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							- #include "../stdafx.h"
 
- #include "CPreGame.h"
 
- #include "../hch/CDefHandler.h"
 
- #include <ctime>
 
- #include <boost/filesystem.hpp>   // includes all needed Boost.Filesystem declarations
 
- #include <boost/algorithm/string.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 "Graphics.h"
 
- //#include <boost/thread.hpp>
 
- #include <boost/bind.hpp>
 
- #include <cstdlib>
 
- #include "../lib/Connection.h"
 
- #include "../lib/VCMIDirs.h"
 
- #include "../hch/CMusicHandler.h"
 
- #include "../hch/CVideoHandler.h"
 
- #include "AdventureMapButton.h"
 
- #include "GUIClasses.h"
 
- #include "../hch/CCreatureHandler.h"
 
- #include "CPlayerInterface.h"
 
- #include "../CCallback.h"
 
- #include <boost/lexical_cast.hpp>
 
- /*
 
-  * CPreGame.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- namespace fs = boost::filesystem;
 
- using boost::bind;
 
- using boost::ref;
 
- void startGame(StartInfo * options);
 
- CGPreGame * CGP;
 
- static const CMapHeader *curMap = NULL;
 
- static StartInfo *curOpts = NULL;
 
- static int playerColor, playerSerial;
 
- static std::string selectedName; //set when game is started/loaded
 
- extern void do_quit();
 
- CMenuScreen::CMenuScreen( EState which )
 
- {
 
- 	OBJ_CONSTRUCTION;
 
- 	bgAd = NULL;
 
- 	switch(which)
 
- 	{
 
- 	case mainMenu:
 
- 		{
 
- 			buttons[0] = new AdventureMapButton("", CGI->generaltexth->zelp[3].second, bind(&CMenuScreen::moveTo, this, ref(CGP->scrs[newGame])), 540, 10, "ZMENUNG.DEF", SDLK_n);
 
- 			buttons[1] = new AdventureMapButton("", CGI->generaltexth->zelp[4].second, bind(&CMenuScreen::moveTo, this, ref(CGP->scrs[loadGame])), 532, 132, "ZMENULG.DEF", SDLK_l);
 
- 			buttons[2] = new AdventureMapButton("", CGI->generaltexth->zelp[5].second, 0 /*cb*/, 524, 251, "ZMENUHS.DEF", SDLK_h);
 
- 			buttons[3] = new AdventureMapButton("", CGI->generaltexth->zelp[6].second, 0 /*cb*/, 557, 359, "ZMENUCR.DEF", SDLK_c);
 
- 			buttons[4] = new AdventureMapButton("", CGI->generaltexth->zelp[7].second, do_quit, 586, 468, "ZMENUQT.DEF", SDLK_ESCAPE);
 
- 		}
 
- 		break;
 
- 	case newGame:
 
- 		{
 
- 			bgAd = new CPicture(BitmapHandler::loadBitmap("ZNEWGAM.bmp"), 114, 312, true);
 
- 			buttons[0] = new AdventureMapButton("", CGI->generaltexth->zelp[10].second, bind(&CGPreGame::openSel, CGP, newGame), 545, 4, "ZTSINGL.DEF", SDLK_s);
 
- 			buttons[1] = new AdventureMapButton("", CGI->generaltexth->zelp[11].second, 0 /*cb*/, 568, 120, "ZTMULTI.DEF", SDLK_m);
 
- 			buttons[2] = new AdventureMapButton("", CGI->generaltexth->zelp[12].second, 0 /*cb*/, 541, 233, "ZTCAMPN.DEF", SDLK_c);
 
- 			buttons[3] = new AdventureMapButton("", CGI->generaltexth->zelp[13].second, 0 /*cb*/, 545, 358, "ZTTUTOR.DEF", SDLK_t);
 
- 			buttons[4] = new AdventureMapButton("", CGI->generaltexth->zelp[14].second, bind(&CMenuScreen::moveTo, this, CGP->scrs[mainMenu]), 582, 464, "ZTBACK.DEF", SDLK_ESCAPE);
 
- 		}
 
- 		break;
 
- 	case loadGame:
 
- 		{
 
- 			bgAd = new CPicture(BitmapHandler::loadBitmap("ZLOADGAM.bmp"), 114, 312, true);
 
- 			buttons[0] = new AdventureMapButton("", CGI->generaltexth->zelp[10].second, bind(&CGPreGame::openSel, CGP, loadGame), 545, 4, "ZTSINGL.DEF", SDLK_s);
 
- 			buttons[1] = new AdventureMapButton("", CGI->generaltexth->zelp[11].second, 0 /*cb*/, 568, 120, "ZTMULTI.DEF", SDLK_m);
 
- 			buttons[2] = new AdventureMapButton("", CGI->generaltexth->zelp[12].second, 0 /*cb*/, 541, 233, "ZTCAMPN.DEF", SDLK_c);
 
- 			buttons[3] = new AdventureMapButton("", CGI->generaltexth->zelp[13].second, 0 /*cb*/, 545, 358, "ZTTUTOR.DEF", SDLK_t);
 
- 			buttons[4] = new AdventureMapButton("", CGI->generaltexth->zelp[14].second, bind(&CMenuScreen::moveTo, this, CGP->scrs[mainMenu]), 582, 464, "ZTBACK.DEF", SDLK_ESCAPE);
 
- 		}
 
- 		break;
 
- 	}
 
- 	for(int i = 0; i < ARRAY_COUNT(buttons); i++)
 
- 		buttons[i]->hoverable = true;
 
- }
 
- CMenuScreen::~CMenuScreen()
 
- {
 
- }
 
- void CMenuScreen::showAll( SDL_Surface * to )
 
- {
 
- 	blitAt(CGP->mainbg, 0, 0, to);
 
- 	CIntObject::showAll(to);
 
- }
 
- void CMenuScreen::show( SDL_Surface * to )
 
- {
 
- 	CIntObject::show(to);
 
- 	CGI->videoh->update(pos.x + 8, pos.y + 105, screen, true, false);
 
- }
 
- void CMenuScreen::moveTo( CMenuScreen *next )
 
- {
 
- 	GH.popInt(this);
 
- 	GH.pushInt(next);
 
- }
 
- void CGPreGame::run()
 
- {
 
- 	GH.handleEvents();
 
- #ifdef _WIN32
 
- 	CGI->videoh->open("ACREDIT.SMK");
 
- #else
 
- 	CGI->videoh->open("ACREDIT.SMK", true, false);
 
- #endif
 
- 	GH.pushInt(scrs[mainMenu]);
 
- 	while(!terminate)
 
- 	{
 
- 		CGI->curh->draw1();
 
- 		SDL_Flip(screen);
 
- 		CGI->curh->draw2();
 
- 		SDL_Delay(20); //give time for other apps
 
- 		GH.topInt()->show(screen);
 
- 		GH.updateTime();
 
- 		GH.handleEvents();
 
- 	}
 
- }
 
- CGPreGame::CGPreGame()
 
- {
 
- 	GH.defActionsDef = 63;
 
- 	CGP = this;
 
- 	mainbg = BitmapHandler::loadBitmap("ZPIC1005.bmp");
 
- 	terminate = false;
 
- 	for(int i = 0; i < ARRAY_COUNT(scrs); i++)
 
- 		scrs[i] = new CMenuScreen((EState)i);
 
- }
 
- CGPreGame::~CGPreGame()
 
- {
 
- 	SDL_FreeSurface(mainbg);
 
- 	for(int i = 0; i < ARRAY_COUNT(scrs); i++)
 
- 		delete scrs[i];
 
- }
 
- void CGPreGame::openSel( EState type )
 
- {
 
- 	GH.pushInt(new CSelectionScreen(type));
 
- }
 
- void CGPreGame::loadGraphics()
 
- {
 
- 	victory = CDefHandler::giveDef("SCNRVICT.DEF");
 
- 	loss = CDefHandler::giveDef("SCNRLOSS.DEF");
 
- 	bonuses = CDefHandler::giveDef("SCNRSTAR.DEF");
 
- 	rHero = BitmapHandler::loadBitmap("HPSRAND1.bmp");
 
- 	rTown = BitmapHandler::loadBitmap("HPSRAND0.bmp");
 
- 	nHero = BitmapHandler::loadBitmap("HPSRAND6.bmp");
 
- 	nTown = BitmapHandler::loadBitmap("HPSRAND5.bmp");
 
- }
 
- void CGPreGame::disposeGraphics()
 
- {
 
- 	delete victory;
 
- 	delete loss;
 
- 	SDL_FreeSurface(rHero);
 
- 	SDL_FreeSurface(nHero);
 
- 	SDL_FreeSurface(rTown);
 
- 	SDL_FreeSurface(nTown);
 
- }
 
- CSelectionScreen::CSelectionScreen( EState Type )
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	IShowActivable::type = BLOCK_ADV_HOTKEYS;
 
- 	pos.w = 762;
 
- 	pos.h = 584;
 
- 	if(Type == saveGame)
 
- 	{
 
- 		center(pos);
 
- 	}
 
- 	else
 
- 	{
 
- 		pos.x = 3;
 
- 		pos.y = 6;
 
- 		bg = new CPicture(BitmapHandler::loadBitmap(rand()%2 ? "ZPIC1000.bmp" : "ZPIC1001.bmp"), -3, -6, true);
 
- 	}
 
- 	CGP->loadGraphics();
 
- 	type = Type;
 
- 	curOpts = &sInfo;
 
- 	sInfo.difficulty = 1;
 
- 	current = NULL;
 
- 	sInfo.mode = (Type == newGame ? 0 : 1);
 
- 	sInfo.turnTime = 0;
 
- 	curTab = NULL;
 
- 	card = new InfoCard(type);
 
- 	opt = new OptionsTab(type/*, sInfo*/);
 
- 	opt->recActions = DISPOSE;
 
- 	sel = new SelectionTab(type, bind(&CSelectionScreen::changeSelection, this, _1));
 
- 	sel->recActions = DISPOSE;
 
- 	switch(type)
 
- 	{
 
- 	case newGame:
 
- 		{
 
- 			card->difficulty->onChange = bind(&CSelectionScreen::difficultyChange, this, _1);
 
- 			card->difficulty->select(1, 0);
 
- 			AdventureMapButton *select = new AdventureMapButton(CGI->generaltexth->zelp[45], bind(&CSelectionScreen::toggleTab, this, sel), 411, 75, "GSPBUTT.DEF", SDLK_s);
 
- 			select->addTextOverlay(CGI->generaltexth->allTexts[500], FONT_SMALL);
 
- 			AdventureMapButton *opts = new AdventureMapButton(CGI->generaltexth->zelp[46], bind(&CSelectionScreen::toggleTab, this, opt), 411, 503, "GSPBUTT.DEF", SDLK_a);
 
- 			opts->addTextOverlay(CGI->generaltexth->allTexts[501], FONT_SMALL);
 
- 			AdventureMapButton *random = new AdventureMapButton(CGI->generaltexth->zelp[47], bind(&CSelectionScreen::toggleTab, this, sel), 411, 99, "GSPBUTT.DEF", SDLK_r);
 
- 			random->addTextOverlay(CGI->generaltexth->allTexts[740], FONT_SMALL);
 
- 			start  = new AdventureMapButton(CGI->generaltexth->zelp[103], bind(&CSelectionScreen::startGame, this), 411, 529, "SCNRBEG.DEF", SDLK_b);
 
- 		}
 
- 		break;
 
- 	case loadGame:
 
- 		sel->recActions = 255;
 
- 		start  = new AdventureMapButton(CGI->generaltexth->zelp[103], bind(&CSelectionScreen::startGame, this), 411, 529, "SCNRLOD.DEF", SDLK_l);
 
- 		break;
 
- 	case saveGame:
 
- 		sel->recActions = 255;
 
- 		start  = new AdventureMapButton("", CGI->generaltexth->zelp[103].second, bind(&CSelectionScreen::startGame, this), 411, 529, "SCNRSAV.DEF");
 
- 		break;
 
- 	}
 
- 	start->assignedKeys.insert(SDLK_RETURN);
 
- 	back = new AdventureMapButton("", CGI->generaltexth->zelp[105].second, bind(&CGuiHandler::popIntTotally, &GH, this), 581, 529, "SCNRBACK.DEF", SDLK_ESCAPE);
 
- }
 
- CSelectionScreen::~CSelectionScreen()
 
- {
 
- 	curMap = NULL;
 
- 	curOpts = NULL;
 
- 	playerSerial = playerColor = -1;
 
- }
 
- void CSelectionScreen::toggleTab(CIntObject *tab)
 
- {
 
- 	if(curTab && curTab->active)
 
- 	{
 
- 		curTab->deactivate();
 
- 		curTab->recActions = DISPOSE;
 
- 	}
 
- 	if(curTab != tab)
 
- 	{
 
- 		tab->recActions = 255;
 
- 		tab->activate();
 
- 		curTab = tab;
 
- 	}
 
- 	else
 
- 	{
 
- 		curTab = NULL;
 
- 	};
 
- 	GH.totalRedraw();
 
- }
 
- void CSelectionScreen::changeSelection( const CMapInfo *to )
 
- {
 
- 	curMap = current = to;
 
- 	if(to && type == loadGame)
 
- 		curOpts->difficulty = to->seldiff;
 
- 	updateStartInfo(to);
 
- 	card->changeSelection(to);
 
- 	opt->changeSelection(to);
 
- }
 
- void CSelectionScreen::updateStartInfo( const CMapInfo * to )
 
- {
 
- 	sInfo.playerInfos.clear();
 
- 	if(!to) 
 
- 		return;
 
- 	sInfo.playerInfos.resize(to->playerAmnt);
 
- 	sInfo.mapname = to->filename;
 
- 	playerSerial = playerColor = -1;
 
- 	int serialC=0;
 
- 	for (int i = 0; i < PLAYER_LIMIT; i++)
 
- 	{
 
- 		const PlayerInfo &pinfo = to->players[i];
 
- 		//neither computer nor human can play - no player
 
- 		if (!(pinfo.canComputerPlay || pinfo.canComputerPlay))
 
- 			continue;
 
- 		PlayerSettings &pset = sInfo.playerInfos[serialC];
 
- 		pset.color = i;
 
- 		pset.serial = serialC++;
 
- 		if (pinfo.canHumanPlay && playerColor < 0)
 
- 		{
 
- 			pset.name = CGI->generaltexth->allTexts[434]; //Player
 
- 			pset.human = true;
 
- 			playerColor = i;
 
- 			playerSerial = pset.serial;
 
- 		}
 
- 		else
 
- 		{
 
- 			pset.name = CGI->generaltexth->allTexts[468];//Computer
 
- 			pset.human = false;
 
- 		}
 
- 		for (int j = 0; j < F_NUMBER  &&  pset.castle != -1; j++) //we start with none and find matching faction. if more than one, then set to random
 
- 		{
 
- 			if((1 << j) & pinfo.allowedFactions)
 
- 			{
 
- 				if (pset.castle >= 0) //we've already assigned a castle and another one is possible -> set random and let player choose
 
- 					pset.castle = -1; //breaks
 
- 				if (pset.castle == -2) //first available castle - pick
 
- 					pset.castle = j;
 
- 			}
 
- 		}
 
- 		if ((pinfo.generateHeroAtMainTown || to->version==CMapHeader::RoE)  &&  pinfo.hasMainTown  //we will generate hero in front of main town
 
- 			|| pinfo.p8) //random hero
 
- 			pset.hero = -1;
 
- 		else
 
- 			pset.hero = -2;
 
- 		if(pinfo.mainHeroName.length())
 
- 		{
 
- 			pset.heroName = pinfo.mainHeroName;
 
- 			if((pset.heroPortrait = pinfo.mainHeroPortrait) == 255)
 
- 				pset.heroPortrait = pinfo.p9;
 
- 		}
 
- 		pset.handicap = 0;
 
- 	}
 
- }
 
- void CSelectionScreen::startGame()
 
- {
 
- 	if(type != saveGame)
 
- 	{
 
- 		if(!current)
 
- 			return;
 
- 		selectedName = sInfo.mapname;
 
- 		StartInfo *si = new StartInfo(sInfo);
 
- 		GH.popIntTotally(this);
 
- 		GH.popIntTotally(GH.topInt());
 
- 		curMap = NULL;
 
- 		curOpts = NULL;
 
- 		::startGame(si);
 
- 		delete si; //rather won't be called...
 
- 	}
 
- 	else
 
- 	{
 
- 		if(!(sel && sel->txt && sel->txt->text.size()))
 
- 			return;
 
- 		selectedName = GVCMIDirs.UserPath + "/Games/" + sel->txt->text + ".vlgm1";
 
- 		LOCPLINT->cb->save(sel->txt->text);
 
- 		GH.popIntTotally(this);
 
- 	}
 
- }
 
- void CSelectionScreen::difficultyChange( int to )
 
- {
 
- 	assert(type == newGame);
 
- 	sInfo.difficulty = to;
 
- 	GH.totalRedraw();
 
- }
 
- // A new size filter (Small, Medium, ...) has been selected. Populate
 
- // selMaps with the relevant data.
 
- void SelectionTab::filter( int size, bool selectFirst )
 
- {
 
- 	curItems.clear();
 
- 	for (size_t i=0; i<allItems.size(); i++) 
 
- 		if( allItems[i].version  &&  (!size || allItems[i].width == size))
 
- 			curItems.push_back(&allItems[i]);
 
- 	if(curItems.size())
 
- 	{
 
- 		slider->block(false);
 
- 		slider->setAmount(curItems.size());
 
- 		sort();
 
- 		if(selectFirst)
 
- 		{
 
- 			slider->moveTo(0);
 
- 			onSelect(curItems[0]);
 
- 		}
 
- 		selectAbs(0);
 
- 	}
 
- 	else
 
- 	{
 
- 		slider->block(true);
 
- 		onSelect(NULL);
 
- 	}
 
- }
 
- void SelectionTab::getFiles(std::vector<FileInfo> &out, const std::string &dirname, const std::string &ext)
 
- {
 
- 	if(!boost::filesystem::exists(dirname))
 
- 	{
 
- 		tlog1 << "Cannot find " << dirname << " directory!\n";
 
- 	}
 
- 	fs::path tie(dirname);
 
- 	fs::directory_iterator end_iter;
 
- 	for ( fs::directory_iterator file (tie); file!=end_iter; ++file )
 
- 	{
 
- 		if(fs::is_regular_file(file->status())
 
- 			&& boost::ends_with(file->path().filename(), ext))
 
- 		{
 
- 			out.resize(out.size()+1);
 
- 			out.back().date = fs::last_write_time(file->path());
 
- 			out.back().name = file->path().string();
 
- 		}
 
- 	}
 
- 	allItems.resize(out.size());
 
- }
 
- void SelectionTab::parseMaps(std::vector<FileInfo> &files, int start, int threads)
 
- {
 
- 	int read=0;
 
- 	unsigned char mapBuffer[1500];
 
- 	while(start < allItems.size())
 
- 	{
 
- 		gzFile tempf = gzopen(files[start].name.c_str(),"rb");
 
- 		read = gzread(tempf, mapBuffer, 1500);
 
- 		gzclose(tempf);
 
- 		if(read < 50  ||  !mapBuffer[4])
 
- 		{
 
- 			tlog3 << "\t\tWarning: corrupted map file: " << files[start].name << std::endl; 
 
- 		}
 
- 		else //valid map
 
- 		{
 
- 			allItems[start].init(files[start].name, mapBuffer);
 
- 			//allItems[start].date = "DATEDATE";// files[start].date;
 
- 		}
 
- 		start += threads;
 
- 	}
 
- }
 
- void SelectionTab::parseGames(std::vector<FileInfo> &files)
 
- {
 
- 	for(int i=0; i<files.size(); i++)
 
- 	{
 
- 		CLoadFile lf(files[i].name);
 
- 		if(!lf.sfile)
 
- 			continue;
 
- 		ui8 sign[8]; 
 
- 		lf >> sign;
 
- 		if(std::memcmp(sign,"VCMISVG",7))
 
- 		{
 
- 			tlog1 << files[i].name << " is not a correct savefile!" << std::endl;
 
- 			continue;
 
- 		}
 
- 		lf >> static_cast<CMapHeader&>(allItems[i]) >> allItems[i].seldiff;
 
- 		allItems[i].filename = files[i].name;
 
- 		allItems[i].countPlayers();
 
- 		allItems[i].date = std::asctime(std::localtime(&files[i].date));
 
- 	}
 
- }
 
- SelectionTab::SelectionTab(EState Type, const boost::function<void(CMapInfo *)> &OnSelect)
 
- 	:onSelect(OnSelect)
 
- {
 
- 	OBJ_CONSTRUCTION;
 
- 	selectionPos = 0;
 
- 	used = LCLICK | WHEEL | KEYBOARD | DOUBLECLICK;
 
- 	slider = NULL;
 
- 	txt = NULL;
 
- 	type = Type;
 
- 	bg = new CPicture(BitmapHandler::loadBitmap("SCSELBCK.bmp"), 0, 0, true);
 
- 	pos.w = bg->pos.w;
 
- 	pos.h = bg->pos.h;
 
- 	std::vector<FileInfo> toParse;
 
- 	switch(type)
 
- 	{
 
- 	case newGame:
 
- 		getFiles(toParse, DATA_DIR "/Maps", "h3m");
 
- 		parseMaps(toParse);
 
- 		positions = 18;
 
- 		break;
 
- 	case loadGame:
 
- 	case saveGame:
 
- 		getFiles(toParse, GVCMIDirs.UserPath + "/Games", "vlgm1");
 
- 		parseGames(toParse);
 
- 		if(type == loadGame)
 
- 		{
 
- 			positions = 18;
 
- 		}
 
- 		else
 
- 		{
 
- 			positions = 16;
 
- 		}	
 
- 		if(type == saveGame)
 
- 			txt = new CTextInput(Rect(32, 539, 350, 20), Point(-32, -25), "GSSTRIP.bmp", 0);
 
- 		break;
 
- 	default:
 
- 		assert(0);
 
- 	}
 
- 	//size filter buttons
 
- 	{
 
- 		int sizes[] = {36, 72, 108, 144, 0};
 
- 		const char * names[] = {"SCSMBUT.DEF", "SCMDBUT.DEF", "SCLGBUT.DEF", "SCXLBUT.DEF", "SCALBUT.DEF"};
 
- 		for(int i = 0; i < 5; i++)
 
- 			new AdventureMapButton("", CGI->generaltexth->zelp[54+i].second, bind(&SelectionTab::filter, this, sizes[i], true), 158 + 47*i, 46, names[i]);
 
- 	}
 
- 	{
 
- 		int xpos[] = {23, 55, 88, 121, 306, 339};
 
- 		const char * names[] = {"SCBUTT1.DEF", "SCBUTT2.DEF", "SCBUTCP.DEF", "SCBUTT3.DEF", "SCBUTT4.DEF", "SCBUTT5.DEF"};
 
- 		for(int i = 0; i < 6; i++)
 
- 			new AdventureMapButton("", CGI->generaltexth->zelp[107+i].second, bind(&SelectionTab::sortBy, this, i), xpos[i], 86, names[i]);
 
- 	}
 
- 	slider = new CSlider(372, 86, type != saveGame ? 480 : 430, bind(&SelectionTab::sliderMove, this, _1), positions, curItems.size(), 0, false, 1);
 
- 	format =  CDefHandler::giveDef("SCSELC.DEF");
 
- 	sortingBy = _format;
 
- 	ascending = true;
 
- 	filter(0);
 
- 	//select(0);
 
- 	switch(type)
 
- 	{
 
- 	case newGame:
 
- 		selectFName(DATA_DIR "/Maps/Arrogance.h3m");
 
- 		break;
 
- 	case loadGame:
 
- 		select(0);
 
- 		break;
 
- 	case saveGame:;
 
- 		if(selectedName.size())
 
- 		{
 
- 			if(selectedName[0] == 'M')
 
- 				txt->setText("NEWGAME");
 
- 			else
 
- 				selectFName(selectedName);
 
- 		}
 
- 	}
 
- }
 
- SelectionTab::~SelectionTab()
 
- {
 
- 	delete format;
 
- }
 
- void SelectionTab::sortBy( int criteria )
 
- {
 
- 	if(criteria == sortingBy)
 
- 	{
 
- 		ascending = !ascending;
 
- 	}
 
- 	else
 
- 	{
 
- 		sortingBy = (ESortBy)criteria;
 
- 		ascending = true;
 
- 	}
 
- 	sort();
 
- 	selectAbs(0);
 
- }
 
- void SelectionTab::sort()
 
- {
 
- 	if(sortingBy != _name)
 
- 		std::stable_sort(curItems.begin(),curItems.end(),mapSorter(_name));
 
- 	std::stable_sort(curItems.begin(),curItems.end(),mapSorter(sortingBy));
 
- 	if(!ascending)
 
- 		std::reverse(curItems.begin(), curItems.end());
 
- 	redraw();
 
- }
 
- void SelectionTab::select( int position )
 
- {
 
- 	if(!curItems.size()) return;
 
- 	// New selection. py is the index in curItems.
 
- 	int py = position + slider->value;
 
- 	amax(py, 0);
 
- 	amin(py, curItems.size()-1);
 
- 	selectionPos = py;
 
- 	if(position < 0)
 
- 		slider->moveTo(slider->value + position);
 
- 	else if(position >= positions)
 
- 		slider->moveTo(slider->value + position - positions + 1);
 
- 	onSelect(curItems[py]);
 
- }
 
- void SelectionTab::selectAbs( int position )
 
- {
 
- 	select(position - slider->value);
 
- }
 
- int SelectionTab::getPosition( int x, int y )
 
- {
 
- 	return -1;
 
- }
 
- void SelectionTab::sliderMove( int slidPos )
 
- {
 
- 	if(!slider) return; //ignore spurious call when slider is being created
 
- 	redraw();
 
- }
 
- // Display the tab with the scenario names
 
- //
 
- // elemIdx is the index of the maps or saved game to display on line 0
 
- // slider->capacity contains the number of available screen lines
 
- // slider->positionsAmnt is the number of elements after filtering
 
- void SelectionTab::printMaps(SDL_Surface *to)
 
- {
 
- 	int elemIdx = slider->value;
 
- 	// Display all elements if there's enough space
 
- 	//if(slider->amount < slider->capacity)
 
- 	//	elemIdx = 0;
 
- 	SDL_Color nasz;
 
- #define POS(xx, yy) pos.x + xx, pos.y + yy + line*25
 
- 	for (int line = 0; line < positions  &&  elemIdx < curItems.size(); elemIdx++, line++)
 
- 	{
 
- 		CMapInfo* curMap = curItems[elemIdx];
 
- 		if (elemIdx == selectionPos)
 
- 			nasz=tytulowy;
 
- 		else 
 
- 			nasz=zwykly;
 
- 		std::ostringstream ostr(std::ostringstream::out);
 
- 		ostr << curMap->playerAmnt << "/" << curMap->humenPlayers;
 
- 		CSDL_Ext::printAt(ostr.str(), POS(29, 120), FONT_SMALL, nasz, to);
 
- 		std::string temp2 = "C";
 
- 		switch (curMap->width)
 
- 		{
 
- 		case 36:
 
- 			temp2="S";
 
- 			break;
 
- 		case 72:
 
- 			temp2="M";
 
- 			break;
 
- 		case 108:
 
- 			temp2="L";
 
- 			break;
 
- 		case 144:
 
- 			temp2="XL";
 
- 			break;
 
- 		}
 
- 		CSDL_Ext::printAtMiddle(temp2, POS(70, 128), FONT_SMALL, nasz, to);
 
- 		int temp=-1;
 
- 		switch (curMap->version)
 
- 		{
 
- 		case CMapHeader::RoE:
 
- 			temp=0;
 
- 			break;
 
- 		case CMapHeader::AB:
 
- 			temp=1;
 
- 			break;
 
- 		case CMapHeader::SoD:
 
- 			temp=2;
 
- 			break;
 
- 		case CMapHeader::WoG:
 
- 			temp=3;
 
- 			break;
 
- 		default:
 
- 			// Unknown version. Be safe and ignore that map
 
- 			tlog2 << "Warning: " << curMap->filename << " has wrong version!\n";
 
- 			continue;
 
- 		}
 
- 		blitAt(format->ourImages[temp].bitmap, POS(88, 117), to);
 
- 		if (type == newGame) {
 
- 			if (!curMap->name.length())
 
- 				curMap->name = "Unnamed";
 
- 			CSDL_Ext::printAtMiddle(curMap->name, POS(213, 128), FONT_SMALL, nasz, to);
 
- 		} else
 
- 			CSDL_Ext::printAtMiddle(fs::basename(curMap->filename), POS(213, 128), FONT_SMALL, nasz, to);
 
- 		if (curMap->victoryCondition.condition == winStandard)
 
- 			temp = 11;
 
- 		else 
 
- 			temp = curMap->victoryCondition.condition;
 
- 		blitAt(CGP->victory->ourImages[temp].bitmap, POS(306, 117), to);
 
- 		if (curMap->lossCondition.typeOfLossCon == lossStandard)
 
- 			temp=3;
 
- 		else 
 
- 			temp=curMap->lossCondition.typeOfLossCon;
 
- 		blitAt(CGP->loss->ourImages[temp].bitmap, POS(339, 117), to);
 
- 	}
 
- #undef POS
 
- }
 
- void SelectionTab::showAll( SDL_Surface * to )
 
- {
 
- 	CIntObject::showAll(to);
 
- 	printMaps(to);
 
- 	int txtid;
 
- 	switch(type) {
 
- 	case newGame: txtid = 229; break;
 
- 	case loadGame: txtid = 230; break;
 
- 	case saveGame: txtid = 231; break;
 
- 	}
 
- 	CSDL_Ext::printAtMiddle(CGI->generaltexth->arraytxt[txtid], pos.x+205, pos.y+28, FONT_MEDIUM, tytulowy, to); //Select a Scenario to Play
 
- 	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[510], pos.x+87, pos.y+62, FONT_SMALL, tytulowy, to); //Map sizes
 
- }
 
- void SelectionTab::clickLeft( tribool down, bool previousState )
 
- {
 
- 	if(down)
 
- 	{
 
- 		int line = getLine();
 
- 		if(line != -1)
 
- 			select(line);
 
- 	}
 
- }
 
- void SelectionTab::wheelScrolled( bool down, bool in )
 
- {
 
- 	slider->moveTo(slider->value + 3 * (down ? +1 : -1));
 
- 	//select(selectionPos - slider->value + (down ? +1 : -1));
 
- }
 
- void SelectionTab::keyPressed( const SDL_KeyboardEvent & key )
 
- {
 
- 	if(key.state != SDL_PRESSED) return;
 
- 	int moveBy = 0;
 
- 	switch(key.keysym.sym)
 
- 	{
 
- 	case SDLK_UP:
 
- 		moveBy = -1;
 
- 		break;
 
- 	case SDLK_DOWN:
 
- 		moveBy = +1;
 
- 		break;
 
- 	case SDLK_PAGEUP:
 
- 		moveBy = -positions+1;
 
- 		break;
 
- 	case SDLK_PAGEDOWN:
 
- 		moveBy = +positions-1; 
 
- 		break;
 
- 	case SDLK_HOME:
 
- 		select(-slider->value);
 
- 		return;
 
- 	case SDLK_END:
 
- 		select(curItems.size() - slider->value);
 
- 		return;
 
- 	default:
 
- 		return;
 
- 	}
 
- 	select(selectionPos - slider->value + moveBy); 
 
- }
 
- void SelectionTab::onDoubleClick()
 
- {
 
- 	if(getLine() != -1) //double clicked scenarios list
 
- 	{
 
- 		//act as if start button was pressed
 
- 		(static_cast<CSelectionScreen*>(parent))->start->callback();
 
- 	}
 
- }
 
- int SelectionTab::getLine()
 
- {
 
- 	int line = -1;
 
- 	Point clickPos(GH.current->button.x, GH.current->button.y);
 
- 	clickPos = clickPos - pos.topLeft();
 
- 	if (clickPos.y > 115  &&  clickPos.y < 564  &&  clickPos.x > 22  &&  clickPos.x < 371)
 
- 	{
 
- 		line = (clickPos.y-115) / 25; //which line
 
- 	}
 
- 	return line;
 
- }
 
- void SelectionTab::selectFName( const std::string &fname )
 
- {
 
- 	for(int i = curItems.size() - 1; i >= 0; i--)
 
- 	{
 
- 		if(curItems[i]->filename == fname)
 
- 		{
 
- 			slider->moveTo(i);
 
- 			selectAbs(i);
 
- 			return;
 
- 		}
 
- 	}
 
- 	selectAbs(0);
 
- }
 
- InfoCard::InfoCard( EState Type )
 
- {
 
- 	OBJ_CONSTRUCTION;
 
- 	pos.x += 393;
 
- 	used = RCLICK;
 
- 	sizes = CDefHandler::giveDef("SCNRMPSZ.DEF");
 
- 	sFlags = CDefHandler::giveDef("ITGFLAGS.DEF");
 
- 	type = Type;
 
- 	bg = new CPicture(BitmapHandler::loadBitmap("GSELPOP1.bmp"), 0, 0, true);
 
- 	pos.w = bg->pos.w;
 
- 	pos.h = bg->pos.h;
 
- 	difficulty = new CHighlightableButtonsGroup(0);
 
- 	{
 
- 		static const char *difButns[] = {"GSPBUT3.DEF", "GSPBUT4.DEF", "GSPBUT5.DEF", "GSPBUT6.DEF", "GSPBUT7.DEF"};
 
- 		BLOCK_CAPTURING;
 
- 		for(int i = 0; i < 5; i++)
 
- 		{
 
- 			difficulty->addButton(new CHighlightableButton("", CGI->generaltexth->zelp[24+i].second, 0, 110 + i*32, 450, difButns[i], i));
 
- 			difficulty->buttons.back()->pos += pos.topLeft();
 
- 		}
 
- 	}
 
- 	if(type != newGame)
 
- 		difficulty->block(true);
 
- }
 
- InfoCard::~InfoCard()
 
- {
 
- 	delete sizes;
 
- 	delete sFlags;
 
- }
 
- void InfoCard::showAll( SDL_Surface * to )
 
- {
 
- 	CIntObject::showAll(to);
 
- 	//blit texts
 
- 	printAtLoc(CGI->generaltexth->allTexts[390] + ":", 24, 400, FONT_SMALL, zwykly, to); //Allies
 
- 	printAtLoc(CGI->generaltexth->allTexts[391] + ":", 190, 400, FONT_SMALL, zwykly, to); //Enemies
 
- 	printAtLoc(CGI->generaltexth->allTexts[494], 33, 430, FONT_SMALL, tytulowy, to);//"Map Diff:"
 
- 	printAtLoc(CGI->generaltexth->allTexts[492] + ":", 133,430, FONT_SMALL, tytulowy, to); //player difficulty
 
- 	printAtLoc(CGI->generaltexth->allTexts[218] + ":", 290,430, FONT_SMALL, tytulowy, to); //"Rating:"
 
- 	printAtLoc(CGI->generaltexth->allTexts[495], 26, 22, FONT_SMALL, tytulowy, to); //Scenario Name:
 
- 	printAtLoc(CGI->generaltexth->allTexts[496], 26, 132, FONT_SMALL, tytulowy, to); //Scenario Description:
 
- 	printAtLoc(CGI->generaltexth->allTexts[497], 26, 283, FONT_SMALL, tytulowy, to); //Victory Condition:
 
- 	printAtLoc(CGI->generaltexth->allTexts[498], 26, 339, FONT_SMALL, tytulowy, to); //Loss Condition:
 
- 	if(curMap)
 
- 	{
 
- 		if(type != newGame)
 
- 		{
 
- 			for (int i = 0; i < difficulty->buttons.size(); i++)
 
- 			{
 
- 				//if(i == curMap->difficulty)
 
- 				//	difficulty->buttons[i]->state = 3;
 
- 				//else
 
- 				//	difficulty->buttons[i]->state = 2;
 
- 				difficulty->buttons[i]->showAll(to);
 
- 			}
 
- 		}
 
- 		int temp = curMap->victoryCondition.condition+1;
 
- 		if (temp>20) temp=0;
 
- 		std::string sss = CGI->generaltexth->victoryConditions[temp];
 
- 		if (temp && curMap->victoryCondition.allowNormalVictory) sss+= "/" + CGI->generaltexth->victoryConditions[0];
 
- 		printAtLoc(sss, 60, 307, FONT_SMALL, zwykly, to);
 
- 		temp = curMap->lossCondition.typeOfLossCon+1;
 
- 		if (temp>20) temp=0;
 
- 		sss = CGI->generaltexth->lossCondtions[temp];
 
- 		printAtLoc(sss, 60, 366, FONT_SMALL, zwykly, to);
 
- 		//blit description
 
- 		std::vector<std::string> *desc = CMessage::breakText(curMap->description,52);
 
- 		for (int i=0;i<desc->size();i++)
 
- 			printAtLoc((*desc)[i], 26, 149 + i*16, FONT_SMALL, zwykly, to);
 
- 		delete desc;
 
- 		if (curMap->name.length())
 
- 			printAtLoc(curMap->name, 26, 39, FONT_BIG, tytulowy, to);
 
- 		else 
 
- 			printAtLoc("Unnamed", 26, 39, FONT_BIG, tytulowy, to);
 
- 		assert(curMap->difficulty <= 4);
 
- 		std::string &diff = CGI->generaltexth->arraytxt[142 + curMap->difficulty];
 
- 		printAtMiddleLoc(diff, 62, 472, FONT_SMALL, zwykly, to);
 
- 		switch (curMap->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;
 
- 		}
 
- 		blitAtLoc(sizes->ourImages[temp].bitmap, 318, 22, to);
 
- 		temp = curMap->victoryCondition.condition;
 
- 		if (temp>12) temp=11;
 
- 		blitAtLoc(CGP->victory->ourImages[temp].bitmap, 24, 302, to); //victory cond descr
 
- 		temp=curMap->lossCondition.typeOfLossCon;
 
- 		if (temp>12) temp=3;
 
- 		blitAtLoc(CGP->loss->ourImages[temp].bitmap, 24, 359, to); //loss cond 
 
- 		if(type == loadGame)
 
- 			printToLoc((static_cast<const CMapInfo*>(curMap))->date,308,34, FONT_SMALL, zwykly, to);
 
- 		//print flags
 
- 		int fx=64, ex=244, myT;
 
- 		//if (curMap->howManyTeams)
 
- 			myT = curMap->players[playerColor].team;
 
- 		//else 
 
- 		//	myT = -1;
 
- 		for (std::vector<PlayerSettings>::const_iterator i = curOpts->playerInfos.begin(); i != curOpts->playerInfos.end(); i++)
 
- 		{
 
- 			int *myx = ((i->color == playerColor  ||  curMap->players[i->color].team == myT) ? &fx : &ex);
 
- 			blitAtLoc(sFlags->ourImages[i->color].bitmap, *myx, 399, to);
 
- 			*myx += sFlags->ourImages[i->color].bitmap->w;
 
- 		}
 
- 		std::string tob;
 
- 		switch (curOpts->difficulty)
 
- 		{
 
- 		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;
 
- 		}
 
- 		printAtMiddleLoc(tob, 311, 472, FONT_SMALL, zwykly, to);
 
- 	}
 
- }
 
- void InfoCard::changeSelection( const CMapInfo *to )
 
- {
 
- 	if(to && type != newGame)
 
- 		difficulty->select(curOpts->difficulty, 0);
 
- 	GH.totalRedraw();
 
- }
 
- void InfoCard::clickRight( tribool down, bool previousState )
 
- {
 
- 	static const Rect flagArea(19, 397, 335, 23);
 
- 	if(down && curMap && isItInLoc(flagArea, GH.current->motion.x, GH.current->motion.y))
 
- 		showTeamsPopup();
 
- }
 
- void InfoCard::showTeamsPopup()
 
- {
 
- 	SDL_Surface *bmp = CMessage::drawBox1(256, 90 + 50 * curMap->howManyTeams);
 
- 	CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[657], 128, 30, FONT_MEDIUM, tytulowy, bmp); //{Team Alignments}
 
- 	for(int i = 0; i < curMap->howManyTeams; i++)
 
- 	{
 
- 		std::vector<ui8> flags;
 
- 		std::string hlp = CGI->generaltexth->allTexts[656]; //Team %d
 
- 		hlp.replace(hlp.find("%d"), 2, boost::lexical_cast<std::string>(i+1));
 
- 		CSDL_Ext::printAtMiddle(hlp, 128, 65 + 50*i, FONT_SMALL, zwykly, bmp);
 
- 		for(int j = 0; j < PLAYER_LIMIT; j++)
 
- 			if((curMap->players[j].canHumanPlay || curMap->players[j].canComputerPlay)
 
- 				&& curMap->players[j].team == i)
 
- 				flags.push_back(j);
 
- 		int curx = 128 - 9*flags.size();
 
- 		for(int j = 0; j < flags.size(); j++)
 
- 		{
 
- 			blitAt(sFlags->ourImages[flags[j]].bitmap, curx, 75 + 50*i, bmp);
 
- 			curx += 18;
 
- 		}	
 
- 	}
 
- 	GH.pushInt(new CInfoPopup(bmp, true));
 
- }
 
- OptionsTab::OptionsTab( EState Type)
 
- :type(Type)
 
- {
 
- 	OBJ_CONSTRUCTION;
 
- 	bg = new CPicture(BitmapHandler::loadBitmap("ADVOPTBK.bmp"), 0, 0, true);
 
- 	pos = bg->pos;
 
- 	if(type == newGame)
 
- 		turnDuration = new CSlider(55, 551, 194, bind(&OptionsTab::setTurnLength, this, _1), 1, 11, 11, true, 1);
 
- }
 
- OptionsTab::~OptionsTab()
 
- {
 
- }
 
- void OptionsTab::showAll( SDL_Surface * to )
 
- {
 
- 	CIntObject::showAll(to);
 
- 	printAtMiddleLoc(CGI->generaltexth->allTexts[515], 222, 30, FONT_BIG, tytulowy, to);
 
- 	printAtMiddleWBLoc(CGI->generaltexth->allTexts[516], 222, 58, FONT_SMALL, 55, zwykly, to); //Select starting options, handicap, and name for each player in the game.
 
- 	printAtMiddleWBLoc(CGI->generaltexth->allTexts[517], 107, 102, FONT_SMALL, 14, tytulowy, to); //Player Name Handicap Type
 
- 	printAtMiddleWBLoc(CGI->generaltexth->allTexts[518], 197, 102, FONT_SMALL, 10, tytulowy, to); //Starting Town
 
- 	printAtMiddleWBLoc(CGI->generaltexth->allTexts[519], 273, 102, FONT_SMALL, 10, tytulowy, to); //Starting Hero
 
- 	printAtMiddleWBLoc(CGI->generaltexth->allTexts[520], 349, 102, FONT_SMALL, 10, tytulowy, to); //Starting Bonus
 
- 	printAtMiddleLoc(CGI->generaltexth->allTexts[521], 222, 538, FONT_SMALL, tytulowy, to); // Player Turn Duration
 
- 	if(curOpts->turnTime)
 
- 	{
 
- 		std::ostringstream os;
 
- 		os << (int)curOpts->turnTime << " Minutes";
 
- 		printAtMiddleLoc(os.str(), 319,559, FONT_SMALL, zwykly, to);
 
- 	}
 
- 	else
 
- 		printAtMiddleLoc("Unlimited",319,559, FONT_SMALL, zwykly, to);
 
- }
 
- void OptionsTab::nextCastle( int player, int dir )
 
- {
 
- 	PlayerSettings &s = curOpts->playerInfos[player];
 
- 	si32 &cur = s.castle;
 
- 	ui32 allowed = curMap->players[s.color].allowedFactions;
 
-  	if (cur == -2) //no castle - no change
 
-  		return;
 
-  	if (cur == -1) //random => first/last available
 
-  	{
 
-  		int pom = (dir>0) ? (0) : (F_NUMBER-1); // last or first
 
-  		for (;pom >= 0  &&  pom < F_NUMBER;  pom+=dir)
 
-  		{
 
-  			if((1 << pom) & allowed)
 
-  			{
 
-  				cur=pom;
 
-  				break;
 
-  			}
 
-  		}
 
-  	}
 
-  	else // next/previous available
 
-  	{
 
-  		for (;;)
 
-  		{
 
- 			cur+=dir;
 
- 			if ((1 << cur) & allowed)
 
-  				break;
 
-  			if (cur >= F_NUMBER  ||  cur<0)
 
-  			{
 
-  				double p1 = log((double)allowed) / log(2.0f)+0.000001f;
 
-  				double check = p1 - ((int)p1);
 
-  				if (check < 0.001)
 
-  					cur = (int)p1;
 
-  				else
 
-  					cur = -1;
 
-  				break;
 
-  			}
 
-  		}
 
-  	}
 
- 	if(s.hero >= 0)
 
- 		s.hero = -1;
 
-  	if(cur < 0  &&  s.bonus == bresource)
 
-  		s.bonus = brandom;
 
- 	entries[player]->selectButtons();
 
- 	redraw();
 
- }
 
- void OptionsTab::nextHero( int player, int dir )
 
- {
 
- 	PlayerSettings &s = curOpts->playerInfos[player];
 
- 	int old = s.hero;
 
- 	if (s.castle < 0  ||  !s.human  ||  s.hero == -2)
 
- 		return;
 
- 	if (s.hero == -1) //random => first/last available
 
- 	{
 
- 		int max = (s.castle*HEROES_PER_TYPE*2+15),
 
- 			min = (s.castle*HEROES_PER_TYPE*2);
 
- 		s.hero = nextAllowedHero(min,max,0,dir);
 
- 	}
 
- 	else
 
- 	{
 
- 		if(dir > 0)
 
- 			s.hero = nextAllowedHero(s.hero,(s.castle*HEROES_PER_TYPE*2+16),1,dir);
 
- 		else
 
- 			s.hero = nextAllowedHero(s.castle*HEROES_PER_TYPE*2-1,s.hero,1,dir);
 
- 	}
 
- 	if(old != s.hero)
 
- 	{
 
- 		usedHeroes.erase(old);
 
- 		usedHeroes.insert(s.hero);
 
- 		redraw();
 
- 	}
 
- }
 
- int OptionsTab::nextAllowedHero( int min, int max, int incl, int dir )
 
- {
 
- 	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;
 
- }
 
- bool OptionsTab::canUseThisHero( int ID )
 
- {
 
- 	//for(int i=0;i<CPG->ret.playerInfos.size();i++)
 
- 	//	if(CPG->ret.playerInfos[i].hero==ID) //hero is already taken
 
- 	//		return false;
 
- 	return !vstd::contains(usedHeroes, ID) && curMap->allowedHeroes[ID];
 
- }
 
- void OptionsTab::nextBonus( int player, int dir )
 
- {
 
- 	PlayerSettings &s = curOpts->playerInfos[player];
 
- 	si8 &ret = s.bonus += dir;
 
- 	if (s.hero==-2 && !curMap->players[s.color].heroesNames.size() && ret==bartifact) //no hero - can't be artifact
 
- 	{
 
- 		if (dir<0)
 
- 			ret=brandom;
 
- 		else ret=bgold;
 
- 	}
 
- 	if(ret > bresource)
 
- 		ret = brandom;
 
- 	if(ret < brandom)
 
- 		ret = bresource;
 
- 	if (s.castle==-1 && ret==bresource) //random castle - can't be resource
 
- 	{
 
- 		if (dir<0)
 
- 			ret=bgold;
 
- 		else ret=brandom;
 
- 	}
 
- 	redraw();
 
- }
 
- void OptionsTab::changeSelection( const CMapHeader *to )
 
- {
 
- 	for(int i = 0; i < entries.size(); i++)
 
- 	{
 
- 		children -= entries[i];
 
- 		delete entries[i];
 
- 	}
 
- 	entries.clear();
 
- 	usedHeroes.clear();
 
- 	OBJ_CONSTRUCTION;
 
- 	for(int i = 0; i < curOpts->playerInfos.size(); i++)
 
- 	{
 
- 		entries.push_back(new PlayerOptionsEntry(this, curOpts->playerInfos[i]));
 
- 		const std::vector<SheroName> &heroes = curMap->players[curOpts->playerInfos[i].color].heroesNames;
 
- 		for(size_t hi=0; hi<heroes.size(); hi++)
 
- 			usedHeroes.insert(heroes[hi].heroID);
 
- 	}
 
- }
 
- void OptionsTab::setTurnLength( int npos )
 
- {
 
- 	static const int times[] = {1, 2, 4, 6, 8, 10, 15, 20, 25, 30, 0};
 
- 	amin(npos, ARRAY_COUNT(times) - 1);
 
- 	curOpts->turnTime = times[npos];
 
- 	redraw();
 
- }
 
- void OptionsTab::flagPressed( int player )
 
- {
 
- 	if(player == playerSerial) //that color is already selected, no action needed
 
- 		return;
 
- 	PlayerSettings &s =  curOpts->playerInfos[player],
 
- 		&old = curOpts->playerInfos[playerSerial];
 
- 	std::swap(old.human, s.human);
 
- 	std::swap(old.name, s.name);
 
- 	playerColor = s.color;
 
- 	if(!entries[playerSerial]->fixedHero)
 
- 		old.hero = -1;
 
- 	playerSerial = player;
 
- 	entries[s.serial]->selectButtons();
 
- 	entries[old.serial]->selectButtons();
 
- 	GH.totalRedraw();
 
- }
 
- OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry( OptionsTab *owner, PlayerSettings &S)
 
- :s(S)
 
- {
 
- 	OBJ_CONSTRUCTION;
 
- 	defActions |= SHARE_POS;
 
- 	pos = parent->pos + Point(54, 122 + s.serial*50);
 
- 	static const char *flags[] = {"AOFLGBR.DEF", "AOFLGBB.DEF", "AOFLGBY.DEF", "AOFLGBG.DEF", 
 
- 		"AOFLGBO.DEF", "AOFLGBP.DEF", "AOFLGBT.DEF", "AOFLGBS.DEF"};
 
- 	static const char *bgs[] = {"ADOPRPNL.bmp", "ADOPBPNL.bmp", "ADOPYPNL.bmp", "ADOPGPNL.bmp", 
 
- 		"ADOPOPNL.bmp", "ADOPPPNL.bmp", "ADOPTPNL.bmp", "ADOPSPNL.bmp"};
 
- 	bg = new CPicture(BitmapHandler::loadBitmap(bgs[s.color]), 0, 0, true);
 
- 	if(owner->type == newGame)
 
- 	{
 
- 		btns[0] = new AdventureMapButton(CGI->generaltexth->zelp[132], bind(&OptionsTab::nextCastle, owner, s.serial, -1), 107, 5, "ADOPLFA.DEF");
 
- 		btns[1] = new AdventureMapButton(CGI->generaltexth->zelp[133], bind(&OptionsTab::nextCastle, owner, s.serial, +1), 168, 5, "ADOPRTA.DEF");
 
- 		btns[2] = new AdventureMapButton(CGI->generaltexth->zelp[148], bind(&OptionsTab::nextHero, owner, s.serial, -1), 183, 5, "ADOPLFA.DEF");
 
- 		btns[3] = new AdventureMapButton(CGI->generaltexth->zelp[149], bind(&OptionsTab::nextHero, owner, s.serial, +1), 244, 5, "ADOPRTA.DEF");
 
- 		btns[4] = new AdventureMapButton(CGI->generaltexth->zelp[164], bind(&OptionsTab::nextBonus, owner, s.serial, -1), 259, 5, "ADOPLFA.DEF");
 
- 		btns[5] = new AdventureMapButton(CGI->generaltexth->zelp[165], bind(&OptionsTab::nextBonus, owner, s.serial, +1), 320, 5, "ADOPRTA.DEF");
 
- 	}
 
- 	else
 
- 		for(int i = 0; i < 6; i++)
 
- 			btns[i] = NULL;
 
- 	fixedHero = s.hero != -1; //if we doesn't start with "random hero" it must be fixed or none
 
- 	selectButtons(false);
 
- 	if(owner->type != scenarioInfo  &&  curMap->players[s.color].canHumanPlay)
 
- 	{
 
- 		flag = new AdventureMapButton(CGI->generaltexth->zelp[180], bind(&OptionsTab::flagPressed, owner, s.serial), -43, 2, flags[s.color]);
 
- 		flag->hoverable = true;
 
- 	}
 
- 	else
 
- 		flag = NULL;
 
- 	defActions &= ~SHARE_POS;
 
- 	town = new SelectedBox(TOWN, s.serial);
 
- 	town->pos += pos + Point(119, 2);
 
- 	hero = new SelectedBox(HERO, s.serial);
 
- 	hero->pos += pos + Point(195, 2);
 
- 	bonus = new SelectedBox(BONUS, s.serial);
 
- 	bonus->pos += pos + Point(271, 2);
 
- }
 
- void OptionsTab::PlayerOptionsEntry::showAll( SDL_Surface * to )
 
- {
 
- 	CIntObject::showAll(to);
 
- 	printAtMiddleLoc(s.name, 55, 10, FONT_SMALL, zwykly, to);
 
- }
 
- void OptionsTab::PlayerOptionsEntry::selectButtons(bool onlyHero)
 
- {
 
- 	if(!btns[0])
 
- 		return;
 
- 	if(!onlyHero  &&  s.castle != -1)
 
- 	{
 
- 		btns[0]->disable();
 
- 		btns[1]->disable();
 
- 	}
 
- 	if(fixedHero  ||  !s.human  ||  s.castle < 0)
 
- 	{
 
- 		btns[2]->disable();
 
- 		btns[3]->disable();
 
- 	}
 
- 	else
 
- 	{
 
- 		btns[2]->enable(active);
 
- 		btns[3]->enable(active);
 
- 	}
 
- }
 
- void OptionsTab::SelectedBox::showAll( SDL_Surface * to )
 
- {
 
- 	PlayerSettings &s = curOpts->playerInfos[player];
 
- 	SDL_Surface *toBlit = getImg();
 
- 	const std::string *toPrint = getText();
 
- 	blitAt(toBlit, pos, to);
 
- 	printAtMiddleLoc(*toPrint, 23, 39, FONT_TINY, zwykly, to);
 
- }
 
- OptionsTab::SelectedBox::SelectedBox( SelType Which, ui8 Player )
 
- :which(Which), player(Player)
 
- {
 
- 	SDL_Surface *img = getImg();
 
- 	pos.w = img->w;
 
- 	pos.h = img->h;
 
- 	used = RCLICK;
 
- }
 
- SDL_Surface * OptionsTab::SelectedBox::getImg() const
 
- {
 
- 	PlayerSettings &s = curOpts->playerInfos[player];
 
- 	switch(which)
 
- 	{
 
- 	case TOWN:
 
- 		if (s.castle < F_NUMBER  &&  s.castle >= 0)
 
- 			return graphics->getPic(s.castle, true, false);
 
- 		else if (s.castle == -1)
 
- 			return CGP->rTown;
 
- 		else if (s.castle == -2)
 
- 			return CGP->nTown;
 
- 	case HERO:
 
- 		if (s.hero == -1)
 
- 		{
 
- 			return CGP->rHero;
 
- 		}
 
- 		else if (s.hero == -2)
 
- 		{
 
- 			if(s.heroPortrait >= 0)
 
- 				return graphics->portraitSmall[s.heroPortrait];
 
- 			else
 
- 				return CGP->nHero;
 
- 		}
 
- 		else
 
- 		{
 
- 			return graphics->portraitSmall[s.hero];
 
- 		}
 
- 		break;
 
- 	case BONUS:
 
- 		{
 
- 			int pom;
 
- 			switch (s.bonus)
 
- 			{
 
- 			case -1:
 
- 				pom=10;
 
- 				break;
 
- 			case 0:
 
- 				pom=9;
 
- 				break;
 
- 			case 1:
 
- 				pom=8;
 
- 				break;
 
- 			case 2:
 
- 				pom=CGI->townh->towns[s.castle].bonus;
 
- 				break;
 
- 			default: 
 
- 				assert(0);
 
- 			}
 
- 			return CGP->bonuses->ourImages[pom].bitmap;
 
- 		}
 
- 	default:
 
- 		return NULL;
 
- 	}
 
- }
 
- const std::string * OptionsTab::SelectedBox::getText() const
 
- {
 
- 	PlayerSettings &s = curOpts->playerInfos[player];	
 
- 	switch(which)
 
- 	{
 
- 	case TOWN:
 
- 		if (s.castle < F_NUMBER  &&  s.castle >= 0)
 
- 			return &CGI->townh->towns[s.castle].Name();
 
- 		else if (s.castle == -1)
 
- 			return &CGI->generaltexth->allTexts[522];
 
- 		else if (s.castle == -2)
 
- 			return &CGI->generaltexth->allTexts[523];
 
- 	case HERO:
 
- 		if (s.hero == -1)
 
- 			return &CGI->generaltexth->allTexts[522];
 
- 		else if (s.hero == -2)
 
- 		{
 
- 			if(s.heroPortrait >= 0)
 
- 			{
 
- 				if(s.heroName.length())
 
- 					return &s.heroName;
 
- 				else
 
- 					return &CGI->heroh->heroes[s.heroPortrait]->name;
 
- 			}
 
- 			else
 
- 				return &CGI->generaltexth->allTexts[523];
 
- 		}
 
- 		else
 
- 		{
 
- 			//if(s.heroName.length())
 
- 			//	return &s.heroName;
 
- 			//else
 
- 				return &CGI->heroh->heroes[s.hero]->name;
 
- 		}
 
- 	case BONUS:
 
- 		switch (s.bonus)
 
- 		{
 
- 		case -1:
 
- 			return &CGI->generaltexth->allTexts[522];
 
- 		default:
 
- 			return &CGI->generaltexth->arraytxt[214 + s.bonus];
 
- 		}
 
- 	default:
 
- 		return NULL;
 
- 	}
 
- }
 
- void OptionsTab::SelectedBox::clickRight( tribool down, bool previousState )
 
- {
 
- 	if(indeterminate(down) || !down) return;
 
- 	PlayerSettings &s = curOpts->playerInfos[player];
 
- 	SDL_Surface *bmp = NULL;
 
- 	const std::string *title = NULL, *subTitle = NULL;
 
- 	subTitle = getText();
 
- 	int val;
 
- 	switch(which)
 
- 	{
 
- 	case TOWN: 
 
- 		val = s.castle; 
 
- 		break;
 
- 	case HERO: 
 
- 		val = s.hero; 
 
- 		if(val < 0)
 
- 		{
 
- 			int p9 = curMap->players[s.color].p9;
 
- 			if(p9 != 255  &&  curOpts->playerInfos[player].heroPortrait >= 0)
 
- 				val = p9;
 
- 		}
 
- 		break;
 
- 	case BONUS: 
 
- 		val = s.bonus; 
 
- 		break;
 
- 	}
 
- 	if(val == -1  ||  which == BONUS) //random or bonus box
 
- 	{
 
- 		bmp = CMessage::drawBox1(256, 190);
 
- 		std::string *description = NULL;
 
- 		switch(which)
 
- 		{
 
- 		case TOWN:
 
- 			title = &CGI->generaltexth->allTexts[103];
 
- 			description = &CGI->generaltexth->allTexts[104];
 
- 			break;
 
- 		case HERO:
 
- 			title = &CGI->generaltexth->allTexts[101];
 
- 			description = &CGI->generaltexth->allTexts[102];
 
- 			break;
 
- 		case BONUS:
 
- 			{
 
- 				switch(val)
 
- 				{
 
- 				case brandom:
 
- 					title = &CGI->generaltexth->allTexts[86]; //{Random Bonus}
 
- 					description = &CGI->generaltexth->allTexts[94]; //Gold, wood and ore, or an artifact is randomly chosen as your starting bonus
 
- 					break;
 
- 				case bartifact:
 
- 					title = &CGI->generaltexth->allTexts[83]; //{Artifact Bonus}
 
- 					description = &CGI->generaltexth->allTexts[90]; //An artifact is randomly chosen and equipped to your starting hero
 
- 					break;
 
- 				case bgold:
 
- 					title = &CGI->generaltexth->allTexts[84]; //{Gold Bonus}
 
- 					subTitle = &CGI->generaltexth->allTexts[87]; //500-1000
 
- 					description = &CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool
 
- 					break;
 
- 				case bresource:
 
- 					{
 
- 						title = &CGI->generaltexth->allTexts[85]; //{Resource Bonus}
 
- 						switch(CGI->townh->towns[s.castle].primaryRes)
 
- 						{
 
- 						case 1:
 
- 							subTitle = &CGI->generaltexth->allTexts[694];
 
- 							description = &CGI->generaltexth->allTexts[690];
 
- 							break;
 
- 						case 3:
 
- 							subTitle = &CGI->generaltexth->allTexts[695];
 
- 							description = &CGI->generaltexth->allTexts[691];
 
- 							break;
 
- 						case 4:
 
- 							subTitle = &CGI->generaltexth->allTexts[692];
 
- 							description = &CGI->generaltexth->allTexts[688];
 
- 							break;
 
- 						case 5:
 
- 							subTitle = &CGI->generaltexth->allTexts[693];
 
- 							description = &CGI->generaltexth->allTexts[689];
 
- 							break;
 
- 						case 127:
 
- 							subTitle = &CGI->generaltexth->allTexts[89]; //5-10 wood / 5-10 ore
 
- 							description = &CGI->generaltexth->allTexts[93]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool
 
- 							break;
 
- 						}
 
- 					}
 
- 					break;
 
- 				}
 
- 			}
 
- 			break;
 
- 		}
 
- 		if(description)
 
- 			CSDL_Ext::printAtMiddleWB(*description, 125, 145, FONT_SMALL, 37, zwykly, bmp);
 
- 	}
 
- 	else if(val == -2)
 
- 	{
 
- 		return;
 
- 	}
 
- 	else if(which == TOWN)
 
- 	{
 
- 		bmp = CMessage::drawBox1(256, 319);
 
- 		title = &CGI->generaltexth->allTexts[80];
 
- 		CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[79], 135, 137, FONT_MEDIUM, tytulowy, bmp);
 
- 		
 
- 		const CTown &t = CGI->townh->towns[val];
 
- 		//print creatures
 
- 		int x = 60, y = 159;
 
- 		for(int i = 0; i < 7; i++)
 
- 		{
 
- 			int c = t.basicCreatures[i];
 
- 			blitAt(graphics->smallImgs[c], x, y, bmp);
 
- 			CSDL_Ext::printAtMiddleWB(CGI->creh->creatures[c].nameSing, x + 16, y + 45, FONT_TINY, 10, zwykly, bmp);
 
- 			if(i == 2)
 
- 			{
 
- 				x = 40;
 
- 				y += 76;
 
- 			}
 
- 			else
 
- 			{
 
- 				x += 52;
 
- 			}
 
- 		}
 
- 	}
 
- 	else if(val >= 0)
 
- 	{
 
- 		const CHero *h = CGI->heroh->heroes[val];
 
- 		bmp = CMessage::drawBox1(320, 255);
 
- 		title = &CGI->generaltexth->allTexts[77];
 
- 		CSDL_Ext::printAtMiddle(*title, 167, 36, FONT_MEDIUM, tytulowy, bmp);
 
- 		CSDL_Ext::printAtMiddle(*subTitle + " - " + h->heroClass->name, 160, 99, FONT_SMALL, zwykly, bmp);
 
- 		blitAt(getImg(), 136, 56, bmp);
 
- 		//print specialty
 
- 		CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[78], 166, 132, FONT_MEDIUM, tytulowy, bmp);
 
- 		blitAt(graphics->un44->ourImages[val].bitmap, 140, 150, bmp);
 
- 		GH.pushInt(new CInfoPopup(bmp, true));
 
- 		return;
 
- 	}
 
- 	if(title)
 
- 		CSDL_Ext::printAtMiddle(*title, 135, 36, FONT_MEDIUM, tytulowy, bmp);
 
- 	if(subTitle)
 
- 		CSDL_Ext::printAtMiddle(*subTitle, 127, 103, FONT_SMALL, zwykly, bmp);
 
- 	blitAt(getImg(), 104, 60, bmp);
 
- 	GH.pushInt(new CInfoPopup(bmp, true));
 
- }
 
- CScenarioInfo::CScenarioInfo( const CMapHeader *mapInfo, const StartInfo *startInfo )
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	for(size_t i = 0; i < startInfo->playerInfos.size(); i++)
 
- 	{
 
- 		if(startInfo->playerInfos[i].human)
 
- 		{
 
- 			playerColor = startInfo->playerInfos[i].color;
 
- 			playerSerial = i;
 
- 		}
 
- 	}
 
- 	pos.w = 762;
 
- 	pos.h = 584;
 
- 	center(pos);
 
- 	curMap = mapInfo;
 
- 	curOpts = (StartInfo*)startInfo;
 
- 	card = new InfoCard(scenarioInfo);
 
- 	opt = new OptionsTab(scenarioInfo);
 
- 	opt->changeSelection(0);
 
- 	card->difficulty->select(startInfo->difficulty, 0);
 
- 	back = new AdventureMapButton("", CGI->generaltexth->zelp[105].second, bind(&CGuiHandler::popIntTotally, &GH, this), 584, 535, "SCNRBACK.DEF", SDLK_ESCAPE);
 
- }
 
- CScenarioInfo::~CScenarioInfo()
 
- {
 
- }
 
- CTextInput::CTextInput()
 
- {
 
- 	bg = NULL;
 
- 	used = 0;
 
- }
 
- CTextInput::CTextInput( const Rect &Pos, const Point &bgOffset, const std::string &bgName, const CFunctionList<void(const std::string &)> &CB )
 
- :cb(CB)
 
- {
 
- 	pos += Pos;
 
- 	OBJ_CONSTRUCTION;
 
- 	bg = new CPicture(bgName, bgOffset.x, bgOffset.y);
 
- 	used = LCLICK | KEYBOARD;
 
- }
 
- CTextInput::~CTextInput()
 
- {
 
- }
 
- void CTextInput::showAll( SDL_Surface * to )
 
- {
 
- 	CIntObject::showAll(to);
 
- 	CSDL_Ext::printAt(text + "_", pos.x, pos.y, FONT_SMALL, zwykly, to);
 
- }
 
- void CTextInput::clickLeft( tribool down, bool previousState )
 
- {
 
- 	//TODO
 
- }
 
- void CTextInput::keyPressed( const SDL_KeyboardEvent & key )
 
- {
 
- 	if(key.state != SDL_PRESSED) return;
 
- 	switch(key.keysym.sym)
 
- 	{
 
- 	case SDLK_BACKSPACE:
 
- 		if(text.size())
 
- 			text.resize(text.size()-1);
 
- 		break;
 
- 	default:
 
- 		char c = key.keysym.unicode;
 
- 		if(std::isprint(c))
 
- 			text += c;
 
- 		break;
 
- 	}
 
- 	redraw();
 
- 	cb(text);
 
- }
 
- void CTextInput::setText( const std::string &nText, bool callCb )
 
- {
 
- 	text = nText;
 
- 	redraw();
 
- 	if(callCb)
 
- 		cb(text);
 
- }
 
 
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