CPreGame.h 19 KB

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  1. #pragma once
  2. #include "../lib/Filesystem/CResourceLoader.h"
  3. #include <SDL.h>
  4. #include "../lib/StartInfo.h"
  5. #include "GUIClasses.h"
  6. #include "FunctionList.h"
  7. #include "../lib/Map/CMapInfo.h"
  8. #include "../lib/RMG/CMapGenOptions.h"
  9. /*
  10. * CPreGame.h, part of VCMI engine
  11. *
  12. * Authors: listed in file AUTHORS in main folder
  13. *
  14. * License: GNU General Public License v2.0 or later
  15. * Full text of license available in license.txt file, in main folder
  16. *
  17. */
  18. class CMusicHandler;
  19. class CMapHeader;
  20. class CCampaignHeader;
  21. class CTextInput;
  22. class CCampaign;
  23. class CGStatusBar;
  24. class CTextBox;
  25. class CCampaignState;
  26. class CConnection;
  27. class JsonNode;
  28. class CMapGenOptions;
  29. class RandomMapTab;
  30. struct CPackForSelectionScreen;
  31. struct PlayerInfo;
  32. namespace boost{ class thread; class recursive_mutex;}
  33. enum ESortBy{_playerAm, _size, _format, _name, _viccon, _loscon, _numOfMaps}; //_numOfMaps is for campaigns
  34. /// Class which handles map sorting by different criteria
  35. class mapSorter
  36. {
  37. public:
  38. ESortBy sortBy;
  39. bool operator()(const CMapInfo *aaa, const CMapInfo *bbb);
  40. mapSorter(ESortBy es):sortBy(es){};
  41. };
  42. /// The main menu screens listed in the EState enum
  43. class CMenuScreen : public CIntObject
  44. {
  45. const JsonNode& config;
  46. CTabbedInt *tabs;
  47. CPicture * background;
  48. std::vector<CPicture*> images;
  49. CIntObject *createTab(size_t index);
  50. public:
  51. std::vector<std::string> menuNameToEntry;
  52. enum EState { //where are we?
  53. mainMenu, newGame, loadGame, campaignMain, saveGame, scenarioInfo, campaignList
  54. };
  55. enum EMultiMode {
  56. SINGLE_PLAYER = 0, MULTI_HOT_SEAT, MULTI_NETWORK_HOST, MULTI_NETWORK_GUEST
  57. };
  58. CMenuScreen(const JsonNode& configNode);
  59. void showAll(SDL_Surface * to);
  60. void show(SDL_Surface * to);
  61. void activate();
  62. void deactivate();
  63. void switchToTab(size_t index);
  64. };
  65. class CMenuEntry : public CIntObject
  66. {
  67. std::vector<CPicture*> images;
  68. std::vector<CAdventureMapButton*> buttons;
  69. CAdventureMapButton* createButton(CMenuScreen* parent, const JsonNode& button);
  70. public:
  71. CMenuEntry(CMenuScreen* parent, const JsonNode &config);
  72. };
  73. class CreditsScreen : public CIntObject
  74. {
  75. CTextBox* credits;
  76. public:
  77. CreditsScreen();
  78. void show(SDL_Surface * to);
  79. void showAll(SDL_Surface * to);
  80. void clickLeft(tribool down, bool previousState);
  81. void clickRight(tribool down, bool previousState);
  82. };
  83. /// Implementation of the chat box
  84. class CChatBox : public CIntObject
  85. {
  86. public:
  87. CTextBox *chatHistory;
  88. CTextInput *inputBox;
  89. CChatBox(const Rect &rect);
  90. void keyPressed(const SDL_KeyboardEvent & key);
  91. void addNewMessage(const std::string &text);
  92. };
  93. class InfoCard : public CIntObject
  94. {
  95. public:
  96. CPicture *bg;
  97. CMenuScreen::EState type;
  98. bool network;
  99. bool chatOn; //if chat is shown, then description is hidden
  100. CTextBox *mapDescription;
  101. CChatBox *chat;
  102. CPicture *playerListBg;
  103. CHighlightableButtonsGroup *difficulty;
  104. CDefHandler *sizes, *sFlags;
  105. void changeSelection(const CMapInfo *to);
  106. void showAll(SDL_Surface * to);
  107. void clickRight(tribool down, bool previousState);
  108. void showTeamsPopup();
  109. void toggleChat();
  110. void setChat(bool activateChat);
  111. InfoCard(bool Network = false);
  112. ~InfoCard();
  113. };
  114. /// The selection tab which is shown at the map selection screen
  115. class SelectionTab : public CIntObject
  116. {
  117. private:
  118. CDefHandler *format; //map size
  119. void parseMaps(const std::vector<ResourceID> &files);
  120. void parseGames(const std::vector<ResourceID> &files, bool multi);
  121. void parseCampaigns(const std::vector<ResourceID> & files );
  122. std::vector<ResourceID> getFiles(std::string dirURI, int resType);
  123. CMenuScreen::EState tabType;
  124. public:
  125. int positions; //how many entries (games/maps) can be shown
  126. CPicture *bg; //general bg image
  127. CSlider *slider;
  128. std::vector<CMapInfo> allItems;
  129. std::vector<CMapInfo*> curItems;
  130. size_t selectionPos;
  131. boost::function<void(CMapInfo *)> onSelect;
  132. ESortBy sortingBy;
  133. bool ascending;
  134. CTextInput *txt;
  135. void filter(int size, bool selectFirst = false); //0 - all
  136. void select(int position); //position: <0 - positions> position on the screen
  137. void selectAbs(int position); //position: absolute position in curItems vector
  138. int getPosition(int x, int y); //convert mouse coords to entry position; -1 means none
  139. void sliderMove(int slidPos);
  140. void sortBy(int criteria);
  141. void sort();
  142. void printMaps(SDL_Surface *to);
  143. int getLine();
  144. void selectFName(std::string fname);
  145. const CMapInfo * getSelectedMapInfo() const;
  146. void showAll(SDL_Surface * to);
  147. void clickLeft(tribool down, bool previousState);
  148. void keyPressed(const SDL_KeyboardEvent & key);
  149. void onDoubleClick();
  150. SelectionTab(CMenuScreen::EState Type, const boost::function<void(CMapInfo *)> &OnSelect, CMenuScreen::EMultiMode MultiPlayer = CMenuScreen::SINGLE_PLAYER);
  151. ~SelectionTab();
  152. };
  153. /// The options tab which is shown at the map selection phase.
  154. class OptionsTab : public CIntObject
  155. {
  156. CPicture *bg;
  157. public:
  158. enum SelType {TOWN, HERO, BONUS};
  159. struct CPlayerSettingsHelper
  160. {
  161. const PlayerSettings & settings;
  162. const SelType type;
  163. CPlayerSettingsHelper(const PlayerSettings & settings, SelType type):
  164. settings(settings),
  165. type(type)
  166. {}
  167. /// visible image settings
  168. size_t getImageIndex();
  169. std::string getImageName();
  170. std::string getName(); /// name visible in options dialog
  171. std::string getTitle(); /// title in popup box
  172. std::string getSubtitle(); /// popup box subtitle
  173. std::string getDescription();/// popup box description, not always present
  174. };
  175. class CPregameTooltipBox : public CWindowObject, public CPlayerSettingsHelper
  176. {
  177. void genHeader();
  178. void genTownWindow();
  179. void genHeroWindow();
  180. void genBonusWindow();
  181. public:
  182. CPregameTooltipBox(CPlayerSettingsHelper & helper);
  183. };
  184. struct SelectedBox : public CIntObject, public CPlayerSettingsHelper //img with current town/hero/bonus
  185. {
  186. CAnimImage * image;
  187. CLabel *subtitle;
  188. SelectedBox(Point position, PlayerSettings & settings, SelType type);
  189. void clickRight(tribool down, bool previousState);
  190. void update();
  191. };
  192. struct PlayerOptionsEntry : public CIntObject
  193. {
  194. PlayerInfo &pi;
  195. PlayerSettings &s;
  196. CPicture *bg;
  197. CAdventureMapButton *btns[6]; //left and right for town, hero, bonus
  198. CAdventureMapButton *flag;
  199. SelectedBox *town;
  200. SelectedBox *hero;
  201. SelectedBox *bonus;
  202. enum {HUMAN_OR_CPU, HUMAN, CPU} whoCanPlay;
  203. PlayerOptionsEntry(OptionsTab *owner, PlayerSettings &S);
  204. void selectButtons(); //hides unavailable buttons
  205. void showAll(SDL_Surface * to);
  206. void update();
  207. };
  208. CSlider *turnDuration;
  209. std::set<int> usedHeroes;
  210. struct PlayerToRestore
  211. {
  212. int color, id;
  213. void reset() { color = id = -1; }
  214. PlayerToRestore(){ reset(); }
  215. } playerToRestore;
  216. std::map<int, PlayerOptionsEntry *> entries; //indexed by color
  217. void nextCastle(int player, int dir); //dir == -1 or +1
  218. void nextHero(int player, int dir); //dir == -1 or +1
  219. void nextBonus(int player, int dir); //dir == -1 or +1
  220. void setTurnLength(int npos);
  221. void flagPressed(int player);
  222. void recreate();
  223. OptionsTab();
  224. ~OptionsTab();
  225. void showAll(SDL_Surface * to);
  226. int nextAllowedHero(int player, int min, int max, int incl, int dir );
  227. bool canUseThisHero(int player, int ID );
  228. };
  229. /**
  230. * The random map tab shows options for generating a random map.
  231. */
  232. class RandomMapTab : public CIntObject
  233. {
  234. public:
  235. /**
  236. * C-tor.
  237. */
  238. RandomMapTab();
  239. /**
  240. * Shows the interface and the visual representation of this tab.
  241. *
  242. * @param to where the graphics should be inserted
  243. */
  244. void showAll(SDL_Surface * to);
  245. /**
  246. * Updates the map info object and fires the associated callback method.
  247. */
  248. void updateMapInfo();
  249. /**
  250. * Gets the map info changed callback method list object. This event
  251. * occurs when the updateMapInfo method has been called or the options
  252. * of this tab have been changed.
  253. *
  254. * @return the map info changed callback method list object
  255. */
  256. CFunctionList<void (const CMapInfo *)> & getMapInfoChanged();
  257. /**
  258. * Gets the created map info object.
  259. *
  260. * @return the created map info object
  261. */
  262. const CMapInfo & getMapInfo() const;
  263. /**
  264. * Gets the map generation options.
  265. *
  266. * @return the map generation options
  267. */
  268. const CMapGenOptions & getMapGenOptions() const;
  269. private:
  270. /**
  271. * Adds buttons specified by the defs list to the given buttons group.
  272. *
  273. * @param group the button group where the buttons should be added to
  274. * @param defs the names of the button defs
  275. * @param startIndex start index of the defs vector
  276. * @param endIndex end index of the defs vector
  277. * @param btnWidth width of one button(fixed width)
  278. * @param helpStartIndex the index of the first help msg entry
  279. */
  280. void addButtonsToGroup(CHighlightableButtonsGroup * group, const std::vector<std::string> & defs, int startIndex, int endIndex, int btnWidth, int helpStartIndex) const;
  281. /**
  282. * Adds buttons specified by the defs list and the random button to the given buttons group. Auto-selects the
  283. * random button.
  284. *
  285. * @param group the button group where the buttons should be added to
  286. * @param defs the names of the button defs
  287. * @param startIndex start index of the defs vector
  288. * @param endIndex end index of the defs vector
  289. * @param btnWidth width of one button(fixed width)
  290. * @param helpStartIndex the index of the first help msg entry
  291. * @param helpRandIndex the index of the random help msg entry
  292. */
  293. void addButtonsWithRandToGroup(CHighlightableButtonsGroup * group, const std::vector<std::string> & defs, int startIndex, int endIndex, int btnWidth, int helpStartIndex, int helpRandIndex) const;
  294. /**
  295. * Deactives buttons of a highlightable button group beginning from startId. Buttons with a id
  296. * lower than startId will be activated/reseted.
  297. *
  298. * @param group the associated highlightable button group
  299. * @param startId the id of the first button to deactivate
  300. */
  301. void deactivateButtonsFrom(CHighlightableButtonsGroup * group, int startId);
  302. /**
  303. * Validates players count and updates teams count, comp only players/teams count if necessary.
  304. *
  305. * @param playersCnt the players count to validate
  306. */
  307. void validatePlayersCnt(int playersCnt);
  308. /**
  309. * Validates computer only players count and updates comp only teams count if necessary.
  310. *
  311. * @param compOnlyPlayersCnt the computer only players count to validate
  312. */
  313. void validateCompOnlyPlayersCnt(int compOnlyPlayersCnt);
  314. /** the background image of the rmg options tab */
  315. CPicture * bg;
  316. /** the map size buttons group */
  317. CHighlightableButtonsGroup * mapSizeBtnGroup;
  318. /** the two levels highlightable button */
  319. CHighlightableButton * twoLevelsBtn;
  320. /** the players count group */
  321. CHighlightableButtonsGroup * playersCntGroup;
  322. /** the teams count group */
  323. CHighlightableButtonsGroup * teamsCntGroup;
  324. /** the computer only players count group */
  325. CHighlightableButtonsGroup * compOnlyPlayersCntGroup;
  326. /** the computer only teams count group */
  327. CHighlightableButtonsGroup * compOnlyTeamsCntGroup;
  328. /** the water content group */
  329. CHighlightableButtonsGroup * waterContentGroup;
  330. /** the monster strength group */
  331. CHighlightableButtonsGroup * monsterStrengthGroup;
  332. /** show previously created random maps button */
  333. CAdventureMapButton * showRandMaps;
  334. /** the map options selected by the user */
  335. CMapGenOptions mapGenOptions;
  336. /** map info object describing a randomly created map */
  337. CMapInfo mapInfo;
  338. /** callback method which gets called when the random options have been changed */
  339. CFunctionList<void(const CMapInfo *)> mapInfoChanged;
  340. };
  341. /// Interface for selecting a map.
  342. class ISelectionScreenInfo
  343. {
  344. public:
  345. CMenuScreen::EMultiMode multiPlayer;
  346. CMenuScreen::EState screenType; //new/save/load#Game
  347. const CMapInfo *current;
  348. StartInfo sInfo;
  349. std::map<TPlayerColor, std::string> playerNames; // id of player <-> player name; 0 is reserved as ID of AI "players"
  350. ISelectionScreenInfo(const std::map<TPlayerColor, std::string> *Names = NULL);
  351. virtual ~ISelectionScreenInfo();
  352. virtual void update(){};
  353. virtual void propagateOptions() {};
  354. virtual void postRequest(ui8 what, ui8 dir) {};
  355. virtual void postChatMessage(const std::string &txt){};
  356. void setPlayer(PlayerSettings &pset, TPlayerColor player);
  357. void updateStartInfo( std::string filename, StartInfo & sInfo, const CMapHeader * mapHeader );
  358. int getIdOfFirstUnallocatedPlayer(); //returns 0 if none
  359. bool isGuest() const;
  360. bool isHost() const;
  361. };
  362. /// The actual map selection screen which consists of the options and selection tab
  363. class CSelectionScreen : public CIntObject, public ISelectionScreenInfo
  364. {
  365. bool bordered;
  366. public:
  367. CPicture *bg; //general bg image
  368. InfoCard *card;
  369. OptionsTab *opt;
  370. RandomMapTab * randMapTab;
  371. CAdventureMapButton *start, *back;
  372. SelectionTab *sel;
  373. CIntObject *curTab;
  374. boost::thread *serverHandlingThread;
  375. boost::recursive_mutex *mx;
  376. std::list<CPackForSelectionScreen *> upcomingPacks; //protected by mx
  377. CConnection *serv; //connection to server, used in MP mode
  378. bool ongoingClosing;
  379. ui8 myNameID; //used when networking - otherwise all player are "mine"
  380. CSelectionScreen(CMenuScreen::EState Type, CMenuScreen::EMultiMode MultiPlayer = CMenuScreen::SINGLE_PLAYER, const std::map<TPlayerColor, std::string> *Names = NULL);
  381. ~CSelectionScreen();
  382. void toggleTab(CIntObject *tab);
  383. void changeSelection(const CMapInfo *to);
  384. void startCampaign();
  385. void startScenario();
  386. void difficultyChange(int to);
  387. void handleConnection();
  388. void processPacks();
  389. void setSInfo(const StartInfo &si);
  390. void update() override;
  391. void propagateOptions() override;
  392. void postRequest(ui8 what, ui8 dir) override;
  393. void postChatMessage(const std::string &txt) override;
  394. void propagateNames();
  395. void showAll(SDL_Surface *to);
  396. };
  397. /// Save game screen
  398. class CSavingScreen : public CSelectionScreen
  399. {
  400. public:
  401. const CMapInfo *ourGame;
  402. CSavingScreen(bool hotseat = false);
  403. ~CSavingScreen();
  404. };
  405. /// Scenario information screen shown during the game (thus not really a "pre-game" but fits here anyway)
  406. class CScenarioInfo : public CIntObject, public ISelectionScreenInfo
  407. {
  408. public:
  409. CAdventureMapButton *back;
  410. InfoCard *card;
  411. OptionsTab *opt;
  412. CScenarioInfo(const CMapHeader *mapHeader, const StartInfo *startInfo);
  413. ~CScenarioInfo();
  414. };
  415. /// Multiplayer mode
  416. class CMultiMode : public CIntObject
  417. {
  418. public:
  419. CPicture *bg;
  420. CTextInput *txt;
  421. CAdventureMapButton *btns[7]; //0 - hotseat, 6 - cancel
  422. CGStatusBar *bar;
  423. CMultiMode();
  424. void openHotseat();
  425. void hostTCP();
  426. void joinTCP();
  427. };
  428. /// Hot seat player window
  429. class CHotSeatPlayers : public CIntObject
  430. {
  431. CPicture *bg;
  432. CTextBox *title;
  433. CTextInput* txt[8];
  434. CAdventureMapButton *ok, *cancel;
  435. CGStatusBar *bar;
  436. void onChange(std::string newText);
  437. void enterSelectionScreen();
  438. public:
  439. CHotSeatPlayers(const std::string &firstPlayer);
  440. };
  441. /// Campaign screen where you can choose one out of three starting bonuses
  442. class CBonusSelection : public CIntObject
  443. {
  444. SDL_Surface * background;
  445. CAdventureMapButton * startB, * backB;
  446. //campaign & map descriptions:
  447. CTextBox * cmpgDesc, * mapDesc;
  448. struct SCampPositions
  449. {
  450. std::string campPrefix;
  451. int colorSuffixLength;
  452. struct SRegionDesc
  453. {
  454. std::string infix;
  455. int xpos, ypos;
  456. };
  457. std::vector<SRegionDesc> regions;
  458. };
  459. std::vector<SCampPositions> campDescriptions;
  460. class CRegion : public CIntObject
  461. {
  462. CBonusSelection * owner;
  463. SDL_Surface* graphics[3]; //[0] - not selected, [1] - selected, [2] - striped
  464. bool accessible; //false if region should be striped
  465. bool selectable; //true if region should be selectable
  466. int myNumber; //number of region
  467. public:
  468. std::string rclickText;
  469. CRegion(CBonusSelection * _owner, bool _accessible, bool _selectable, int _myNumber);
  470. ~CRegion();
  471. void clickLeft(tribool down, bool previousState);
  472. void clickRight(tribool down, bool previousState);
  473. void show(SDL_Surface * to);
  474. };
  475. std::vector<CRegion *> regions;
  476. CRegion * highlightedRegion;
  477. void loadPositionsOfGraphics();
  478. shared_ptr<CCampaignState> ourCampaign;
  479. CMapHeader *ourHeader;
  480. CDefHandler *sizes; //icons of map sizes
  481. SDL_Surface* diffPics[5]; //pictures of difficulties, user-selectable (or not if campaign locks this)
  482. CAdventureMapButton * diffLb, * diffRb; //buttons for changing difficulty
  483. void changeDiff(bool increase); //if false, then decrease
  484. void updateStartButtonState(int selected = -1); //-1 -- no bonus is selected
  485. //bonus selection
  486. void updateBonusSelection();
  487. CHighlightableButtonsGroup * bonuses;
  488. public:
  489. StartInfo sInfo;
  490. CDefHandler *sFlags;
  491. void selectMap(int whichOne);
  492. void selectBonus(int id);
  493. void init();
  494. CBonusSelection(std::string campaignFName);
  495. CBonusSelection(shared_ptr<CCampaignState> _ourCampaign);
  496. ~CBonusSelection();
  497. void showAll(SDL_Surface * to);
  498. void show(SDL_Surface * to);
  499. void goBack();
  500. void startMap();
  501. };
  502. /// Campaign selection screen
  503. class CCampaignScreen : public CIntObject
  504. {
  505. public:
  506. enum CampaignStatus {DEFAULT = 0, ENABLED, DISABLED, COMPLETED}; // the status of the campaign
  507. private:
  508. /// A button which plays a video when you move the mouse cursor over it
  509. class CCampaignButton : public CIntObject
  510. {
  511. private:
  512. CPicture *image;
  513. CPicture *checkMark;
  514. CLabel *hoverLabel;
  515. CampaignStatus status;
  516. std::string campFile; // the filename/resourcename of the campaign
  517. std::string video; // the resource name of the video
  518. std::string hoverText;
  519. void clickLeft(tribool down, bool previousState);
  520. void hover(bool on);
  521. public:
  522. CCampaignButton(const JsonNode &config );
  523. void show(SDL_Surface * to);
  524. };
  525. CAdventureMapButton *back;
  526. std::vector<CCampaignButton*> campButtons;
  527. std::vector<CPicture*> images;
  528. CAdventureMapButton* createExitButton(const JsonNode& button);
  529. public:
  530. enum CampaignSet {ROE, AB, SOD, WOG};
  531. CCampaignScreen(const JsonNode &config);
  532. void showAll(SDL_Surface *to);
  533. };
  534. /// Handles background screen, loads graphics for victory/loss condition and random town or hero selection
  535. class CGPreGame : public CIntObject, public IUpdateable
  536. {
  537. void loadGraphics();
  538. void disposeGraphics();
  539. CGPreGame(); //Use createIfNotPresent
  540. public:
  541. const JsonNode * const pregameConfig;
  542. CMenuScreen* menu;
  543. CDefHandler *victory, *loss;
  544. ~CGPreGame();
  545. void update();
  546. void openSel(CMenuScreen::EState type, CMenuScreen::EMultiMode multi = CMenuScreen::SINGLE_PLAYER);
  547. void openCampaignScreen(std::string name);
  548. static CGPreGame * create();
  549. void removeFromGui();
  550. static void showLoadingScreen(boost::function<void()> loader);
  551. };
  552. class CLoadingScreen : public CWindowObject
  553. {
  554. boost::thread loadingThread;
  555. std::string getBackground();
  556. public:
  557. CLoadingScreen(boost::function<void()> loader);
  558. void showAll(SDL_Surface *to);
  559. };
  560. extern ISelectionScreenInfo *SEL;
  561. extern CGPreGame *CGP;