| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903 | #include "stdafx.h"#include "CPreGame.h"#include "SDL.h"#include "boost/filesystem.hpp"   // includes all needed Boost.Filesystem declarations#include "boost/algorithm/string.hpp"//#include "boost/foreach.hpp"#include "zlib.h"#include "timeHandler.h"#include <sstream>#include "SDL_Extensions.h"#include "CGameInfo.h"#include <cmath>#define CGI (CGameInfo::mainObj)extern SDL_Surface * ekran;extern SDL_Color tytulowy, tlo, zwykly ;extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX;SDL_Rect genRect(int hh, int ww, int xx, int yy);SDL_Color genRGB(int r, int g, int b, int a=0);void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=ekran);//void printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor=tytulowy, SDL_Surface * dst=ekran);CPreGame * CPG;void updateRect (SDL_Rect * rect, SDL_Surface * scr = ekran);bool isItIn(const SDL_Rect * rect, int x, int y);namespace fs = boost::filesystem;namespace s = CSDL_Ext;void OverButton::show(){	blitAt(imgs->ourImages[state].bitmap,pos.x,pos.y);	updateRect(&pos);}void OverButton::press(bool down){	int i;	if (down) state=i=1;	else state=i=0;	SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,ekran,&pos);	updateRect(&pos);}template <class T> void SetrButton<T>::press(bool down=true){	if (!down && state==1)		*poin=key;	OverButton::press(down);}void HighButton::hover(bool on){	if (!highlightable) return;	int i;	if (on) 	{		state=i=3;		highlighted=true;	}	else 	{		state=i=0;		highlighted=false;	}	SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,ekran,&pos);	updateRect(&pos);}template <class T> void Button<T>::hover(bool on=true){	HighButton::hover(on);}template <class T> void Button<T>::select(bool on){	int i;	if (on) state=i=3;	else state=i=0;	SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,ekran,&pos);	updateRect(&pos);	if (ourGroup && on && ourGroup->type==1)	{		if (ourGroup->selected && ourGroup->selected!=this)			ourGroup->selected->select(false);		ourGroup->selected =this;	}}//void Slider::clickDown(int x, int y, bool bzgl=true);//void Slider::clickUp(int x, int y, bool bzgl=true);//void Slider::mMove(int x, int y, bool bzgl=true);void Slider<>::updateSlid(){	float perc = ((float)whereAreWe)/((float)positionsAmnt-capacity);	float myh;	if (vertical)	{		myh=perc*((float)pos.h-48)+pos.y+16;		SDL_FillRect(ekran,&genRect(pos.h-32,pos.w,pos.x,pos.y+16),0);		blitAt(slider.imgs->ourImages[0].bitmap,pos.x,(int)myh);		slider.pos.y=(int)myh;	}	else	{		myh=perc*((float)pos.w-48)+pos.x+16;		SDL_FillRect(ekran,&genRect(pos.h,pos.w-32,pos.x+16,pos.y),0);		blitAt(slider.imgs->ourImages[0].bitmap,(int)myh,pos.y);		slider.pos.x=(int)myh;	}	updateRect(&pos);}void Slider<>::moveDown(){	if (whereAreWe<positionsAmnt-capacity)		(CPG->*fun)(++whereAreWe);	updateSlid();}void Slider<>::moveUp(){	if (whereAreWe>0)		(CPG->*fun)(--whereAreWe);	updateSlid();}//void Slider::moveByOne(bool up);Slider<>::Slider(int x, int y, int h, int amnt, int cap, bool ver){	vertical=ver;	positionsAmnt = amnt;	capacity = cap;	if (ver)	{		pos = genRect(h,16,x,y);		down = Button<void(Slider::*)()>(genRect(16,16,x,y+h-16),&Slider::moveDown,CGI->spriteh->giveDef("SCNRBDN.DEF"),false);		up = Button<void(Slider::*)()>(genRect(16,16,x,y),&Slider::moveUp,CGI->spriteh->giveDef("SCNRBUP.DEF"),false);		slider = Button<void(Slider::*)()>(genRect(16,16,x,y+16),NULL,CGI->spriteh->giveDef("SCNRBSL.DEF"),false);	}	else	{		pos = genRect(16,h,x,y);		down = Button<void(Slider::*)()>(genRect(16,16,x+h-16,y),&Slider::moveDown,CGI->spriteh->giveDef("SCNRBRT.DEF"),false);		up = Button<void(Slider::*)()>(genRect(16,16,x,y),&Slider::moveUp,CGI->spriteh->giveDef("SCNRBLF.DEF"),false);		slider = Button<void(Slider::*)()>(genRect(16,16,x+16,y),NULL,CGI->spriteh->giveDef("SCNRBSL.DEF"),false);	}	moving = false;	whereAreWe=0;}void Slider<>::deactivate(){	CPG->interested.erase(std::find(CPG->interested.begin(),CPG->interested.end(),this));}	void Slider<>::activate(){	SDL_FillRect(ekran,&pos,0);	up.show();	down.show();	slider.show();	//SDL_Flip(ekran);	CSDL_Ext::update(ekran);	CPG->interested.push_back(this);}	void Slider<>::handleIt(SDL_Event sEvent){	if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT))	{		if (isItIn(&down.pos,sEvent.motion.x,sEvent.motion.y))		{			down.press();		}		else if (isItIn(&up.pos,sEvent.motion.x,sEvent.motion.y))		{			up.press();		}		else if (isItIn(&slider.pos,sEvent.motion.x,sEvent.motion.y))		{			//slider.press();			moving=true;		}		else if (isItIn(&pos,sEvent.motion.x,sEvent.motion.y))		{			float dy;			float pe;			if (vertical)			{				dy = sEvent.motion.y-pos.y-16;				pe = dy/((float)(pos.h-32));				if (pe>1) pe=1;				if (pe<0) pe=0;			}			else			{				dy = sEvent.motion.x-pos.x-16;				pe = dy/((float)(pos.w-32));				if (pe>1) pe=1;				if (pe<0) pe=0;			}			whereAreWe = pe*(positionsAmnt-capacity);			if (whereAreWe<0)whereAreWe=0;			updateSlid();			(CPG->*fun)(whereAreWe);		}	}	else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))	{		if ((down.state==1) && isItIn(&down.pos,sEvent.motion.x,sEvent.motion.y))		{			(this->*down.fun)();		}		if ((up.state==1) && isItIn(&up.pos,sEvent.motion.x,sEvent.motion.y))		{			(this->*up.fun)();		}		if (down.state==1) down.press(false);		if (up.state==1) up.press(false);		if (moving)		{			//slider.press();			moving=false;		}	}	else if (sEvent.type==SDL_KEYDOWN)	{		switch (sEvent.key.keysym.sym)		{		case (SDLK_UP):			CPG->ourScenSel->mapsel.moveByOne(true);			break;		case (SDLK_DOWN):			CPG->ourScenSel->mapsel.moveByOne(false);			break;		}	}	else if (moving && sEvent.type==SDL_MOUSEMOTION)	{		if (isItIn(&genRect(pos.h,pos.w+64,pos.x-32,pos.y),sEvent.motion.x,sEvent.motion.y))		{			int my;			int all;			float ile;			if (vertical)			{				my = sEvent.motion.y-(pos.y+16);				all =pos.h-48;				ile = (float)my / (float)all;				if (ile>1) ile=1;				if (ile<0) ile=0;			}			else			{				my = sEvent.motion.x-(pos.x+16);				all =pos.w-48;				ile = (float)my / (float)all;				if (ile>1) ile=1;				if (ile<0) ile=0;			}			int ktory = ile*(positionsAmnt-capacity);			if (ktory!=whereAreWe)			{				whereAreWe=ktory;				updateSlid();			}			(CPG->*fun)(whereAreWe);		}	}		/*else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))	{		if (ourScenSel->pressed)		{			ourScenSel->pressed->press(false);			ourScenSel->pressed=NULL;		}		for (int i=0;i<btns.size(); i++)		{			if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))			{				if (btns[i]->selectable)					btns[i]->select(true);				if (btns[i]->fun)					(this->*(btns[i]->fun))();				return;			}		}		if (isItIn(&down.pos,sEvent.motion.x,sEvent.motion.y))		{			(this->*down.fun)();		}		if (isItIn(&up.pos,sEvent.motion.x,sEvent.motion.y))		{			(this->*up.fun)();		}		if (isItIn(&slider.pos,sEvent.motion.x,sEvent.motion.y))		{			(this->*slider.fun)();		}	}*/}/********************************************************************************************/void PreGameTab::show(){	if (CPG->currentTab)		CPG->currentTab->hide();	showed=true;	CPG->currentTab=this;}void PreGameTab::hide(){	showed=false;	CPG->currentTab=NULL;}PreGameTab::PreGameTab(){	showed=false;}/********************************************************************************************/Options::PlayerOptions::PlayerOptions(int serial, int player)	:Cleft(genRect(24,11,164,133+serial*50),CPG->ourOptions->left,true,-1), //left castle arrow	Cright(genRect(24,11,225,133+serial*50),CPG->ourOptions->right,false,-1), //right castle arrow	Hleft(genRect(24,11,240,133+serial*50),CPG->ourOptions->left,true,0), //left hero arrow	Hright(genRect(24,11,301,133+serial*50),CPG->ourOptions->right,false,0), //right hero arrow	Bleft(genRect(24,11,316,133+serial*50),CPG->ourOptions->left,true,1), //left bonus arrow	Bright(genRect(24,11,377,133+serial*50),CPG->ourOptions->right,false,1), //right bonus arrow	flag(genRect(50,42,14,130+serial*50),CPG->ourOptions->flags[player],player){	Bleft.playerID=Bright.playerID=Hleft.playerID=Hright.playerID=Cleft.playerID=Cright.playerID=player;	Bleft.serialID=Bright.serialID=Hleft.serialID=Hright.serialID=Cleft.serialID=Cright.serialID=serial;}void Options::OptionSwitch::press(bool down){	OverButton::press(down);	StartInfo::PlayerSettings * ourOpt = &CPG->ret.playerInfos[serialID];	PlayerInfo * ourInf = &CPG->ourScenSel->mapsel.ourMaps[CPG->ourScenSel->mapsel.selected].players[playerID];	int dir = (left) ? (-1) : (1);	if (down) return;	switch (which)	{	case -1:		{			if (ourOpt->castle==-2) //no castle - no change				return;			else if (ourOpt->castle==-1) //random => first/last available			{				int pom = (left) ? (F_NUMBER-1) : (0); // last or first				for (;pom>=0 && pom<F_NUMBER;pom+=dir)				{					if (((int)pow((double)2,pom))&ourInf->allowedFactions)					{						ourOpt->castle=pom;						break;					}					else continue;				}			}			else 			{				ourOpt->castle+=dir;				if (ourOpt->castle>=F_NUMBER || ourOpt->castle<0)					ourOpt->castle=-1;				break;			}			break;		}		case 0:		{			if (ourOpt->castle<0)			{				break;			}			if (ourOpt->hero==-2) //no hero - no change				return;			else if (ourOpt->hero==-1) //random => first/last available			{				int pom = (left) ? (ourOpt->castle*HEROES_PER_TYPE*2+15) : (ourOpt->castle*HEROES_PER_TYPE*2); // last or first				for (;pom>=0 && pom<CGI->heroh->heroes.size();pom+=dir)				{					//TODO: checked allowed heroes					{						ourOpt->hero=pom;						break;					}				}			}			else 			{				ourOpt->hero+=dir;				if (ourOpt->hero>HEROES_PER_TYPE*ourOpt->castle*2+15 || ourOpt->hero<HEROES_PER_TYPE*ourOpt->castle*2)					ourOpt->hero=-1;				break;			}			break;		}	case 1:		{			if (dir>0 && ourOpt->bonus==bresource)				ourOpt->bonus=brandom;			else if (dir<0 && ourOpt->bonus==brandom)				ourOpt->bonus=bresource;			else ourOpt->bonus=(Ebonus)(ourOpt->bonus+dir);			if (ourOpt->hero==-2 && ourOpt->bonus==bartifact) //no hero - can't be artifact			{				if (dir>0)					ourOpt->bonus=brandom;				else ourOpt->bonus=bgold;			}			if (ourOpt->castle==-1 && ourOpt->bonus==bresource) 			{				if (dir<0)					ourOpt->bonus=bgold;				else ourOpt->bonus=brandom;			}			break;		}	}	CPG->ourOptions->showIcon(which,serialID,false);}void Options::PlayerFlag::press(bool down){	HighButton::press(down);};void Options::PlayerFlag::hover(bool on){	HighButton::hover(on);}void Options::showIcon (int what, int nr, bool abs) //what: -1=castle, 0=hero, 1=bonus, 2=all; abs=true -> nr is absolute{	if (what==-2)	{		showIcon(-1,nr,abs);		showIcon(0,nr,abs);		showIcon(1,nr,abs);	}	int ab, se;	if (!abs)	{		ab = CPG->ret.playerInfos[nr].color;		se = nr;	}	else	{		ab = nr;		for (int i=0; i<CPG->ret.playerInfos.size();i++)		{			if (CPG->ret.playerInfos[i].color==nr)			{				se=i;				break;			}		}	}	StartInfo::PlayerSettings * ourOpt = &CPG->ret.playerInfos[se];	switch (what)	{	case -1:		{			int pom=ourOpt->castle;			if (ourOpt->castle<F_NUMBER && ourOpt->castle>=0)			{				blitAtWR(CGI->townh->getPic(ourOpt->castle,true,false),176,130+50*se);			}			else if (ourOpt->castle==-1)			{				blitAtWR(CPG->ourOptions->rCastle,176,130+50*se);			}			else if (ourOpt->castle==-2)			{				blitAtWR(CPG->ourOptions->nCastle,176,130+50*se);			}			break;		}	case 0:		{			int pom=ourOpt->hero;			if (ourOpt->hero==-1)			{				blitAtWR(CPG->ourOptions->rHero,252,130+50*se);			}			else if (ourOpt->hero==-2)			{				blitAtWR(CPG->ourOptions->nHero,252,130+50*se);			}			else 			{				blitAtWR(CGI->heroh->heroes[pom]->portraitSmall,252,130+50*se);			}			break;		}	case 1:		{			int pom;			switch (ourOpt->bonus)			{			case -1:				pom=10;				break;			case 0:				pom=9;				break;			case 1:				pom=8;				break;			case 2: 				pom=CGI->townh->towns[ourOpt->castle].bonus;				break;			}			blitAtWR(bonuses->ourImages[pom].bitmap,328,130+50*se);			break;		}	}}Options::~Options(){	if (!inited) return;	for (int i=0; i<bgs.size();i++)		SDL_FreeSurface(bgs[i]);	for (int i=0; i<flags.size();i++)		delete flags[i];	SDL_FreeSurface(bg);	SDL_FreeSurface(rHero);	SDL_FreeSurface(rCastle);	SDL_FreeSurface(nHero);	SDL_FreeSurface(nCastle);	delete turnLength;	delete left;	delete right;	delete bonuses;}void Options::init(){	inited=true;	bg = CGI->bitmaph->loadBitmap("ADVOPTBK.bmp");	SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));	left = CGI->spriteh->giveDef("ADOPLFA.DEF");	right = CGI->spriteh->giveDef("ADOPRTA.DEF");	bonuses = CGI->spriteh->giveDef("SCNRSTAR.DEF");	bgs.push_back(CGI->bitmaph->loadBitmap("ADOPRPNL.bmp"));	bgs.push_back(CGI->bitmaph->loadBitmap("ADOPBPNL.bmp"));	bgs.push_back(CGI->bitmaph->loadBitmap("ADOPYPNL.bmp"));	bgs.push_back(CGI->bitmaph->loadBitmap("ADOPGPNL.bmp"));	bgs.push_back(CGI->bitmaph->loadBitmap("ADOPOPNL.bmp")); 	bgs.push_back(CGI->bitmaph->loadBitmap("ADOPPPNL.bmp"));	bgs.push_back(CGI->bitmaph->loadBitmap("ADOPTPNL.bmp"));	bgs.push_back(CGI->bitmaph->loadBitmap("ADOPSPNL.bmp"));	rHero = CGI->bitmaph->loadBitmap("HPSRAND1.bmp");	rCastle = CGI->bitmaph->loadBitmap("HPSRAND0.bmp");	nHero = CGI->bitmaph->loadBitmap("HPSRAND6.bmp");	nCastle = CGI->bitmaph->loadBitmap("HPSRAND5.bmp");	turnLength = new Slider<>(57,559,195,11,1,false);	turnLength->fun=&CPreGame::setTurnLength;	flags.push_back(CGI->spriteh->giveDef("AOFLGBR.DEF"));	flags.push_back(CGI->spriteh->giveDef("AOFLGBB.DEF"));	flags.push_back(CGI->spriteh->giveDef("AOFLGBY.DEF"));	flags.push_back(CGI->spriteh->giveDef("AOFLGBG.DEF"));	flags.push_back(CGI->spriteh->giveDef("AOFLGBO.DEF"));	flags.push_back(CGI->spriteh->giveDef("AOFLGBP.DEF"));	flags.push_back(CGI->spriteh->giveDef("AOFLGBT.DEF"));	flags.push_back(CGI->spriteh->giveDef("AOFLGBS.DEF"));}void Options::show(){	if (showed)return;	PreGameTab::show();	MapSel & ms = CPG->ourScenSel->mapsel;	blitAt(bg,3,6);	CPG->ourScenSel->listShowed=false;	for (int i=0;i<CPG->btns.size();i++)	{		if (CPG->btns[i]->ID!=10) //leave only right panel buttons		{			CPG->btns.erase(CPG->btns.begin()+i);			i--;		}	}	CPG->interested.clear();	CSDL_Ext::printAtMiddle("Advanced Options",225,35,GEORXX);	int playersSoFar=0;	for (int i=0;i<PLAYER_LIMIT;i++)	{		if (!(ms.ourMaps[ms.selected].players[i].canComputerPlay || ms.ourMaps[ms.selected].players[i].canComputerPlay))			continue;		blitAt(bgs[i],57,128+playersSoFar*50);		poptions.push_back(new PlayerOptions(playersSoFar,i));		poptions[poptions.size()-1]->nr=playersSoFar;		poptions[poptions.size()-1]->color=(Ecolor)i;		poptions[poptions.size()-1]->Cleft.show();		poptions[poptions.size()-1]->Cright.show();		poptions[poptions.size()-1]->Hleft.show();		poptions[poptions.size()-1]->Hright.show();		poptions[poptions.size()-1]->Bleft.show();		poptions[poptions.size()-1]->Bright.show();		poptions[poptions.size()-1]->flag.show();		CPG->btns.push_back(&poptions[poptions.size()-1]->Cleft);		CPG->btns.push_back(&poptions[poptions.size()-1]->Cright);		CPG->btns.push_back(&poptions[poptions.size()-1]->Hleft);		CPG->btns.push_back(&poptions[poptions.size()-1]->Hright);		CPG->btns.push_back(&poptions[poptions.size()-1]->Bleft);		CPG->btns.push_back(&poptions[poptions.size()-1]->Bright);		CPG->btns.push_back(&poptions[poptions.size()-1]->flag);		playersSoFar++;	}	turnLength->activate();	for (int i=0;i<poptions.size();i++)		showIcon(-2,i,false);	SDL_Flip(ekran);}void Options::hide(){	if (!showed) return;	PreGameTab::hide();	for (int i=0; i<CPG->btns.size();i++)		if (CPG->btns[i]->ID==7)			CPG->btns.erase(CPG->btns.begin()+i--);	for (int i=0;i<poptions.size();i++)		delete poptions[i];	poptions.clear();	turnLength->deactivate();}MapSel::~MapSel(){	SDL_FreeSurface(bg);	for (int i=0;i<scenImgs.size();i++)		SDL_FreeSurface(scenImgs[i]);	for (int i=0;i<scenList.size();i++)		delete scenList[i];}int MapSel::countWL(){	int ret=0;	for (int i=0;i<ourMaps.size();i++)	{		if (sizeFilter && ((ourMaps[i].width) != sizeFilter))			continue;		else ret++;	}	return ret;}void MapSel::printMaps(int from, int to, int at, bool abs){	if (true)//	{		int help=-1;		for (int i=0;i<ourMaps.size();i++)		{			if (sizeFilter && ((ourMaps[i].width) != sizeFilter))				continue;			else help++;			if (help==from)			{				from=i;				break;			}		}	}	SDL_Surface * scenin = SDL_CreateRGBSurface(ekran->flags,351,25,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask);	SDL_Color nasz;	for (int i=at;i<to;i++)	{		if ((i-at+from) > ourMaps.size()-1)		{			SDL_Surface * scenin = SDL_CreateRGBSurface(ekran->flags,351,25,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask);			SDL_BlitSurface(bg,&genRect(25,351,22,(i-at)*25+115),scenin,NULL);			blitAt(scenin,24,121+(i-at)*25);			//SDL_Flip(ekran);			CSDL_Ext::update(ekran);			SDL_FreeSurface(scenin);			continue;		}		if (sizeFilter && ((ourMaps[(i-at)+from].width) != sizeFilter))		{			to++;			at++;			from++;			if (((i-at)+from)>ourMaps.size()-1) break;			else continue;		}		if ((i-at+from) == selected)			nasz=tytulowy;		else nasz=zwykly;		//SDL_Rect pier = genRect(25,351,24,126+(i*25));		SDL_BlitSurface(bg,&genRect(25,351,22,(i-at)*25+115),scenin,NULL);		int temp=-1;		std::ostringstream ostr(std::ostringstream::out); ostr << ourMaps[(i-at)+from].playerAmnt << "/" << ourMaps[(i-at)+from].humenPlayers;		CSDL_Ext::printAt(ostr.str(),6,4,GEOR13,nasz,scenin, 2); 		std::string temp2;		switch (ourMaps[(i-at)+from].width)		{		case 36:			temp2="S";			break;		case 72:			temp2="M";			break;		case 108:			temp2="L";			break;		case 144:			temp2="XL";			break;		default:			temp2="C";			break;		}		CSDL_Ext::printAtMiddle(temp2,50,13,GEOR13,nasz,scenin, 2);		switch (ourMaps[(i-at)+from].version)		{		case Eformat::SoD:			temp=2;			break;		case Eformat::WoG:			temp=3;			break;		}		blitAt(Dtypes->ourImages[temp].bitmap,67,2,scenin);		if (!(ourMaps[(i-at)+from].name.length()))			ourMaps[(i-at)+from].name = "Unnamed";		CSDL_Ext::printAtMiddle(ourMaps[(i-at)+from].name,192,13,GEOR13,nasz,scenin, 2);		if (ourMaps[(i-at)+from].victoryCondition==EvictoryConditions::winStandard)			temp=11;		else temp=ourMaps[(i-at)+from].victoryCondition;		blitAt(Dvic->ourImages[temp].bitmap,285,2,scenin);		if (ourMaps[(i-at)+from].lossCondition.typeOfLossCon == ElossCon::lossStandard)			temp=3;		else temp=ourMaps[(i-at)+from].lossCondition.typeOfLossCon;		blitAt(Dloss->ourImages[temp].bitmap,318,2,scenin);		blitAt(scenin,24,121+(i-at)*25);		SDL_UpdateRect(ekran,24,121+(i-at)*25,scenin->w,scenin->h);	}	SDL_FreeSurface(scenin);}int MapSel::whichWL(int nr){	int help=-1;	for (int i=0;i<ourMaps.size();i++)	{		if (sizeFilter && ((ourMaps[i].width) != sizeFilter))			continue;		else help++;		if (help==nr)		{			help=i;			break;		}	}	return help;}void MapSel::hide(){	if (!showed)return;	PreGameTab::hide();	CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&small));	CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&medium));	CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&large));	CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&xlarge));	CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&all));	CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&nrplayer));	CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&mapsize));	CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&type));	CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&name));	CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&viccon));	CPG->btns.erase(std::find(CPG->btns.begin(),CPG->btns.end(),&loscon));	slid->deactivate();};void MapSel::show(){	if (showed)return;	PreGameTab::show();	//blit bg	blitAt(bg,3,6);	CSDL_Ext::printAt("Map Sizes",55,60,GEOR13);	CSDL_Ext::printAt("Select a Scenario to Play",110,25,TNRB16);	//size buttons	small.show();	medium.show();	large.show();	xlarge.show();	all.show();	CPG->btns.push_back(&small);	CPG->btns.push_back(&medium);	CPG->btns.push_back(&large);	CPG->btns.push_back(&xlarge);	CPG->btns.push_back(&all);	//sort by buttons	nrplayer.show();	mapsize.show();	type.show();	name.show();	viccon.show();	loscon.show();	CPG->btns.push_back(&nrplayer);	CPG->btns.push_back(&mapsize);	CPG->btns.push_back(&type);	CPG->btns.push_back(&name);	CPG->btns.push_back(&viccon);	CPG->btns.push_back(&loscon);	//print scenario list	printMaps(0,18);	slid->activate();	//SDL_Flip(ekran);	CSDL_Ext::update(ekran);}void MapSel::init(){	bg = CGI->bitmaph->loadBitmap("SCSELBCK.bmp");	SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));	small.imgs = CGI->spriteh->giveDef("SCSMBUT.DEF");	small.fun = NULL;	small.pos = genRect(small.imgs->ourImages[0].bitmap->h,small.imgs->ourImages[0].bitmap->w,161,52);	small.ourGroup=NULL;	medium.imgs = CGI->spriteh->giveDef("SCMDBUT.DEF");	medium.fun = NULL;	medium.pos = genRect(medium.imgs->ourImages[0].bitmap->h,medium.imgs->ourImages[0].bitmap->w,208,52);	medium.ourGroup=NULL;	large.imgs = CGI->spriteh->giveDef("SCLGBUT.DEF");	large.fun = NULL;	large.pos = genRect(large.imgs->ourImages[0].bitmap->h,large.imgs->ourImages[0].bitmap->w,255,52);	large.ourGroup=NULL;	xlarge.imgs = CGI->spriteh->giveDef("SCXLBUT.DEF");	xlarge.fun = NULL;	xlarge.pos = genRect(xlarge.imgs->ourImages[0].bitmap->h,xlarge.imgs->ourImages[0].bitmap->w,302,52);	xlarge.ourGroup=NULL;	all.imgs = CGI->spriteh->giveDef("SCALBUT.DEF");	all.fun = NULL;	all.pos = genRect(all.imgs->ourImages[0].bitmap->h,all.imgs->ourImages[0].bitmap->w,349,52);	all.ourGroup=NULL;	all.selectable=xlarge.selectable=large.selectable=medium.selectable=small.selectable=false;	small.what=medium.what=large.what=xlarge.what=all.what=&sizeFilter;	small.key=36;medium.key=72;large.key=108;xlarge.key=144;all.key=0;//Button<> nrplayer, mapsize, type, name, viccon, loscon;	nrplayer.imgs = CGI->spriteh->giveDef("SCBUTT1.DEF");	nrplayer.fun = NULL;	nrplayer.pos = genRect(nrplayer.imgs->ourImages[0].bitmap->h,nrplayer.imgs->ourImages[0].bitmap->w,26,92);	nrplayer.key=ESortBy::playerAm;	mapsize.imgs = CGI->spriteh->giveDef("SCBUTT2.DEF");	mapsize.fun = NULL;	mapsize.pos = genRect(mapsize.imgs->ourImages[0].bitmap->h,mapsize.imgs->ourImages[0].bitmap->w,58,92);	mapsize.key=ESortBy::size;	type.imgs = CGI->spriteh->giveDef("SCBUTCP.DEF");	type.fun = NULL;	type.pos = genRect(type.imgs->ourImages[0].bitmap->h,type.imgs->ourImages[0].bitmap->w,91,92);	type.key=ESortBy::format;	name.imgs = CGI->spriteh->giveDef("SCBUTT3.DEF");	name.fun = NULL;	name.pos = genRect(name.imgs->ourImages[0].bitmap->h,name.imgs->ourImages[0].bitmap->w,124,92);	name.key=ESortBy::name;	viccon.imgs = CGI->spriteh->giveDef("SCBUTT4.DEF");	viccon.fun = NULL;	viccon.pos = genRect(viccon.imgs->ourImages[0].bitmap->h,viccon.imgs->ourImages[0].bitmap->w,309,92);	viccon.key=ESortBy::viccon;	loscon.imgs = CGI->spriteh->giveDef("SCBUTT5.DEF");	loscon.fun = NULL;	loscon.pos = genRect(loscon.imgs->ourImages[0].bitmap->h,loscon.imgs->ourImages[0].bitmap->w,342,92);	loscon.key=ESortBy::loscon;	nrplayer.poin=mapsize.poin=type.poin=name.poin=viccon.poin=loscon.poin=(int*)(&sortBy);	nrplayer.fun=mapsize.fun=type.fun=name.fun=viccon.fun=loscon.fun=&CPreGame::sortMaps;	Dtypes = CGI->spriteh->giveDef("SCSELC.DEF");	Dvic = CGI->spriteh->giveDef("SCNRVICT.DEF");	Dloss = CGI->spriteh->giveDef("SCNRLOSS.DEF");	//Dsizes = CPG->slh->giveDef("SCNRMPSZ.DEF");	Dsizes = CGI->spriteh->giveDef("SCNRMPSZ.DEF");	//get map files names	std::vector<std::string> pliczkiTemp;	fs::path tie( (fs::initial_path<fs::path>())/"\maps" );	fs::directory_iterator end_iter;	for ( fs::directory_iterator dir (tie); dir!=end_iter; ++dir )	{		if (fs::is_regular(dir->status()));		{			if (boost::ends_with(dir->path().leaf(),std::string(".h3m")))				pliczkiTemp.push_back("Maps/"+(dir->path().leaf()));		}	}	for (int i=0; i<pliczkiTemp.size();i++)	{		gzFile tempf = gzopen(pliczkiTemp[i].c_str(),"rb");		std::string sss;		int iii=0;		while(++iii)		{			if (iii>3300) break;			int z = gzgetc (tempf);			if (z>=0) 			{				sss+=unsigned char(z);			}			else break;		}		gzclose(tempf);		if (sss[0]<28) continue; //zly format		if (!sss[4]) continue; //nie ma graczy? mapa niegrywalna //już to kiedyś komentowałem- - to bzdura //tu calkiem pasuje...		unsigned char* file2 = new unsigned char[sss.length()];		for (int j=0;j<sss.length();j++)			file2[j]=sss[j];		ourMaps.push_back(CMapInfo(pliczkiTemp[i],file2));		delete file2;	}	std::sort(ourMaps.begin(),ourMaps.end(),mapSorter(ESortBy::name));	slid = new Slider<>(375,92,480,ourMaps.size(),18,true);	slid->fun = &CPreGame::printMapsFrom;}void MapSel::moveByOne(bool up){	int help=selected;	if (up) selected--;	else selected ++;	for (int i=selected;i<ourMaps.size() && i>=0;)	{		help=i;		if (!(sizeFilter && ((ourMaps[i].width) != sizeFilter)))					break;		if (up)		{			i--;		}		else		{			i++;			if (i<0) break;		}	}	select(help);	slid->updateSlid();}void MapSel::select(int which){	selected = which;	printMaps(slid->whereAreWe,18,0,true);	printSelectedInfo();	CPG->ret.playerInfos.clear();	for (int i=0;i<PLAYER_LIMIT;i++)	{		if (!(ourMaps[selected].players[i].canComputerPlay || ourMaps[selected].players[i].canComputerPlay))			continue;		StartInfo::PlayerSettings pset;		pset.color=(Ecolor)i;		pset.bonus=Ebonus::brandom;		pset.castle=-2;		if (ourMaps[which].players[i].canHumanPlay)		{			pset.name="Player";		}		else 		{			pset.name="AI";		}		if (	(ourMaps[which].players[i].heroesNames.size()>1)      ||			(((ourMaps[which].players[i].heroesNames.size()>1)==1) && ourMaps[which].players[i].generateHeroAtMainTown==false)    )			pset.hero=-2;		else if (ourMaps[which].players[i].heroesNames.size()==1)		{			pset.hero=ourMaps[which].players[i].heroesNames[0].heroID;		}		else			pset.hero=-1;		for (int j=0;j<F_NUMBER;j++)		{			if (((int)pow((double)2,j))&ourMaps[selected].players[i].allowedFactions)			{				if (pset.castle>=0)					pset.castle=-1;				if (pset.castle==-2)					pset.castle=j;			}		}		if (ourMaps[selected].players[i].generateHeroAtMainTown || ourMaps[selected].players[i].generateHero)			pset.hero=-1;		else if (ourMaps[selected].players[i].mainHeroName.length())		{			pset.heroName=ourMaps[selected].players[i].mainHeroName;			pset.heroPortrait=ourMaps[selected].players[i].mainHeroPortrait;		}		else			pset.hero=-2;		CPG->ret.playerInfos.push_back(pset);	}}MapSel::MapSel():selected(0),sizeFilter(0){}void MapSel::printSelectedInfo(){	SDL_BlitSurface(CPG->ourScenSel->scenInf,&genRect(399,337,17,23),ekran,&genRect(399,337,412,29));	SDL_BlitSurface(CPG->ourScenSel->scenInf,&genRect(50,91,18,447),ekran,&genRect(50,91,413,453));	SDL_BlitSurface(CPG->ourScenSel->bScens.imgs->ourImages[0].bitmap,NULL,ekran,&CPG->ourScenSel->bScens.pos);	SDL_BlitSurface(CPG->ourScenSel->bOptions.imgs->ourImages[0].bitmap,NULL,ekran,&CPG->ourScenSel->bOptions.pos);	SDL_BlitSurface(CPG->ourScenSel->bRandom.imgs->ourImages[0].bitmap,NULL,ekran,&CPG->ourScenSel->bRandom.pos);	//blit texts	CSDL_Ext::printAt(CPG->preth->singleScenarioName,420,25,GEOR13);	CSDL_Ext::printAt("Scenario Description:",420,135,GEOR13);	CSDL_Ext::printAt("Victory Condition:",420,285,GEOR13);	CSDL_Ext::printAt("Loss Condition:",420,340,GEOR13);	CSDL_Ext::printAt("Allies:",420,406,GEOR13,zwykly);	CSDL_Ext::printAt("Enemies:",585,406,GEOR13,zwykly);	int temp = ourMaps[selected].victoryCondition+1;	if (temp>20) temp=0;	std::string sss = CPG->preth->victoryConditions[temp];	if (temp && ourMaps[selected].vicConDetails->allowNormalVictory) sss+= "/" + CPG->preth->victoryConditions[0];	CSDL_Ext::printAt(sss,452,310,GEOR13,zwykly);	temp = ourMaps[selected].lossCondition.typeOfLossCon+1;	if (temp>20) temp=0;	sss = CPG->preth->lossCondtions[temp];	CSDL_Ext::printAt(sss,452,370,GEOR13,zwykly);	//blit descrption	std::vector<std::string> desc = *CMessage::breakText(ourMaps[selected].description,50);	for (int i=0;i<desc.size();i++)		CSDL_Ext::printAt(desc[i],417,152+i*13,GEOR13,zwykly);	if ((selected < 0) || (selected >= ourMaps.size()))		return; 	if (ourMaps[selected].name.length())		CSDL_Ext::printAt(ourMaps[selected].name,420,41,GEORXX);	else CSDL_Ext::printAt("Unnamed",420,41,GEORXX);	std::string diff;	switch (ourMaps[selected].difficulty)	{	case 0:		diff=gdiff(CPG->preth->singleEasy);		break;	case 1:		diff=gdiff(CPG->preth->singleNormal);		break;	case 2:		diff=gdiff(CPG->preth->singleHard);		break;	case 3:		diff=gdiff(CPG->preth->singleExpert);		break;	case 4:		diff=gdiff(CPG->preth->singleImpossible);		break;	}	temp=-1;	switch (ourMaps[selected].width)	{	case 36:		temp=0;		break;	case 72:		temp=1;		break;	case 108:		temp=2;		break;	case 144:		temp=3;		break;	default:		temp=4;		break;	}	blitAt(Dsizes->ourImages[temp].bitmap,714,28);	temp=ourMaps[selected].victoryCondition;	if (temp>12) temp=11;	blitAt(Dvic->ourImages[temp].bitmap,420,308); //v	temp=ourMaps[selected].lossCondition.typeOfLossCon;	if (temp>12) temp=3;	blitAt(Dloss->ourImages[temp].bitmap,420,366); //l	CSDL_Ext::printAtMiddle(diff,458,477,GEOR13,zwykly);	//SDL_Flip(ekran);	CSDL_Ext::update(ekran);}std::string MapSel::gdiff(std::string ss){	std::string ret;	for (int i=2;i<ss.length();i++)	{		if (ss[i]==' ')			break;		ret+=ss[i];	}	return ret;}void CPreGame::printMapsFrom(int from){	ourScenSel->mapsel.printMaps(from);}void CPreGame::showScenList(){	if (currentTab!=&ourScenSel->mapsel)	{		ourScenSel->listShowed=true;		ourScenSel->mapsel.show();	}	else currentTab->hide();}CPreGame::CPreGame(){	highlighted=NULL;	currentTab=NULL;	run=true;	timeHandler tmh;tmh.getDif();	tytulowy.r=229;tytulowy.g=215;tytulowy.b=123;tytulowy.unused=0;	zwykly.r=255;zwykly.g=255;zwykly.b=255;zwykly.unused=0; //gbr	tlo.r=66;tlo.g=44;tlo.b=24;tlo.unused=0;	preth = new CPreGameTextHandler;	preth->loadTexts();	THC std::cout<<"\tCPreGame: loading txts: "<<tmh.getDif()<<std::endl;	currentMessage=NULL;	behindCurMes=NULL;	initMainMenu();	THC std::cout<<"\tCPreGame: main menu initialization: "<<tmh.getDif()<<std::endl;	initNewMenu();	THC std::cout<<"\tCPreGame: newgame menu initialization: "<<tmh.getDif()<<std::endl;	initScenSel();	THC std::cout<<"\tCPreGame: scenario choice initialization: "<<tmh.getDif()<<std::endl;	initOptions();	THC std::cout<<"\tCPreGame: scenario options initialization: "<<tmh.getDif()<<std::endl;	showMainMenu();	THC std::cout<<"\tCPreGame: displaying main menu: "<<tmh.getDif()<<std::endl;	CPG=this;}void CPreGame::initOptions(){	ourOptions = new Options();	ourOptions->init();}void CPreGame::initScenSel(){	ourScenSel = new ScenSel();	ourScenSel->listShowed=false;	if (rand()%2) ourScenSel->background=CGI->bitmaph->loadBitmap("ZPIC1000.bmp");	else ourScenSel->background=CGI->bitmaph->loadBitmap("ZPIC1001.bmp");	ourScenSel->pressed=NULL;	ourScenSel->scenInf=CGI->bitmaph->loadBitmap("GSELPOP1.bmp");//SDL_LoadBMP("h3bitmap.lod\\GSELPOP1.bmp");	ourScenSel->randMap=CGI->bitmaph->loadBitmap("RANMAPBK.bmp");	ourScenSel->options=CGI->bitmaph->loadBitmap("ADVOPTBK.bmp");	SDL_SetColorKey(ourScenSel->scenInf,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->scenInf->format,0,255,255));	//SDL_SetColorKey(ourScenSel->scenList,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->scenList->format,0,255,255));	SDL_SetColorKey(ourScenSel->randMap,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->randMap->format,0,255,255));	SDL_SetColorKey(ourScenSel->options,SDL_SRCCOLORKEY,SDL_MapRGB(ourScenSel->options->format,0,255,255));	ourScenSel->difficulty = new CPoinGroup<>();	ourScenSel->difficulty->type=1;	ourScenSel->selectedDiff=-77;	ourScenSel->difficulty->gdzie = &ourScenSel->selectedDiff;	ourScenSel->bEasy = IntSelBut<>(genRect(0,0,506,456),NULL,CGI->spriteh->giveDef("GSPBUT3.DEF"),true,ourScenSel->difficulty,1);	ourScenSel->bNormal = IntSelBut<>(genRect(0,0,538,456),NULL,CGI->spriteh->giveDef("GSPBUT4.DEF"),true,ourScenSel->difficulty,2);	ourScenSel->bHard = IntSelBut<>(genRect(0,0,570,456),NULL,CGI->spriteh->giveDef("GSPBUT5.DEF"),true,ourScenSel->difficulty,3);	ourScenSel->bExpert = IntSelBut<>(genRect(0,0,602,456),NULL,CGI->spriteh->giveDef("GSPBUT6.DEF"),true,ourScenSel->difficulty,4);	ourScenSel->bImpossible = IntSelBut<>(genRect(0,0,634,456),NULL,CGI->spriteh->giveDef("GSPBUT7.DEF"),true,ourScenSel->difficulty,5);	ourScenSel->bBack = Button<>(genRect(0,0,584,535),&CPreGame::showNewMenu,CGI->spriteh->giveDef("SCNRBACK.DEF"));	ourScenSel->bBegin = Button<>(genRect(0,0,414,535),&CPreGame::begin,CGI->spriteh->giveDef("SCNRBEG.DEF"));	ourScenSel->bScens = Button<>(genRect(0,0,414,81),&CPreGame::showScenList,CGI->spriteh->giveDef("GSPBUTT.DEF"));	for (int i=0; i<ourScenSel->bScens.imgs->ourImages.size(); i++)		CSDL_Ext::printAt("Show Available Scenarios",25+i,2+i,GEOR13,zwykly,ourScenSel->bScens.imgs->ourImages[i].bitmap);	ourScenSel->bRandom = Button<>(genRect(0,0,414,105),&CPreGame::showScenList,CGI->spriteh->giveDef("GSPBUTT.DEF"));	for (int i=0; i<ourScenSel->bRandom.imgs->ourImages.size(); i++)		CSDL_Ext::printAt("Random Map",25+i,2+i,GEOR13,zwykly,ourScenSel->bRandom.imgs->ourImages[i].bitmap);	ourScenSel->bOptions = Button<>(genRect(0,0,414,509),&CPreGame::showOptions,CGI->spriteh->giveDef("GSPBUTT.DEF"));	for (int i=0; i<ourScenSel->bOptions.imgs->ourImages.size(); i++)		CSDL_Ext::printAt("Show Advanced Options",25+i,2+i,GEOR13,zwykly,ourScenSel->bOptions.imgs->ourImages[i].bitmap);	CPG=this;	ourScenSel->mapsel.init();}void CPreGame::showScenSel(){	state=EState::ScenarioList;	SDL_BlitSurface(ourScenSel->background,NULL,ekran,NULL);	SDL_BlitSurface(ourScenSel->scenInf,NULL,ekran,&genRect(ourScenSel->scenInf->h,ourScenSel->scenInf->w,396,6));	CSDL_Ext::printAt("Map Diff:",427,438,GEOR13);	CSDL_Ext::printAt("Player Difficulty:",527,438,GEOR13);	CSDL_Ext::printAt("Rating:",685,438,GEOR13);	//blit buttons	SDL_BlitSurface(ourScenSel->bEasy.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bEasy.pos);	SDL_BlitSurface(ourScenSel->bNormal.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bNormal.pos);	SDL_BlitSurface(ourScenSel->bHard.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bHard.pos);	SDL_BlitSurface(ourScenSel->bExpert.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bExpert.pos);	SDL_BlitSurface(ourScenSel->bImpossible.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bImpossible.pos);	SDL_BlitSurface(ourScenSel->bBegin.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bBegin.pos);	SDL_BlitSurface(ourScenSel->bBack.imgs->ourImages[0].bitmap,NULL,ekran,&ourScenSel->bBack.pos);	//blitAt(ourScenSel->bScens.imgs->ourImages[0].bitmap,ourScenSel->bScens.pos.x,ourScenSel->bScens.pos.y);	//blitAt(ourScenSel->bRandom.imgs->ourImages[0].bitmap,414,105);	//blitAt(ourScenSel->bOptions.imgs->ourImages[0].bitmap,414,509);	//blitAt(ourScenSel->bBegin.imgs->ourImages[0].bitmap,414,535);	//blitAt(ourScenSel->bBack.imgs->ourImages[0].bitmap,584,535);	//add buttons info	btns.push_back(&ourScenSel->bEasy);	btns.push_back(&ourScenSel->bNormal);	btns.push_back(&ourScenSel->bHard);	btns.push_back(&ourScenSel->bExpert);	btns.push_back(&ourScenSel->bImpossible);	btns.push_back(&ourScenSel->bScens);	btns.push_back(&ourScenSel->bRandom);	btns.push_back(&ourScenSel->bOptions);	btns.push_back(&ourScenSel->bBegin);	btns.push_back(&ourScenSel->bBack);	ourScenSel->selectedDiff=1;	ourScenSel->bNormal.select(true);	for (int i=0;i<btns.size();i++)	{		btns[i]->pos.w=btns[i]->imgs->ourImages[0].bitmap->w;		btns[i]->pos.h=btns[i]->imgs->ourImages[0].bitmap->h;		btns[i]->ID=10;	}	handleOther = &CPreGame::scenHandleEv;	ourScenSel->mapsel.printSelectedInfo();	//SDL_Flip(ekran);	CSDL_Ext::update(ekran);}void CPreGame::showOptions(){	ourOptions->show();}void CPreGame::initNewMenu(){	ourNewMenu = new menuItems();	ourNewMenu->bgAd = CGI->bitmaph->loadBitmap("ZNEWGAM.bmp");	ourNewMenu->background = CGI->bitmaph->loadBitmap("ZPIC1005.bmp");	blitAt(ourNewMenu->bgAd,114,312,ourNewMenu->background);	slh = new CSemiLodHandler();	slh->openLod("H3sprite.lod");	 //loading menu buttons	ourNewMenu->newGame = CGI->spriteh->giveDef("ZTSINGL.DEF");	ourNewMenu->loadGame = CGI->spriteh->giveDef("ZTMULTI.DEF");	ourNewMenu->highScores = CGI->spriteh->giveDef("ZTCAMPN.DEF");	ourNewMenu->credits = CGI->spriteh->giveDef("ZTTUTOR.DEF");	ourNewMenu->quit = CGI->spriteh->giveDef("ZTBACK.DEF");	ok = CGI->spriteh->giveDef("IOKAY.DEF");	cancel = CGI->spriteh->giveDef("ICANCEL.DEF");	// single scenario	ourNewMenu->lNewGame.h=ourNewMenu->newGame->ourImages[0].bitmap->h;	ourNewMenu->lNewGame.w=ourNewMenu->newGame->ourImages[0].bitmap->w;	ourNewMenu->lNewGame.x=545;	ourNewMenu->lNewGame.y=4;	ourNewMenu->fNewGame=&CPreGame::showScenSel;	//multiplayer	ourNewMenu->lLoadGame.h=ourNewMenu->loadGame->ourImages[0].bitmap->h;	ourNewMenu->lLoadGame.w=ourNewMenu->loadGame->ourImages[0].bitmap->w;	ourNewMenu->lLoadGame.x=568;	ourNewMenu->lLoadGame.y=120;	//campaign	ourNewMenu->lHighScores.h=ourNewMenu->highScores->ourImages[0].bitmap->h;	ourNewMenu->lHighScores.w=ourNewMenu->highScores->ourImages[0].bitmap->w;	ourNewMenu->lHighScores.x=541;	ourNewMenu->lHighScores.y=233;	//tutorial	ourNewMenu->lCredits.h=ourNewMenu->credits->ourImages[0].bitmap->h;	ourNewMenu->lCredits.w=ourNewMenu->credits->ourImages[0].bitmap->w;	ourNewMenu->lCredits.x=545;	ourNewMenu->lCredits.y=358;	//back	ourNewMenu->lQuit.h=ourNewMenu->quit->ourImages[0].bitmap->h;	ourNewMenu->lQuit.w=ourNewMenu->quit->ourImages[0].bitmap->w;	ourNewMenu->lQuit.x=582;	ourNewMenu->lQuit.y=464;	ourNewMenu->fQuit=&CPreGame::showMainMenu;		ourNewMenu->highlighted=0;}void CPreGame::showNewMenu(){	btns.clear();	interested.clear();	handleOther=NULL;	state = EState::newGame;	SDL_BlitSurface(ourNewMenu->background,NULL,ekran,NULL);	SDL_BlitSurface(ourNewMenu->newGame->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lNewGame);	SDL_BlitSurface(ourNewMenu->loadGame->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lLoadGame);	SDL_BlitSurface(ourNewMenu->highScores->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lHighScores);	SDL_BlitSurface(ourNewMenu->credits->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lCredits);	SDL_BlitSurface(ourNewMenu->quit->ourImages[0].bitmap,NULL,ekran,&ourNewMenu->lQuit);	//SDL_Flip(ekran);	CSDL_Ext::update(ekran);}void CPreGame::initMainMenu(){	ourMainMenu = new menuItems();	ourMainMenu->background = CGI->bitmaph->loadBitmap("ZPIC1005.bmp"); //SDL_LoadBMP("h3bitmap.lod\\ZPIC1005.bmp");	CSemiLodHandler * slh = new CSemiLodHandler();	slh->openLod("H3sprite.lod");	 //loading menu buttons	ourMainMenu->newGame = CGI->spriteh->giveDef("ZMENUNG.DEF");	ourMainMenu->loadGame = CGI->spriteh->giveDef("ZMENULG.DEF");	ourMainMenu->highScores = CGI->spriteh->giveDef("ZMENUHS.DEF");	ourMainMenu->credits = CGI->spriteh->giveDef("ZMENUCR.DEF");	ourMainMenu->quit = CGI->spriteh->giveDef("ZMENUQT.DEF");	ok = CGI->spriteh->giveDef("IOKAY.DEF");	cancel = CGI->spriteh->giveDef("ICANCEL.DEF");	// new game button location	ourMainMenu->lNewGame.h=ourMainMenu->newGame->ourImages[0].bitmap->h;	ourMainMenu->lNewGame.w=ourMainMenu->newGame->ourImages[0].bitmap->w;	ourMainMenu->lNewGame.x=540;	ourMainMenu->lNewGame.y=10;	ourMainMenu->fNewGame=&CPreGame::showNewMenu;	//load game location	ourMainMenu->lLoadGame.h=ourMainMenu->loadGame->ourImages[0].bitmap->h;	ourMainMenu->lLoadGame.w=ourMainMenu->loadGame->ourImages[0].bitmap->w;	ourMainMenu->lLoadGame.x=532;	ourMainMenu->lLoadGame.y=132;	//high scores	ourMainMenu->lHighScores.h=ourMainMenu->highScores->ourImages[0].bitmap->h;	ourMainMenu->lHighScores.w=ourMainMenu->highScores->ourImages[0].bitmap->w;	ourMainMenu->lHighScores.x=524;	ourMainMenu->lHighScores.y=251;	//credits	ourMainMenu->lCredits.h=ourMainMenu->credits->ourImages[0].bitmap->h;	ourMainMenu->lCredits.w=ourMainMenu->credits->ourImages[0].bitmap->w;	ourMainMenu->lCredits.x=557;	ourMainMenu->lCredits.y=359;	//quit	ourMainMenu->lQuit.h=ourMainMenu->quit->ourImages[0].bitmap->h;	ourMainMenu->lQuit.w=ourMainMenu->quit->ourImages[0].bitmap->w;	ourMainMenu->lQuit.x=586;	ourMainMenu->lQuit.y=468;	ourMainMenu->fQuit=&CPreGame::quitAskBox;		ourMainMenu->highlighted=0;	handledLods.push_back(slh);	delete slh;}void CPreGame::showMainMenu(){	state = EState::mainMenu;	SDL_BlitSurface(ourMainMenu->background,NULL,ekran,NULL);	SDL_BlitSurface(ourMainMenu->newGame->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lNewGame);	SDL_BlitSurface(ourMainMenu->loadGame->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lLoadGame);	SDL_BlitSurface(ourMainMenu->highScores->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lHighScores);	SDL_BlitSurface(ourMainMenu->credits->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lCredits);	SDL_BlitSurface(ourMainMenu->quit->ourImages[0].bitmap,NULL,ekran,&ourMainMenu->lQuit);	//SDL_Flip(ekran);	CSDL_Ext::update(ekran);}void CPreGame::highlightButton(int which, int on){	menuItems * current = currentItems();	switch (which)	{	case 1:		{			SDL_BlitSurface(current->newGame->ourImages[on].bitmap,NULL,ekran,¤t->lNewGame);			break;		}	case 2:		{			SDL_BlitSurface(current->loadGame->ourImages[on].bitmap,NULL,ekran,¤t->lLoadGame);			break;		}	case 3:		{			SDL_BlitSurface(current->highScores->ourImages[on].bitmap,NULL,ekran,¤t->lHighScores);			break;		}	case 4:		{			SDL_BlitSurface(current->credits->ourImages[on].bitmap,NULL,ekran,¤t->lCredits);			break;		}	case 5:		{			SDL_BlitSurface(current->quit->ourImages[on].bitmap,NULL,ekran,¤t->lQuit);			break;		}	}	//SDL_Flip(ekran);	CSDL_Ext::update(ekran);}void CPreGame::showCenBox (std::string data){	CMessage * cmh = new CMessage();	SDL_Surface * infoBox = cmh->genMessage(preth->getTitle(data), preth->getDescr(data));	behindCurMes = SDL_CreateRGBSurface(ekran->flags,infoBox->w,infoBox->h,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask);	SDL_Rect pos = genRect(infoBox->h,infoBox->w,		(ekran->w/2)-(infoBox->w/2),(ekran->h/2)-(infoBox->h/2));	SDL_BlitSurface(ekran,&pos,behindCurMes,NULL);	SDL_BlitSurface(infoBox,NULL,ekran,&pos);	SDL_UpdateRect(ekran,pos.x,pos.y,pos.w,pos.h);	SDL_FreeSurface(infoBox);	currentMessage = new SDL_Rect(pos);	delete cmh;}void CPreGame::showAskBox (std::string data, void(*f1)(),void(*f2)()){	CMessage * cmh = new CMessage();	std::vector<CDefHandler*> * przyciski = new std::vector<CDefHandler*>(0);	std::vector<SDL_Rect> * btnspos= new std::vector<SDL_Rect>(0);	przyciski->push_back(ok);	przyciski->push_back(cancel);	SDL_Surface * infoBox = cmh->genMessage(preth->getTitle(data), preth->getDescr(data), EWindowType::yesOrNO, przyciski, btnspos);	behindCurMes = SDL_CreateRGBSurface(ekran->flags,infoBox->w,infoBox->h,ekran->format->BitsPerPixel,ekran->format->Rmask,ekran->format->Gmask,ekran->format->Bmask,ekran->format->Amask);	SDL_Rect pos = genRect(infoBox->h,infoBox->w,		(ekran->w/2)-(infoBox->w/2),(ekran->h/2)-(infoBox->h/2));	SDL_BlitSurface(ekran,&pos,behindCurMes,NULL);	SDL_BlitSurface(infoBox,NULL,ekran,&pos);	SDL_UpdateRect(ekran,pos.x,pos.y,pos.w,pos.h);	SDL_FreeSurface(infoBox);	currentMessage = new SDL_Rect(pos);	(*btnspos)[0].x+=pos.x;	(*btnspos)[0].y+=pos.y;	(*btnspos)[1].x+=pos.x;	(*btnspos)[1].y+=pos.y;	btns.push_back(new Button<>((*btnspos)[0],&CPreGame::quit,ok,false, NULL,2));	btns.push_back(new Button<>((*btnspos)[1],(&CPreGame::hideBox),cancel,false, NULL,2));	delete cmh;	delete przyciski;	delete btnspos;}void CPreGame::hideBox (){	SDL_BlitSurface(behindCurMes,NULL,ekran,currentMessage);	SDL_UpdateRect		(ekran,currentMessage->x,currentMessage->y,currentMessage->w,currentMessage->h);	for (int i=0;i<btns.size();i++)	{		if (btns[i]->ID==2)		{			delete btns[i];			btns.erase(btns.begin()+i);			i--;		}	}	SDL_FreeSurface(behindCurMes);	delete currentMessage;	currentMessage = NULL;	behindCurMes=NULL;}CPreGame::menuItems * CPreGame::currentItems(){	switch (state)	{	case EState::mainMenu:		return ourMainMenu;	case EState::newGame:		return ourNewMenu;	default:		return NULL;	}}void CPreGame::scenHandleEv(SDL_Event& sEvent){	if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT))	{		for (int i=0;i<btns.size(); i++)		{			if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))			{				btns[i]->press(true);				ourScenSel->pressed=(Button<>*)btns[i];			}		}		if (ourScenSel->listShowed && (sEvent.button.y>121) &&(sEvent.button.y<570) 									&& (sEvent.button.x>55) && (sEvent.button.x<372))		{			int py = ((sEvent.button.y-121)/25)+ourScenSel->mapsel.slid->whereAreWe;			ourScenSel->mapsel.select(ourScenSel->mapsel.whichWL(py));		}	}	else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))	{		Button<> * prnr=ourScenSel->pressed;		if (ourScenSel->pressed && ourScenSel->pressed->state==1)		{			ourScenSel->pressed->press(false);			ourScenSel->pressed=NULL;		}		for (int i=0;i<btns.size(); i++)		{			if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))			{				if (btns[i]->selectable)					btns[i]->select(true);				if (btns[i]->type==1 && ((Button<>*)btns[i])->fun)					(this->*(((Button<>*)btns[i])->fun))();				int zz = btns.size();				if (i>=zz) 					break;				if  (btns[i]==prnr && btns[i]->type==2)				{					((IntBut<> *)(btns[i]))->set();					ourScenSel->mapsel.slid->whereAreWe=0;					ourScenSel->mapsel.slid->updateSlid();					ourScenSel->mapsel.slid->positionsAmnt=ourScenSel->mapsel.countWL();					ourScenSel->mapsel.printMaps(0);				}			}		}	}	else if (sEvent.type==SDL_MOUSEMOTION)	{		if (highlighted)		{			if (isItIn(&highlighted->pos,sEvent.motion.x,sEvent.motion.y))				return;			else			{				highlighted->hover(false);				highlighted = NULL;			}		}		for (int i=0;i<btns.size();i++)		{			if (!btns[i]->highlightable)				continue;			if(isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))			{				btns[i]->hover(true);				highlighted=btns[i];				return;			}			else if (btns[i]->highlighted)				btns[i]->hover(false);		}	}}StartInfo CPreGame::runLoop(){	SDL_Event sEvent;	while(run)	{		try		{			if(SDL_PollEvent(&sEvent))  //wait for event...			{				menuItems * current = currentItems();				if(sEvent.type==SDL_QUIT) 					return ret;				for (int i=0;i<interested.size();i++)					interested[i]->handleIt(sEvent);				if (!current)				{					(this->*handleOther)(sEvent);				}				else if (sEvent.type==SDL_KEYDOWN)				{					if (sEvent.key.keysym.sym==SDLK_q)						{							return ret;							break;						}					/*if (state==EState::newGame)					{						switch (sEvent.key.keysym.sym)						{						case SDLK_LEFT:							{								if(currentItems()->lNewGame.x>0)									currentItems()->lNewGame.x--;								break;							}						case (SDLK_RIGHT):							{									currentItems()->lNewGame.x++;								break;							}						case (SDLK_UP):							{								if(currentItems()->lNewGame.y>0)									currentItems()->lNewGame.y--;								break;							}						case (SDLK_DOWN):							{									currentItems()->lNewGame.y++;								break;							}						}						showNewMenu();					}*/				}				else if (sEvent.type==SDL_MOUSEMOTION)				{					if (currentMessage) continue;					if (current->highlighted)					{						switch (current->highlighted)						{							case 1:								{									if(isItIn(¤t->lNewGame,sEvent.motion.x,sEvent.motion.y))										continue;									else									{										current->highlighted=0;										highlightButton(1,0);									}									break;								}							case 2:								{									if(isItIn(¤t->lLoadGame,sEvent.motion.x,sEvent.motion.y))										continue;									else									{										current->highlighted=0;										highlightButton(2,0);									}									break;								}							case 3:								{									if(isItIn(¤t->lHighScores,sEvent.motion.x,sEvent.motion.y))										continue;									else									{										current->highlighted=0;										highlightButton(3,0);									}									break;								}							case 4:								{									if(isItIn(¤t->lCredits,sEvent.motion.x,sEvent.motion.y))										continue;									else									{										current->highlighted=0;										highlightButton(4,0);									}									break;								}							case 5:								{									if(isItIn(¤t->lQuit,sEvent.motion.x,sEvent.motion.y))										continue;									else									{										current->highlighted=0;										highlightButton(5,0);									}									break;								}						} //switch (current->highlighted)					} // if (current->highlighted)					if (isItIn(¤t->lNewGame,sEvent.motion.x,sEvent.motion.y))					{						highlightButton(1,2);						current->highlighted=1;					}					else if (isItIn(¤t->lLoadGame,sEvent.motion.x,sEvent.motion.y))					{						highlightButton(2,2);						current->highlighted=2;					}					else if (isItIn(¤t->lHighScores,sEvent.motion.x,sEvent.motion.y))					{						highlightButton(3,2);						current->highlighted=3;					}					else if (isItIn(¤t->lCredits,sEvent.motion.x,sEvent.motion.y))					{						highlightButton(4,2);						current->highlighted=4;					}					else if (isItIn(¤t->lQuit,sEvent.motion.x,sEvent.motion.y))					{						highlightButton(5,2);						current->highlighted=5;					}				}				else if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT))				{					mush->playClick();					for (int i=0;i<btns.size(); i++)					{						if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))						{							btns[i]->press(true);							//SDL_BlitSurface((btns[i].imgs)->ourImages[1].bitmap,NULL,ekran,&btns[i].pos);							//updateRect(&btns[i].pos);						}					}					if (currentMessage) continue;					if (isItIn(¤t->lNewGame,sEvent.motion.x,sEvent.motion.y))					{						highlightButton(1,1);						current->highlighted=1;					}					else if (isItIn(¤t->lLoadGame,sEvent.motion.x,sEvent.motion.y))					{						highlightButton(2,1);						current->highlighted=2;					}					else if (isItIn(¤t->lHighScores,sEvent.motion.x,sEvent.motion.y))					{						highlightButton(3,1);						current->highlighted=3;					}					else if (isItIn(¤t->lCredits,sEvent.motion.x,sEvent.motion.y))					{						highlightButton(4,1);						current->highlighted=4;					}					else if (isItIn(¤t->lQuit,sEvent.motion.x,sEvent.motion.y))					{						highlightButton(5,1);						current->highlighted=5;					}				}				else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))				{					for (int i=0;i<btns.size(); i++)					{						if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))							(this->*(((Button<>*)btns[i])->fun))();						else						{							btns[i]->press(false);							//SDL_BlitSurface((btns[i].imgs)->ourImages[0].bitmap,NULL,ekran,&btns[i].pos);							//updateRect(&btns[i].pos);						}					}					if (currentMessage) continue;					if (isItIn(¤t->lNewGame,sEvent.motion.x,sEvent.motion.y))					{						highlightButton(1,2);						current->highlighted=1;						(this->*(current->fNewGame))();					}					else if (isItIn(¤t->lLoadGame,sEvent.motion.x,sEvent.motion.y))					{						highlightButton(2,2);						current->highlighted=2;					}					else if (isItIn(¤t->lHighScores,sEvent.motion.x,sEvent.motion.y))					{						highlightButton(3,2);						current->highlighted=3;					}					else if (isItIn(¤t->lCredits,sEvent.motion.x,sEvent.motion.y))					{						highlightButton(4,2);						current->highlighted=4;					}					else if (isItIn(¤t->lQuit,sEvent.motion.x,sEvent.motion.y))					{						highlightButton(5,2);						current->highlighted=5;						(this->*(current->fQuit))();					}				}				else if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_RIGHT))				{					if (currentMessage) continue;					if (isItIn(¤t->lNewGame,sEvent.motion.x,sEvent.motion.y))					{						showCenBox(buttonText(0));					}					else if (isItIn(¤t->lLoadGame,sEvent.motion.x,sEvent.motion.y))					{						showCenBox(buttonText(1));					}					else if (isItIn(¤t->lHighScores,sEvent.motion.x,sEvent.motion.y))					{						showCenBox(buttonText(2));					}					else if (isItIn(¤t->lCredits,sEvent.motion.x,sEvent.motion.y))					{						showCenBox(buttonText(3));					}					else if (isItIn(&ourMainMenu->lQuit,sEvent.motion.x,sEvent.motion.y))					{						showCenBox(buttonText(4));					}				}				else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_RIGHT) && currentMessage)				{					hideBox();				}			}		}		catch(...)		{ continue; }		SDL_Delay(1); //give time for other apps	}	return ret;}std::string CPreGame::buttonText(int which){	if (state==EState::mainMenu)	{		switch (which)		{		case 0:			return preth->mainNewGame;		case 1:			return preth->mainLoadGame;		case 2:			return preth->mainHighScores;		case 3:			return preth->mainCredits;		case 4:			return preth->mainQuit;		}	}	else if (state==EState::newGame)	{		switch (which)		{		case 0:			return preth->ngSingleScenario;		case 1:			return preth->ngMultiplayer;		case 2:			return preth->ngCampain;		case 3:			return preth->ngTutorial;		case 4:			return preth->ngBack;		}	}}void CPreGame::quitAskBox(){	showAskBox("\"{}  Are you sure you want to quit?\"",NULL,NULL);}void CPreGame::sortMaps(){	std::sort(ourScenSel->mapsel.ourMaps.begin(),ourScenSel->mapsel.ourMaps.end(),mapSorter(ourScenSel->mapsel.sortBy));	ourScenSel->mapsel.select(0);	printMapsFrom(0);}void CPreGame::setTurnLength(int on){	int min;	switch (on)	{	case 0:		min=1;		break;	case 1:		min=2;		break;	case 2:		min=4;		break;	case 3:		min=6;		break;	case 4:		min=8;		break;	case 5:		min=10;		break;	case 6:		min=15;		break;	case 7:		min=20;		break;	case 8:		min=25;		break;	case 9:		min=30;		break;	case 10:		min=0;		break;	}	SDL_BlitSurface(ourOptions->bg,&genRect(23,134,256,547),ekran,&genRect(23,134,258,553));	updateRect(&genRect(23,134,258,553));	if (min)	{		std::ostringstream os;		os<<min<<" Minutes";		CSDL_Ext::printAtMiddle(os.str(),323,563,GEOR13);	}	else CSDL_Ext::printAtMiddle("Unlimited",323,563,GEOR13);}
 |