectionTab::sortBy, this, _name), 55, 86, "CamCusL.DEF"); //by name
  1034. }
  1035. slider = new CSlider(372, 86, tabType != CMenuScreen::saveGame ? 480 : 430, bind(&SelectionTab::sliderMove, this, _1), positions, curItems.size(), 0, false, 1);
  1036. slider->addUsedEvents(WHEEL);
  1037. slider->slider->keepFrame = true;
  1038. format = CDefHandler::giveDef("SCSELC.DEF");
  1039. sortingBy = _format;
  1040. ascending = true;
  1041. filter(0);
  1042. //select(0);
  1043. switch(tabType)
  1044. {
  1045. case CMenuScreen::newGame:
  1046. selectFName("Maps/Arrogance");
  1047. break;
  1048. case CMenuScreen::loadGame:
  1049. case CMenuScreen::campaignList:
  1050. select(0);
  1051. break;
  1052. case CMenuScreen::saveGame:;
  1053. if(selectedName.size())
  1054. {
  1055. if(selectedName[2] == 'M') //name starts with ./Maps instead of ./Games => there was nothing to select
  1056. txt->setTxt("NEWGAME");
  1057. else
  1058. selectFName(selectedName);
  1059. }
  1060. }
  1061. }
  1062. SelectionTab::~SelectionTab()
  1063. {
  1064. delete format;
  1065. }
  1066. void SelectionTab::sortBy( int criteria )
  1067. {
  1068. if(criteria == sortingBy)
  1069. {
  1070. ascending = !ascending;
  1071. }
  1072. else
  1073. {
  1074. sortingBy = (ESortBy)criteria;
  1075. ascending = true;
  1076. }
  1077. sort();
  1078. selectAbs(0);
  1079. }
  1080. void SelectionTab::sort()
  1081. {
  1082. if(sortingBy != _name)
  1083. std::stable_sort(curItems.begin(), curItems.end(), mapSorter(_name));
  1084. std::stable_sort(curItems.begin(), curItems.end(), mapSorter(sortingBy));
  1085. if(!ascending)
  1086. std::reverse(curItems.begin(), curItems.end());
  1087. redraw();
  1088. }
  1089. void SelectionTab::select( int position )
  1090. {
  1091. if(!curItems.size()) return;
  1092. // New selection. py is the index in curItems.
  1093. int py = position + slider->value;
  1094. vstd::amax(py, 0);
  1095. vstd::amin(py, curItems.size()-1);
  1096. selectionPos = py;
  1097. if(position < 0)
  1098. slider->moveTo(slider->value + position);
  1099. else if(position >= positions)
  1100. slider->moveTo(slider->value + position - positions + 1);
  1101. if(txt)
  1102. {
  1103. std::string filename = CResourceHandler::get()->getResourceName(
  1104. ResourceID(curItems[py]->fileURI, EResType::LIB_SAVEGAME));
  1105. txt->setTxt(CFileInfo(filename).getBaseName());
  1106. }
  1107. onSelect(curItems[py]);
  1108. }
  1109. void SelectionTab::selectAbs( int position )
  1110. {
  1111. select(position - slider->value);
  1112. }
  1113. int SelectionTab::getPosition( int x, int y )
  1114. {
  1115. return -1;
  1116. }
  1117. void SelectionTab::sliderMove( int slidPos )
  1118. {
  1119. if(!slider) return; //ignore spurious call when slider is being created
  1120. redraw();
  1121. }
  1122. // Display the tab with the scenario names
  1123. //
  1124. // elemIdx is the index of the maps or saved game to display on line 0
  1125. // slider->capacity contains the number of available screen lines
  1126. // slider->positionsAmnt is the number of elements after filtering
  1127. void SelectionTab::printMaps(SDL_Surface *to)
  1128. {
  1129. int elemIdx = slider->value;
  1130. // Display all elements if there's enough space
  1131. //if(slider->amount < slider->capacity)
  1132. // elemIdx = 0;
  1133. SDL_Color itemColor;
  1134. #define POS(xx, yy) pos.x + xx, pos.y + yy + line*25
  1135. for (int line = 0; line < positions && elemIdx < curItems.size(); elemIdx++, line++)
  1136. {
  1137. CMapInfo *currentItem = curItems[elemIdx];
  1138. if (elemIdx == selectionPos)
  1139. itemColor=Colors::Jasmine;
  1140. else
  1141. itemColor=Colors::Cornsilk;
  1142. if(tabType != CMenuScreen::campaignList)
  1143. {
  1144. //amount of players
  1145. std::ostringstream ostr(std::ostringstream::out);
  1146. ostr << currentItem->playerAmnt << "/" << currentItem->humanPlayers;
  1147. CSDL_Ext::printAt(ostr.str(), POS(29, 120), FONT_SMALL, itemColor, to);
  1148. //map size
  1149. std::string temp2 = "C";
  1150. switch (currentItem->mapHeader->width)
  1151. {
  1152. case 36:
  1153. temp2="S";
  1154. break;
  1155. case 72:
  1156. temp2="M";
  1157. break;
  1158. case 108:
  1159. temp2="L";
  1160. break;
  1161. case 144:
  1162. temp2="XL";
  1163. break;
  1164. }
  1165. CSDL_Ext::printAtMiddle(temp2, POS(70, 128), FONT_SMALL, itemColor, to);
  1166. int temp=-1;
  1167. switch (currentItem->mapHeader->version)
  1168. {
  1169. case CMapHeader::RoE:
  1170. temp=0;
  1171. break;
  1172. case CMapHeader::AB:
  1173. temp=1;
  1174. break;
  1175. case CMapHeader::SoD:
  1176. temp=2;
  1177. break;
  1178. case CMapHeader::WoG:
  1179. temp=3;
  1180. break;
  1181. default:
  1182. // Unknown version. Be safe and ignore that map
  1183. tlog2 << "Warning: " << currentItem->fileURI << " has wrong version!\n";
  1184. continue;
  1185. }
  1186. blitAt(format->ourImages[temp].bitmap, POS(88, 117), to);
  1187. //victory conditions
  1188. if (currentItem->mapHeader->victoryCondition.condition == EVictoryConditionType::WINSTANDARD)
  1189. temp = 11;
  1190. else
  1191. temp = currentItem->mapHeader->victoryCondition.condition;
  1192. blitAt(CGP->victory->ourImages[temp].bitmap, POS(306, 117), to);
  1193. //loss conditions
  1194. if (currentItem->mapHeader->lossCondition.typeOfLossCon == ELossConditionType::LOSSSTANDARD)
  1195. temp=3;
  1196. else
  1197. temp=currentItem->mapHeader->lossCondition.typeOfLossCon;
  1198. blitAt(CGP->loss->ourImages[temp].bitmap, POS(339, 117), to);
  1199. }
  1200. else //if campaign
  1201. {
  1202. //number of maps in campaign
  1203. std::ostringstream ostr(std::ostringstream::out);
  1204. ostr << CGI->generaltexth->campaignRegionNames[ currentItem->campaignHeader->mapVersion ].size();
  1205. CSDL_Ext::printAt(ostr.str(), POS(29, 120), FONT_SMALL, itemColor, to);
  1206. }
  1207. std::string name;
  1208. if(tabType == CMenuScreen::newGame)
  1209. {
  1210. if (!currentItem->mapHeader->name.length())
  1211. currentItem->mapHeader->name = "Unnamed";
  1212. name = currentItem->mapHeader->name;
  1213. }
  1214. else if(tabType == CMenuScreen::campaignList)
  1215. {
  1216. name = currentItem->campaignHeader->name;
  1217. }
  1218. else
  1219. {
  1220. name = CFileInfo(CResourceHandler::get()->getResourceName(
  1221. ResourceID(currentItem->fileURI, EResType::LIB_SAVEGAME))).getBaseName();
  1222. }
  1223. //print name
  1224. CSDL_Ext::printAtMiddle(CSDL_Ext::trimToFit(name, 185, FONT_SMALL), POS(213, 128), FONT_SMALL, itemColor, to);
  1225. }
  1226. #undef POS
  1227. }
  1228. void SelectionTab::showAll(SDL_Surface * to)
  1229. {
  1230. CIntObject::showAll(to);
  1231. printMaps(to);
  1232. std::string title;
  1233. switch(tabType) {
  1234. case CMenuScreen::newGame:
  1235. title = CGI->generaltexth->arraytxt[229];
  1236. break;
  1237. case CMenuScreen::loadGame:
  1238. title = CGI->generaltexth->arraytxt[230];
  1239. break;
  1240. case CMenuScreen::saveGame:
  1241. title = CGI->generaltexth->arraytxt[231];
  1242. break;
  1243. case CMenuScreen::campaignList:
  1244. title = "Select a Campaign"; //TODO: find where is the title
  1245. break;
  1246. }
  1247. CSDL_Ext::printAtMiddle(title, pos.x+205, pos.y+28, FONT_MEDIUM, Colors::Jasmine, to); //Select a Scenario to Play
  1248. if(tabType != CMenuScreen::campaignList)
  1249. {
  1250. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[510], pos.x+87, pos.y+62, FONT_SMALL, Colors::Jasmine, to); //Map sizes
  1251. }
  1252. }
  1253. void SelectionTab::clickLeft( tribool down, bool previousState )
  1254. {
  1255. if(down)
  1256. {
  1257. int line = getLine();
  1258. if(line != -1)
  1259. select(line);
  1260. }
  1261. }
  1262. void SelectionTab::keyPressed( const SDL_KeyboardEvent & key )
  1263. {
  1264. if(key.state != SDL_PRESSED) return;
  1265. int moveBy = 0;
  1266. switch(key.keysym.sym)
  1267. {
  1268. case SDLK_UP:
  1269. moveBy = -1;
  1270. break;
  1271. case SDLK_DOWN:
  1272. moveBy = +1;
  1273. break;
  1274. case SDLK_PAGEUP:
  1275. moveBy = -positions+1;
  1276. break;
  1277. case SDLK_PAGEDOWN:
  1278. moveBy = +positions-1;
  1279. break;
  1280. case SDLK_HOME:
  1281. select(-slider->value);
  1282. return;
  1283. case SDLK_END:
  1284. select(curItems.size() - slider->value);
  1285. return;
  1286. default:
  1287. return;
  1288. }
  1289. select(selectionPos - slider->value + moveBy);
  1290. }
  1291. void SelectionTab::onDoubleClick()
  1292. {
  1293. if(getLine() != -1) //double clicked scenarios list
  1294. {
  1295. //act as if start button was pressed
  1296. (static_cast<CSelectionScreen*>(parent))->start->callback();
  1297. }
  1298. }
  1299. int SelectionTab::getLine()
  1300. {
  1301. int line = -1;
  1302. Point clickPos(GH.current->button.x, GH.current->button.y);
  1303. clickPos = clickPos - pos.topLeft();
  1304. if (clickPos.y > 115 && clickPos.y < 564 && clickPos.x > 22 && clickPos.x < 371)
  1305. {
  1306. line = (clickPos.y-115) / 25; //which line
  1307. }
  1308. return line;
  1309. }
  1310. void SelectionTab::selectFName( std::string fname )
  1311. {
  1312. boost::to_upper(fname);
  1313. for(int i = curItems.size() - 1; i >= 0; i--)
  1314. {
  1315. if(curItems[i]->fileURI == fname)
  1316. {
  1317. slider->moveTo(i);
  1318. selectAbs(i);
  1319. return;
  1320. }
  1321. }
  1322. selectAbs(0);
  1323. }
  1324. CChatBox::CChatBox(const Rect &rect)
  1325. {
  1326. OBJ_CONSTRUCTION;
  1327. pos += rect;
  1328. addUsedEvents(KEYBOARD);
  1329. captureAllKeys = true;
  1330. const int height = graphics->fonts[FONT_SMALL]->height;
  1331. inputBox = new CTextInput(Rect(0, rect.h - height, rect.w, height));
  1332. inputBox->removeUsedEvents(KEYBOARD);
  1333. chatHistory = new CTextBox("", Rect(0, 0, rect.w, rect.h - height), 1);
  1334. SDL_Color green = {0,252,0, SDL_ALPHA_OPAQUE};
  1335. chatHistory->color = green;
  1336. }
  1337. void CChatBox::keyPressed(const SDL_KeyboardEvent & key)
  1338. {
  1339. if(key.keysym.sym == SDLK_RETURN && key.state == SDL_PRESSED && inputBox->text.size())
  1340. {
  1341. SEL->postChatMessage(inputBox->text);
  1342. inputBox->setTxt("");
  1343. }
  1344. else
  1345. inputBox->keyPressed(key);
  1346. }
  1347. void CChatBox::addNewMessage(const std::string &text)
  1348. {
  1349. chatHistory->setTxt(chatHistory->text + text + "\n");
  1350. if(chatHistory->slider)
  1351. chatHistory->slider->moveToMax();
  1352. }
  1353. InfoCard::InfoCard( bool Network )
  1354. : bg(NULL), network(Network), chatOn(false), chat(NULL), playerListBg(NULL),
  1355. difficulty(NULL), sizes(NULL), sFlags(NULL)
  1356. {
  1357. OBJ_CONSTRUCTION_CAPTURING_ALL;
  1358. pos.x += 393;
  1359. pos.y += 6;
  1360. addUsedEvents(RCLICK);
  1361. mapDescription = NULL;
  1362. Rect descriptionRect(26, 149, 320, 115);
  1363. mapDescription = new CTextBox("", descriptionRect, 1);
  1364. if(SEL->screenType == CMenuScreen::campaignList)
  1365. {
  1366. CSelectionScreen *ss = static_cast<CSelectionScreen*>(parent);
  1367. 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)
  1368. }
  1369. else
  1370. {
  1371. bg = new CPicture("GSELPOP1.bmp", 0, 0);
  1372. parent->addChild(bg);
  1373. auto it = vstd::find(parent->children, this); //our position among parent children
  1374. parent->children.insert(it, bg); //put BG before us
  1375. parent->children.pop_back();
  1376. pos.w = bg->pos.w;
  1377. pos.h = bg->pos.h;
  1378. sizes = CDefHandler::giveDef("SCNRMPSZ.DEF");
  1379. sFlags = CDefHandler::giveDef("ITGFLAGS.DEF");
  1380. difficulty = new CHighlightableButtonsGroup(0);
  1381. {
  1382. static const char *difButns[] = {"GSPBUT3.DEF", "GSPBUT4.DEF", "GSPBUT5.DEF", "GSPBUT6.DEF", "GSPBUT7.DEF"};
  1383. for(int i = 0; i < 5; i++)
  1384. {
  1385. difficulty->addButton(new CHighlightableButton("", CGI->generaltexth->zelp[24+i].second, 0, 110 + i*32, 450, difButns[i], i));
  1386. }
  1387. }
  1388. if(SEL->screenType != CMenuScreen::newGame)
  1389. difficulty->block(true);
  1390. //description needs bg
  1391. mapDescription->addChild(new CPicture(*bg, descriptionRect), true); //move subpicture bg to our description control (by default it's our (Infocard) child)
  1392. if(network)
  1393. {
  1394. playerListBg = new CPicture("CHATPLUG.bmp", 16, 276);
  1395. chat = new CChatBox(descriptionRect);
  1396. 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)
  1397. chatOn = true;
  1398. mapDescription->disable();
  1399. }
  1400. }
  1401. }
  1402. InfoCard::~InfoCard()
  1403. {
  1404. delete sizes;
  1405. delete sFlags;
  1406. }
  1407. void InfoCard::showAll(SDL_Surface * to)
  1408. {
  1409. CIntObject::showAll(to);
  1410. //blit texts
  1411. if(SEL->screenType != CMenuScreen::campaignList)
  1412. {
  1413. printAtLoc(CGI->generaltexth->allTexts[390] + ":", 24, 400, FONT_SMALL, Colors::Cornsilk, to); //Allies
  1414. printAtLoc(CGI->generaltexth->allTexts[391] + ":", 190, 400, FONT_SMALL, Colors::Cornsilk, to); //Enemies
  1415. printAtLoc(CGI->generaltexth->allTexts[494], 33, 430, FONT_SMALL, Colors::Jasmine, to);//"Map Diff:"
  1416. printAtLoc(CGI->generaltexth->allTexts[492] + ":", 133,430, FONT_SMALL, Colors::Jasmine, to); //player difficulty
  1417. printAtLoc(CGI->generaltexth->allTexts[218] + ":", 290,430, FONT_SMALL, Colors::Jasmine, to); //"Rating:"
  1418. printAtLoc(CGI->generaltexth->allTexts[495], 26, 22, FONT_SMALL, Colors::Jasmine, to); //Scenario Name:
  1419. if(!chatOn)
  1420. {
  1421. printAtLoc(CGI->generaltexth->allTexts[496], 26, 132, FONT_SMALL, Colors::Jasmine, to); //Scenario Description:
  1422. printAtLoc(CGI->generaltexth->allTexts[497], 26, 283, FONT_SMALL, Colors::Jasmine, to); //Victory Condition:
  1423. printAtLoc(CGI->generaltexth->allTexts[498], 26, 339, FONT_SMALL, Colors::Jasmine, to); //Loss Condition:
  1424. }
  1425. else //players list
  1426. {
  1427. std::map<TPlayerColor, std::string> playerNames = SEL->playerNames;
  1428. int playerSoFar = 0;
  1429. for (auto i = SEL->sInfo.playerInfos.cbegin(); i != SEL->sInfo.playerInfos.cend(); i++)
  1430. {
  1431. if(i->second.human)
  1432. {
  1433. printAtLoc(i->second.name, 24, 285 + playerSoFar++ * graphics->fonts[FONT_SMALL]->height, FONT_SMALL, Colors::Cornsilk, to);
  1434. playerNames.erase(i->second.human);
  1435. }
  1436. }
  1437. playerSoFar = 0;
  1438. for (auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  1439. {
  1440. printAtLoc(i->second, 193, 285 + playerSoFar++ * graphics->fonts[FONT_SMALL]->height, FONT_SMALL, Colors::Cornsilk, to);
  1441. }
  1442. }
  1443. }
  1444. if(SEL->current)
  1445. {
  1446. if(SEL->screenType != CMenuScreen::campaignList)
  1447. {
  1448. int temp = -1;
  1449. if(!chatOn)
  1450. {
  1451. //victory conditions
  1452. temp = SEL->current->mapHeader->victoryCondition.condition+1;
  1453. if (temp>20) temp=0;
  1454. std::string sss = CGI->generaltexth->victoryConditions[temp];
  1455. if (temp && SEL->current->mapHeader->victoryCondition.allowNormalVictory) sss+= "/" + CGI->generaltexth->victoryConditions[0];
  1456. printAtLoc(sss, 60, 307, FONT_SMALL, Colors::Cornsilk, to);
  1457. temp = SEL->current->mapHeader->victoryCondition.condition;
  1458. if (temp>12) temp=11;
  1459. blitAtLoc(CGP->victory->ourImages[temp].bitmap, 24, 302, to); //victory cond descr
  1460. //loss conditoins
  1461. temp = SEL->current->mapHeader->lossCondition.typeOfLossCon+1;
  1462. if (temp>20) temp=0;
  1463. sss = CGI->generaltexth->lossCondtions[temp];
  1464. printAtLoc(sss, 60, 366, FONT_SMALL, Colors::Cornsilk, to);
  1465. temp=SEL->current->mapHeader->lossCondition.typeOfLossCon;
  1466. if (temp>12) temp=3;
  1467. blitAtLoc(CGP->loss->ourImages[temp].bitmap, 24, 359, to); //loss cond
  1468. }
  1469. //difficulty
  1470. assert(SEL->current->mapHeader->difficulty <= 4);
  1471. std::string &diff = CGI->generaltexth->arraytxt[142 + SEL->current->mapHeader->difficulty];
  1472. printAtMiddleLoc(diff, 62, 472, FONT_SMALL, Colors::Cornsilk, to);
  1473. //selecting size icon
  1474. switch (SEL->current->mapHeader->width)
  1475. {
  1476. case 36:
  1477. temp=0;
  1478. break;
  1479. case 72:
  1480. temp=1;
  1481. break;
  1482. case 108:
  1483. temp=2;
  1484. break;
  1485. case 144:
  1486. temp=3;
  1487. break;
  1488. default:
  1489. temp=4;
  1490. break;
  1491. }
  1492. blitAtLoc(sizes->ourImages[temp].bitmap, 318, 22, to);
  1493. if(SEL->screenType == CMenuScreen::loadGame)
  1494. printToLoc((static_cast<const CMapInfo*>(SEL->current))->date,308,34, FONT_SMALL, Colors::Cornsilk, to);
  1495. //print flags
  1496. int fx = 34 + graphics->fonts[FONT_SMALL]->getWidth(CGI->generaltexth->allTexts[390].c_str());
  1497. int ex = 200 + graphics->fonts[FONT_SMALL]->getWidth(CGI->generaltexth->allTexts[391].c_str());
  1498. int myT;
  1499. if(playerColor >= 0)
  1500. myT = SEL->current->mapHeader->players[playerColor].team;
  1501. else
  1502. myT = -1;
  1503. for (auto i = SEL->sInfo.playerInfos.cbegin(); i != SEL->sInfo.playerInfos.cend(); i++)
  1504. {
  1505. int *myx = ((i->first == playerColor || SEL->current->mapHeader->players[i->first].team == myT) ? &fx : &ex);
  1506. blitAtLoc(sFlags->ourImages[i->first].bitmap, *myx, 399, to);
  1507. *myx += sFlags->ourImages[i->first].bitmap->w;
  1508. }
  1509. std::string tob;
  1510. switch (SEL->sInfo.difficulty)
  1511. {
  1512. case 0:
  1513. tob="80%";
  1514. break;
  1515. case 1:
  1516. tob="100%";
  1517. break;
  1518. case 2:
  1519. tob="130%";
  1520. break;
  1521. case 3:
  1522. tob="160%";
  1523. break;
  1524. case 4:
  1525. tob="200%";
  1526. break;
  1527. }
  1528. printAtMiddleLoc(tob, 311, 472, FONT_SMALL, Colors::Cornsilk, to);
  1529. }
  1530. //blit description
  1531. std::string name;
  1532. if (SEL->screenType == CMenuScreen::campaignList)
  1533. {
  1534. name = SEL->current->campaignHeader->name;
  1535. }
  1536. else
  1537. {
  1538. name = SEL->current->mapHeader->name;
  1539. }
  1540. //name
  1541. if (name.length())
  1542. printAtLoc(CSDL_Ext::trimToFit(name, 300, FONT_BIG), 26, 39, FONT_BIG, Colors::Jasmine, to);
  1543. else
  1544. printAtLoc("Unnamed", 26, 39, FONT_BIG, Colors::Jasmine, to);
  1545. }
  1546. }
  1547. void InfoCard::changeSelection( const CMapInfo *to )
  1548. {
  1549. if(to && mapDescription)
  1550. {
  1551. if (SEL->screenType == CMenuScreen::campaignList)
  1552. mapDescription->setTxt(to->campaignHeader->description);
  1553. else
  1554. mapDescription->setTxt(to->mapHeader->description);
  1555. if(SEL->screenType != CMenuScreen::newGame && SEL->screenType != CMenuScreen::campaignList) {
  1556. difficulty->block(true);
  1557. difficulty->select(SEL->sInfo.difficulty, 0);
  1558. }
  1559. }
  1560. GH.totalRedraw();
  1561. }
  1562. void InfoCard::clickRight( tribool down, bool previousState )
  1563. {
  1564. static const Rect flagArea(19, 397, 335, 23);
  1565. if(down && SEL->current && isItInLoc(flagArea, GH.current->motion.x, GH.current->motion.y))
  1566. showTeamsPopup();
  1567. }
  1568. void InfoCard::showTeamsPopup()
  1569. {
  1570. SDL_Surface *bmp = CMessage::drawDialogBox(256, 90 + 50 * SEL->current->mapHeader->howManyTeams);
  1571. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[657], 128, 30, FONT_MEDIUM, Colors::Jasmine, bmp); //{Team Alignments}
  1572. for(int i = 0; i < SEL->current->mapHeader->howManyTeams; i++)
  1573. {
  1574. std::vector<ui8> flags;
  1575. std::string hlp = CGI->generaltexth->allTexts[656]; //Team %d
  1576. hlp.replace(hlp.find("%d"), 2, boost::lexical_cast<std::string>(i+1));
  1577. CSDL_Ext::printAtMiddle(hlp, 128, 65 + 50*i, FONT_SMALL, Colors::Cornsilk, bmp);
  1578. for(int j = 0; j < GameConstants::PLAYER_LIMIT; j++)
  1579. if((SEL->current->mapHeader->players[j].canHumanPlay || SEL->current->mapHeader->players[j].canComputerPlay)
  1580. && SEL->current->mapHeader->players[j].team == i)
  1581. flags.push_back(j);
  1582. int curx = 128 - 9*flags.size();
  1583. for(int j = 0; j < flags.size(); j++)
  1584. {
  1585. blitAt(sFlags->ourImages[flags[j]].bitmap, curx, 75 + 50*i, bmp);
  1586. curx += 18;
  1587. }
  1588. }
  1589. GH.pushInt(new CInfoPopup(bmp, true));
  1590. }
  1591. void InfoCard::toggleChat()
  1592. {
  1593. setChat(!chatOn);
  1594. }
  1595. void InfoCard::setChat(bool activateChat)
  1596. {
  1597. if(chatOn == activateChat)
  1598. return;
  1599. assert(active);
  1600. if(activateChat)
  1601. {
  1602. mapDescription->disable();
  1603. chat->enable();
  1604. playerListBg->enable();
  1605. }
  1606. else
  1607. {
  1608. mapDescription->enable();
  1609. chat->disable();
  1610. playerListBg->disable();
  1611. }
  1612. chatOn = activateChat;
  1613. GH.totalRedraw();
  1614. }
  1615. OptionsTab::OptionsTab():
  1616. turnDuration(NULL)
  1617. {
  1618. OBJ_CONSTRUCTION;
  1619. bg = new CPicture("ADVOPTBK", 0, 6);
  1620. pos = bg->pos;
  1621. if(SEL->screenType == CMenuScreen::newGame)
  1622. turnDuration = new CSlider(55, 551, 194, bind(&OptionsTab::setTurnLength, this, _1), 1, 11, 11, true, 1);
  1623. }
  1624. OptionsTab::~OptionsTab()
  1625. {
  1626. }
  1627. void OptionsTab::showAll(SDL_Surface * to)
  1628. {
  1629. CIntObject::showAll(to);
  1630. printAtMiddleLoc(CGI->generaltexth->allTexts[515], 222, 30, FONT_BIG, Colors::Jasmine, to);
  1631. 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.
  1632. printAtMiddleWBLoc(CGI->generaltexth->allTexts[517], 107, 102, FONT_SMALL, 14, Colors::Jasmine, to); //Player Name Handicap Type
  1633. printAtMiddleWBLoc(CGI->generaltexth->allTexts[518], 197, 102, FONT_SMALL, 10, Colors::Jasmine, to); //Starting Town
  1634. printAtMiddleWBLoc(CGI->generaltexth->allTexts[519], 273, 102, FONT_SMALL, 10, Colors::Jasmine, to); //Starting Hero
  1635. printAtMiddleWBLoc(CGI->generaltexth->allTexts[520], 349, 102, FONT_SMALL, 10, Colors::Jasmine, to); //Starting Bonus
  1636. printAtMiddleLoc(CGI->generaltexth->allTexts[521], 222, 538, FONT_SMALL, Colors::Jasmine, to); // Player Turn Duration
  1637. if (turnDuration)
  1638. printAtMiddleLoc(CGI->generaltexth->turnDurations[turnDuration->value], 319,559, FONT_SMALL, Colors::Cornsilk, to);//Turn duration value
  1639. }
  1640. void OptionsTab::nextCastle( int player, int dir )
  1641. {
  1642. if(SEL->isGuest())
  1643. {
  1644. SEL->postRequest(RequestOptionsChange::TOWN, dir);
  1645. return;
  1646. }
  1647. PlayerSettings &s = SEL->sInfo.playerInfos[player];
  1648. si32 &cur = s.castle;
  1649. auto & allowed = SEL->current->mapHeader->players[s.color].allowedFactions;
  1650. if (cur == -2) //no castle - no change
  1651. return;
  1652. if (cur == -1) //random => first/last available
  1653. {
  1654. if (dir > 0)
  1655. cur = *allowed.begin(); //id of first town
  1656. else
  1657. cur = *allowed.rbegin(); //id of last town
  1658. }
  1659. else // next/previous available
  1660. {
  1661. if ( (cur == *allowed.begin() && dir < 0 )
  1662. || (cur == *allowed.rbegin() && dir > 0) )
  1663. cur = -1;
  1664. else
  1665. {
  1666. assert(dir >= -1 && dir <= 1); //othervice std::advance may go out of range
  1667. auto iter = allowed.find(cur);
  1668. std::advance(iter, dir);
  1669. cur = *iter;
  1670. }
  1671. }
  1672. if(s.hero >= 0)
  1673. s.hero = -1;
  1674. if(cur < 0 && s.bonus == PlayerSettings::bresource)
  1675. s.bonus = PlayerSettings::brandom;
  1676. entries[player]->selectButtons();
  1677. SEL->propagateOptions();
  1678. redraw();
  1679. }
  1680. void OptionsTab::nextHero( int player, int dir )
  1681. {
  1682. if(SEL->isGuest())
  1683. {
  1684. SEL->postRequest(RequestOptionsChange::HERO, dir);
  1685. return;
  1686. }
  1687. PlayerSettings &s = SEL->sInfo.playerInfos[player];
  1688. int old = s.hero;
  1689. if (s.castle < 0 || !s.human || s.hero == -2)
  1690. return;
  1691. if (s.hero == -1) //random => first/last available
  1692. {
  1693. int max = (s.castle*GameConstants::HEROES_PER_TYPE*2+15),
  1694. min = (s.castle*GameConstants::HEROES_PER_TYPE*2);
  1695. s.hero = nextAllowedHero(min,max,0,dir);
  1696. }
  1697. else
  1698. {
  1699. if(dir > 0)
  1700. s.hero = nextAllowedHero(s.hero,(s.castle*GameConstants::HEROES_PER_TYPE*2+16),1,dir);
  1701. else
  1702. s.hero = nextAllowedHero(s.castle*GameConstants::HEROES_PER_TYPE*2-1,s.hero,1,dir);
  1703. }
  1704. if(old != s.hero)
  1705. {
  1706. usedHeroes.erase(old);
  1707. usedHeroes.insert(s.hero);
  1708. redraw();
  1709. }
  1710. SEL->propagateOptions();
  1711. }
  1712. int OptionsTab::nextAllowedHero( int min, int max, int incl, int dir )
  1713. {
  1714. if(dir>0)
  1715. {
  1716. for(int i=min+incl; i<=max-incl; i++)
  1717. if(canUseThisHero(i))
  1718. return i;
  1719. }
  1720. else
  1721. {
  1722. for(int i=max-incl; i>=min+incl; i--)
  1723. if(canUseThisHero(i))
  1724. return i;
  1725. }
  1726. return -1;
  1727. }
  1728. bool OptionsTab::canUseThisHero( int ID )
  1729. {
  1730. //for(int i=0;i<CPG->ret.playerInfos.size();i++)
  1731. // if(CPG->ret.playerInfos[i].hero==ID) //hero is already taken
  1732. // return false;
  1733. return !vstd::contains(usedHeroes, ID) && SEL->current->mapHeader->allowedHeroes[ID];
  1734. }
  1735. void OptionsTab::nextBonus( int player, int dir )
  1736. {
  1737. if(SEL->isGuest())
  1738. {
  1739. SEL->postRequest(RequestOptionsChange::BONUS, dir);
  1740. return;
  1741. }
  1742. PlayerSettings &s = SEL->sInfo.playerInfos[player];
  1743. si8 &ret = s.bonus += dir;
  1744. if (s.hero==-2 && !SEL->current->mapHeader->players[s.color].heroesNames.size() && ret==PlayerSettings::bartifact) //no hero - can't be artifact
  1745. {
  1746. if (dir<0)
  1747. ret=PlayerSettings::brandom;
  1748. else ret=PlayerSettings::bgold;
  1749. }
  1750. if(ret > PlayerSettings::bresource)
  1751. ret = PlayerSettings::brandom;
  1752. if(ret < PlayerSettings::brandom)
  1753. ret = PlayerSettings::bresource;
  1754. if (s.castle==-1 && ret==PlayerSettings::bresource) //random castle - can't be resource
  1755. {
  1756. if (dir<0)
  1757. ret=PlayerSettings::bgold;
  1758. else ret=PlayerSettings::brandom;
  1759. }
  1760. SEL->propagateOptions();
  1761. redraw();
  1762. }
  1763. void OptionsTab::recreate()
  1764. {
  1765. for(std::map<int, PlayerOptionsEntry*>::iterator it = entries.begin(); it != entries.end(); ++it)
  1766. {
  1767. delete it->second;
  1768. }
  1769. entries.clear();
  1770. usedHeroes.clear();
  1771. OBJ_CONSTRUCTION_CAPTURING_ALL;
  1772. for(auto it = SEL->sInfo.playerInfos.begin(); it != SEL->sInfo.playerInfos.end(); ++it)
  1773. {
  1774. entries.insert(std::make_pair(it->first, new PlayerOptionsEntry(this, it->second)));
  1775. const std::vector<SheroName> &heroes = SEL->current->mapHeader->players[it->first].heroesNames;
  1776. for(size_t hi=0; hi<heroes.size(); hi++)
  1777. usedHeroes.insert(heroes[hi].heroID);
  1778. }
  1779. }
  1780. void OptionsTab::setTurnLength( int npos )
  1781. {
  1782. static const int times[] = {1, 2, 4, 6, 8, 10, 15, 20, 25, 30, 0};
  1783. vstd::amin(npos, ARRAY_COUNT(times) - 1);
  1784. SEL->sInfo.turnTime = times[npos];
  1785. redraw();
  1786. }
  1787. void OptionsTab::flagPressed( int color )
  1788. {
  1789. PlayerSettings &clicked = SEL->sInfo.playerInfos[color];
  1790. PlayerSettings *old = NULL;
  1791. if(SEL->playerNames.size() == 1) //single player -> just swap
  1792. {
  1793. if(color == playerColor) //that color is already selected, no action needed
  1794. return;
  1795. old = &SEL->sInfo.playerInfos[playerColor];
  1796. swapPlayers(*old, clicked);
  1797. }
  1798. else
  1799. {
  1800. //identify clicked player
  1801. int clickedNameID = clicked.human; //human is a number of player, zero means AI
  1802. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  1803. {
  1804. PlayerSettings &restPos = SEL->sInfo.playerInfos[playerToRestore.color];
  1805. SEL->setPlayer(restPos, playerToRestore.id);
  1806. playerToRestore.reset();
  1807. }
  1808. int newPlayer; //which player will take clicked position
  1809. //who will be put here?
  1810. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  1811. {
  1812. newPlayer = SEL->getIdOfFirstUnallocatedPlayer();
  1813. if(!newPlayer) //no "free" player -> get just first one
  1814. newPlayer = SEL->playerNames.begin()->first;
  1815. }
  1816. else //human clicked -> take next
  1817. {
  1818. auto i = SEL->playerNames.find(clickedNameID); //clicked one
  1819. i++; //player AFTER clicked one
  1820. if(i != SEL->playerNames.end())
  1821. newPlayer = i->first;
  1822. else
  1823. newPlayer = 0; //AI if we scrolled through all players
  1824. }
  1825. SEL->setPlayer(clicked, newPlayer); //put player
  1826. //if that player was somewhere else, we need to replace him with computer
  1827. if(newPlayer) //not AI
  1828. {
  1829. for(auto i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++)
  1830. {
  1831. int curNameID = i->second.human;
  1832. if(i->first != color && curNameID == newPlayer)
  1833. {
  1834. assert(i->second.human);
  1835. playerToRestore.color = i->first;
  1836. playerToRestore.id = newPlayer;
  1837. SEL->setPlayer(i->second, 0); //set computer
  1838. old = &i->second;
  1839. break;
  1840. }
  1841. }
  1842. }
  1843. }
  1844. entries[clicked.color]->selectButtons();
  1845. if(old)
  1846. {
  1847. entries[old->color]->selectButtons();
  1848. if(old->hero >= 0)
  1849. usedHeroes.erase(old->hero);
  1850. old->hero = entries[old->color]->pi.defaultHero();
  1851. }
  1852. SEL->propagateOptions();
  1853. GH.totalRedraw();
  1854. }
  1855. OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry( OptionsTab *owner, PlayerSettings &S)
  1856. : pi(SEL->current->mapHeader->players[S.color]), s(S)
  1857. {
  1858. OBJ_CONSTRUCTION;
  1859. defActions |= SHARE_POS;
  1860. int serial = 0;
  1861. for(int g=0; g < s.color; ++g)
  1862. {
  1863. PlayerInfo &itred = SEL->current->mapHeader->players[g];
  1864. if( itred.canComputerPlay || itred.canHumanPlay)
  1865. serial++;
  1866. }
  1867. pos.x += 54;
  1868. pos.y += 122 + serial*50;
  1869. static const char *flags[] = {"AOFLGBR.DEF", "AOFLGBB.DEF", "AOFLGBY.DEF", "AOFLGBG.DEF",
  1870. "AOFLGBO.DEF", "AOFLGBP.DEF", "AOFLGBT.DEF", "AOFLGBS.DEF"};
  1871. static const char *bgs[] = {"ADOPRPNL.bmp", "ADOPBPNL.bmp", "ADOPYPNL.bmp", "ADOPGPNL.bmp",
  1872. "ADOPOPNL.bmp", "ADOPPPNL.bmp", "ADOPTPNL.bmp", "ADOPSPNL.bmp"};
  1873. bg = new CPicture(BitmapHandler::loadBitmap(bgs[s.color]), 0, 0, true);
  1874. if(SEL->screenType == CMenuScreen::newGame)
  1875. {
  1876. btns[0] = new CAdventureMapButton(CGI->generaltexth->zelp[132], bind(&OptionsTab::nextCastle, owner, s.color, -1), 107, 5, "ADOPLFA.DEF");
  1877. btns[1] = new CAdventureMapButton(CGI->generaltexth->zelp[133], bind(&OptionsTab::nextCastle, owner, s.color, +1), 168, 5, "ADOPRTA.DEF");
  1878. btns[2] = new CAdventureMapButton(CGI->generaltexth->zelp[148], bind(&OptionsTab::nextHero, owner, s.color, -1), 183, 5, "ADOPLFA.DEF");
  1879. btns[3] = new CAdventureMapButton(CGI->generaltexth->zelp[149], bind(&OptionsTab::nextHero, owner, s.color, +1), 244, 5, "ADOPRTA.DEF");
  1880. btns[4] = new CAdventureMapButton(CGI->generaltexth->zelp[164], bind(&OptionsTab::nextBonus, owner, s.color, -1), 259, 5, "ADOPLFA.DEF");
  1881. btns[5] = new CAdventureMapButton(CGI->generaltexth->zelp[165], bind(&OptionsTab::nextBonus, owner, s.color, +1), 320, 5, "ADOPRTA.DEF");
  1882. }
  1883. else
  1884. for(int i = 0; i < 6; i++)
  1885. btns[i] = NULL;
  1886. selectButtons();
  1887. assert(SEL->current && SEL->current->mapHeader);
  1888. const PlayerInfo &p = SEL->current->mapHeader->players[s.color];
  1889. assert(p.canComputerPlay || p.canHumanPlay); //someone must be able to control this player
  1890. if(p.canHumanPlay && p.canComputerPlay)
  1891. whoCanPlay = HUMAN_OR_CPU;
  1892. else if(p.canComputerPlay)
  1893. whoCanPlay = CPU;
  1894. else
  1895. whoCanPlay = HUMAN;
  1896. if(SEL->screenType != CMenuScreen::scenarioInfo
  1897. && SEL->current->mapHeader->players[s.color].canHumanPlay
  1898. && SEL->multiPlayer != CMenuScreen::MULTI_NETWORK_GUEST)
  1899. {
  1900. flag = new CAdventureMapButton(CGI->generaltexth->zelp[180], bind(&OptionsTab::flagPressed, owner, s.color), -43, 2, flags[s.color]);
  1901. flag->hoverable = true;
  1902. }
  1903. else
  1904. flag = NULL;
  1905. town = new SelectedBox(TOWN, s.color);
  1906. town->pos.x += 119;
  1907. town->pos.y += 2;
  1908. hero = new SelectedBox(HERO, s.color);
  1909. hero->pos.x += 195;
  1910. hero->pos.y += 2;
  1911. bonus = new SelectedBox(BONUS, s.color);
  1912. bonus->pos.x += 271;
  1913. bonus->pos.y += 2;
  1914. }
  1915. void OptionsTab::PlayerOptionsEntry::showAll(SDL_Surface * to)
  1916. {
  1917. CIntObject::showAll(to);
  1918. printAtMiddleLoc(s.name, 55, 10, FONT_SMALL, Colors::Cornsilk, to);
  1919. printAtMiddleWBLoc(CGI->generaltexth->arraytxt[206+whoCanPlay], 28, 34, FONT_TINY, 8, Colors::Cornsilk, to);
  1920. }
  1921. void OptionsTab::PlayerOptionsEntry::selectButtons()
  1922. {
  1923. if(!btns[0])
  1924. return;
  1925. if( (pi.defaultCastle() != -1) //fixed tow
  1926. || (SEL->isGuest() && s.color != playerColor)) //or not our player
  1927. {
  1928. btns[0]->disable();
  1929. btns[1]->disable();
  1930. }
  1931. else
  1932. {
  1933. btns[0]->enable();
  1934. btns[1]->enable();
  1935. }
  1936. if( (pi.defaultHero() != -1 || !s.human || s.castle < 0) //fixed hero
  1937. || (SEL->isGuest() && s.color != playerColor))//or not our player
  1938. {
  1939. btns[2]->disable();
  1940. btns[3]->disable();
  1941. }
  1942. else
  1943. {
  1944. btns[2]->enable();
  1945. btns[3]->enable();
  1946. }
  1947. if(SEL->isGuest() && s.color != playerColor)//or not our player
  1948. {
  1949. btns[4]->disable();
  1950. btns[5]->disable();
  1951. }
  1952. else
  1953. {
  1954. btns[4]->enable();
  1955. btns[5]->enable();
  1956. }
  1957. }
  1958. void OptionsTab::SelectedBox::showAll(SDL_Surface * to)
  1959. {
  1960. //PlayerSettings &s = SEL->sInfo.playerInfos[player];
  1961. SDL_Surface *toBlit = getImg();
  1962. const std::string *toPrint = getText();
  1963. blitAt(toBlit, pos, to);
  1964. printAtMiddleLoc(*toPrint, 23, 39, FONT_TINY, Colors::Cornsilk, to);
  1965. }
  1966. OptionsTab::SelectedBox::SelectedBox( SelType Which, ui8 Player )
  1967. :which(Which), player(Player)
  1968. {
  1969. SDL_Surface *img = getImg();
  1970. pos.w = img->w;
  1971. pos.h = img->h;
  1972. addUsedEvents(RCLICK);
  1973. }
  1974. size_t OptionsTab::SelectedBox::getBonusImageIndex() const
  1975. {
  1976. enum EBonusSelection //frames of bonuses file
  1977. {
  1978. WOOD_ORE = 0, CRYSTAL = 1, GEM = 2,
  1979. MERCURY = 3, SULFUR = 5, GOLD = 8,
  1980. ARTIFACT = 9, RANDOM = 10,
  1981. WOOD = 0, ORE = 0, MITHRIL = 10 // resources unavailable in bonuses file
  1982. };
  1983. const PlayerSettings &s = SEL->sInfo.playerInfos[player];
  1984. switch(s.bonus)
  1985. {
  1986. case -1: return RANDOM;
  1987. case 0: return ARTIFACT;
  1988. case 1: return GOLD;
  1989. case 2:
  1990. switch (CGI->townh->towns[s.castle].primaryRes)
  1991. {
  1992. case 127 : return WOOD_ORE;
  1993. case Res::WOOD : return WOOD;
  1994. case Res::MERCURY : return MERCURY;
  1995. case Res::ORE : return ORE;
  1996. case Res::SULFUR : return SULFUR;
  1997. case Res::CRYSTAL : return CRYSTAL;
  1998. case Res::GEMS : return GEM;
  1999. case Res::GOLD : return GOLD;
  2000. case Res::MITHRIL : return MITHRIL;
  2001. }
  2002. default:
  2003. assert(0);
  2004. return 0;
  2005. }
  2006. }
  2007. SDL_Surface * OptionsTab::SelectedBox::getImg() const
  2008. {
  2009. const PlayerSettings &s = SEL->sInfo.playerInfos[player];
  2010. switch(which)
  2011. {
  2012. case TOWN:
  2013. if (s.castle < GameConstants::F_NUMBER && s.castle >= 0)
  2014. return graphics->getPic(s.castle, true, false);
  2015. else if (s.castle == -1)
  2016. return CGP->rTown;
  2017. else if (s.castle == -2)
  2018. return CGP->nTown;
  2019. case HERO:
  2020. if (s.hero == -1)
  2021. {
  2022. return CGP->rHero;
  2023. }
  2024. else if (s.hero == -2)
  2025. {
  2026. if(s.heroPortrait >= 0)
  2027. return graphics->portraitSmall[s.heroPortrait];
  2028. else
  2029. return CGP->nHero;
  2030. }
  2031. else
  2032. {
  2033. return graphics->portraitSmall[s.hero];
  2034. }
  2035. break;
  2036. case BONUS:
  2037. return CGP->bonuses->ourImages[getBonusImageIndex()].bitmap;
  2038. default:
  2039. return nullptr;
  2040. }
  2041. }
  2042. const std::string * OptionsTab::SelectedBox::getText() const
  2043. {
  2044. const PlayerSettings &s = SEL->sInfo.playerInfos[player];
  2045. switch(which)
  2046. {
  2047. case TOWN:
  2048. if (s.castle < GameConstants::F_NUMBER && s.castle >= 0)
  2049. return &CGI->townh->factions[s.castle].name;
  2050. else if (s.castle == -1)
  2051. return &CGI->generaltexth->allTexts[522];
  2052. else if (s.castle == -2)
  2053. return &CGI->generaltexth->allTexts[523];
  2054. case HERO:
  2055. if (s.hero == -1)
  2056. return &CGI->generaltexth->allTexts[522];
  2057. else if (s.hero == -2)
  2058. {
  2059. if(s.heroPortrait >= 0)
  2060. {
  2061. if(s.heroName.length())
  2062. return &s.heroName;
  2063. else
  2064. return &CGI->heroh->heroes[s.heroPortrait]->name;
  2065. }
  2066. else
  2067. return &CGI->generaltexth->allTexts[523];
  2068. }
  2069. else
  2070. {
  2071. //if(s.heroName.length())
  2072. // return &s.heroName;
  2073. //else
  2074. return &CGI->heroh->heroes[s.hero]->name;
  2075. }
  2076. case BONUS:
  2077. switch (s.bonus)
  2078. {
  2079. case -1:
  2080. return &CGI->generaltexth->allTexts[522];
  2081. default:
  2082. return &CGI->generaltexth->arraytxt[214 + s.bonus];
  2083. }
  2084. default:
  2085. return NULL;
  2086. }
  2087. }
  2088. void OptionsTab::SelectedBox::clickRight( tribool down, bool previousState )
  2089. {
  2090. if(indeterminate(down) || !down) return;
  2091. const PlayerSettings &s = SEL->sInfo.playerInfos[player];
  2092. SDL_Surface *bmp = NULL;
  2093. const std::string *title = NULL, *subTitle = NULL;
  2094. subTitle = getText();
  2095. int val=-1;
  2096. switch(which)
  2097. {
  2098. case TOWN:
  2099. val = s.castle;
  2100. break;
  2101. case HERO:
  2102. val = s.hero;
  2103. if(val == -2) //none => we may have some preset info
  2104. {
  2105. int p9 = SEL->current->mapHeader->players[s.color].p9;
  2106. if(p9 != 255 && SEL->sInfo.playerInfos[player].heroPortrait >= 0)
  2107. val = p9;
  2108. }
  2109. break;
  2110. case BONUS:
  2111. val = s.bonus;
  2112. break;
  2113. }
  2114. if(val == -1 || which == BONUS) //random or bonus box
  2115. {
  2116. bmp = CMessage::drawDialogBox(256, 190);
  2117. std::string *description = NULL;
  2118. switch(which)
  2119. {
  2120. case TOWN:
  2121. title = &CGI->generaltexth->allTexts[103];
  2122. description = &CGI->generaltexth->allTexts[104];
  2123. break;
  2124. case HERO:
  2125. title = &CGI->generaltexth->allTexts[101];
  2126. description = &CGI->generaltexth->allTexts[102];
  2127. break;
  2128. case BONUS:
  2129. {
  2130. switch(val)
  2131. {
  2132. case PlayerSettings::brandom:
  2133. title = &CGI->generaltexth->allTexts[86]; //{Random Bonus}
  2134. description = &CGI->generaltexth->allTexts[94]; //Gold, wood and ore, or an artifact is randomly chosen as your starting bonus
  2135. break;
  2136. case PlayerSettings::bartifact:
  2137. title = &CGI->generaltexth->allTexts[83]; //{Artifact Bonus}
  2138. description = &CGI->generaltexth->allTexts[90]; //An artifact is randomly chosen and equipped to your starting hero
  2139. break;
  2140. case PlayerSettings::bgold:
  2141. title = &CGI->generaltexth->allTexts[84]; //{Gold Bonus}
  2142. subTitle = &CGI->generaltexth->allTexts[87]; //500-1000
  2143. description = &CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool
  2144. break;
  2145. case PlayerSettings::bresource:
  2146. {
  2147. title = &CGI->generaltexth->allTexts[85]; //{Resource Bonus}
  2148. switch(CGI->townh->towns[s.castle].primaryRes)
  2149. {
  2150. case 1:
  2151. subTitle = &CGI->generaltexth->allTexts[694];
  2152. description = &CGI->generaltexth->allTexts[690];
  2153. break;
  2154. case 3:
  2155. subTitle = &CGI->generaltexth->allTexts[695];
  2156. description = &CGI->generaltexth->allTexts[691];
  2157. break;
  2158. case 4:
  2159. subTitle = &CGI->generaltexth->allTexts[692];
  2160. description = &CGI->generaltexth->allTexts[688];
  2161. break;
  2162. case 5:
  2163. subTitle = &CGI->generaltexth->allTexts[693];
  2164. description = &CGI->generaltexth->allTexts[689];
  2165. break;
  2166. case 127:
  2167. subTitle = &CGI->generaltexth->allTexts[89]; //5-10 wood / 5-10 ore
  2168. 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
  2169. break;
  2170. }
  2171. }
  2172. break;
  2173. }
  2174. }
  2175. break;
  2176. }
  2177. if(description)
  2178. CSDL_Ext::printAtMiddleWB(*description, 125, 145, FONT_SMALL, 37, Colors::Cornsilk, bmp);
  2179. }
  2180. else if(val == -2)
  2181. {
  2182. return;
  2183. }
  2184. else if(which == TOWN)
  2185. {
  2186. bmp = CMessage::drawDialogBox(256, 319);
  2187. title = &CGI->generaltexth->allTexts[80];
  2188. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[79], 135, 137, FONT_MEDIUM, Colors::Jasmine, bmp);
  2189. const CTown &t = CGI->townh->towns[val];
  2190. //print creatures
  2191. int x = 60, y = 159;
  2192. for(int i = 0; i < 7; i++)
  2193. {
  2194. int c = t.creatures[i][0];
  2195. blitAt(graphics->smallImgs[c], x, y, bmp);
  2196. CSDL_Ext::printAtMiddleWB(CGI->creh->creatures[c]->nameSing, x + 16, y + 45, FONT_TINY, 10, Colors::Cornsilk, bmp);
  2197. if(i == 2)
  2198. {
  2199. x = 40;
  2200. y += 76;
  2201. }
  2202. else
  2203. {
  2204. x += 52;
  2205. }
  2206. }
  2207. }
  2208. else if(val >= 0)
  2209. {
  2210. const CHero *h = CGI->heroh->heroes[val];
  2211. bmp = CMessage::drawDialogBox(320, 255);
  2212. title = &CGI->generaltexth->allTexts[77];
  2213. CSDL_Ext::printAtMiddle(*title, 167, 36, FONT_MEDIUM, Colors::Jasmine, bmp);
  2214. CSDL_Ext::printAtMiddle(*subTitle + " - " + h->heroClass->name, 160, 99, FONT_SMALL, Colors::Cornsilk, bmp);
  2215. blitAt(getImg(), 136, 56, bmp);
  2216. //print specialty
  2217. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[78], 166, 132, FONT_MEDIUM, Colors::Jasmine, bmp);
  2218. blitAt(graphics->un44->ourImages[val].bitmap, 140, 150, bmp);
  2219. CSDL_Ext::printAtMiddle(CGI->generaltexth->hTxts[val].bonusName, 166, 203, FONT_SMALL, Colors::Cornsilk, bmp);
  2220. GH.pushInt(new CInfoPopup(bmp, true));
  2221. return;
  2222. }
  2223. if(title)
  2224. CSDL_Ext::printAtMiddle(*title, 135, 36, FONT_MEDIUM, Colors::Jasmine, bmp);
  2225. if(subTitle)
  2226. CSDL_Ext::printAtMiddle(*subTitle, 127, 103, FONT_SMALL, Colors::Cornsilk, bmp);
  2227. blitAt(getImg(), 104, 60, bmp);
  2228. GH.pushInt(new CInfoPopup(bmp, true));
  2229. }
  2230. CScenarioInfo::CScenarioInfo(const CMapHeader *mapHeader, const StartInfo *startInfo)
  2231. {
  2232. OBJ_CONSTRUCTION_CAPTURING_ALL;
  2233. for(auto it = startInfo->playerInfos.cbegin(); it != startInfo->playerInfos.cend(); ++it)
  2234. {
  2235. if(it->second.human)
  2236. {
  2237. playerColor = it->first;
  2238. }
  2239. }
  2240. pos.w = 762;
  2241. pos.h = 584;
  2242. center(pos);
  2243. assert(LOCPLINT);
  2244. sInfo = *LOCPLINT->cb->getStartInfo();
  2245. assert(!SEL->current);
  2246. current = mapInfoFromGame();
  2247. setPlayersFromGame();
  2248. screenType = CMenuScreen::scenarioInfo;
  2249. card = new InfoCard();
  2250. opt = new OptionsTab();
  2251. opt->recreate();
  2252. card->changeSelection(current);
  2253. card->difficulty->select(startInfo->difficulty, 0);
  2254. back = new CAdventureMapButton("", CGI->generaltexth->zelp[105].second, bind(&CGuiHandler::popIntTotally, &GH, this), 584, 535, "SCNRBACK.DEF", SDLK_ESCAPE);
  2255. }
  2256. CScenarioInfo::~CScenarioInfo()
  2257. {
  2258. delete current;
  2259. }
  2260. bool mapSorter::operator()(const CMapInfo *aaa, const CMapInfo *bbb)
  2261. {
  2262. const CMapHeader * a = aaa->mapHeader,
  2263. * b = bbb->mapHeader;
  2264. if(a && b) //if we are sorting scenarios
  2265. {
  2266. switch (sortBy)
  2267. {
  2268. case _format: //by map format (RoE, WoG, etc)
  2269. return (a->version<b->version);
  2270. break;
  2271. case _loscon: //by loss conditions
  2272. return (a->lossCondition.typeOfLossCon<b->lossCondition.typeOfLossCon);
  2273. break;
  2274. case _playerAm: //by player amount
  2275. int playerAmntB,humenPlayersB,playerAmntA,humenPlayersA;
  2276. playerAmntB=humenPlayersB=playerAmntA=humenPlayersA=0;
  2277. for (int i=0;i<8;i++)
  2278. {
  2279. if (a->players[i].canHumanPlay) {playerAmntA++;humenPlayersA++;}
  2280. else if (a->players[i].canComputerPlay) {playerAmntA++;}
  2281. if (b->players[i].canHumanPlay) {playerAmntB++;humenPlayersB++;}
  2282. else if (b->players[i].canComputerPlay) {playerAmntB++;}
  2283. }
  2284. if (playerAmntB!=playerAmntA)
  2285. return (playerAmntA<playerAmntB);
  2286. else
  2287. return (humenPlayersA<humenPlayersB);
  2288. break;
  2289. case _size: //by size of map
  2290. return (a->width<b->width);
  2291. break;
  2292. case _viccon: //by victory conditions
  2293. return (a->victoryCondition.condition < b->victoryCondition.condition);
  2294. break;
  2295. case _name: //by name
  2296. return boost::ilexicographical_compare(a->name, b->name);
  2297. default:
  2298. return boost::ilexicographical_compare(a->name, b->name);
  2299. }
  2300. }
  2301. else //if we are sorting campaigns
  2302. {
  2303. switch(sortBy)
  2304. {
  2305. case _numOfMaps: //by number of maps in campaign
  2306. return CGI->generaltexth->campaignRegionNames[ aaa->campaignHeader->mapVersion ].size() <
  2307. CGI->generaltexth->campaignRegionNames[ bbb->campaignHeader->mapVersion ].size();
  2308. break;
  2309. case _name: //by name
  2310. return boost::ilexicographical_compare(aaa->campaignHeader->name, bbb->campaignHeader->name);
  2311. default:
  2312. return boost::ilexicographical_compare(aaa->campaignHeader->name, bbb->campaignHeader->name);
  2313. }
  2314. }
  2315. }
  2316. CMultiMode::CMultiMode()
  2317. {
  2318. OBJ_CONSTRUCTION_CAPTURING_ALL;
  2319. bg = new CPicture("MUPOPUP.bmp");
  2320. bg->convertToScreenBPP(); //so we could draw without problems
  2321. blitAt(CPicture("MUMAP.bmp"), 16, 77, *bg); //blit img
  2322. pos = bg->center(); //center, window has size of bg graphic
  2323. bar = new CGStatusBar(new CPicture(Rect(7, 465, 440, 18), 0));//226, 472
  2324. txt = new CTextInput(Rect(19, 436, 334, 16), *bg);
  2325. txt->setTxt(settings["general"]["playerName"].String()); //Player
  2326. btns[0] = new CAdventureMapButton(CGI->generaltexth->zelp[266], bind(&CMultiMode::openHotseat, this), 373, 78, "MUBHOT.DEF");
  2327. btns[1] = new CAdventureMapButton("Host TCP/IP game", "", bind(&CMultiMode::hostTCP, this), 373, 78 + 57*1, "MUBHOST.DEF");
  2328. btns[2] = new CAdventureMapButton("Join TCP/IP game", "", bind(&CMultiMode::joinTCP, this), 373, 78 + 57*2, "MUBJOIN.DEF");
  2329. btns[6] = new CAdventureMapButton(CGI->generaltexth->zelp[288], bind(&CGuiHandler::popIntTotally, ref(GH), this), 373, 424, "MUBCANC.DEF", SDLK_ESCAPE);
  2330. }
  2331. void CMultiMode::openHotseat()
  2332. {
  2333. GH.pushInt(new CHotSeatPlayers(txt->text));
  2334. }
  2335. void CMultiMode::hostTCP()
  2336. {
  2337. Settings name = settings.write["general"]["playerName"];
  2338. name->String() = txt->text;
  2339. GH.popIntTotally(this);
  2340. GH.pushInt(new CSelectionScreen(CMenuScreen::newGame, CMenuScreen::MULTI_NETWORK_HOST));
  2341. }
  2342. void CMultiMode::joinTCP()
  2343. {
  2344. Settings name = settings.write["general"]["playerName"];
  2345. name->String() = txt->text;
  2346. GH.popIntTotally(this);
  2347. GH.pushInt(new CSelectionScreen(CMenuScreen::newGame, CMenuScreen::MULTI_NETWORK_GUEST));
  2348. }
  2349. CHotSeatPlayers::CHotSeatPlayers(const std::string &firstPlayer)
  2350. {
  2351. OBJ_CONSTRUCTION_CAPTURING_ALL;
  2352. bg = new CPicture("MUHOTSEA.bmp");
  2353. pos = bg->center(); //center, window has size of bg graphic
  2354. std::string text = CGI->generaltexth->allTexts[446];
  2355. boost::replace_all(text, "\t","\n");
  2356. Rect boxRect(25, 20, 315, 50);
  2357. title = new CTextBox(text, boxRect, 0, FONT_BIG, CENTER, Colors::Cornsilk);//HOTSEAT Please enter names
  2358. for(int i = 0; i < ARRAY_COUNT(txt); i++)
  2359. {
  2360. txt[i] = new CTextInput(Rect(60, 85 + i*30, 280, 16), *bg);
  2361. txt[i]->cb += boost::bind(&CHotSeatPlayers::onChange, this, _1);
  2362. }
  2363. ok = new CAdventureMapButton(CGI->generaltexth->zelp[560], bind(&CHotSeatPlayers::enterSelectionScreen, this), 95, 338, "MUBCHCK.DEF", SDLK_RETURN);
  2364. cancel = new CAdventureMapButton(CGI->generaltexth->zelp[561], bind(&CGuiHandler::popIntTotally, ref(GH), this), 205, 338, "MUBCANC.DEF", SDLK_ESCAPE);
  2365. bar = new CGStatusBar(new CPicture(Rect(7, 381, 348, 18), 0));//226, 472
  2366. txt[0]->setTxt(firstPlayer, true);
  2367. txt[0]->giveFocus();
  2368. }
  2369. void CHotSeatPlayers::onChange(std::string newText)
  2370. {
  2371. size_t namesCount = 0;
  2372. for(int i = 0; i < ARRAY_COUNT(txt); i++)
  2373. if(!txt[i]->text.empty())
  2374. namesCount++;
  2375. ok->block(namesCount < 2);
  2376. }
  2377. void CHotSeatPlayers::enterSelectionScreen()
  2378. {
  2379. std::map<TPlayerColor, std::string> names;
  2380. for(int i = 0, j = 1; i < ARRAY_COUNT(txt); i++)
  2381. if(txt[i]->text.length())
  2382. names[j++] = txt[i]->text;
  2383. Settings name = settings.write["general"]["playerName"];
  2384. name->String() = names.begin()->second;
  2385. GH.popInts(2); //pop MP mode window and this
  2386. GH.pushInt(new CSelectionScreen(CMenuScreen::newGame, CMenuScreen::MULTI_HOT_SEAT, &names));
  2387. }
  2388. void CBonusSelection::init()
  2389. {
  2390. highlightedRegion = nullptr;
  2391. ourHeader = nullptr;
  2392. diffLb = nullptr;
  2393. diffRb = nullptr;
  2394. bonuses = nullptr;
  2395. OBJ_CONSTRUCTION_CAPTURING_ALL;
  2396. static const std::string bgNames [] = {"E1_BG.BMP", "G2_BG.BMP", "E2_BG.BMP", "G1_BG.BMP", "G3_BG.BMP", "N1_BG.BMP",
  2397. "S1_BG.BMP", "BR_BG.BMP", "IS_BG.BMP", "KR_BG.BMP", "NI_BG.BMP", "TA_BG.BMP", "AR_BG.BMP", "HS_BG.BMP",
  2398. "BB_BG.BMP", "NB_BG.BMP", "EL_BG.BMP", "RN_BG.BMP", "UA_BG.BMP", "SP_BG.BMP"};
  2399. loadPositionsOfGraphics();
  2400. background = BitmapHandler::loadBitmap(bgNames[ourCampaign->camp->header.mapVersion]);
  2401. pos.h = background->h;
  2402. pos.w = background->w;
  2403. center();
  2404. SDL_Surface * panel = BitmapHandler::loadBitmap("CAMPBRF.BMP");
  2405. blitAt(panel, 456, 6, background);
  2406. startB = new CAdventureMapButton("", "", bind(&CBonusSelection::startMap, this), 475, 536, "CBBEGIB.DEF", SDLK_RETURN);
  2407. backB = new CAdventureMapButton("", "", bind(&CBonusSelection::goBack, this), 624, 536, "CBCANCB.DEF", SDLK_ESCAPE);
  2408. //campaign name
  2409. if (ourCampaign->camp->header.name.length())
  2410. CSDL_Ext::printAt(ourCampaign->camp->header.name, 481, 28, FONT_BIG, Colors::Jasmine, background);
  2411. else
  2412. CSDL_Ext::printAt("Unnamed", 481, 28, FONT_BIG, Colors::Jasmine, background);
  2413. //map size icon
  2414. sizes = CDefHandler::giveDef("SCNRMPSZ.DEF");
  2415. //campaign description
  2416. CSDL_Ext::printAt(CGI->generaltexth->allTexts[38], 481, 63, FONT_SMALL, Colors::Jasmine, background);
  2417. cmpgDesc = new CTextBox(ourCampaign->camp->header.description, Rect(480, 86, 286, 117), 1);
  2418. //cmpgDesc->showAll(background);
  2419. //map description
  2420. mapDesc = new CTextBox("", Rect(480, 280, 286, 117), 1);
  2421. //bonus choosing
  2422. CSDL_Ext::printAt(CGI->generaltexth->allTexts[71], 511, 432, FONT_MEDIUM, Colors::Cornsilk, background); //Choose a bonus:
  2423. bonuses = new CHighlightableButtonsGroup(bind(&CBonusSelection::selectBonus, this, _1));
  2424. //set left part of window
  2425. for (int g=0; g<ourCampaign->camp->scenarios.size(); ++g)
  2426. {
  2427. if(ourCampaign->camp->conquerable(g))
  2428. {
  2429. regions.push_back(new CRegion(this, true, true, g));
  2430. regions[regions.size()-1]->rclickText = ourCampaign->camp->scenarios[g].regionText;
  2431. if (highlightedRegion == NULL)
  2432. {
  2433. highlightedRegion = regions.back();
  2434. selectMap(g);
  2435. }
  2436. }
  2437. else if (ourCampaign->camp->scenarios[g].conquered) //display as striped
  2438. {
  2439. regions.push_back(new CRegion(this, false, false, g));
  2440. regions[regions.size()-1]->rclickText = ourCampaign->camp->scenarios[g].regionText;
  2441. }
  2442. }
  2443. //unlock if no bonuses -- it's acceptable
  2444. // //init campaign state if necessary
  2445. // if (ourCampaign->campaignName.size() == 0)
  2446. // {
  2447. // ourCampaign->initNewCampaign(sInfo);
  2448. // }
  2449. //allies / enemies
  2450. CSDL_Ext::printAt(CGI->generaltexth->allTexts[390] + ":", 486, 407, FONT_SMALL, Colors::Cornsilk, background); //Allies
  2451. CSDL_Ext::printAt(CGI->generaltexth->allTexts[391] + ":", 619, 407, FONT_SMALL, Colors::Cornsilk, background); //Enemies
  2452. SDL_FreeSurface(panel);
  2453. //difficulty
  2454. std::vector<std::string> difficulty;
  2455. boost::split(difficulty, CGI->generaltexth->allTexts[492], boost::is_any_of(" "));
  2456. CSDL_Ext::printAt(difficulty.back(), 689, 432, FONT_MEDIUM, Colors::Cornsilk, background); //Difficulty
  2457. //difficulty pics
  2458. for (int b=0; b<ARRAY_COUNT(diffPics); ++b)
  2459. {
  2460. CDefEssential * cde = CDefHandler::giveDefEss("GSPBUT" + boost::lexical_cast<std::string>(b+3) + ".DEF");
  2461. SDL_Surface * surfToDuplicate = cde->ourImages[0].bitmap;
  2462. diffPics[b] = SDL_ConvertSurface(surfToDuplicate, surfToDuplicate->format,
  2463. surfToDuplicate->flags);
  2464. delete cde;
  2465. }
  2466. //difficulty selection buttons
  2467. if (ourCampaign->camp->header.difficultyChoosenByPlayer)
  2468. {
  2469. diffLb = new CAdventureMapButton("", "", bind(&CBonusSelection::changeDiff, this, false), 694, 508, "SCNRBLF.DEF");
  2470. diffRb = new CAdventureMapButton("", "", bind(&CBonusSelection::changeDiff, this, true), 738, 508, "SCNRBRT.DEF");
  2471. }
  2472. //load miniflags
  2473. sFlags = CDefHandler::giveDef("ITGFLAGS.DEF");
  2474. }
  2475. CBonusSelection::CBonusSelection(shared_ptr<CCampaignState> _ourCampaign)
  2476. : ourCampaign(std::move(_ourCampaign))
  2477. {
  2478. init();
  2479. }
  2480. CBonusSelection::CBonusSelection( std::string campaignFName )
  2481. {
  2482. ourCampaign = make_shared<CCampaignState>(CCampaignHandler::getCampaign(campaignFName));
  2483. sInfo.campState = ourCampaign;
  2484. init();
  2485. }
  2486. CBonusSelection::~CBonusSelection()
  2487. {
  2488. SDL_FreeSurface(background);
  2489. delete sizes;
  2490. delete ourHeader;
  2491. delete sFlags;
  2492. for (int b=0; b<ARRAY_COUNT(diffPics); ++b)
  2493. {
  2494. SDL_FreeSurface(diffPics[b]);
  2495. }
  2496. }
  2497. void CBonusSelection::goBack()
  2498. {
  2499. GH.popIntTotally(this);
  2500. }
  2501. void CBonusSelection::showAll(SDL_Surface * to)
  2502. {
  2503. blitAt(background, pos.x, pos.y, to);
  2504. CIntObject::showAll(to);
  2505. show(to);
  2506. if (pos.h != to->h || pos.w != to->w)
  2507. CMessage::drawBorder(1, to, pos.w+28, pos.h+30, pos.x-14, pos.y-15);
  2508. }
  2509. void CBonusSelection::loadPositionsOfGraphics()
  2510. {
  2511. const JsonNode config(ResourceID("config/campaign_regions.json"));
  2512. int idx = 0;
  2513. BOOST_FOREACH(const JsonNode &campaign, config["campaign_regions"].Vector())
  2514. {
  2515. SCampPositions sc;
  2516. sc.campPrefix = campaign["prefix"].String();
  2517. sc.colorSuffixLength = campaign["color_suffix_length"].Float();
  2518. BOOST_FOREACH(const JsonNode &desc, campaign["desc"].Vector())
  2519. {
  2520. SCampPositions::SRegionDesc rd;
  2521. rd.infix = desc["infix"].String();
  2522. rd.xpos = desc["x"].Float();
  2523. rd.ypos = desc["y"].Float();
  2524. sc.regions.push_back(rd);
  2525. }
  2526. campDescriptions.push_back(sc);
  2527. idx++;
  2528. }
  2529. assert(idx == CGI->generaltexth->campaignMapNames.size());
  2530. }
  2531. void CBonusSelection::selectMap( int whichOne )
  2532. {
  2533. sInfo.difficulty = ourCampaign->camp->scenarios[whichOne].difficulty;
  2534. sInfo.mapname = ourCampaign->camp->header.filename;
  2535. sInfo.mode = StartInfo::CAMPAIGN;
  2536. sInfo.campState = ourCampaign;
  2537. ourCampaign->currentMap = whichOne;
  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.data(), i);
  2543. std::map<TPlayerColor, 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.difficulty = ourCampaign->camp->scenarios[whichOne].difficulty;
  2548. mapDesc->setTxt(ourHeader->description);
  2549. updateBonusSelection();
  2550. }
  2551. void CBonusSelection::show(SDL_Surface * to)
  2552. {
  2553. //blitAt(background, pos.x, pos.y, to);
  2554. //map name
  2555. std::string mapName = ourHeader->name;
  2556. if (mapName.length())
  2557. printAtLoc(mapName, 481, 219, FONT_BIG, Colors::Jasmine, to);
  2558. else
  2559. printAtLoc("Unnamed", 481, 219, FONT_BIG, Colors::Jasmine, to);
  2560. //map description
  2561. printAtLoc(CGI->generaltexth->allTexts[496], 481, 253, FONT_SMALL, Colors::Jasmine, to);
  2562. mapDesc->showAll(to); //showAll because CTextBox has no show()
  2563. //map size icon
  2564. int temp;
  2565. switch (ourHeader->width)
  2566. {
  2567. case 36:
  2568. temp=0;
  2569. break;
  2570. case 72:
  2571. temp=1;
  2572. break;
  2573. case 108:
  2574. temp=2;
  2575. break;
  2576. case 144:
  2577. temp=3;
  2578. break;
  2579. default:
  2580. temp=4;
  2581. break;
  2582. }
  2583. blitAtLoc(sizes->ourImages[temp].bitmap, 735, 26, to);
  2584. //flags
  2585. int fx = 496 + graphics->fonts[FONT_SMALL]->getWidth(CGI->generaltexth->allTexts[390].c_str());
  2586. int ex = 629 + graphics->fonts[FONT_SMALL]->getWidth(CGI->generaltexth->allTexts[391].c_str());
  2587. int myT;
  2588. myT = ourHeader->players[playerColor].team;
  2589. for (auto i = sInfo.playerInfos.cbegin(); i != sInfo.playerInfos.cend(); i++)
  2590. {
  2591. int *myx = ((i->first == playerColor || ourHeader->players[i->first].team == myT) ? &fx : &ex);
  2592. blitAtLoc(sFlags->ourImages[i->first].bitmap, pos.x + *myx, pos.y + 405, to);
  2593. *myx += sFlags->ourImages[i->first].bitmap->w;
  2594. }
  2595. //difficulty
  2596. blitAtLoc(diffPics[sInfo.difficulty], 709, 455, to);
  2597. CIntObject::show(to);
  2598. }
  2599. void CBonusSelection::updateBonusSelection()
  2600. {
  2601. OBJ_CONSTRUCTION_CAPTURING_ALL;
  2602. //graphics:
  2603. //spell - SPELLBON.DEF
  2604. //monster - TWCRPORT.DEF
  2605. //building - BO*.BMP graphics
  2606. //artifact - ARTIFBON.DEF
  2607. //spell scroll - SPELLBON.DEF
  2608. //prim skill - PSKILBON.DEF
  2609. //sec skill - SSKILBON.DEF
  2610. //resource - BORES.DEF
  2611. //player - CREST58.DEF
  2612. //hero - PORTRAITSLARGE (HPL###.BMPs)
  2613. const CCampaignScenario &scenario = ourCampaign->camp->scenarios[sInfo.campState->currentMap];
  2614. const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  2615. updateStartButtonState(-1);
  2616. for (size_t i=0; i<bonuses->buttons.size(); i++)
  2617. {
  2618. if (bonuses->buttons[i]->active)
  2619. bonuses->buttons[i]->deactivate();
  2620. delete bonuses->buttons[i];
  2621. }
  2622. bonuses->buttons.clear();
  2623. static const char *bonusPics[] = {"SPELLBON.DEF", "TWCRPORT.DEF", "", "ARTIFBON.DEF", "SPELLBON.DEF",
  2624. "PSKILBON.DEF", "SSKILBON.DEF", "BORES.DEF", "CREST58.DEF", "PORTRAITSLARGE"};
  2625. for(int i = 0; i < bonDescs.size(); i++)
  2626. {
  2627. std::string picName=bonusPics[bonDescs[i].type];
  2628. size_t picNumber=bonDescs[i].info2;
  2629. std::string desc;
  2630. switch(bonDescs[i].type)
  2631. {
  2632. case CScenarioTravel::STravelBonus::SPELL:
  2633. desc = CGI->generaltexth->allTexts[715];
  2634. boost::algorithm::replace_first(desc, "%s", CGI->spellh->spells[bonDescs[i].info2]->name);
  2635. break;
  2636. case CScenarioTravel::STravelBonus::MONSTER:
  2637. picNumber = bonDescs[i].info2 + 2;
  2638. desc = CGI->generaltexth->allTexts[717];
  2639. boost::algorithm::replace_first(desc, "%d", boost::lexical_cast<std::string>(bonDescs[i].info3));
  2640. boost::algorithm::replace_first(desc, "%s", CGI->creh->creatures[bonDescs[i].info2]->namePl);
  2641. break;
  2642. case CScenarioTravel::STravelBonus::BUILDING:
  2643. {
  2644. int faction = -1;
  2645. for(auto it = sInfo.playerInfos.begin(); it != sInfo.playerInfos.end(); ++it)
  2646. {
  2647. if (it->second.human)
  2648. {
  2649. faction = it->second.castle;
  2650. break;
  2651. }
  2652. }
  2653. assert(faction != -1);
  2654. int buildID = CBuildingHandler::campToERMU(bonDescs[i].info1, faction, std::set<si32>());
  2655. picName = graphics->ERMUtoPicture[faction][buildID];
  2656. picNumber = -1;
  2657. if (vstd::contains(CGI->townh->towns[faction].buildings, buildID))
  2658. desc = CGI->townh->towns[faction].buildings.find(buildID)->second->Description();
  2659. }
  2660. break;
  2661. case CScenarioTravel::STravelBonus::ARTIFACT:
  2662. desc = CGI->generaltexth->allTexts[715];
  2663. boost::algorithm::replace_first(desc, "%s", CGI->arth->artifacts[bonDescs[i].info2]->Name());
  2664. break;
  2665. case CScenarioTravel::STravelBonus::SPELL_SCROLL:
  2666. desc = CGI->generaltexth->allTexts[716];
  2667. boost::algorithm::replace_first(desc, "%s", CGI->spellh->spells[bonDescs[i].info2]->name);
  2668. break;
  2669. case CScenarioTravel::STravelBonus::PRIMARY_SKILL:
  2670. {
  2671. int leadingSkill = -1;
  2672. std::vector<std::pair<int, int> > toPrint; //primary skills to be listed <num, val>
  2673. const ui8* ptr = reinterpret_cast<const ui8*>(&bonDescs[i].info2);
  2674. for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  2675. {
  2676. if (leadingSkill == -1 || ptr[g] > ptr[leadingSkill])
  2677. {
  2678. leadingSkill = g;
  2679. }
  2680. if (ptr[g] != 0)
  2681. {
  2682. toPrint.push_back(std::make_pair(g, ptr[g]));
  2683. }
  2684. }
  2685. picNumber = leadingSkill;
  2686. desc = CGI->generaltexth->allTexts[715];
  2687. std::string substitute; //text to be printed instead of %s
  2688. for (int v=0; v<toPrint.size(); ++v)
  2689. {
  2690. substitute += boost::lexical_cast<std::string>(toPrint[v].second);
  2691. substitute += " " + CGI->generaltexth->primarySkillNames[toPrint[v].first];
  2692. if(v != toPrint.size() - 1)
  2693. {
  2694. substitute += ", ";
  2695. }
  2696. }
  2697. boost::algorithm::replace_first(desc, "%s", substitute);
  2698. break;
  2699. }
  2700. case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
  2701. desc = CGI->generaltexth->allTexts[718];
  2702. boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->levels[bonDescs[i].info3]); //skill level
  2703. boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->skillName[bonDescs[i].info2]); //skill name
  2704. break;
  2705. case CScenarioTravel::STravelBonus::RESOURCE:
  2706. {
  2707. int serialResID = 0;
  2708. switch(bonDescs[i].info1)
  2709. {
  2710. case 0: case 1: case 2: case 3: case 4: case 5: case 6:
  2711. serialResID = bonDescs[i].info1;
  2712. break;
  2713. case 0xFD: //wood + ore
  2714. serialResID = 7;
  2715. break;
  2716. case 0xFE: //rare resources
  2717. serialResID = 8;
  2718. break;
  2719. }
  2720. picNumber = serialResID;
  2721. desc = CGI->generaltexth->allTexts[717];
  2722. boost::algorithm::replace_first(desc, "%d", boost::lexical_cast<std::string>(bonDescs[i].info2));
  2723. std::string replacement;
  2724. if (serialResID <= 6)
  2725. {
  2726. replacement = CGI->generaltexth->restypes[serialResID];
  2727. }
  2728. else
  2729. {
  2730. replacement = CGI->generaltexth->allTexts[714 + serialResID];
  2731. }
  2732. boost::algorithm::replace_first(desc, "%s", replacement);
  2733. }
  2734. break;
  2735. case CScenarioTravel::STravelBonus::PLAYER_PREV_SCENARIO:
  2736. picNumber = bonDescs[i].info1;
  2737. desc = CGI->generaltexth->allTexts[718];
  2738. boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->capColors[bonDescs[i].info1]); //player color
  2739. boost::algorithm::replace_first(desc, "%s", ourCampaign->camp->scenarios[bonDescs[i].info2].mapName); //scenario
  2740. break;
  2741. case CScenarioTravel::STravelBonus::HERO:
  2742. desc = CGI->generaltexth->allTexts[718];
  2743. boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->capColors[bonDescs[i].info1]); //hero's color
  2744. if (bonDescs[i].info2 == 0xFFFF)
  2745. {
  2746. boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->allTexts[101]); //hero's name
  2747. picNumber = -1;
  2748. picName = "CBONN1A3.BMP";
  2749. }
  2750. else
  2751. {
  2752. boost::algorithm::replace_first(desc, "%s", CGI->heroh->heroes[bonDescs[i].info2]->name); //hero's name
  2753. }
  2754. break;
  2755. }
  2756. CHighlightableButton *bonusButton = new CHighlightableButton(desc, desc, 0, 475 + i*68, 455, "", i);
  2757. if (picNumber != -1)
  2758. picName += ":" + boost::lexical_cast<std::string>(picNumber);
  2759. CAnimation * anim = new CAnimation();
  2760. anim->setCustom(picName, 0);
  2761. bonusButton->setImage(anim);
  2762. bonusButton->borderColor = Colors::Maize; // yellow border
  2763. bonuses->addButton(bonusButton);
  2764. }
  2765. }
  2766. void CBonusSelection::startMap()
  2767. {
  2768. StartInfo *si = new StartInfo(sInfo);
  2769. if (ourCampaign->mapsConquered.size())
  2770. {
  2771. GH.popInts(1);
  2772. }
  2773. else
  2774. {
  2775. CGP->removeFromGui();
  2776. }
  2777. ::startGame(si);
  2778. }
  2779. void CBonusSelection::selectBonus( int id )
  2780. {
  2781. // Total redraw is needed because the border around the bonus images
  2782. // have to be undrawn/drawn.
  2783. if (id != sInfo.campState->currentBonusID())
  2784. {
  2785. sInfo.campState->chosenCampaignBonuses[sInfo.campState->currentMap] = id;
  2786. GH.totalRedraw();
  2787. updateStartButtonState(id);
  2788. }
  2789. const CCampaignScenario &scenario = ourCampaign->camp->scenarios[sInfo.campState->currentMap];
  2790. const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  2791. if (bonDescs[id].type == CScenarioTravel::STravelBonus::HERO)
  2792. {
  2793. std::map<TPlayerColor, std::string> names;
  2794. names[1] = settings["general"]["playerName"].String();
  2795. for(auto it = sInfo.playerInfos.begin(); it != sInfo.playerInfos.end(); ++it)
  2796. {
  2797. if(it->first == bonDescs[id].info1)
  2798. ::setPlayer(it->second, 1, names);
  2799. else
  2800. ::setPlayer(it->second, 0, names);
  2801. }
  2802. }
  2803. }
  2804. void CBonusSelection::changeDiff( bool increase )
  2805. {
  2806. if (increase)
  2807. {
  2808. sInfo.difficulty = std::min(sInfo.difficulty + 1, 4);
  2809. }
  2810. else
  2811. {
  2812. sInfo.difficulty = std::max(sInfo.difficulty - 1, 0);
  2813. }
  2814. }
  2815. void CBonusSelection::updateStartButtonState( int selected /*= -1*/ )
  2816. {
  2817. if(selected == -1)
  2818. startB->setState( ourCampaign->getCurrentScenario().travelOptions.bonusesToChoose.size() ? CButtonBase::BLOCKED : CButtonBase::NORMAL);
  2819. else if(startB->getState() == CButtonBase::BLOCKED)
  2820. startB->setState(CButtonBase::NORMAL);
  2821. }
  2822. CBonusSelection::CRegion::CRegion( CBonusSelection * _owner, bool _accessible, bool _selectable, int _myNumber )
  2823. : owner(_owner), accessible(_accessible), selectable(_selectable), myNumber(_myNumber)
  2824. {
  2825. OBJ_CONSTRUCTION;
  2826. addUsedEvents(LCLICK | RCLICK);
  2827. static const std::string colors[2][8] = {
  2828. {"R", "B", "N", "G", "O", "V", "T", "P"},
  2829. {"Re", "Bl", "Br", "Gr", "Or", "Vi", "Te", "Pi"}};
  2830. const SCampPositions & campDsc = owner->campDescriptions[owner->ourCampaign->camp->header.mapVersion];
  2831. const SCampPositions::SRegionDesc & desc = campDsc.regions[myNumber];
  2832. pos.x += desc.xpos;
  2833. pos.y += desc.ypos;
  2834. //loading of graphics
  2835. std::string prefix = campDsc.campPrefix + desc.infix + "_";
  2836. std::string suffix = colors[campDsc.colorSuffixLength - 1][owner->ourCampaign->camp->scenarios[myNumber].regionColor];
  2837. static const std::string infix [] = {"En", "Se", "Co"};
  2838. for (int g = 0; g < ARRAY_COUNT(infix); g++)
  2839. {
  2840. graphics[g] = BitmapHandler::loadBitmap(prefix + infix[g] + suffix + ".BMP");
  2841. }
  2842. pos.w = graphics[0]->w;
  2843. pos.h = graphics[0]->h;
  2844. }
  2845. CBonusSelection::CRegion::~CRegion()
  2846. {
  2847. for (int g=0; g<ARRAY_COUNT(graphics); ++g)
  2848. {
  2849. SDL_FreeSurface(graphics[g]);
  2850. }
  2851. }
  2852. void CBonusSelection::CRegion::clickLeft( tribool down, bool previousState )
  2853. {
  2854. //select if selectable & clicked inside our graphic
  2855. if ( indeterminate(down) )
  2856. {
  2857. return;
  2858. }
  2859. if( !down && selectable && !CSDL_Ext::isTransparent(graphics[0], GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) )
  2860. {
  2861. owner->selectMap(myNumber);
  2862. owner->highlightedRegion = this;
  2863. parent->showAll(screen);
  2864. }
  2865. }
  2866. void CBonusSelection::CRegion::clickRight( tribool down, bool previousState )
  2867. {
  2868. //show r-click text
  2869. if( down && !CSDL_Ext::isTransparent(graphics[0], GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) &&
  2870. rclickText.size() )
  2871. {
  2872. CRClickPopup::createAndPush(rclickText);
  2873. }
  2874. }
  2875. void CBonusSelection::CRegion::show(SDL_Surface * to)
  2876. {
  2877. //const SCampPositions::SRegionDesc & desc = owner->campDescriptions[owner->ourCampaign->camp->header.mapVersion].regions[myNumber];
  2878. if (!accessible)
  2879. {
  2880. //show as striped
  2881. blitAtLoc(graphics[2], 0, 0, to);
  2882. }
  2883. else if (this == owner->highlightedRegion)
  2884. {
  2885. //show as selected
  2886. blitAtLoc(graphics[1], 0, 0, to);
  2887. }
  2888. else
  2889. {
  2890. //show as not selected selected
  2891. blitAtLoc(graphics[0], 0, 0, to);
  2892. }
  2893. }
  2894. CSavingScreen::CSavingScreen(bool hotseat)
  2895. : CSelectionScreen(CMenuScreen::saveGame, hotseat ? CMenuScreen::MULTI_HOT_SEAT : CMenuScreen::SINGLE_PLAYER)
  2896. {
  2897. ourGame = mapInfoFromGame();
  2898. sInfo = *LOCPLINT->cb->getStartInfo();
  2899. setPlayersFromGame();
  2900. }
  2901. CSavingScreen::~CSavingScreen()
  2902. {
  2903. }
  2904. ISelectionScreenInfo::ISelectionScreenInfo(const std::map<TPlayerColor, std::string> *Names /*= NULL*/)
  2905. {
  2906. multiPlayer = CMenuScreen::SINGLE_PLAYER;
  2907. assert(!SEL);
  2908. SEL = this;
  2909. current = NULL;
  2910. if(Names && Names->size()) //if have custom set of player names - use it
  2911. playerNames = *Names;
  2912. else
  2913. 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)
  2914. }
  2915. ISelectionScreenInfo::~ISelectionScreenInfo()
  2916. {
  2917. assert(SEL == this);
  2918. SEL = NULL;
  2919. }
  2920. void ISelectionScreenInfo::updateStartInfo(std::string filename, StartInfo & sInfo, const CMapHeader * mapHeader)
  2921. {
  2922. ::updateStartInfo(filename, sInfo, mapHeader, playerNames);
  2923. }
  2924. void ISelectionScreenInfo::setPlayer(PlayerSettings &pset, TPlayerColor player)
  2925. {
  2926. ::setPlayer(pset, player, playerNames);
  2927. }
  2928. int ISelectionScreenInfo::getIdOfFirstUnallocatedPlayer()
  2929. {
  2930. for(auto i = playerNames.cbegin(); i != playerNames.cend(); i++)
  2931. if(!sInfo.getPlayersSettings(i->first)) //
  2932. return i->first;
  2933. return 0;
  2934. }
  2935. bool ISelectionScreenInfo::isGuest() const
  2936. {
  2937. return multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST;
  2938. }
  2939. bool ISelectionScreenInfo::isHost() const
  2940. {
  2941. return multiPlayer == CMenuScreen::MULTI_NETWORK_HOST;
  2942. }
  2943. void ChatMessage::apply(CSelectionScreen *selScreen)
  2944. {
  2945. selScreen->card->chat->addNewMessage(playerName + ": " + message);
  2946. GH.totalRedraw();
  2947. }
  2948. void QuitMenuWithoutStarting::apply(CSelectionScreen *selScreen)
  2949. {
  2950. if(!selScreen->ongoingClosing)
  2951. {
  2952. *selScreen->serv << this; //resend to confirm
  2953. GH.popIntTotally(selScreen); //will wait with deleting us before this thread ends
  2954. }
  2955. vstd::clear_pointer(selScreen->serv);
  2956. }
  2957. void PlayerJoined::apply(CSelectionScreen *selScreen)
  2958. {
  2959. //assert(SEL->playerNames.size() == connectionID); //temporary, TODO when player exits
  2960. SEL->playerNames[connectionID] = playerName;
  2961. //put new player in first slot with AI
  2962. for(auto i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++)
  2963. {
  2964. if(!i->second.human)
  2965. {
  2966. selScreen->setPlayer(i->second, connectionID);
  2967. selScreen->opt->entries[i->second.color]->selectButtons();
  2968. break;
  2969. }
  2970. }
  2971. selScreen->propagateNames();
  2972. selScreen->propagateOptions();
  2973. GH.totalRedraw();
  2974. }
  2975. void SelectMap::apply(CSelectionScreen *selScreen)
  2976. {
  2977. if(selScreen->multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
  2978. {
  2979. free = false;
  2980. selScreen->changeSelection(mapInfo);
  2981. }
  2982. }
  2983. void UpdateStartOptions::apply(CSelectionScreen *selScreen)
  2984. {
  2985. if(!selScreen->isGuest())
  2986. return;
  2987. selScreen->setSInfo(*options);
  2988. }
  2989. void PregameGuiAction::apply(CSelectionScreen *selScreen)
  2990. {
  2991. if(!selScreen->isGuest())
  2992. return;
  2993. switch(action)
  2994. {
  2995. case NO_TAB:
  2996. selScreen->toggleTab(selScreen->curTab);
  2997. break;
  2998. case OPEN_OPTIONS:
  2999. selScreen->toggleTab(selScreen->opt);
  3000. break;
  3001. case OPEN_SCENARIO_LIST:
  3002. selScreen->toggleTab(selScreen->sel);
  3003. break;
  3004. }
  3005. }
  3006. void RequestOptionsChange::apply(CSelectionScreen *selScreen)
  3007. {
  3008. if(!selScreen->isHost())
  3009. return;
  3010. ui8 color = selScreen->sInfo.getPlayersSettings(playerID)->color;
  3011. switch(what)
  3012. {
  3013. case TOWN:
  3014. selScreen->opt->nextCastle(color, direction);
  3015. break;
  3016. case HERO:
  3017. selScreen->opt->nextHero(color, direction);
  3018. break;
  3019. case BONUS:
  3020. selScreen->opt->nextBonus(color, direction);
  3021. break;
  3022. }
  3023. }
  3024. void PlayerLeft::apply(CSelectionScreen *selScreen)
  3025. {
  3026. if(selScreen->isGuest())
  3027. return;
  3028. SEL->playerNames.erase(playerID);
  3029. if(PlayerSettings *s = selScreen->sInfo.getPlayersSettings(playerID)) //it's possible that player was unallocated
  3030. {
  3031. selScreen->setPlayer(*s, 0);
  3032. selScreen->opt->entries[s->color]->selectButtons();
  3033. }
  3034. selScreen->propagateNames();
  3035. selScreen->propagateOptions();
  3036. GH.totalRedraw();
  3037. }
  3038. void PlayersNames::apply(CSelectionScreen *selScreen)
  3039. {
  3040. if(selScreen->isGuest())
  3041. selScreen->playerNames = playerNames;
  3042. }
  3043. void StartWithCurrentSettings::apply(CSelectionScreen *selScreen)
  3044. {
  3045. startingInfo.reset();
  3046. startingInfo.serv = selScreen->serv;
  3047. startingInfo.sInfo = new StartInfo(selScreen->sInfo);
  3048. if(!selScreen->ongoingClosing)
  3049. {
  3050. *selScreen->serv << this; //resend to confirm
  3051. }
  3052. selScreen->serv = NULL; //hide it so it won't be deleted
  3053. vstd::clear_pointer(selScreen->serverHandlingThread); //detach us
  3054. selectedName = selScreen->sInfo.mapname;
  3055. CGP->removeFromGui();
  3056. ::startGame(startingInfo.sInfo, startingInfo.serv);
  3057. throw 666; //EVIL, EVIL, EVIL workaround to kill thread (does "goto catch" outside listening loop)
  3058. }
  3059. CCampaignScreen::CCampaignButton::CCampaignButton(const JsonNode &config )
  3060. {
  3061. pos.x += config["x"].Float();
  3062. pos.y += config["y"].Float();
  3063. pos.w = 200;
  3064. pos.h = 116;
  3065. campFile = config["file"].String();
  3066. video = config["video"].String();
  3067. //On linux we can only play *.mjpg videos from LOKI release
  3068. #ifdef _WIN32
  3069. std::transform(video.begin(), video.end(), video.begin(), toupper);
  3070. video += ".BIK";
  3071. #else
  3072. std::transform(video.begin(), video.end(), video.begin(), tolower);
  3073. video += ".mjpg";
  3074. #endif
  3075. OBJ_CONSTRUCTION_CAPTURING_ALL;
  3076. status = config["open"].Bool() ? CCampaignScreen::ENABLED : CCampaignScreen::DISABLED;
  3077. CCampaignHeader header = CCampaignHandler::getHeader(campFile);
  3078. hoverText = header.name;
  3079. if (status != CCampaignScreen::DISABLED)
  3080. {
  3081. addUsedEvents(LCLICK | HOVER);
  3082. image = new CPicture(config["image"].String());
  3083. hoverLabel = new CLabel(pos.w / 2, pos.h + 20, FONT_MEDIUM, CENTER, Colors::Jasmine, "");
  3084. parent->addChild(hoverLabel);
  3085. }
  3086. if (status == CCampaignScreen::COMPLETED)
  3087. checkMark = new CPicture("CAMPCHK");
  3088. }
  3089. void CCampaignScreen::CCampaignButton::clickLeft(tribool down, bool previousState)
  3090. {
  3091. if (down)
  3092. {
  3093. // Close running video and open the selected campaign
  3094. CCS->videoh->close();
  3095. GH.pushInt( new CBonusSelection(campFile) );
  3096. }
  3097. }
  3098. void CCampaignScreen::CCampaignButton::hover(bool on)
  3099. {
  3100. if (on)
  3101. hoverLabel->setTxt(hoverText); // Shows the name of the campaign when you get into the bounds of the button
  3102. else
  3103. hoverLabel->setTxt(" ");
  3104. }
  3105. void CCampaignScreen::CCampaignButton::show(SDL_Surface * to)
  3106. {
  3107. if (status == CCampaignScreen::DISABLED)
  3108. return;
  3109. CIntObject::show(to);
  3110. // Play the campaign button video when the mouse cursor is placed over the button
  3111. if (hovered)
  3112. {
  3113. if (CCS->videoh->fname != video)
  3114. CCS->videoh->open(video);
  3115. CCS->videoh->update(pos.x, pos.y, to, true, false); // plays sequentially frame by frame, starts at the beginning when the video is over
  3116. }
  3117. else if (CCS->videoh->fname == video) // When you got out of the bounds of the button then close the video
  3118. {
  3119. CCS->videoh->close();
  3120. redraw();
  3121. }
  3122. }
  3123. CAdventureMapButton* CCampaignScreen::createExitButton(const JsonNode& button)
  3124. {
  3125. std::pair<std::string, std::string> help;
  3126. if (!button["help"].isNull() && button["help"].Float() > 0)
  3127. help = CGI->generaltexth->zelp[button["help"].Float()];
  3128. boost::function<void()> close = boost::bind(&CGuiHandler::popIntTotally, &GH, this);
  3129. return new CAdventureMapButton(help, close, button["x"].Float(), button["y"].Float(), button["name"].String(), button["hotkey"].Float());
  3130. }
  3131. CCampaignScreen::CCampaignScreen(const JsonNode &config)
  3132. {
  3133. OBJ_CONSTRUCTION_CAPTURING_ALL;
  3134. BOOST_FOREACH(const JsonNode& node, config["images"].Vector())
  3135. images.push_back(createPicture(node));
  3136. if (!images.empty())
  3137. {
  3138. images[0]->center(); // move background to center
  3139. moveTo(images[0]->pos.topLeft()); // move everything else to center
  3140. images[0]->moveTo(pos.topLeft()); // restore moved twice background
  3141. pos = images[0]->pos; // fix height\width of this window
  3142. }
  3143. if (!config["exitbutton"].isNull())
  3144. {
  3145. back = createExitButton(config["exitbutton"]);
  3146. back->hoverable = true;
  3147. }
  3148. BOOST_FOREACH(const JsonNode& node, config["items"].Vector())
  3149. campButtons.push_back(new CCampaignButton(node));
  3150. }
  3151. void CCampaignScreen::showAll(SDL_Surface *to)
  3152. {
  3153. CIntObject::showAll(to);
  3154. if (pos.h != to->h || pos.w != to->w)
  3155. CMessage::drawBorder(1, to, pos.w+28, pos.h+30, pos.x-14, pos.y-15);
  3156. }