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| #include "stdafx.h"#include "CPreGame.h"#include "hch/CDefHandler.h"#include <ctime>#include <SDL.h>#include <boost/filesystem.hpp>   // includes all needed Boost.Filesystem declarations#include <boost/algorithm/string.hpp>//#include "boost/foreach.hpp"#include <zlib.h>#include "timeHandler.h"#include <sstream>#include "SDL_Extensions.h"#include "CGameInfo.h"#include "hch/CGeneralTextHandler.h"#include "CCursorHandler.h"#include "hch/CLodHandler.h"#include "hch/CTownHandler.h"#include "hch/CHeroHandler.h"#include <cmath>#include "client/Graphics.h"#include <boost/thread.hpp>#include <boost/bind.hpp>#include <cstdlib>#include "lib/Connection.h"extern SDL_Surface * screen;extern SDL_Color tytulowy, tlo, zwykly ;extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM;#ifdef min#undef min#endif#ifdef max#undef max#endifCPreGame * CPG;namespace fs = boost::filesystem;namespace s = CSDL_Ext;int getNextCastle(int current, PlayerInfo * ourInf, bool next=true) //next=flase => previous castle{	int dir = next ? 1 : -1;	if (current==-2) //no castle - no change		return current;	else if (current==-1) //random => first/last available	{		int pom = (next) ? (0) : (F_NUMBER-1); // last or first		for (;pom>=0 && pom<F_NUMBER;pom+=dir)		{			if (((int)pow((double)2,pom))&ourInf->allowedFactions)			{				current=pom;				break;			}			else continue;		}	}	else // next/previous available	{		for (;;)		{			current+=dir;			if (((int)pow((double)2,(int)current))&ourInf->allowedFactions)			{				break;			}			if (current>=F_NUMBER || current<0)			{				double p1 = log((double)ourInf->allowedFactions)/log(2.0f)+0.000001f;				double check = p1-((int)p1);				if (check < 0.001)					current=(int)p1;				else					current=-1;				break;			}		}	}	return current;}HighButton::HighButton( SDL_Rect Pos, CDefHandler* Imgs, bool Sel, int id){	type=0;	imgs=Imgs;	selectable=Sel;	selected=false;	state=0;	pos=Pos;	ID=id;	highlightable=false;	freeimgs = false;};HighButton::HighButton(){	freeimgs = true;	state=0;}HighButton::~HighButton(){	if(freeimgs)		delete imgs;}void HighButton::show(){	blitAt(imgs->ourImages[state].bitmap,pos.x,pos.y);	updateRect(&pos);}void HighButton::hover(bool on){	if (!highlightable) return;	int i;	if (on)	{		state=i=3;		highlighted=true;	}	else	{		state=i=0;		highlighted=false;	}	SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,screen,&pos);	updateRect(&pos);}void HighButton::press(bool down){	int i;	if (down) state=i=1;	else state=i=0;	SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,screen,&pos);	updateRect(&pos);}Button::Button( SDL_Rect Pos, boost::function<void()> Fun,CDefHandler* Imgs, bool Sel, CGroup* gr, int id)	:HighButton(Pos,Imgs,Sel,id),ourGroup(gr),fun(Fun){	type=1;};	Button::Button(){	ourGroup=NULL;type=1;};SetrButton::SetrButton(){	type=1;	selectable=false;	selected=false;	state=0;	highlightable=false;}void SetrButton::press(bool down){#ifndef __GNUC__	if (!down && state==1)		*poin=key;#endif	HighButton::press(down);}void Button::hover(bool on){	HighButton::hover(on);}void Button::select(bool on){	int i;	if (on) state=i=3;	else state=i=0;	SDL_BlitSurface(imgs->ourImages[i].bitmap,NULL,screen,&pos);	updateRect(&pos);	if (ourGroup && on && ourGroup->type==1)	{		if (ourGroup->selected && ourGroup->selected!=this)			ourGroup->selected->select(false);		ourGroup->selected =this;	}}void Slider::updateSlid(){	float perc = ((float)whereAreWe)/((float)positionsAmnt-capacity);	float myh;	if (vertical)	{		myh=perc*((float)pos.h-48)+pos.y+16;		SDL_FillRect(screen,&genRect(pos.h-32,pos.w,pos.x,pos.y+16),0);		blitAt(slider->imgs->ourImages[0].bitmap,pos.x,(int)myh);		slider->pos.y=(int)myh;	}	else	{		myh=perc*((float)pos.w-48)+pos.x+16;		SDL_FillRect(screen,&genRect(pos.h,pos.w-32,pos.x+16,pos.y),0);		blitAt(slider->imgs->ourImages[0].bitmap,(int)myh,pos.y);		slider->pos.x=(int)myh;	}	updateRect(&pos);}void Slider::moveDown(){	if (whereAreWe<positionsAmnt-capacity)		fun(++whereAreWe);	updateSlid();}void Slider::moveUp(){	if (whereAreWe>0)		fun(--whereAreWe);	updateSlid();}Slider::Slider(int x, int y, int h, int amnt, int cap, bool ver){	vertical=ver;	positionsAmnt = amnt;	capacity = cap;	if (ver)	{		pos = genRect(h,16,x,y);		down = new Button(genRect(16,16,x,y+h-16),boost::bind(&Slider::moveDown,this),CDefHandler::giveDef("SCNRBDN.DEF"),false);		up = new Button(genRect(16,16,x,y),boost::bind(&Slider::moveUp,this),CDefHandler::giveDef("SCNRBUP.DEF"),false);		slider = new Button(genRect(16,16,x,y+16),boost::function<void()>(),CDefHandler::giveDef("SCNRBSL.DEF"),false);	}	else	{		pos = genRect(16,h,x,y);		down = new Button(genRect(16,16,x+h-16,y),boost::bind(&Slider::moveDown,this),CDefHandler::giveDef("SCNRBRT.DEF"),false);		up = new Button(genRect(16,16,x,y),boost::bind(&Slider::moveUp,this),CDefHandler::giveDef("SCNRBLF.DEF"),false);		slider = new Button(genRect(16,16,x+16,y),boost::function<void()>(),CDefHandler::giveDef("SCNRBSL.DEF"),false);	}	moving = false;	whereAreWe=0;}void Slider::deactivate(){	CPG->interested.erase(std::find(CPG->interested.begin(),CPG->interested.end(),this));}void Slider::activate(){	SDL_FillRect(screen,&pos,0);	up->show();	down->show();	slider->show();	//SDL_Flip(screen);	CSDL_Ext::update(screen);	CPG->interested.push_back(this);}void Slider::handleIt(SDL_Event sEvent){	if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT))	{		if (isItIn(&down->pos,sEvent.motion.x,sEvent.motion.y))		{			down->press();		}		else if (isItIn(&up->pos,sEvent.motion.x,sEvent.motion.y))		{			up->press();		}		else if (isItIn(&slider->pos,sEvent.motion.x,sEvent.motion.y))		{			//slider->press();			moving=true;		}		else if (isItIn(&pos,sEvent.motion.x,sEvent.motion.y))		{			float dy;			float pe;			if (vertical)			{				dy = sEvent.motion.y-pos.y-16;				pe = dy/((float)(pos.h-32));				if (pe>1) pe=1;				if (pe<0) pe=0;			}			else			{				dy = sEvent.motion.x-pos.x-16;				pe = dy/((float)(pos.w-32));				if (pe>1) pe=1;				if (pe<0) pe=0;			}			whereAreWe = pe*(positionsAmnt-capacity);			if (whereAreWe<0)whereAreWe=0;			updateSlid();			fun(whereAreWe);		}	}	else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))	{		if ((down->state==1) && isItIn(&down->pos,sEvent.motion.x,sEvent.motion.y))		{			this->down->fun();		}		if ((up->state==1) && isItIn(&up->pos,sEvent.motion.x,sEvent.motion.y))		{			this->up->fun();		}		if (down->state==1) down->press(false);		if (up->state==1) up->press(false);		if (moving)		{			//slider->press();			moving=false;		}	}	else if (sEvent.type==SDL_KEYDOWN)	{		switch (sEvent.key.keysym.sym)		{		case (SDLK_UP):			CPG->ourScenSel->mapsel.moveByOne(true);			break;		case (SDLK_DOWN):			CPG->ourScenSel->mapsel.moveByOne(false);			break;                default:                    //TODO do something nasty here like logs entry..                break;                }	}	else if (moving && sEvent.type==SDL_MOUSEMOTION)	{		if (isItIn(&genRect(pos.h,pos.w+64,pos.x-32,pos.y),sEvent.motion.x,sEvent.motion.y))		{			int my;			int all;			float ile;			if (vertical)			{				my = sEvent.motion.y-(pos.y+16);				all =pos.h-48;				ile = (float)my / (float)all;				if (ile>1) ile=1;				if (ile<0) ile=0;			}			else			{				my = sEvent.motion.x-(pos.x+16);				all =pos.w-48;				ile = (float)my / (float)all;				if (ile>1) ile=1;				if (ile<0) ile=0;			}			int ktory = ile*(positionsAmnt-capacity);			if (ktory!=whereAreWe)			{				whereAreWe=ktory;				updateSlid();			}			fun(whereAreWe);		}	}	/*else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))	{		if (ourScenSel->pressed)		{			ourScenSel->pressed->press(false);			ourScenSel->pressed=NULL;		}		for (int i=0;i<btns.size(); i++)		{			if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))			{				if (btns[i]->selectable)					btns[i]->select(true);				if (btns[i]->fun)					(this->*(btns[i]->fun))();				return;			}		}		if (isItIn(&down->pos,sEvent.motion.x,sEvent.motion.y))		{			(this->*down->fun)();		}		if (isItIn(&up->pos,sEvent.motion.x,sEvent.motion.y))		{			(this->*up->fun)();		}		if (isItIn(&slider->pos,sEvent.motion.x,sEvent.motion.y))		{			(this->*slider->fun)();		}	}*/}Slider::~Slider(){	delete up;	delete down;	delete slider;}IntBut::IntBut(){	type=2;	fun=NULL;	highlightable=false;}void IntBut::set(){	*what=key;}void CPoinGroup::setYour(IntSelBut * your){	*gdzie=your->key;};IntSelBut::IntSelBut( SDL_Rect Pos, boost::function<void()> Fun,CDefHandler* Imgs, bool Sel, CPoinGroup* gr, int My)	: Button(Pos,Fun,Imgs,Sel,gr),key(My){	ourPoinGroup=gr;};void IntSelBut::select(bool on) {	Button::select(on);	ourPoinGroup->setYour(this);	CPG->printRating();}/********************************************************************************************/void PreGameTab::show(){	if (CPG->currentTab)		CPG->currentTab->hide();	showed=true;	CPG->currentTab=this;}void PreGameTab::hide(){	showed=false;	CPG->currentTab=NULL;}PreGameTab::PreGameTab(){	showed=false;}/********************************************************************************************/Options::PlayerOptions::PlayerOptions(int serial, int player)	: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;}bool Options::canUseThisHero(int ID){	//TODO: check if hero is allowed on selected map	for(int i=0;i<CPG->ret.playerInfos.size();i++)		if(CPG->ret.playerInfos[i].hero==ID)			return false;	return (usedHeroes.find(ID) == usedHeroes.end());}int Options::nextAllowedHero(int min, int max, int incl, int dir) //incl 0 - wlacznie; incl 1 - wylacznie; min-max - zakres szukania{	if(dir>0)	{		for(int i=min+incl; i<=max-incl; i++)		{			if(canUseThisHero(i))				return i;		}	}	else	{		for(int i=max-incl; i>=min+incl; i--)		{			if(canUseThisHero(i))				return i;		}	}	return -1;}void Options::OptionSwitch::press(bool down){	HighButton::press(down);	PlayerSettings * ourOpt = &CPG->ret.playerInfos[serialID];	PlayerInfo * ourInf = &CPG->ourScenSel->mapsel.ourMaps[CPG->ourScenSel->mapsel.selected]->players[playerID];	int dir = (left) ? (-1) : (1);	if (down) return;	switch (which) //which button is this?	{	case -1: //castle change		{			int nCas = getNextCastle(ourOpt->castle,ourInf,!left);			if (nCas!=ourOpt->castle) //changed castle			{				ourOpt->castle = nCas;				if(ourOpt->hero != -2)				{					ourOpt->hero=-1;					CPG->ourOptions->showIcon(0,serialID,false);				}				if(nCas < 0 && ourOpt->bonus==bresource)				{					ourOpt->bonus = brandom;				}				CPG->ourOptions->showIcon(1,serialID,false);			}			break;		}	case 0: //hero change		{			if (ourOpt->castle<0)			{				break;			}			if (ourOpt->hero==-2) //no hero - no change				return;			else if (ourOpt->hero==-1) //random => first/last available			{				int max = (ourOpt->castle*HEROES_PER_TYPE*2+15),					min = (ourOpt->castle*HEROES_PER_TYPE*2);				ourOpt->hero = CPG->ourOptions->nextAllowedHero(min,max,0,dir);			}			else			{				if(dir>0)					ourOpt->hero = CPG->ourOptions->nextAllowedHero(ourOpt->hero,(ourOpt->castle*HEROES_PER_TYPE*2+16),1,dir);				else					ourOpt->hero = CPG->ourOptions->nextAllowedHero(ourOpt->castle*HEROES_PER_TYPE*2-1,ourOpt->hero,1,dir);			}			break;		}	case 1: //bonus change		{			ourOpt->bonus += dir;			if (ourOpt->hero==-2 && !ourInf->heroesNames.size() && ourOpt->bonus==bartifact) //no hero - can't be artifact			{				if (dir<0)					ourOpt->bonus=brandom;				else ourOpt->bonus=bgold;			}			if(ourOpt->bonus > bresource)				ourOpt->bonus = brandom;			if(ourOpt->bonus < brandom)				ourOpt->bonus = bresource;			if (ourOpt->castle==-1 && ourOpt->bonus==bresource) //random castle - can't be resource			{				if (dir<0)					ourOpt->bonus=bgold;				else ourOpt->bonus=brandom;			}			break;		}	}	CPG->ourOptions->showIcon(which,serialID,false);}void Options::PlayerFlag::press(bool down){	HighButton::press(down);	size_t i=0;	for(;i<CPG->ret.playerInfos.size();i++)		if(CPG->ret.playerInfos[i].color==color)			break;	if (CPG->ret.playerInfos[i].human || (!CPG->ourScenSel->mapsel.ourMaps[CPG->ourScenSel->mapsel.selected]->players[CPG->ret.playerInfos[i].color].canHumanPlay))		return; //if this is already human player, or if human is forbidden	size_t j=0;	for(;j<CPG->ret.playerInfos.size();j++)		if(CPG->ret.playerInfos[j].human)			break;	CPG->ret.playerInfos[i].human = true;	CPG->ret.playerInfos[j].human = false;	std::string pom = CPG->ret.playerInfos[i].name;	CPG->ret.playerInfos[i].name = CPG->ret.playerInfos[j].name;	CPG->ret.playerInfos[j].name = pom;	SDL_BlitSurface(CPG->ourOptions->bgs[CPG->ret.playerInfos[i].color],&genRect(19,99,5,1),screen,&genRect(19,99,62,129+i*50));	SDL_UpdateRect(screen,62,129+50*i,99,19);	SDL_BlitSurface(CPG->ourOptions->bgs[CPG->ret.playerInfos[j].color],&genRect(19,99,5,1),screen,&genRect(19,99,62,129+j*50));	SDL_UpdateRect(screen,62,129+50*j,99,19);	CSDL_Ext::printAtMiddle(CPG->ret.playerInfos[i].name,111,137+i*50,GEOR13,zwykly);	CSDL_Ext::printAtMiddle(CPG->ret.playerInfos[j].name,111,137+j*50,GEOR13,zwykly);	CPG->playerColor = CPG->ret.playerInfos[i].color;	CPG->ourScenSel->mapsel.printFlags();};void Options::PlayerFlag::hover(bool on){	HighButton::hover(on);}void Options::showIcon (int what, int nr, bool abs) //what: -1=castle, 0=hero, 1=bonus, 2=all; abs=true -> nr is absolute{	if (what==-2)	{		showIcon(-1,nr,abs);		showIcon(0,nr,abs);		showIcon(1,nr,abs);	}	int ab, se;	if (!abs)	{		ab = CPG->ret.playerInfos[nr].color;		se = nr;	}	else	{		ab = nr;		for (size_t i=0; i<CPG->ret.playerInfos.size();++i)		{			if (CPG->ret.playerInfos[i].color==nr)			{				se=i;				break;			}		}	}	PlayerSettings * ourOpt = &CPG->ret.playerInfos[se];	switch (what)	{	case -1:		{			int pom=ourOpt->castle;			if (ourOpt->castle<F_NUMBER && ourOpt->castle>=0)			{				blitAtWR(graphics->getPic(ourOpt->castle,true,false),176,130+50*se);			}			else if (ourOpt->castle==-1)			{				blitAtWR(CPG->ourOptions->rCastle,176,130+50*se);			}			else if (ourOpt->castle==-2)			{				blitAtWR(CPG->ourOptions->nCastle,176,130+50*se);			}			break;		}	case 0:		{			int pom=ourOpt->hero;			if (ourOpt->hero==-1)			{				blitAtWR(CPG->ourOptions->rHero,252,130+50*se);			}			else if (ourOpt->hero==-2)			{				if(ourOpt->heroPortrait>=0)				{					blitAtWR(graphics->portraitSmall[ourOpt->heroPortrait],252,130+50*se);				}				else				{					blitAtWR(CPG->ourOptions->nHero,252,130+50*se);				}			}			else			{				blitAtWR(graphics->portraitSmall[pom],252,130+50*se);			}			break;		}	case 1:		{			int pom;			switch (ourOpt->bonus)			{			case -1:				pom=10;				break;			case 0:				pom=9;				break;			case 1:				pom=8;				break;			case 2:				pom=CGI->townh->towns[ourOpt->castle].bonus;				break;			}			blitAtWR(bonuses->ourImages[pom].bitmap,328,130+50*se);			break;		}	}}Options::~Options(){	if (!inited) {            return;        }	for (size_t i=0; i<bgs.size();i++) {		SDL_FreeSurface(bgs[i]);        }	for (size_t i=0; i<flags.size();i++) {		delete flags[i];        }	SDL_FreeSurface(bg);	SDL_FreeSurface(rHero);	SDL_FreeSurface(rCastle);	SDL_FreeSurface(nHero);	SDL_FreeSurface(nCastle);	delete turnLength;	delete left;	delete right;	delete bonuses;}void Options::init(){	inited=true;	bg = BitmapHandler::loadBitmap("ADVOPTBK.bmp");	SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));	left = CDefHandler::giveDef("ADOPLFA.DEF");	right = CDefHandler::giveDef("ADOPRTA.DEF");	bonuses = CDefHandler::giveDef("SCNRSTAR.DEF");	rHero = BitmapHandler::loadBitmap("HPSRAND1.bmp");	rCastle = BitmapHandler::loadBitmap("HPSRAND0.bmp");	nHero = BitmapHandler::loadBitmap("HPSRAND6.bmp");	nCastle = BitmapHandler::loadBitmap("HPSRAND5.bmp");	turnLength = new Slider(57,557,195,11,1,false);	turnLength->fun=boost::bind(&CPreGame::setTurnLength,CPG,_1);	flags.push_back(CDefHandler::giveDef("AOFLGBR.DEF"));	flags.push_back(CDefHandler::giveDef("AOFLGBB.DEF"));	flags.push_back(CDefHandler::giveDef("AOFLGBY.DEF"));	flags.push_back(CDefHandler::giveDef("AOFLGBG.DEF"));	flags.push_back(CDefHandler::giveDef("AOFLGBO.DEF"));	flags.push_back(CDefHandler::giveDef("AOFLGBP.DEF"));	flags.push_back(CDefHandler::giveDef("AOFLGBT.DEF"));	flags.push_back(CDefHandler::giveDef("AOFLGBS.DEF"));	bgs.push_back(BitmapHandler::loadBitmap("ADOPRPNL.bmp"));	bgs.push_back(BitmapHandler::loadBitmap("ADOPBPNL.bmp"));	bgs.push_back(BitmapHandler::loadBitmap("ADOPYPNL.bmp"));	bgs.push_back(BitmapHandler::loadBitmap("ADOPGPNL.bmp"));	bgs.push_back(BitmapHandler::loadBitmap("ADOPOPNL.bmp")); 	bgs.push_back(BitmapHandler::loadBitmap("ADOPPPNL.bmp"));	bgs.push_back(BitmapHandler::loadBitmap("ADOPTPNL.bmp"));	bgs.push_back(BitmapHandler::loadBitmap("ADOPSPNL.bmp"));}void Options::show(){	if (showed)return;	PreGameTab::show();	MapSel & ms = CPG->ourScenSel->mapsel;	blitAt(bg,3,6);	CPG->ourScenSel->listShowed=false;	for (size_t i=0; i < CPG->btns.size(); ++i)	{		if (CPG->btns[i]->ID!=10) //leave only right panel buttons		{			CPG->btns.erase(CPG->btns.begin()+i);			i--;		}	}	CPG->interested.clear();	CSDL_Ext::printAtMiddle("Advanced Options",225,35,GEORXX);	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[521],224,544,GEOR13); // Player Turn Duration	int playersSoFar=0;	for (size_t i=0; i < PLAYER_LIMIT; ++i)	{		if (!(ms.ourMaps[ms.selected]->players[i].canComputerPlay || ms.ourMaps[ms.selected]->players[i].canComputerPlay))			continue;		for (size_t hi=0; hi<ms.ourMaps[ms.selected]->players[i].heroesNames.size(); hi++) {			usedHeroes.insert(ms.ourMaps[ms.selected]->players[i].heroesNames[hi].heroID);                }		blitAt(bgs[i],57,128+playersSoFar*50);		poptions.push_back(new PlayerOptions(playersSoFar,i));		poptions[poptions.size()-1]->nr=playersSoFar;		poptions[poptions.size()-1]->color=(Ecolor)i;		if(CPG->ret.playerInfos[playersSoFar].hero == -1)		{			poptions[poptions.size()-1]->Hleft.show();			poptions[poptions.size()-1]->Hright.show();			CPG->btns.push_back(&poptions[poptions.size()-1]->Hleft);			CPG->btns.push_back(&poptions[poptions.size()-1]->Hright);		}		if(getNextCastle(CPG->ret.playerInfos[playersSoFar].castle,&ms.ourMaps[ms.selected]->players[i]) != CPG->ret.playerInfos[playersSoFar].castle)		{			poptions[poptions.size()-1]->Cleft.show();			poptions[poptions.size()-1]->Cright.show();			CPG->btns.push_back(&poptions[poptions.size()-1]->Cleft);			CPG->btns.push_back(&poptions[poptions.size()-1]->Cright);		}		poptions[poptions.size()-1]->Bleft.show();		poptions[poptions.size()-1]->Bright.show();		CPG->btns.push_back(&poptions[poptions.size()-1]->Bleft);		CPG->btns.push_back(&poptions[poptions.size()-1]->Bright);		CSDL_Ext::printAtMiddle(CPG->ret.playerInfos[playersSoFar].name,111,137+playersSoFar*50,GEOR13,zwykly);		if (ms.ourMaps[ms.selected]->players[i].canHumanPlay)		{			poptions[poptions.size()-1]->flag.show();			CPG->btns.push_back(&poptions[poptions.size()-1]->flag);			if (ms.ourMaps[ms.selected]->players[i].canComputerPlay) {				CSDL_Ext::printAtMiddleWB("Human or CPU",86,163+playersSoFar*50,GEORM,7,zwykly);                        }			else {				CSDL_Ext::printAtMiddleWB("Human",86,163+playersSoFar*50,GEORM,6,zwykly);                        }		}		else {			CSDL_Ext::printAtMiddleWB("CPU",86,163+playersSoFar*50,GEORM,6,zwykly);                }		playersSoFar++;	}	CSDL_Ext::printAtMiddleWB(CGI->generaltexth->allTexts[516],221,63,GEOR13,55,zwykly);	CSDL_Ext::printAtMiddleWB(CGI->generaltexth->getTitle(CGI->generaltexth->zelp[256].second),109,109,GEOR13,14);	CSDL_Ext::printAtMiddleWB(CGI->generaltexth->getTitle(CGI->generaltexth->zelp[259].second),201,109,GEOR13,10);	CSDL_Ext::printAtMiddleWB(CGI->generaltexth->getTitle(CGI->generaltexth->zelp[260].second),275,109,GEOR13,10);	CSDL_Ext::printAtMiddleWB(CGI->generaltexth->getTitle(CGI->generaltexth->zelp[261].second),354,109,GEOR13,10);	turnLength->activate();	for (size_t i=0; i < poptions.size(); ++i) {		showIcon(-2,i,false);        }	for(int i=0;i<12;i++)		turnLength->moveDown();	//SDL_Flip(screen);	CSDL_Ext::update(screen);}void Options::hide(){	if (!showed) {            return;        }	PreGameTab::hide();	for (size_t i=0; i < CPG->btns.size(); ++i)		if (CPG->btns[i]->ID==7)			CPG->btns.erase(CPG->btns.begin()+i--);	for (size_t i=0;i<poptions.size();i++) {		delete poptions[i];        }	poptions.clear();	turnLength->deactivate();}MapSel::~MapSel(){	SDL_FreeSurface(bg);	for (size_t i=0; i < scenImgs.size(); ++i) 	{		SDL_FreeSurface(scenImgs[i]);	}	delete sFlags;}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 (!slid->positionsAmnt) return; //no maps to print	slid->capacity = (CPG->fromnewgame == 2  ?  16  : 18);	if(slid->positionsAmnt < slid->capacity)		from = 0;	int help=-1;	for (size_t i=0; i < curVector().size(); ++i)	{		if (sizeFilter && ((curVector()[i]->width) != sizeFilter)) 		{			continue;		}		else 		{			help++;		}		if (help==from)		{			from=i;			break;		}	}	SDL_Surface * scenin = CSDL_Ext::newSurface(351,25);	SDL_Color nasz;	for (int i=at;i<to;i++)	{		if ((i-at+from) > curVector().size()-1)		{			SDL_Surface * scenin = CSDL_Ext::newSurface(351,25);			SDL_BlitSurface(bg,&genRect(25,351,22,(i-at)*25+115),scenin,NULL);			blitAt(scenin,24,121+(i-at)*25);			//SDL_Flip(screen);			CSDL_Ext::update(screen);			SDL_FreeSurface(scenin);			continue;		}		if (sizeFilter && ((curVector()[(i-at)+from]->width) != sizeFilter))		{			to++;			at++;			from++;			if (((i-at)+from)>curVector().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 << curVector()[(i-at)+from]->playerAmnt << "/" << curVector()[(i-at)+from]->humenPlayers;		CSDL_Ext::printAt(ostr.str(),6,4,GEOR13,nasz,scenin, 2);		std::string temp2;		switch (curVector()[(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 (curVector()[(i-at)+from]->version)		{		case RoE:			temp=0;			break;		case AB:			temp=1;			break;		case SoD:			temp=2;			break;		case WoG:			temp=3;			break;		}		if (temp >= 0)			blitAt(Dtypes->ourImages[temp].bitmap,67,2,scenin);		else			tlog2 << "Warning: " << curVector()[(i-at)+from]->filename << " has wrong version!\n";		if(CPG->fromnewgame == 1)		{			if (!(curVector()[(i-at)+from]->name.length()))				curVector()[(i-at)+from]->name = "Unnamed";			CSDL_Ext::printAtMiddle(curVector()[(i-at)+from]->name,192,13,GEOR13,nasz,scenin, 2);		}		else		{			CSDL_Ext::printAtMiddle(curVector()[(i-at)+from]->filename,192,13,GEOR13,nasz,scenin, 2);		}		if (curVector()[(i-at)+from]->victoryCondition.condition == winStandard)			temp=11;		else 			temp=curVector()[(i-at)+from]->victoryCondition.condition;		blitAt(Dvic->ourImages[temp].bitmap,285,2,scenin);		if (curVector()[(i-at)+from]->lossCondition.typeOfLossCon == lossStandard)			temp=3;		else 			temp=curVector()[(i-at)+from]->lossCondition.typeOfLossCon;		blitAt(Dloss->ourImages[temp].bitmap,318,2,scenin);		blitAt(scenin,24,121+(i-at)*25);		SDL_UpdateRect(screen,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<curVector().size();i++)	{		if (sizeFilter && ((curVector()[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();	CPG->currentTab = NULL;};void MapSel::show(){	if (showed)return;	PreGameTab::show();	//blit bg	blitAt(bg,3,6);	CSDL_Ext::printAt("Map Sizes",55,60,GEOR13);	CSDL_Ext::printAt(CGI->generaltexth->arraytxt[CPG->fromnewgame==1 ? 229 : 230],110,25,TNRB16); //Select a Scenario to Play : Load a Saved Game	//size buttons	small.show();	medium.show();	large.show();	xlarge.show();	all.show();	CPG->btns.push_back(&small);	CPG->btns.push_back(&medium);	CPG->btns.push_back(&large);	CPG->btns.push_back(&xlarge);	CPG->btns.push_back(&all);	//sort by buttons	nrplayer.show();	mapsize.show();	type.show();	name.show();	viccon.show();	loscon.show();	CPG->btns.push_back(&nrplayer);	CPG->btns.push_back(&mapsize);	CPG->btns.push_back(&type);	CPG->btns.push_back(&name);	CPG->btns.push_back(&viccon);	CPG->btns.push_back(&loscon);	//print scenario list	printMaps(0,18);	slid->activate();	//SDL_Flip(screen);	CSDL_Ext::update(screen);}void MapSel::processMaps(const std::vector<std::string> &pliczkiTemp, int start, int threads){	int read=0;	unsigned char sss[1000];	while(true)	{		if(start >= ourMaps.size())			break;		ourMaps[start] = NULL;		gzFile tempf = gzopen(pliczkiTemp[start].c_str(),"rb");		read = gzread(tempf, sss, 1000);		gzclose(tempf);		if(read < 50)		{			tlog3<<"\t\tWarning: corrupted map file: "<<pliczkiTemp[start]<<std::endl; 		}		else if (sss[4]) //valid map		{			CMapInfo *mi = new CMapInfo(pliczkiTemp[start],sss);			ourMaps[start] = mi;		}		start += threads;	}}void MapSel::processGames(const std::vector<std::string> &pliczkiTemp){	ourGames.resize(pliczkiTemp.size());	ui32 hlp;	for(int i=0; i<pliczkiTemp.size(); i++)	{		CLoadFile lf(pliczkiTemp[i]);		ui8 sign[8]; 		lf >> sign >> hlp;		if(hlp != version)		{			tlog3 << "\t" << pliczkiTemp[i] << " seems to be too " << ((hlp>version) ? "new" : "old") << " and will be ommited.\n";			ourGames[i] = NULL;			continue;		}		ourGames[i] = new CMapInfo();		lf >> static_cast<CMapHeader&>(*ourGames[i]) >> ourGames[i]->seldiff;		ourGames[i]->filename = pliczkiTemp[i];		ourGames[i]->countPlayers();	}}bool isNull(CMapInfo*mi){	return mi==NULL;}void MapSel::init(){	//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_file(dir->status()));		{			if (boost::ends_with(dir->path().filename(),".h3m"))				pliczkiTemp.push_back("Maps/"+(dir->path().leaf()));		}	}	ourMaps.resize(pliczkiTemp.size());	boost::thread_group group;	int threads = std::max((unsigned int)1,boost::thread::hardware_concurrency());	for(int ti=0;ti<threads;ti++)		group.create_thread(boost::bind(&MapSel::processMaps,this,boost::ref(pliczkiTemp),ti,threads));	bg = BitmapHandler::loadBitmap("SCSELBCK.bmp");	SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));	small.imgs = CDefHandler::giveDef("SCSMBUT.DEF");	small.fun = NULL;	small.pos = genRect(small.imgs->ourImages[0].bitmap->h,small.imgs->ourImages[0].bitmap->w,161,52);	small.ourGroup=NULL;	medium.imgs = CDefHandler::giveDef("SCMDBUT.DEF");	medium.fun = NULL;	medium.pos = genRect(medium.imgs->ourImages[0].bitmap->h,medium.imgs->ourImages[0].bitmap->w,208,52);	medium.ourGroup=NULL;	large.imgs = CDefHandler::giveDef("SCLGBUT.DEF");	large.fun = NULL;	large.pos = genRect(large.imgs->ourImages[0].bitmap->h,large.imgs->ourImages[0].bitmap->w,255,52);	large.ourGroup=NULL;	xlarge.imgs = CDefHandler::giveDef("SCXLBUT.DEF");	xlarge.fun = NULL;	xlarge.pos = genRect(xlarge.imgs->ourImages[0].bitmap->h,xlarge.imgs->ourImages[0].bitmap->w,302,52);	xlarge.ourGroup=NULL;	all.imgs = CDefHandler::giveDef("SCALBUT.DEF");	all.fun = NULL;	all.pos = genRect(all.imgs->ourImages[0].bitmap->h,all.imgs->ourImages[0].bitmap->w,349,52);	all.ourGroup=NULL;	all.selectable=xlarge.selectable=large.selectable=medium.selectable=small.selectable=false;	small.what=medium.what=large.what=xlarge.what=all.what=&sizeFilter;	small.key=36;medium.key=72;large.key=108;xlarge.key=144;all.key=0;//Button<> nrplayer, mapsize, type, name, viccon, loscon;	nrplayer.imgs = CDefHandler::giveDef("SCBUTT1.DEF");	nrplayer.fun = NULL;	nrplayer.pos = genRect(nrplayer.imgs->ourImages[0].bitmap->h,nrplayer.imgs->ourImages[0].bitmap->w,26,92);	nrplayer.key=_playerAm;	mapsize.imgs = CDefHandler::giveDef("SCBUTT2.DEF");	mapsize.fun = NULL;	mapsize.pos = genRect(mapsize.imgs->ourImages[0].bitmap->h,mapsize.imgs->ourImages[0].bitmap->w,58,92);	mapsize.key=_size;	type.imgs = CDefHandler::giveDef("SCBUTCP.DEF");	type.fun = NULL;	type.pos = genRect(type.imgs->ourImages[0].bitmap->h,type.imgs->ourImages[0].bitmap->w,91,92);	type.key=_format;	name.imgs = CDefHandler::giveDef("SCBUTT3.DEF");	name.fun = NULL;	name.pos = genRect(name.imgs->ourImages[0].bitmap->h,name.imgs->ourImages[0].bitmap->w,124,92);	name.key=_name;	viccon.imgs = CDefHandler::giveDef("SCBUTT4.DEF");	viccon.fun = NULL;	viccon.pos = genRect(viccon.imgs->ourImages[0].bitmap->h,viccon.imgs->ourImages[0].bitmap->w,309,92);	viccon.key=_viccon;	loscon.imgs = CDefHandler::giveDef("SCBUTT5.DEF");	loscon.fun = NULL;	loscon.pos = genRect(loscon.imgs->ourImages[0].bitmap->h,loscon.imgs->ourImages[0].bitmap->w,342,92);	loscon.key=_loscon;	nrplayer.poin=mapsize.poin=type.poin=name.poin=viccon.poin=loscon.poin=(int*)(&sortBy);	nrplayer.fun=mapsize.fun=type.fun=name.fun=viccon.fun=loscon.fun=boost::bind(&CPreGame::sortMaps,CPG);	Dtypes = CDefHandler::giveDef("SCSELC.DEF");	Dvic = CDefHandler::giveDef("SCNRVICT.DEF");	Dloss = CDefHandler::giveDef("SCNRLOSS.DEF");	//Dsizes = CPG->slh->giveDef("SCNRMPSZ.DEF");	Dsizes = CDefHandler::giveDef("SCNRMPSZ.DEF");	sFlags = CDefHandler::giveDef("ITGFLAGS.DEF");	slid = new Slider(375,92,480,ourMaps.size(),18,true);	slid->fun = boost::bind(&CPreGame::printMapsFrom,CPG,_1);	group.join_all();	std::vector<CMapInfo*>::iterator maps = std::remove_if(ourMaps.begin(),ourMaps.end(),isNull);	ourMaps.erase(maps,ourMaps.end());	std::sort(ourMaps.begin(),ourMaps.end(),mapSorter(_name));	pliczkiTemp.clear();	std::vector<std::string> datestemp;	tie = fs::path( (fs::initial_path<fs::path>())/"/Games" );	for ( fs::directory_iterator dir (tie); dir!=end_iter; ++dir )	{		if (fs::is_regular_file(dir->status()));		{			if (boost::ends_with(dir->path().filename(),".vlgm1"))			{				if( fs::file_size(dir->path()) < 16000 )				{					tlog3 << "\t\tWarning: savegame " << dir->path().filename() << " seems to be corrupted and will be ommited.\n";					continue;				}				pliczkiTemp.push_back("Games/"+(dir->path().leaf()));				std::time_t time = fs::last_write_time(dir->path());				datestemp.push_back(std::asctime(std::gmtime(&time)));			}		}	}	processGames(pliczkiTemp);	for (int i = 0; i < ourGames.size(); i++)	{		ourGames[i]->date = datestemp[i];	}}void MapSel::moveByOne(bool up){	int help=selected;	if (up) selected--;	else selected ++;	for (int i=selected;i<curVector().size() && i>=0;)	{		help=i;		if (!(sizeFilter && ((curVector()[i]->width) != sizeFilter)))			break;		if (up)		{			i--;		}		else		{			i++;			if (i<0) break;		}	}	select(help);	slid->updateSlid();}void MapSel::select(int which, bool updateMapsList, bool forceSettingsUpdate){	if(!curVector().size()) return;	if(which < 0)		return;	bool dontSaveSettings = ((selected!=which) || (CPG->ret.playerInfos.size()==0) || forceSettingsUpdate);	selected = which;	CPG->ret.mapname = curVector()[selected]->filename;	if(updateMapsList)		printMaps(slid->whereAreWe,18,0,true);	int serialC=0;	if(dontSaveSettings)	{		CPG->ret.playerInfos.clear();		bool wasntpl = true;		for (int i=0;i<PLAYER_LIMIT;i++)		{			if (!(curVector()[selected]->players[i].canComputerPlay 				|| curVector()[selected]->players[i].canComputerPlay)				  )				continue; // this caused some serious problems becouse of lack of simple bijection between two sets of player's numbers (one is returned by CPreGame, second is used in h3m)			PlayerSettings pset;			pset.color=(Ecolor)i;			pset.serial = serialC;			serialC++;			pset.bonus=brandom;			pset.castle=-2;			if (curVector()[which]->players[i].canHumanPlay && wasntpl)			{				pset.name=CGI->generaltexth->allTexts[434]; //Player				pset.human = true;				CPG->playerColor = i;				wasntpl = false;			}			else			{				pset.name=CGI->generaltexth->allTexts[468];//Computer				pset.human = false;			}			for (int j=0;j<F_NUMBER;j++)			{				if (((int)pow((double)2,j))&curVector()[selected]->players[i].allowedFactions)				{					if (pset.castle>=0)						pset.castle=-1;					if (pset.castle==-2)						pset.castle=j;				}			}			pset.heroPortrait=-1;			if (!				(((curVector()[which]->players[i].generateHeroAtMainTown || curVector()[which]->version==RoE)					&& curVector()[which]->players[i].hasMainTown) 				|| curVector()[which]->players[i].p8)			  )				pset.hero=-2;			else				pset.hero=-1;			if(curVector()[which]->players[i].mainHeroName.length())			{				pset.heroName = curVector()[which]->players[i].mainHeroName;				if((pset.heroPortrait = curVector()[which]->players[i].mainHeroPortrait)==255)					pset.heroPortrait = curVector()[which]->players[i].p9;			}			pset.handicap=0;			CPG->ret.playerInfos.push_back(pset);		}	}	printSelectedInfo();}MapSel::MapSel():selected(0),sizeFilter(0){}void MapSel::printSelectedInfo(){	CMapInfo &selMap = selectedMap();	SDL_BlitSurface(CPG->ourScenSel->scenInf,&genRect(399,337,17,23),screen,&genRect(399,337,413,29));	SDL_BlitSurface(CPG->ourScenSel->scenInf,&genRect(50,91,18,447),screen,&genRect(50,91,414,453));	if(CPG->fromnewgame==1)	{		SDL_BlitSurface(CPG->ourScenSel->bScens.imgs->ourImages[0].bitmap,NULL,screen,&CPG->ourScenSel->bScens.pos);		SDL_BlitSurface(CPG->ourScenSel->bOptions.imgs->ourImages[0].bitmap,NULL,screen,&CPG->ourScenSel->bOptions.pos);		SDL_BlitSurface(CPG->ourScenSel->bRandom.imgs->ourImages[0].bitmap,NULL,screen,&CPG->ourScenSel->bRandom.pos);	}	else	{		CPG->ourScenSel->bEasy.state = 2 + (selMap.seldiff==0);		CPG->ourScenSel->bNormal.state = 2 + (selMap.seldiff==1);		CPG->ourScenSel->bHard.state = 2 + (selMap.seldiff==2);		CPG->ourScenSel->bExpert.state = 2 + (selMap.seldiff==3);		CPG->ourScenSel->bImpossible.state = 2 + (selMap.seldiff==4);		CPG->ourScenSel->bEasy.show();		CPG->ourScenSel->bNormal.show();		CPG->ourScenSel->bHard.show();		CPG->ourScenSel->bExpert.show();		CPG->ourScenSel->bImpossible.show();	}	//blit texts	CSDL_Ext::printAt(CGI->generaltexth->zelp[21].second,420,25,GEOR13);	CSDL_Ext::printAt(CGI->generaltexth->allTexts[496],420,135,GEOR13);	CSDL_Ext::printAt(CGI->generaltexth->allTexts[497],420,285,GEOR13);	CSDL_Ext::printAt(CGI->generaltexth->allTexts[498],420,340,GEOR13);	CSDL_Ext::printAt(CGI->generaltexth->allTexts[390],420,406,GEOR13,zwykly);	CSDL_Ext::printAt(CGI->generaltexth->allTexts[391],585,406,GEOR13,zwykly);	int temp = selMap.victoryCondition.condition+1;	if (temp>20) temp=0;	std::string sss = CGI->generaltexth->victoryConditions[temp];	if (temp && selMap.victoryCondition.allowNormalVictory) sss+= "/" + CGI->generaltexth->victoryConditions[0];	CSDL_Ext::printAt(sss,452,310,GEOR13,zwykly);	temp = selMap.lossCondition.typeOfLossCon+1;	if (temp>20) temp=0;	sss = CGI->generaltexth->lossCondtions[temp];	CSDL_Ext::printAt(sss,452,370,GEOR13,zwykly);	//blit descrption	std::vector<std::string> desc = *CMessage::breakText(selMap.description,50);	for (int i=0;i<desc.size();i++)		CSDL_Ext::printAt(desc[i],417,152+i*13,GEOR13,zwykly);	if ((selected < 0) || (selected >= ourMaps.size()))		return;	if (selMap.name.length())		CSDL_Ext::printAt(selMap.name,420,41,GEORXX);	else CSDL_Ext::printAt("Unnamed",420,41,GEORXX);	std::string diff;	switch (selMap.difficulty)	{	case 0:		diff=gdiff(CGI->generaltexth->zelp[24].second);		break;	case 1:		diff=gdiff(CGI->generaltexth->zelp[25].second);		break;	case 2:		diff=gdiff(CGI->generaltexth->zelp[26].second);		break;	case 3:		diff=gdiff(CGI->generaltexth->zelp[27].second);		break;	case 4:		diff=gdiff(CGI->generaltexth->zelp[28].second);		break;	}	temp=-1;	switch (selMap.width)	{	case 36:		temp=0;		break;	case 72:		temp=1;		break;	case 108:		temp=2;		break;	case 144:		temp=3;		break;	default:		temp=4;		break;	}	blitAt(Dsizes->ourImages[temp].bitmap,714,28);	temp = selMap.victoryCondition.condition;	if (temp>12) temp=11;	blitAt(Dvic->ourImages[temp].bitmap,420,308); //v	temp=selMap.lossCondition.typeOfLossCon;	if (temp>12) temp=3;	blitAt(Dloss->ourImages[temp].bitmap,420,366); //l	CSDL_Ext::printAtMiddle(diff,458,477,GEOR13,zwykly);	CSDL_Ext::printTo(selMap.date,704,40,GEOR13,zwykly);	//SDL_Flip(screen);	printFlags();	CSDL_Ext::update(screen);}void MapSel::printFlags(){	CMapInfo &selMap = selectedMap();	int hy=405, fx=460, ex=640, myT;	if (selMap.howManyTeams)		myT = selMap.players[CPG->playerColor].team;	else myT = -1;	for (int i=0;i<CPG->ret.playerInfos.size();i++)	{		if (myT>=0)		{			if(selMap.players[CPG->ret.playerInfos[i].color].team==myT)			{				blitAtWR(sFlags->ourImages[CPG->ret.playerInfos[i].color].bitmap,fx,hy);				fx+=sFlags->ourImages[CPG->ret.playerInfos[i].color].bitmap->w;			}			else			{				blitAtWR(sFlags->ourImages[CPG->ret.playerInfos[i].color].bitmap,ex,hy);				ex+=sFlags->ourImages[CPG->ret.playerInfos[i].color].bitmap->w;			}		}		else		{			if(CPG->ret.playerInfos[i].color==CPG->playerColor)			{				blitAtWR(sFlags->ourImages[CPG->ret.playerInfos[i].color].bitmap,fx,hy);				fx+=sFlags->ourImages[CPG->ret.playerInfos[i].color].bitmap->w;			}			else			{				blitAtWR(sFlags->ourImages[CPG->ret.playerInfos[i].color].bitmap,ex,hy);				ex+=sFlags->ourImages[CPG->ret.playerInfos[i].color].bitmap->w;			}		}	}}std::string MapSel::gdiff(std::string ss){	std::string ret;	for (int i=2;i<ss.length();i++)	{		if (ss[i]==' ')			break;		ret+=ss[i];	}	return ret;}CMapInfo & MapSel::selectedMap(){	if(CPG->fromnewgame==1)		return *ourMaps[selected];	else		return *ourGames[selected];}std::vector<CMapInfo*> & MapSel::curVector(){	if (CPG->fromnewgame==1) 		return ourMaps;	else		return ourGames;}void CPreGame::printRating(){	SDL_BlitSurface(CPG->ourScenSel->scenInf,&genRect(47,83,271,449),screen,&genRect(47,83,666,455));	updateRect(&genRect(47,83,666,455));	std::string tob;	switch (ourScenSel->selectedDiff)	{	case 0:		tob="80%";		break;	case 1:		tob="100%";		break;	case 2:		tob="130%";		break;	case 3:		tob="160%";		break;	case 4:		tob="200%";		break;	}	CSDL_Ext::printAtMiddle(tob,703,477,GEOR13,zwykly);}void CPreGame::printMapsFrom(int from){	ourScenSel->mapsel.printMaps(from);}void CPreGame::showScenList(){	if (currentTab!=&ourScenSel->mapsel)	{		ourScenSel->listShowed=true;		ourScenSel->mapsel.show();	}	else	{		currentTab->hide();		showScenSel();	}}CPreGame::CPreGame(){	CPG=this;	highlighted=NULL;	currentTab=NULL;	run=true;	timeHandler tmh;tmh.getDif();	tytulowy.r=229;tytulowy.g=215;tytulowy.b=123;tytulowy.unused=0;	zwykly.r=255;zwykly.g=255;zwykly.b=255;zwykly.unused=0; //gbr	tlo.r=66;tlo.g=44;tlo.b=24;tlo.unused=0;	currentMessage=NULL;	behindCurMes=NULL;	initMainMenu();	tlog0<<"\tCPreGame: main menu initialization: "<<tmh.getDif()<<std::endl;	initNewMenu();	tlog0<<"\tCPreGame: newgame menu initialization: "<<tmh.getDif()<<std::endl;	initLoadMenu();	tlog0<<"\tCPreGame: loadgame menu initialization: "<<tmh.getDif()<<std::endl;	initScenSel();	tlog0<<"\tCPreGame: scenario choice initialization: "<<tmh.getDif()<<std::endl;	initOptions();	tlog0<<"\tCPreGame: scenario options initialization: "<<tmh.getDif()<<std::endl;	showMainMenu();	tlog0<<"\tCPreGame: displaying main menu: "<<tmh.getDif()<<std::endl;	playerName="Player";}void CPreGame::initOptions(){	ourOptions = new Options();	ourOptions->init();}void CPreGame::initScenSel(){	ourScenSel = new ScenSel();	tlog5 << "\t\tLoaded graphics\n";	ourScenSel->mapsel.init();	tlog5 << "\t\tLoaded maps\n";}void CPreGame::showScenSel(){	state=ScenarioList;	ourScenSel->mapsel.slid->positionsAmnt = ourScenSel->mapsel.curVector().size();	SDL_BlitSurface(ourScenSel->background,NULL,screen,NULL);	SDL_BlitSurface(ourScenSel->scenInf,NULL,screen,&genRect(ourScenSel->scenInf->h,ourScenSel->scenInf->w,396,6));	CSDL_Ext::printAt(CGI->generaltexth->allTexts[494],427,438,GEOR13);//"Map Diff:"	CSDL_Ext::printAt(CGI->generaltexth->allTexts[492],527,438,GEOR13); //player difficulty	CSDL_Ext::printAt(CGI->generaltexth->allTexts[218],685,438,GEOR13);//"Rating:"	//blit buttons	SDL_BlitSurface(ourScenSel->bEasy.imgs->ourImages[0].bitmap,NULL,screen,&ourScenSel->bEasy.pos);	SDL_BlitSurface(ourScenSel->bNormal.imgs->ourImages[0].bitmap,NULL,screen,&ourScenSel->bNormal.pos);	SDL_BlitSurface(ourScenSel->bHard.imgs->ourImages[0].bitmap,NULL,screen,&ourScenSel->bHard.pos);	SDL_BlitSurface(ourScenSel->bExpert.imgs->ourImages[0].bitmap,NULL,screen,&ourScenSel->bExpert.pos);	SDL_BlitSurface(ourScenSel->bImpossible.imgs->ourImages[0].bitmap,NULL,screen,&ourScenSel->bImpossible.pos);	SDL_BlitSurface((fromnewgame==1 ? ourScenSel->bBegin : ourScenSel->bLoad).imgs->ourImages[0].bitmap,NULL,screen,&ourScenSel->bBegin.pos);	SDL_BlitSurface(ourScenSel->bBack.imgs->ourImages[0].bitmap,NULL,screen,&ourScenSel->bBack.pos);	//blitAt(ourScenSel->bScens.imgs->ourImages[0].bitmap,ourScenSel->bScens.pos.x,ourScenSel->bScens.pos.y);	//blitAt(ourScenSel->bRandom.imgs->ourImages[0].bitmap,414,105);	//blitAt(ourScenSel->bOptions.imgs->ourImages[0].bitmap,414,509);	//blitAt(ourScenSel->bBegin.imgs->ourImages[0].bitmap,414,535);	//blitAt(ourScenSel->bBack.imgs->ourImages[0].bitmap,584,535);	//add buttons info	if(first)	{		if(fromnewgame==1)		{			btns.push_back(&ourScenSel->bEasy);			btns.push_back(&ourScenSel->bNormal);			btns.push_back(&ourScenSel->bHard);			btns.push_back(&ourScenSel->bExpert);			btns.push_back(&ourScenSel->bImpossible);			btns.push_back(&ourScenSel->bScens);			btns.push_back(&ourScenSel->bRandom);			btns.push_back(&ourScenSel->bOptions);		}		else			ourScenSel->mapsel.show();		btns.push_back(&(fromnewgame==1 ? ourScenSel->bBegin : ourScenSel->bLoad));		btns.push_back(&ourScenSel->bBack);		ourScenSel->selectedDiff=1;		ourScenSel->bNormal.select(true);		handleOther = &CPreGame::scenHandleEv;		ourScenSel->mapsel.select(0,false);		for (size_t i=0; i < btns.size(); ++i)		{			btns[i]->pos.w=btns[i]->imgs->ourImages[0].bitmap->w;			btns[i]->pos.h=btns[i]->imgs->ourImages[0].bitmap->h;			btns[i]->ID=10;		}	}	else	{		ourScenSel->mapsel.select(ourScenSel->mapsel.selected,false);		switch (ourScenSel->selectedDiff)		{		case 0:			ourScenSel->bEasy.select(true);			break;		case 1:			ourScenSel->bNormal.select(true);			break;		case 2:			ourScenSel->bHard.select(true);			break;		case 3:			ourScenSel->bExpert.select(true);			break;		case 4:			ourScenSel->bImpossible.select(true);			break;		}	}	//ourScenSel->mapsel.printSelectedInfo(); // this is already called in select()	//SDL_Flip(screen);	CSDL_Ext::update(screen);	first = false;}void CPreGame::showOptions(){	ourOptions->show();}void CPreGame::initNewMenu(){	ourNewMenu = new menuItems();	ourNewMenu->bgAd = BitmapHandler::loadBitmap("ZNEWGAM.bmp");	ourNewMenu->background = BitmapHandler::loadBitmap("ZPIC1005.bmp");	blitAt(ourNewMenu->bgAd,114,312,ourNewMenu->background);	 //loading menu buttons	ourNewMenu->newGame = CDefHandler::giveDef("ZTSINGL.DEF");	ourNewMenu->loadGame = CDefHandler::giveDef("ZTMULTI.DEF");	ourNewMenu->highScores = CDefHandler::giveDef("ZTCAMPN.DEF");	ourNewMenu->credits = CDefHandler::giveDef("ZTTUTOR.DEF");	ourNewMenu->quit = CDefHandler::giveDef("ZTBACK.DEF");	// single scenario	ourNewMenu->lNewGame.h=ourNewMenu->newGame->ourImages[0].bitmap->h;	ourNewMenu->lNewGame.w=ourNewMenu->newGame->ourImages[0].bitmap->w;	ourNewMenu->lNewGame.x=545;	ourNewMenu->lNewGame.y=4;	ourNewMenu->fNewGame=&CPreGame::showScenSel;	//multiplayer	ourNewMenu->lLoadGame.h=ourNewMenu->loadGame->ourImages[0].bitmap->h;	ourNewMenu->lLoadGame.w=ourNewMenu->loadGame->ourImages[0].bitmap->w;	ourNewMenu->lLoadGame.x=568;	ourNewMenu->lLoadGame.y=120;	ourNewMenu->fLoadGame = NULL;	//campaign	ourNewMenu->lHighScores.h=ourNewMenu->highScores->ourImages[0].bitmap->h;	ourNewMenu->lHighScores.w=ourNewMenu->highScores->ourImages[0].bitmap->w;	ourNewMenu->lHighScores.x=541;	ourNewMenu->lHighScores.y=233;	ourNewMenu->fHighScores = NULL;	//tutorial	ourNewMenu->lCredits.h=ourNewMenu->credits->ourImages[0].bitmap->h;	ourNewMenu->lCredits.w=ourNewMenu->credits->ourImages[0].bitmap->w;	ourNewMenu->lCredits.x=545;	ourNewMenu->lCredits.y=358;	ourNewMenu->fCredits = NULL;	//back	ourNewMenu->lQuit.h=ourNewMenu->quit->ourImages[0].bitmap->h;	ourNewMenu->lQuit.w=ourNewMenu->quit->ourImages[0].bitmap->w;	ourNewMenu->lQuit.x=582;	ourNewMenu->lQuit.y=464;	ourNewMenu->fQuit=&CPreGame::showMainMenu;	ourNewMenu->highlighted=0;}void CPreGame::showNewMenu(){	if(state == ScenarioList  &&  !fromnewgame)	{		showLoadMenu();		return;	}	if (currentTab/*==&ourScenSel->mapsel*/)		currentTab->hide();	btns.clear();	interested.clear();	handleOther=NULL;	state = newGame;	fromnewgame = true;	SDL_BlitSurface(ourNewMenu->background,NULL,screen,NULL);	SDL_BlitSurface(ourNewMenu->newGame->ourImages[0].bitmap,NULL,screen,&ourNewMenu->lNewGame);	SDL_BlitSurface(ourNewMenu->loadGame->ourImages[0].bitmap,NULL,screen,&ourNewMenu->lLoadGame);	SDL_BlitSurface(ourNewMenu->highScores->ourImages[0].bitmap,NULL,screen,&ourNewMenu->lHighScores);	SDL_BlitSurface(ourNewMenu->credits->ourImages[0].bitmap,NULL,screen,&ourNewMenu->lCredits);	SDL_BlitSurface(ourNewMenu->quit->ourImages[0].bitmap,NULL,screen,&ourNewMenu->lQuit);	//SDL_Flip(screen);	CSDL_Ext::update(screen);	first = true;}void CPreGame::initMainMenu(){	ourMainMenu = new menuItems();	ourMainMenu->background = BitmapHandler::loadBitmap("ZPIC1005.bmp"); //SDL_LoadBMP("h3bitmap.lod\\ZPIC1005.bmp");	 //loading menu buttons	ourMainMenu->newGame = CDefHandler::giveDef("ZMENUNG.DEF");	ourMainMenu->loadGame = CDefHandler::giveDef("ZMENULG.DEF");	ourMainMenu->highScores = CDefHandler::giveDef("ZMENUHS.DEF");	ourMainMenu->credits = CDefHandler::giveDef("ZMENUCR.DEF");	ourMainMenu->quit = CDefHandler::giveDef("ZMENUQT.DEF");	ok = CDefHandler::giveDef("IOKAY.DEF");	cancel = CDefHandler::giveDef("ICANCEL.DEF");	// new game button location	ourMainMenu->lNewGame.h=ourMainMenu->newGame->ourImages[0].bitmap->h;	ourMainMenu->lNewGame.w=ourMainMenu->newGame->ourImages[0].bitmap->w;	ourMainMenu->lNewGame.x=540;	ourMainMenu->lNewGame.y=10;	ourMainMenu->fNewGame=&CPreGame::showNewMenu;	//load game location	ourMainMenu->lLoadGame.h=ourMainMenu->loadGame->ourImages[0].bitmap->h;	ourMainMenu->lLoadGame.w=ourMainMenu->loadGame->ourImages[0].bitmap->w;	ourMainMenu->lLoadGame.x=532;	ourMainMenu->lLoadGame.y=132;	ourMainMenu->fLoadGame=&CPreGame::showLoadMenu;	//high scores	ourMainMenu->lHighScores.h=ourMainMenu->highScores->ourImages[0].bitmap->h;	ourMainMenu->lHighScores.w=ourMainMenu->highScores->ourImages[0].bitmap->w;	ourMainMenu->lHighScores.x=524;	ourMainMenu->lHighScores.y=251;	ourMainMenu->fHighScores = NULL;	//credits	ourMainMenu->lCredits.h=ourMainMenu->credits->ourImages[0].bitmap->h;	ourMainMenu->lCredits.w=ourMainMenu->credits->ourImages[0].bitmap->w;	ourMainMenu->lCredits.x=557;	ourMainMenu->lCredits.y=359;	ourMainMenu->fCredits = NULL;	//quit	ourMainMenu->lQuit.h=ourMainMenu->quit->ourImages[0].bitmap->h;	ourMainMenu->lQuit.w=ourMainMenu->quit->ourImages[0].bitmap->w;	ourMainMenu->lQuit.x=586;	ourMainMenu->lQuit.y=468;	ourMainMenu->fQuit=&CPreGame::quitAskBox;	ourMainMenu->highlighted=0;}void CPreGame::showMainMenu(){	state = mainMenu;	SDL_BlitSurface(ourMainMenu->background,NULL,screen,NULL);	SDL_BlitSurface(ourMainMenu->newGame->ourImages[0].bitmap,NULL,screen,&ourMainMenu->lNewGame);	SDL_BlitSurface(ourMainMenu->loadGame->ourImages[0].bitmap,NULL,screen,&ourMainMenu->lLoadGame);	SDL_BlitSurface(ourMainMenu->highScores->ourImages[0].bitmap,NULL,screen,&ourMainMenu->lHighScores);	SDL_BlitSurface(ourMainMenu->credits->ourImages[0].bitmap,NULL,screen,&ourMainMenu->lCredits);	SDL_BlitSurface(ourMainMenu->quit->ourImages[0].bitmap,NULL,screen,&ourMainMenu->lQuit);	//SDL_Flip(screen);	CSDL_Ext::update(screen);}void CPreGame::highlightButton(int which, int on){	menuItems * current = currentItems();	switch (which)	{	case 1:		{			SDL_BlitSurface(current->newGame->ourImages[on].bitmap,NULL,screen,¤t->lNewGame);			break;		}	case 2:		{			SDL_BlitSurface(current->loadGame->ourImages[on].bitmap,NULL,screen,¤t->lLoadGame);			break;		}	case 3:		{			SDL_BlitSurface(current->highScores->ourImages[on].bitmap,NULL,screen,¤t->lHighScores);			break;		}	case 4:		{			SDL_BlitSurface(current->credits->ourImages[on].bitmap,NULL,screen,¤t->lCredits);			break;		}	case 5:		{			SDL_BlitSurface(current->quit->ourImages[on].bitmap,NULL,screen,¤t->lQuit);			break;		}	}	//SDL_Flip(screen);	CSDL_Ext::update(screen);}void CPreGame::showCenBox (std::string data){	CMessage * cmh = new CMessage();	SDL_Surface * infoBox = cmh->genMessage(CGI->generaltexth->getTitle(data), CGI->generaltexth->getDescr(data));	behindCurMes = CSDL_Ext::newSurface(infoBox->w,infoBox->h,screen);	SDL_Rect pos = genRect(infoBox->h,infoBox->w,		(screen->w/2)-(infoBox->w/2),(screen->h/2)-(infoBox->h/2));	SDL_BlitSurface(screen,&pos,behindCurMes,NULL);	SDL_BlitSurface(infoBox,NULL,screen,&pos);	SDL_UpdateRect(screen,pos.x,pos.y,pos.w,pos.h);	SDL_FreeSurface(infoBox);	currentMessage = new SDL_Rect(pos);	delete cmh;}void CPreGame::showAskBox (std::string data, void(*f1)(),void(*f2)()){	CMessage * cmh = new CMessage();	std::vector<CDefHandler*> * przyciski = new std::vector<CDefHandler*>(0);	std::vector<SDL_Rect> * btnspos= new std::vector<SDL_Rect>(0);	przyciski->push_back(ok);	przyciski->push_back(cancel);	SDL_Surface * infoBox = cmh->genMessage(CGI->generaltexth->getTitle(data), CGI->generaltexth->getDescr(data), yesOrNO, przyciski, btnspos);	behindCurMes = CSDL_Ext::newSurface(infoBox->w,infoBox->h,screen);	SDL_Rect pos = genRect(infoBox->h,infoBox->w,		(screen->w/2)-(infoBox->w/2),(screen->h/2)-(infoBox->h/2));	SDL_BlitSurface(screen,&pos,behindCurMes,NULL);	SDL_BlitSurface(infoBox,NULL,screen,&pos);	SDL_UpdateRect(screen,pos.x,pos.y,pos.w,pos.h);	SDL_FreeSurface(infoBox);	currentMessage = new SDL_Rect(pos);	(*btnspos)[0].x+=pos.x;	(*btnspos)[0].y+=pos.y;	(*btnspos)[1].x+=pos.x;	(*btnspos)[1].y+=pos.y;	btns.push_back(new Button((*btnspos)[0],boost::bind(&CPreGame::quit,this),ok,false, NULL,2));	btns.push_back(new Button((*btnspos)[1],boost::bind(&CPreGame::hideBox,this),cancel,false, NULL,2));	delete cmh;	delete przyciski;	delete btnspos;}void CPreGame::hideBox (){	SDL_BlitSurface(behindCurMes,NULL,screen,currentMessage);	SDL_UpdateRect		(screen,currentMessage->x,currentMessage->y,currentMessage->w,currentMessage->h);	for (size_t i=0; i < btns.size(); ++i)	{		if (btns[i]->ID==2)		{			delete btns[i];			btns.erase(btns.begin()+i);			i--;		}	}	SDL_FreeSurface(behindCurMes);	delete currentMessage;	currentMessage = NULL;	behindCurMes=NULL;}CPreGame::menuItems * CPreGame::currentItems(){	switch (state)	{	case mainMenu:		return ourMainMenu;	case newGame:		return ourNewMenu;	case loadGame:		return ourLoadMenu;	default:		return NULL;	}}void CPreGame::scenHandleEv(SDL_Event& sEvent){	if(sEvent.type == SDL_MOUSEMOTION)	{		CGI->curh->cursorMove(sEvent.motion.x, sEvent.motion.y);	}	if ((sEvent.type==SDL_MOUSEBUTTONDOWN) && (sEvent.button.button == SDL_BUTTON_LEFT))	{		for (size_t i=0; i < btns.size(); ++i)		{			if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))			{				btns[i]->press(true);				ourScenSel->pressed=(Button*)btns[i];			}		}		if ((currentTab==&ourScenSel->mapsel) && (sEvent.button.y>121) &&(sEvent.button.y<570)									&& (sEvent.button.x>55) && (sEvent.button.x<372))		{			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 (size_t i=0; i < btns.size(); ++i)		{			if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))			{				if (btns[i]->selectable)					btns[i]->select(true);				if (btns[i]->type==1 && ((Button*)btns[i])->fun)					((Button*)btns[i])->fun();				int zz = btns.size();				if (i>=zz)					break;				if  (btns[i]==prnr && btns[i]->type==2)				{					((IntBut*)(btns[i]))->set();					ourScenSel->mapsel.slid->whereAreWe=0;					ourScenSel->mapsel.slid->updateSlid();					ourScenSel->mapsel.slid->positionsAmnt=ourScenSel->mapsel.countWL();					ourScenSel->mapsel.select(ourScenSel->mapsel.whichWL(0));										ourScenSel->mapsel.printMaps(0);				}			}		}	}	else if (sEvent.type==SDL_MOUSEMOTION)	{		if (highlighted)		{			if (isItIn(&highlighted->pos,sEvent.motion.x,sEvent.motion.y))				return;			else			{				highlighted->hover(false);				highlighted = NULL;			}		}		for (size_t i=0; i < btns.size(); ++i)		{			if (!btns[i]->highlightable)				continue;			if(isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))			{				btns[i]->hover(true);				highlighted=btns[i];				return;			}			else if (btns[i]->highlighted)				btns[i]->hover(false);		}	}}StartInfo CPreGame::runLoop(){	SDL_Event sEvent;	while(run)	{		try		{			if(SDL_PollEvent(&sEvent))  //wait for event...			{				menuItems * current = currentItems();				if(sEvent.type==SDL_QUIT)				{					exit(EXIT_SUCCESS);					return ret;				}				for (size_t i=0; i < interested.size(); ++i) {					interested[i]->handleIt(sEvent);                }				if (!current)				{					(this->*handleOther)(sEvent);				}				else if (sEvent.type==SDL_KEYDOWN)				{					if (sEvent.key.keysym.sym==SDLK_q)					{						exit(EXIT_SUCCESS);					}					if(sEvent.key.keysym.sym==SDLK_F4 && (sEvent.key.keysym.mod & KMOD_LALT)) //Alt+F4					{						exit(EXIT_SUCCESS);					}					/*if (state==EState::newGame)					{						switch (sEvent.key.keysym.sym)						{						case SDLK_LEFT:							{								if(currentItems()->lNewGame.x>0)									currentItems()->lNewGame.x--;								break;							}						case (SDLK_RIGHT):							{									currentItems()->lNewGame.x++;								break;							}						case (SDLK_UP):							{								if(currentItems()->lNewGame.y>0)									currentItems()->lNewGame.y--;								break;							}						case (SDLK_DOWN):							{									currentItems()->lNewGame.y++;								break;							}						}						showNewMenu();					}*/				}				else if (sEvent.type==SDL_MOUSEMOTION)				{					CGI->curh->cursorMove(sEvent.motion.x, sEvent.motion.y); //for graphical mouse					if (currentMessage) continue;					if (current->highlighted)					{						switch (current->highlighted)						{							case 1:								{									if(isItIn(¤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 (size_t i=0; i < btns.size(); ++i)					{						if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))						{							btns[i]->press(true);							//SDL_BlitSurface((btns[i].imgs)->ourImages[1].bitmap,NULL,screen,&btns[i].pos);							//updateRect(&btns[i].pos);						}					}					if (currentMessage) continue;					if (isItIn(¤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 (size_t i=0; i < btns.size(); ++i)					{						if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))						((Button*)btns[i])->fun();						else						{							btns[i]->press(false);							//SDL_BlitSurface((btns[i].imgs)->ourImages[0].bitmap,NULL,screen,&btns[i].pos);							//updateRect(&btns[i].pos);						}					}					if (currentMessage) continue;					if (isItIn(¤t->lNewGame,sEvent.motion.x,sEvent.motion.y))					{						highlightButton(1,2);						current->highlighted=1;						if(current->fNewGame)							(this->*(current->fNewGame))();					}					else if (isItIn(¤t->lLoadGame,sEvent.motion.x,sEvent.motion.y))					{						highlightButton(2,2);						current->highlighted=2;						if(current->fLoadGame)							(this->*(current->fLoadGame))();					}					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;						if(current->fQuit)							(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; }		CGI->curh->draw1();		SDL_Flip(screen);		CGI->curh->draw2();		SDL_Delay(20); //give time for other apps	}	ret.mode = !fromnewgame;	return ret;}std::string CPreGame::buttonText(int which){	if (state==mainMenu)	{		switch (which)		{		case 0:			return CGI->generaltexth->zelp[3].second;		case 1:			return CGI->generaltexth->zelp[4].second;		case 2:			return CGI->generaltexth->zelp[5].second;		case 3:			return CGI->generaltexth->zelp[6].second;		case 4:			return CGI->generaltexth->zelp[7].second;		}	}	else if (state==newGame || state==loadGame)	{		switch (which)		{		case 0:			return CGI->generaltexth->zelp[10].second;		case 1:			return CGI->generaltexth->zelp[11].second;		case 2:			return CGI->generaltexth->zelp[12].second;		case 3:			return CGI->generaltexth->zelp[13].second;		case 4:			return CGI->generaltexth->zelp[14].second;		}	}	return std::string();}void CPreGame::quitAskBox(){	showAskBox("\"{}  Are you sure you want to quit?\"",NULL,NULL);}void CPreGame::sortMaps(){	std::sort(ourScenSel->mapsel.ourMaps.begin(),ourScenSel->mapsel.ourMaps.end(),mapSorter(_name));	if(ourScenSel->mapsel.sortBy != _name)		std::stable_sort(ourScenSel->mapsel.ourMaps.begin(),ourScenSel->mapsel.ourMaps.end(),mapSorter(ourScenSel->mapsel.sortBy));	ourScenSel->mapsel.select(ourScenSel->mapsel.whichWL(0),false,true);	ourScenSel->mapsel.slid->whereAreWe=0;	ourScenSel->mapsel.slid->updateSlid();	printMapsFrom(0);}void CPreGame::setTurnLength(int on){	int min;	switch (on)	{	case 0:		min=1;		break;	case 1:		min=2;		break;	case 2:		min=4;		break;	case 3:		min=6;		break;	case 4:		min=8;		break;	case 5:		min=10;		break;	case 6:		min=15;		break;	case 7:		min=20;		break;	case 8:		min=25;		break;	case 9:		min=30;		break;	case 10:		min=0;		break;	default:		min=0;		break;	}	SDL_BlitSurface(ourOptions->bg,&genRect(23,134,256,547),screen,&genRect(23,134,258,553));	updateRect(&genRect(23,134,258,553));	if (min)	{		std::ostringstream os;		os<<min<<" Minutes";		CSDL_Ext::printAtMiddle(os.str(),323,563,GEOR13);	}	else CSDL_Ext::printAtMiddle("Unlimited",323,563,GEOR13);}void CPreGame::showLoadMenu(){	if (currentTab/*==&ourScenSel->mapsel*/)		currentTab->hide();	btns.clear();	interested.clear();	handleOther=NULL;	state = loadGame;	fromnewgame = false;	SDL_BlitSurface(ourLoadMenu->background,NULL,screen,NULL);	SDL_BlitSurface(ourLoadMenu->newGame->ourImages[0].bitmap,NULL,screen,&ourLoadMenu->lNewGame);	SDL_BlitSurface(ourLoadMenu->loadGame->ourImages[0].bitmap,NULL,screen,&ourLoadMenu->lLoadGame);	SDL_BlitSurface(ourLoadMenu->highScores->ourImages[0].bitmap,NULL,screen,&ourLoadMenu->lHighScores);	SDL_BlitSurface(ourLoadMenu->credits->ourImages[0].bitmap,NULL,screen,&ourLoadMenu->lCredits);	SDL_BlitSurface(ourLoadMenu->quit->ourImages[0].bitmap,NULL,screen,&ourLoadMenu->lQuit);	//SDL_Flip(screen);	CSDL_Ext::update(screen);	first = true;}void CPreGame::initLoadMenu(){	ourLoadMenu = new menuItems();	ourLoadMenu->bgAd = BitmapHandler::loadBitmap("ZLOADGAM.bmp");	ourLoadMenu->background = BitmapHandler::loadBitmap("ZPIC1005.bmp");	blitAt(ourLoadMenu->bgAd,114,312,ourLoadMenu->background);	//loading menu buttons	ourLoadMenu->newGame = CDefHandler::giveDef("ZTSINGL.DEF");	ourLoadMenu->loadGame = CDefHandler::giveDef("ZTMULTI.DEF");	ourLoadMenu->highScores = CDefHandler::giveDef("ZTCAMPN.DEF");	ourLoadMenu->credits = CDefHandler::giveDef("ZTTUTOR.DEF");	ourLoadMenu->quit = CDefHandler::giveDef("ZTBACK.DEF");	// single scenario	ourLoadMenu->lNewGame.h=ourLoadMenu->newGame->ourImages[0].bitmap->h;	ourLoadMenu->lNewGame.w=ourLoadMenu->newGame->ourImages[0].bitmap->w;	ourLoadMenu->lNewGame.x=545;	ourLoadMenu->lNewGame.y=4;	ourLoadMenu->fNewGame=&CPreGame::showScenSel;	//multiplayer	ourLoadMenu->lLoadGame.h=ourLoadMenu->loadGame->ourImages[0].bitmap->h;	ourLoadMenu->lLoadGame.w=ourLoadMenu->loadGame->ourImages[0].bitmap->w;	ourLoadMenu->lLoadGame.x=568;	ourLoadMenu->lLoadGame.y=120;	ourLoadMenu->fLoadGame = NULL;	//campaign	ourLoadMenu->lHighScores.h=ourLoadMenu->highScores->ourImages[0].bitmap->h;	ourLoadMenu->lHighScores.w=ourLoadMenu->highScores->ourImages[0].bitmap->w;	ourLoadMenu->lHighScores.x=541;	ourLoadMenu->lHighScores.y=233;	ourLoadMenu->fHighScores = NULL;	//tutorial	ourLoadMenu->lCredits.h=ourLoadMenu->credits->ourImages[0].bitmap->h;	ourLoadMenu->lCredits.w=ourLoadMenu->credits->ourImages[0].bitmap->w;	ourLoadMenu->lCredits.x=545;	ourLoadMenu->lCredits.y=358;	ourLoadMenu->fCredits = NULL;	//back	ourLoadMenu->lQuit.h=ourLoadMenu->quit->ourImages[0].bitmap->h;	ourLoadMenu->lQuit.w=ourLoadMenu->quit->ourImages[0].bitmap->w;	ourLoadMenu->lQuit.x=582;	ourLoadMenu->lQuit.y=464;	ourLoadMenu->fQuit=&CPreGame::showMainMenu;	ourLoadMenu->highlighted=0;}CPreGame::~CPreGame(){	delete ourMainMenu;	delete ourNewMenu;	delete ourLoadMenu;	delete ok;	delete cancel;}CPreGame::menuItems::menuItems(){}CPreGame::menuItems::~menuItems(){	delete this->newGame;	delete this->loadGame;	delete this->highScores;	delete this->credits;	delete this->quit;	SDL_FreeSurface(bgAd);	SDL_FreeSurface(background);}ScenSel::ScenSel():	difficulty(new CPoinGroup()),	bEasy(genRect(0,0,506,456),NULL,CDefHandler::giveDef("GSPBUT3.DEF"),true,difficulty,0),	bNormal(genRect(0,0,538,456),NULL,CDefHandler::giveDef("GSPBUT4.DEF"),true,difficulty,1),	bHard(genRect(0,0,570,456),NULL,CDefHandler::giveDef("GSPBUT5.DEF"),true,difficulty,2),	bExpert(genRect(0,0,602,456),NULL,CDefHandler::giveDef("GSPBUT6.DEF"),true,difficulty,3),	bImpossible(genRect(0,0,634,456),NULL,CDefHandler::giveDef("GSPBUT7.DEF"),true,difficulty,4),	bBack(genRect(0,0,584,535),boost::bind(&CPreGame::showNewMenu,CPG),CDefHandler::giveDef("SCNRBACK.DEF")),	bBegin(genRect(0,0,414,535),boost::bind(&CPreGame::begin,CPG),CDefHandler::giveDef("SCNRBEG.DEF")),	bLoad(genRect(0,0,414,535),boost::bind(&CPreGame::begin,CPG),CDefHandler::giveDef("SCNRLOD.DEF")),	bScens(genRect(0,0,414,81),boost::bind(&CPreGame::showScenList,CPG),CDefHandler::giveDef("GSPBUTT.DEF")),	bRandom(genRect(0,0,414,105),boost::bind(&CPreGame::showScenList,CPG),CDefHandler::giveDef("GSPBUTT.DEF")),	bOptions(genRect(0,0,414,509),boost::bind(&CPreGame::showOptions,CPG),CDefHandler::giveDef("GSPBUTT.DEF")){	pressed=NULL;	listShowed=false;	if (rand()%2) 		background = BitmapHandler::loadBitmap("ZPIC1000.bmp");	else 		background = BitmapHandler::loadBitmap("ZPIC1001.bmp");	savenameStrip = BitmapHandler::loadBitmap("GSSTRIP.bmp");	scenInf = BitmapHandler::loadBitmap("GSELPOP1.bmp");	randMap = BitmapHandler::loadBitmap("RANMAPBK.bmp");	options = BitmapHandler::loadBitmap("ADVOPTBK.bmp");	SDL_SetColorKey(scenInf,SDL_SRCCOLORKEY,SDL_MapRGB(scenInf->format,0,255,255));	SDL_SetColorKey(randMap,SDL_SRCCOLORKEY,SDL_MapRGB(randMap->format,0,255,255));	SDL_SetColorKey(options,SDL_SRCCOLORKEY,SDL_MapRGB(options->format,0,255,255));	difficulty->type=1;	selectedDiff=-77;	difficulty->gdzie = &selectedDiff;	for (size_t i=0; i < bScens.imgs->ourImages.size(); ++i) {		CSDL_Ext::printAt(            CGI->generaltexth->allTexts[500],                25+i,                2+i,                GEOR13,                zwykly,                bScens.imgs->ourImages[i].bitmap        ); //"Show Available Scenarios"    }    for (size_t i=0; i < bRandom.imgs->ourImages.size(); ++i) {		CSDL_Ext::printAt(            CGI->generaltexth->allTexts[740],            25+i,            2+i,            GEOR13,            zwykly,            bRandom.imgs->ourImages[i].bitmap        );    }	    for (size_t i=0; i < bOptions.imgs->ourImages.size(); ++i) {		CSDL_Ext::printAt(            CGI->generaltexth->allTexts[501],            25+i,            2+i,            GEOR13,            zwykly,            bOptions.imgs->ourImages[i].bitmap        ); //"Show Advanced Options"    }}ScenSel::~ScenSel(){	delete difficulty;	SDL_FreeSurface(scenInf);	SDL_FreeSurface(randMap);	SDL_FreeSurface(background);	SDL_FreeSurface(options);}
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