CPreGame.cpp 99 KB

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  1. #include "StdInc.h"
  2. #include "CPreGame.h"
  3. #include <zlib.h>
  4. #include "../lib/CStopWatch.h"
  5. #include "UIFramework/SDL_Extensions.h"
  6. #include "CGameInfo.h"
  7. #include "UIFramework/CCursorHandler.h"
  8. #include "CAnimation.h"
  9. #include "CDefHandler.h"
  10. #include "../lib/CDefObjInfoHandler.h"
  11. #include "../lib/CGeneralTextHandler.h"
  12. #include "../lib/CLodHandler.h"
  13. #include "../lib/CTownHandler.h"
  14. #include "../lib/CHeroHandler.h"
  15. #include "../lib/CObjectHandler.h"
  16. #include "../lib/CCampaignHandler.h"
  17. #include "../lib/CCreatureHandler.h"
  18. #include "../lib/JsonNode.h"
  19. #include "CMusicHandler.h"
  20. #include "CVideoHandler.h"
  21. #include "Graphics.h"
  22. #include "../lib/Connection.h"
  23. #include "../lib/VCMIDirs.h"
  24. #include "../lib/map.h"
  25. #include "GUIClasses.h"
  26. #include "CPlayerInterface.h"
  27. #include "../CCallback.h"
  28. #include "CMessage.h"
  29. #include "../lib/CSpellHandler.h" /*for campaign bonuses*/
  30. #include "../lib/CArtHandler.h" /*for campaign bonuses*/
  31. #include "../lib/CBuildingHandler.h" /*for campaign bonuses*/
  32. #include "CBitmapHandler.h"
  33. #include "Client.h"
  34. #include "../lib/NetPacks.h"
  35. #include "../lib/RegisterTypes.h"
  36. #include "../lib/CThreadHelper.h"
  37. #include "CConfigHandler.h"
  38. #include "../lib/CFileUtility.h"
  39. #include "../lib/GameConstants.h"
  40. #include "UIFramework/CGuiHandler.h"
  41. #include "UIFramework/CIntObjectClasses.h"
  42. /*
  43. * CPreGame.cpp, part of VCMI engine
  44. *
  45. * Authors: listed in file AUTHORS in main folder
  46. *
  47. * License: GNU General Public License v2.0 or later
  48. * Full text of license available in license.txt file, in main folder
  49. *
  50. */
  51. namespace fs = boost::filesystem;
  52. using boost::bind;
  53. using boost::ref;
  54. #if _MSC_VER >= 1600
  55. //#define bind boost::bind
  56. //#define ref boost::ref
  57. #endif
  58. void startGame(StartInfo * options, CConnection *serv = NULL);
  59. CGPreGame * CGP;
  60. ISelectionScreenInfo *SEL;
  61. static int playerColor; //if more than one player - applies to the first
  62. static std::string selectedName; //set when game is started/loaded
  63. struct EvilHlpStruct
  64. {
  65. CConnection *serv;
  66. StartInfo *sInfo;
  67. void reset(bool strong = true)
  68. {
  69. if(strong)
  70. {
  71. vstd::clear_pointer(serv);
  72. vstd::clear_pointer(sInfo);
  73. }
  74. else
  75. {
  76. serv = NULL;
  77. sInfo = NULL;
  78. }
  79. }
  80. } startingInfo;
  81. static void do_quit()
  82. {
  83. SDL_Event event;
  84. event.quit.type = SDL_QUIT;
  85. SDL_PushEvent(&event);
  86. }
  87. static CMapInfo *mapInfoFromGame()
  88. {
  89. CMapInfo *ret = new CMapInfo();
  90. CMapHeader *headerCopy = new CMapHeader(*LOCPLINT->cb->getMapHeader()); //will be deleted by CMapInfo d-tor
  91. ret->setHeader(headerCopy);
  92. return ret;
  93. }
  94. static void setPlayersFromGame()
  95. {
  96. playerColor = LOCPLINT->playerID;
  97. }
  98. static void swapPlayers(PlayerSettings &a, PlayerSettings &b)
  99. {
  100. std::swap(a.human, b.human);
  101. std::swap(a.name, b.name);
  102. if(a.human == 1)
  103. playerColor = a.color;
  104. else if(b.human == 1)
  105. playerColor = b.color;
  106. }
  107. void setPlayer(PlayerSettings &pset, unsigned player, const std::map<ui32, std::string> &playerNames)
  108. {
  109. if(vstd::contains(playerNames, player))
  110. pset.name = playerNames.find(player)->second;
  111. else
  112. pset.name = CGI->generaltexth->allTexts[468];//Computer
  113. pset.human = player;
  114. if(player == playerNames.begin()->first)
  115. playerColor = pset.color;
  116. }
  117. void updateStartInfo(std::string filename, StartInfo & sInfo, const CMapHeader * mapHeader, const std::map<ui32, std::string> &playerNames)
  118. {
  119. sInfo.playerInfos.clear();
  120. if(!filename.size())
  121. return;
  122. /*sInfo.playerInfos.resize(to->playerAmnt);*/
  123. sInfo.mapname = filename;
  124. playerColor = -1;
  125. std::map<ui32, std::string>::const_iterator namesIt = playerNames.begin();
  126. for (int i = 0; i < GameConstants::PLAYER_LIMIT; i++)
  127. {
  128. const PlayerInfo &pinfo = mapHeader->players[i];
  129. //neither computer nor human can play - no player
  130. if (!(pinfo.canComputerPlay || pinfo.canComputerPlay))
  131. continue;
  132. PlayerSettings &pset = sInfo.playerInfos[i];
  133. pset.color = i;
  134. if(pinfo.canHumanPlay && namesIt != playerNames.end())
  135. setPlayer(pset, namesIt++->first, playerNames);
  136. else
  137. setPlayer(pset, 0, playerNames);
  138. pset.castle = pinfo.defaultCastle();
  139. pset.hero = pinfo.defaultHero();
  140. if(pinfo.mainHeroName.length())
  141. {
  142. pset.heroName = pinfo.mainHeroName;
  143. if((pset.heroPortrait = pinfo.mainHeroPortrait) == 255)
  144. pset.heroPortrait = pinfo.p9;
  145. }
  146. pset.handicap = 0;
  147. }
  148. }
  149. template <typename T> class CApplyOnPG;
  150. class CBaseForPGApply
  151. {
  152. public:
  153. virtual void applyOnPG(CSelectionScreen *selScr, void *pack) const =0;
  154. virtual ~CBaseForPGApply(){};
  155. template<typename U> static CBaseForPGApply *getApplier(const U * t=NULL)
  156. {
  157. return new CApplyOnPG<U>;
  158. }
  159. };
  160. template <typename T> class CApplyOnPG : public CBaseForPGApply
  161. {
  162. public:
  163. void applyOnPG(CSelectionScreen *selScr, void *pack) const
  164. {
  165. T *ptr = static_cast<T*>(pack);
  166. ptr->apply(selScr);
  167. }
  168. };
  169. static CApplier<CBaseForPGApply> *applier = NULL;
  170. static CPicture* createPicture(const JsonNode& config)
  171. {
  172. return new CPicture(config["name"].String(), config["x"].Float(), config["y"].Float());
  173. }
  174. CMenuScreen::CMenuScreen(const JsonNode& configNode):
  175. config(configNode)
  176. {
  177. OBJ_CONSTRUCTION_CAPTURING_ALL;
  178. BOOST_FOREACH(const JsonNode& node, config["items"].Vector())
  179. menuNameToEntry.push_back(node["name"].String());
  180. BOOST_FOREACH(const JsonNode& node, config["images"].Vector())
  181. images.push_back(createPicture(node));
  182. //Hardcoded entry
  183. menuNameToEntry.push_back("credits");
  184. tabs = new CTabbedInt(boost::bind(&CMenuScreen::createTab, this, _1), CTabbedInt::DestroyFunc());
  185. tabs->type |= REDRAW_PARENT;
  186. }
  187. CIntObject * CMenuScreen::createTab(size_t index)
  188. {
  189. if (config["items"].Vector().size() == index)
  190. return new CreditsScreen();
  191. return new CMenuEntry(this, config["items"].Vector()[index]);
  192. }
  193. void CMenuScreen::show(SDL_Surface * to)
  194. {
  195. if (!config["video"].isNull())
  196. CCS->videoh->update(config["video"]["x"].Float(), config["video"]["y"].Float(), to, true, false);
  197. CIntObject::show(to);
  198. }
  199. void CMenuScreen::activate()
  200. {
  201. CCS->musich->playMusic(musicBase::mainMenu, -1);
  202. if (!config["video"].isNull())
  203. CCS->videoh->open(config["video"]["name"].String());
  204. CIntObject::activate();
  205. }
  206. void CMenuScreen::deactivate()
  207. {
  208. if (!config["video"].isNull())
  209. CCS->videoh->close();
  210. CIntObject::deactivate();
  211. }
  212. void CMenuScreen::switchToTab(size_t index)
  213. {
  214. tabs->setActive(index);
  215. }
  216. //funciton for std::string -> boost::function conversion for main menu
  217. static boost::function<void()> genCommand(CMenuScreen* menu, std::vector<std::string> menuType, const std::string &string)
  218. {
  219. static const std::vector<std::string> commandType = boost::assign::list_of
  220. ("to")("campaigns")("start")("load")("exit")("highscores");
  221. static const std::vector<std::string> gameType = boost::assign::list_of
  222. ("single")("multi")("campaign")("tutorial");
  223. std::list<std::string> commands;
  224. boost::split(commands, string, boost::is_any_of("\t "));
  225. if (!commands.empty())
  226. {
  227. size_t index = std::find(commandType.begin(), commandType.end(), commands.front()) - commandType.begin();
  228. commands.pop_front();
  229. if (index > 3 || !commands.empty())
  230. {
  231. switch (index)
  232. {
  233. break; case 0://to - switch to another tab, if such tab exists
  234. {
  235. size_t index2 = std::find(menuType.begin(), menuType.end(), commands.front()) - menuType.begin();
  236. if ( index2 != menuType.size())
  237. return boost::bind(&CMenuScreen::switchToTab, menu, index2);
  238. }
  239. break; case 1://open campaign selection window
  240. {
  241. return boost::bind(&CGPreGame::openCampaignScreen, CGP, commands.front());
  242. }
  243. break; case 2://start
  244. {
  245. switch (std::find(gameType.begin(), gameType.end(), commands.front()) - gameType.begin())
  246. {
  247. case 0: return bind(&CGPreGame::openSel, CGP, CMenuScreen::newGame, CMenuScreen::SINGLE_PLAYER);
  248. case 1: return &pushIntT<CMultiMode>;
  249. case 2: return boost::bind(&CGPreGame::openSel, CGP, CMenuScreen::campaignList, CMenuScreen::SINGLE_PLAYER);
  250. case 3: return boost::function<void()>();//TODO: start tutorial
  251. }
  252. }
  253. break; case 3://load
  254. {
  255. switch (std::find(gameType.begin(), gameType.end(), commands.front()) - gameType.begin())
  256. {
  257. case 0: return boost::bind(&CGPreGame::openSel, CGP, CMenuScreen::loadGame, CMenuScreen::SINGLE_PLAYER);
  258. case 1: return boost::bind(&CGPreGame::openSel, CGP, CMenuScreen::loadGame, CMenuScreen::MULTI_HOT_SEAT);
  259. case 2: return boost::function<void()>();//TODO: load campaign
  260. case 3: return boost::function<void()>();//TODO: load tutorial
  261. }
  262. }
  263. break; case 4://exit
  264. {
  265. return boost::bind(CInfoWindow::showYesNoDialog, boost::ref(CGI->generaltexth->allTexts[69]), (const std::vector<CComponent*>*)0, do_quit, 0, false, 1);
  266. }
  267. break; case 5://highscores
  268. {
  269. return boost::function<void()>(); //TODO: high scores &pushIntT<CHighScores>;
  270. }
  271. }
  272. }
  273. }
  274. tlog0<<"Failed to parse command: "<<string<<"\n";
  275. return boost::function<void()>();
  276. }
  277. CAdventureMapButton* CMenuEntry::createButton(CMenuScreen* parent, const JsonNode& button)
  278. {
  279. boost::function<void()> command = genCommand(parent, parent->menuNameToEntry, button["command"].String());
  280. std::pair<std::string, std::string> help;
  281. if (!button["help"].isNull() && button["help"].Float() > 0)
  282. help = CGI->generaltexth->zelp[button["help"].Float()];
  283. return new CAdventureMapButton(help, command, button["x"].Float(), button["y"].Float(), button["name"].String(), button["hotkey"].Float());
  284. }
  285. CMenuEntry::CMenuEntry(CMenuScreen* parent, const JsonNode &config)
  286. {
  287. OBJ_CONSTRUCTION_CAPTURING_ALL;
  288. type |= REDRAW_PARENT;
  289. BOOST_FOREACH(const JsonNode& node, config["images"].Vector())
  290. images.push_back(createPicture(node));
  291. BOOST_FOREACH(const JsonNode& node, config["buttons"].Vector())
  292. {
  293. buttons.push_back(createButton(parent, node));
  294. buttons.back()->hoverable = true;
  295. buttons.back()->type |= REDRAW_PARENT;
  296. }
  297. }
  298. CreditsScreen::CreditsScreen()
  299. {
  300. used |= LCLICK | RCLICK;
  301. type |= REDRAW_PARENT;
  302. OBJ_CONSTRUCTION_CAPTURING_ALL;
  303. pos.w = 800;
  304. pos.h = 600;
  305. std::string text = bitmaph->getTextFile("CREDITS");
  306. size_t firstQuote = text.find('\"')+1;
  307. text = text.substr(firstQuote, text.find('\"', firstQuote) - firstQuote );
  308. credits = new CTextBox(text, Rect(450, 600, 350, 32000), 0, FONT_CREDITS, CENTER, Colors::Cornsilk);
  309. credits->pos.h = credits->maxH;
  310. }
  311. void CreditsScreen::show(SDL_Surface * to)
  312. {
  313. static int count = 0;
  314. count++;
  315. if (count == 2)
  316. {
  317. credits->pos.y--;
  318. count = 0;
  319. }
  320. SDL_SetClipRect(screen, &credits->pos);
  321. redraw();
  322. SDL_SetClipRect(screen, NULL);
  323. //end of credits, close this screen
  324. if (credits->pos.y + credits->pos.h < 0)
  325. clickRight(false, false);
  326. }
  327. void CreditsScreen::clickLeft(tribool down, bool previousState)
  328. {
  329. clickRight(down, previousState);
  330. }
  331. void CreditsScreen::clickRight(tribool down, bool previousState)
  332. {
  333. CTabbedInt* menu = dynamic_cast<CTabbedInt*>(parent);
  334. assert(menu);
  335. menu->setActive(0);
  336. }
  337. CGPreGame::CGPreGame():
  338. pregameConfig(new JsonNode(GameConstants::DATA_DIR + "/config/mainmenu.json"))
  339. {
  340. OBJ_CONSTRUCTION_CAPTURING_ALL;
  341. GH.defActionsDef = 63;
  342. CGP = this;
  343. menu = new CMenuScreen((*pregameConfig)["window"]);
  344. }
  345. CGPreGame::~CGPreGame()
  346. {
  347. }
  348. void CGPreGame::openSel(CMenuScreen::EState screenType, CMenuScreen::EMultiMode multi /*= CMenuScreen::SINGLE_PLAYER*/)
  349. {
  350. GH.pushInt(new CSelectionScreen(screenType, multi));
  351. }
  352. void CGPreGame::loadGraphics()
  353. {
  354. victory = CDefHandler::giveDef("SCNRVICT.DEF");
  355. loss = CDefHandler::giveDef("SCNRLOSS.DEF");
  356. bonuses = CDefHandler::giveDef("SCNRSTAR.DEF");
  357. rHero = BitmapHandler::loadBitmap("HPSRAND1.bmp");
  358. rTown = BitmapHandler::loadBitmap("HPSRAND0.bmp");
  359. nHero = BitmapHandler::loadBitmap("HPSRAND6.bmp");
  360. nTown = BitmapHandler::loadBitmap("HPSRAND5.bmp");
  361. }
  362. void CGPreGame::disposeGraphics()
  363. {
  364. delete victory;
  365. delete loss;
  366. SDL_FreeSurface(rHero);
  367. SDL_FreeSurface(nHero);
  368. SDL_FreeSurface(rTown);
  369. SDL_FreeSurface(nTown);
  370. }
  371. void CGPreGame::update()
  372. {
  373. if (GH.listInt.empty())
  374. {
  375. GH.pushInt(menu);
  376. menu->switchToTab(0);
  377. }
  378. if(SEL)
  379. SEL->update();
  380. // Handles mouse and key input
  381. GH.updateTime();
  382. GH.handleEvents();
  383. if (GH.curInt == NULL) // no redraw, when a new game was created
  384. return;
  385. GH.topInt()->show(screen);
  386. if (settings["general"]["showfps"].Bool())
  387. GH.drawFPSCounter();
  388. // draw the mouse cursor and update the screen
  389. CCS->curh->draw1();
  390. CSDL_Ext::update(screen);
  391. CCS->curh->draw2();
  392. }
  393. void CGPreGame::openCampaignScreen(std::string name)
  394. {
  395. BOOST_FOREACH(const JsonNode& node, (*pregameConfig)["campaignsset"].Vector())
  396. {
  397. if (node["name"].String() == name)
  398. {
  399. GH.pushInt(new CCampaignScreen(node));
  400. return;
  401. }
  402. }
  403. tlog1<<"Unknown campaign set: "<<name<<"\n";
  404. }
  405. CSelectionScreen::CSelectionScreen(CMenuScreen::EState Type, CMenuScreen::EMultiMode MultiPlayer /*= CMenuScreen::SINGLE_PLAYER*/, const std::map<ui32, std::string> *Names /*= NULL*/)
  406. : ISelectionScreenInfo(Names), serverHandlingThread(NULL), mx(new boost::recursive_mutex),
  407. serv(NULL), ongoingClosing(false), myNameID(255)
  408. {
  409. screenType = Type;
  410. multiPlayer = MultiPlayer;
  411. OBJ_CONSTRUCTION_CAPTURING_ALL;
  412. bool network = (MultiPlayer == CMenuScreen::MULTI_NETWORK_GUEST || MultiPlayer == CMenuScreen::MULTI_NETWORK_HOST);
  413. CServerHandler *sh = NULL;
  414. if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST)
  415. {
  416. sh = new CServerHandler;
  417. sh->startServer();
  418. }
  419. IShowActivatable::type = BLOCK_ADV_HOTKEYS;
  420. pos.w = 762;
  421. pos.h = 584;
  422. if(Type == CMenuScreen::saveGame)
  423. {
  424. center(pos);
  425. }
  426. else if(Type == CMenuScreen::campaignList)
  427. {
  428. bg = new CPicture(BitmapHandler::loadBitmap("CamCust.bmp"), 0, 0, true);
  429. pos.x = 3;
  430. pos.y = 6;
  431. }
  432. else
  433. {
  434. pos.x = 3;
  435. pos.y = 6;
  436. bg = new CPicture(BitmapHandler::loadBitmap(rand()%2 ? "ZPIC1000.bmp" : "ZPIC1001.bmp"), -3, -6, true);
  437. }
  438. CGP->loadGraphics();
  439. sInfo.difficulty = 1;
  440. current = NULL;
  441. sInfo.mode = (Type == CMenuScreen::newGame ? StartInfo::NEW_GAME : StartInfo::LOAD_GAME);
  442. sInfo.turnTime = 0;
  443. curTab = NULL;
  444. card = new InfoCard(network); //right info card
  445. if (screenType == CMenuScreen::campaignList)
  446. {
  447. opt = NULL;
  448. }
  449. else
  450. {
  451. opt = new OptionsTab(); //scenario options tab
  452. opt->recActions = DISPOSE;
  453. }
  454. sel = new SelectionTab(screenType, bind(&CSelectionScreen::changeSelection, this, _1), multiPlayer); //scenario selection tab
  455. sel->recActions = DISPOSE;
  456. switch(screenType)
  457. {
  458. case CMenuScreen::newGame:
  459. {
  460. card->difficulty->onChange = bind(&CSelectionScreen::difficultyChange, this, _1);
  461. card->difficulty->select(1, 0);
  462. CAdventureMapButton *select = new CAdventureMapButton(CGI->generaltexth->zelp[45], bind(&CSelectionScreen::toggleTab, this, sel), 411, 75, "GSPBUTT.DEF", SDLK_s);
  463. select->addTextOverlay(CGI->generaltexth->allTexts[500], FONT_SMALL);
  464. CAdventureMapButton *opts = new CAdventureMapButton(CGI->generaltexth->zelp[46], bind(&CSelectionScreen::toggleTab, this, opt), 411, 503, "GSPBUTT.DEF", SDLK_a);
  465. opts->addTextOverlay(CGI->generaltexth->allTexts[501], FONT_SMALL);
  466. CAdventureMapButton *random = new CAdventureMapButton(CGI->generaltexth->zelp[47], bind(&CSelectionScreen::toggleTab, this, sel), 411, 99, "GSPBUTT.DEF", SDLK_r);
  467. random->addTextOverlay(CGI->generaltexth->allTexts[740], FONT_SMALL);
  468. start = new CAdventureMapButton(CGI->generaltexth->zelp[103], bind(&CSelectionScreen::startGame, this), 411, 529, "SCNRBEG.DEF", SDLK_b);
  469. if(network)
  470. {
  471. CAdventureMapButton *hideChat = new CAdventureMapButton(CGI->generaltexth->zelp[48], bind(&InfoCard::toggleChat, card), 619, 75, "GSPBUT2.DEF", SDLK_h);
  472. hideChat->addTextOverlay(CGI->generaltexth->allTexts[531], FONT_SMALL);
  473. if(multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
  474. {
  475. SDL_Color orange = {232, 184, 32, 0};
  476. select->text->color = opts->text->color = random->text->color = orange;
  477. select->block(true);
  478. opts->block(true);
  479. random->block(true);
  480. start->block(true);
  481. }
  482. }
  483. }
  484. break;
  485. case CMenuScreen::loadGame:
  486. sel->recActions = 255;
  487. start = new CAdventureMapButton(CGI->generaltexth->zelp[103], bind(&CSelectionScreen::startGame, this), 411, 529, "SCNRLOD.DEF", SDLK_l);
  488. break;
  489. case CMenuScreen::saveGame:
  490. sel->recActions = 255;
  491. start = new CAdventureMapButton("", CGI->generaltexth->zelp[103].second, bind(&CSelectionScreen::startGame, this), 411, 529, "SCNRSAV.DEF");
  492. break;
  493. case CMenuScreen::campaignList:
  494. sel->recActions = 255;
  495. start = new CAdventureMapButton(std::pair<std::string, std::string>(), bind(&CSelectionScreen::startCampaign, this), 411, 529, "SCNRLOD.DEF", SDLK_b);
  496. break;
  497. }
  498. start->assignedKeys.insert(SDLK_RETURN);
  499. std::string backName;
  500. if(Type == CMenuScreen::campaignList)
  501. {
  502. backName = "SCNRBACK.DEF";
  503. }
  504. else
  505. {
  506. backName = "SCNRBACK.DEF";
  507. }
  508. back = new CAdventureMapButton("", CGI->generaltexth->zelp[105].second, bind(&CGuiHandler::popIntTotally, &GH, this), 581, 529, backName, SDLK_ESCAPE);
  509. if(network)
  510. {
  511. if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST)
  512. {
  513. assert(playerNames.size() == 1 && vstd::contains(playerNames, 1)); //TODO hot-seat/network combo
  514. serv = sh->connectToServer();
  515. *serv << (ui8) 4;
  516. myNameID = 1;
  517. }
  518. else
  519. {
  520. serv = CServerHandler::justConnectToServer();
  521. }
  522. *serv << playerNames.begin()->second;
  523. if(multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
  524. {
  525. const CMapInfo *map;
  526. *serv >> myNameID >> map;
  527. serv->connectionID = myNameID;
  528. changeSelection(map);
  529. }
  530. else //host
  531. {
  532. if(current)
  533. {
  534. SelectMap sm(*current);
  535. *serv << &sm;
  536. UpdateStartOptions uso(sInfo);
  537. *serv << &uso;
  538. }
  539. }
  540. applier = new CApplier<CBaseForPGApply>;
  541. registerTypes4(*applier);
  542. serverHandlingThread = new boost::thread(&CSelectionScreen::handleConnection, this);
  543. }
  544. delete sh;
  545. }
  546. CSelectionScreen::~CSelectionScreen()
  547. {
  548. ongoingClosing = true;
  549. if(serv)
  550. {
  551. assert(serverHandlingThread);
  552. QuitMenuWithoutStarting qmws;
  553. *serv << &qmws;
  554. // while(!serverHandlingThread->timed_join(boost::posix_time::milliseconds(50)))
  555. // processPacks();
  556. serverHandlingThread->join();
  557. delete serverHandlingThread;
  558. }
  559. playerColor = -1;
  560. playerNames.clear();
  561. assert(!serv);
  562. vstd::clear_pointer(applier);
  563. delete mx;
  564. }
  565. void CSelectionScreen::toggleTab(CIntObject *tab)
  566. {
  567. if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST && serv)
  568. {
  569. PregameGuiAction pga;
  570. if(tab == curTab)
  571. pga.action = PregameGuiAction::NO_TAB;
  572. else if(tab == opt)
  573. pga.action = PregameGuiAction::OPEN_OPTIONS;
  574. else if(tab == sel)
  575. pga.action = PregameGuiAction::OPEN_SCENARIO_LIST;
  576. *serv << &pga;
  577. }
  578. if(curTab && curTab->active)
  579. {
  580. curTab->deactivate();
  581. curTab->recActions = DISPOSE;
  582. }
  583. if(curTab != tab)
  584. {
  585. tab->recActions = 255;
  586. tab->activate();
  587. curTab = tab;
  588. }
  589. else
  590. {
  591. curTab = NULL;
  592. };
  593. GH.totalRedraw();
  594. }
  595. void CSelectionScreen::changeSelection( const CMapInfo *to )
  596. {
  597. if(multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
  598. {
  599. vstd::clear_pointer(current);
  600. }
  601. current = to;
  602. if(to && (screenType == CMenuScreen::loadGame ||
  603. screenType == CMenuScreen::saveGame))
  604. SEL->sInfo.difficulty = to->scenarioOpts->difficulty;
  605. if(screenType != CMenuScreen::campaignList)
  606. {
  607. updateStartInfo(to ? to->filename : "", sInfo, to ? to->mapHeader : NULL);
  608. }
  609. card->changeSelection(to);
  610. if(screenType != CMenuScreen::campaignList)
  611. {
  612. opt->recreate();
  613. }
  614. if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST && serv)
  615. {
  616. SelectMap sm(*to);
  617. *serv << &sm;
  618. UpdateStartOptions uso(sInfo);
  619. *serv << &uso;
  620. }
  621. }
  622. void CSelectionScreen::startCampaign()
  623. {
  624. if (SEL->current)
  625. {
  626. CCampaign * ourCampaign = CCampaignHandler::getCampaign(SEL->current->filename, SEL->current->lodCmpgn);
  627. CCampaignState * campState = new CCampaignState();
  628. campState->camp = ourCampaign;
  629. GH.pushInt( new CBonusSelection(campState) );
  630. }
  631. }
  632. void CSelectionScreen::startGame()
  633. {
  634. if(screenType == CMenuScreen::newGame)
  635. {
  636. //there must be at least one human player before game can be started
  637. std::map<int, PlayerSettings>::const_iterator i;
  638. for(i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++)
  639. if(i->second.human)
  640. break;
  641. if(i == SEL->sInfo.playerInfos.end())
  642. {
  643. GH.pushInt(CInfoWindow::create(CGI->generaltexth->allTexts[530])); //You must position yourself prior to starting the game.
  644. return;
  645. }
  646. }
  647. if(multiPlayer == CMenuScreen::MULTI_NETWORK_HOST)
  648. {
  649. start->block(true);
  650. StartWithCurrentSettings swcs;
  651. *serv << &swcs;
  652. ongoingClosing = true;
  653. return;
  654. }
  655. if(screenType != CMenuScreen::saveGame)
  656. {
  657. if(!current)
  658. return;
  659. selectedName = sInfo.mapname;
  660. StartInfo *si = new StartInfo(sInfo);
  661. GH.popIntTotally(this); //delete me
  662. GH.popInt(GH.topInt()); //only deactivate main menu screen
  663. //SEL->current = NULL;
  664. //curOpts = NULL;
  665. ::startGame(si);
  666. }
  667. else
  668. {
  669. if(!(sel && sel->txt && sel->txt->text.size()))
  670. return;
  671. selectedName = GVCMIDirs.UserPath + "/Games/" + sel->txt->text + ".vlgm1";
  672. CFunctionList<void()> overWrite;
  673. overWrite += boost::bind(&CCallback::save, LOCPLINT->cb, sel->txt->text);
  674. overWrite += bind(&CGuiHandler::popIntTotally, &GH, this);
  675. if(fs::exists(selectedName))
  676. {
  677. std::string hlp = CGI->generaltexth->allTexts[493]; //%s exists. Overwrite?
  678. boost::algorithm::replace_first(hlp, "%s", sel->txt->text);
  679. LOCPLINT->showYesNoDialog(hlp, std::vector<CComponent*>(), overWrite, 0, false);
  680. }
  681. else
  682. overWrite();
  683. // LOCPLINT->cb->save(sel->txt->text);
  684. // GH.popIntTotally(this);
  685. }
  686. }
  687. void CSelectionScreen::difficultyChange( int to )
  688. {
  689. assert(screenType == CMenuScreen::newGame);
  690. sInfo.difficulty = to;
  691. propagateOptions();
  692. redraw();
  693. }
  694. void CSelectionScreen::handleConnection()
  695. {
  696. setThreadName(-1, "CSelectionScreen::handleConnection");
  697. try
  698. {
  699. assert(serv);
  700. while(serv)
  701. {
  702. CPackForSelectionScreen *pack = NULL;
  703. *serv >> pack;
  704. assert(pack);
  705. if(QuitMenuWithoutStarting *endingPack = dynamic_cast<QuitMenuWithoutStarting *>(pack))
  706. {
  707. endingPack->apply(this);
  708. }
  709. else if(StartWithCurrentSettings *endingPack = dynamic_cast<StartWithCurrentSettings *>(pack))
  710. {
  711. endingPack->apply(this);
  712. }
  713. else
  714. {
  715. boost::unique_lock<boost::recursive_mutex> lll(*mx);
  716. upcomingPacks.push_back(pack);
  717. }
  718. }
  719. } HANDLE_EXCEPTION
  720. catch(int i)
  721. {
  722. if(i != 666)
  723. throw;
  724. }
  725. }
  726. void CSelectionScreen::setSInfo(const StartInfo &si)
  727. {
  728. std::map<int, PlayerSettings>::const_iterator i;
  729. for(i = si.playerInfos.begin(); i != si.playerInfos.end(); i++)
  730. {
  731. if(i->second.human == myNameID)
  732. {
  733. playerColor = i->first;
  734. break;
  735. }
  736. }
  737. if(i == si.playerInfos.end()) //not found
  738. playerColor = -1;
  739. sInfo = si;
  740. if(current)
  741. opt->recreate(); //will force to recreate using current sInfo
  742. card->difficulty->select(si.difficulty, 0);
  743. GH.totalRedraw();
  744. }
  745. void CSelectionScreen::processPacks()
  746. {
  747. boost::unique_lock<boost::recursive_mutex> lll(*mx);
  748. while(upcomingPacks.size())
  749. {
  750. CPackForSelectionScreen *pack = upcomingPacks.front();
  751. upcomingPacks.pop_front();
  752. CBaseForPGApply *apply = applier->apps[typeList.getTypeID(pack)]; //find the applier
  753. apply->applyOnPG(this, pack);
  754. delete pack;
  755. }
  756. }
  757. void CSelectionScreen::update()
  758. {
  759. if(serverHandlingThread)
  760. processPacks();
  761. }
  762. void CSelectionScreen::propagateOptions()
  763. {
  764. if(isHost() && serv)
  765. {
  766. UpdateStartOptions ups(sInfo);
  767. *serv << &ups;
  768. }
  769. }
  770. void CSelectionScreen::postRequest(ui8 what, ui8 dir)
  771. {
  772. if(!isGuest() || !serv)
  773. return;
  774. RequestOptionsChange roc(what, dir, myNameID);
  775. *serv << &roc;
  776. }
  777. void CSelectionScreen::postChatMessage(const std::string &txt)
  778. {
  779. assert(serv);
  780. ChatMessage cm;
  781. cm.message = txt;
  782. cm.playerName = sInfo.getPlayersSettings(myNameID)->name;
  783. *serv << &cm;
  784. }
  785. void CSelectionScreen::propagateNames()
  786. {
  787. PlayersNames pn;
  788. pn.playerNames = playerNames;
  789. *serv << &pn;
  790. }
  791. // A new size filter (Small, Medium, ...) has been selected. Populate
  792. // selMaps with the relevant data.
  793. void SelectionTab::filter( int size, bool selectFirst )
  794. {
  795. curItems.clear();
  796. if(tabType == CMenuScreen::campaignList)
  797. {
  798. for (size_t i=0; i<allItems.size(); i++)
  799. curItems.push_back(&allItems[i]);
  800. }
  801. else
  802. {
  803. for (size_t i=0; i<allItems.size(); i++)
  804. if( allItems[i].mapHeader && allItems[i].mapHeader->version && (!size || allItems[i].mapHeader->width == size))
  805. curItems.push_back(&allItems[i]);
  806. }
  807. if(curItems.size())
  808. {
  809. slider->block(false);
  810. slider->setAmount(curItems.size());
  811. sort();
  812. if(selectFirst)
  813. {
  814. slider->moveTo(0);
  815. onSelect(curItems[0]);
  816. }
  817. selectAbs(0);
  818. }
  819. else
  820. {
  821. slider->block(true);
  822. onSelect(NULL);
  823. }
  824. }
  825. void SelectionTab::getFiles(std::vector<FileInfo> &out, const std::string &dirname, const std::string &ext)
  826. {
  827. CFileUtility::getFilesWithExt(out, dirname, ext);
  828. allItems.resize(out.size());
  829. }
  830. void SelectionTab::parseMaps(std::vector<FileInfo> &files, int start, int threads)
  831. {
  832. int read=0;
  833. ui8 mapBuffer[1500];
  834. while(start < allItems.size())
  835. {
  836. gzFile tempf = gzopen(files[start].name.c_str(),"rb");
  837. read = gzread(tempf, mapBuffer, 1500);
  838. gzclose(tempf);
  839. if(read < 50 || !mapBuffer[4])
  840. {
  841. tlog3 << "\t\tWarning: corrupted map file: " << files[start].name << std::endl;
  842. }
  843. else //valid map
  844. {
  845. allItems[start].mapInit(files[start].name, mapBuffer);
  846. //allItems[start].date = "DATEDATE";// files[start].date;
  847. }
  848. start += threads;
  849. }
  850. }
  851. void SelectionTab::parseGames(std::vector<FileInfo> &files, bool multi)
  852. {
  853. for(int i=0; i<files.size(); i++)
  854. {
  855. CLoadFile lf(files[i].name);
  856. if(!lf.sfile)
  857. continue;
  858. ui8 sign[8];
  859. lf >> sign;
  860. if(std::memcmp(sign,"VCMISVG",7))
  861. {
  862. tlog1 << files[i].name << " is not a correct savefile!" << std::endl;
  863. continue;
  864. }
  865. allItems[i].mapHeader = new CMapHeader();
  866. lf >> *(allItems[i].mapHeader) >> allItems[i].scenarioOpts;
  867. allItems[i].filename = files[i].name;
  868. allItems[i].countPlayers();
  869. allItems[i].date = std::asctime(std::localtime(&files[i].date));
  870. if((allItems[i].actualHumanPlayers > 1) != multi) //if multi mode then only multi games, otherwise single
  871. {
  872. delete allItems[i].mapHeader;
  873. allItems[i].mapHeader = NULL;
  874. }
  875. }
  876. }
  877. void SelectionTab::parseCampaigns( std::vector<FileInfo> & files )
  878. {
  879. for(int i=0; i<files.size(); i++)
  880. {
  881. //allItems[i].date = std::asctime(std::localtime(&files[i].date));
  882. allItems[i].filename = files[i].name;
  883. allItems[i].lodCmpgn = files[i].inLod;
  884. allItems[i].campaignInit();
  885. }
  886. }
  887. SelectionTab::SelectionTab(CMenuScreen::EState Type, const boost::function<void(CMapInfo *)> &OnSelect, CMenuScreen::EMultiMode MultiPlayer /*= CMenuScreen::SINGLE_PLAYER*/)
  888. :bg(NULL), onSelect(OnSelect)
  889. {
  890. OBJ_CONSTRUCTION;
  891. selectionPos = 0;
  892. used = LCLICK | WHEEL | KEYBOARD | DOUBLECLICK;
  893. slider = NULL;
  894. txt = NULL;
  895. tabType = Type;
  896. if (Type != CMenuScreen::campaignList)
  897. {
  898. bg = new CPicture(BitmapHandler::loadBitmap("SCSELBCK.bmp"), 0, 0, true);
  899. pos.w = bg->pos.w;
  900. pos.h = bg->pos.h;
  901. }
  902. else
  903. {
  904. SDL_Surface * tmp1 = BitmapHandler::loadBitmap("CAMCUST.bmp");
  905. SDL_Surface * tmp = CSDL_Ext::newSurface(400, tmp1->h);
  906. blitAt(tmp1, 0, 0, tmp);
  907. SDL_FreeSurface(tmp1);
  908. bg = new CPicture(tmp, 0, 0, true);
  909. pos.w = bg->pos.w;
  910. pos.h = bg->pos.h;
  911. bg->pos.x = bg->pos.y = 0;
  912. }
  913. if(MultiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
  914. {
  915. positions = 18;
  916. }
  917. else
  918. {
  919. std::vector<FileInfo> toParse;
  920. std::vector<CCampaignHeader> cpm;
  921. switch(tabType)
  922. {
  923. case CMenuScreen::newGame:
  924. getFiles(toParse, GameConstants::DATA_DIR + "/Maps", "h3m"); //get all maps
  925. /* Load maps from user directory too, unless it is also the
  926. * same as the data directory (as is the case on
  927. * windows). */
  928. if (GVCMIDirs.UserPath != GameConstants::DATA_DIR)
  929. getFiles(toParse, GVCMIDirs.UserPath + "/Maps", "h3m"); //get all maps
  930. parseMaps(toParse);
  931. positions = 18;
  932. break;
  933. case CMenuScreen::loadGame:
  934. case CMenuScreen::saveGame:
  935. getFiles(toParse, GVCMIDirs.UserPath + "/Games", "vlgm1"); //get all saves
  936. parseGames(toParse, MultiPlayer);
  937. if(tabType == CMenuScreen::loadGame)
  938. {
  939. positions = 18;
  940. }
  941. else
  942. {
  943. positions = 16;
  944. }
  945. if(tabType == CMenuScreen::saveGame)
  946. txt = new CTextInput(Rect(32, 539, 350, 20), Point(-32, -25), "GSSTRIP.bmp", 0);
  947. break;
  948. case CMenuScreen::campaignList:
  949. getFiles(toParse, GameConstants::DATA_DIR + "/Maps", "h3c"); //get all campaigns
  950. for (int g=0; g<toParse.size(); ++g)
  951. {
  952. toParse[g].inLod = false;
  953. }
  954. //add lod cmpgns
  955. cpm = CCampaignHandler::getCampaignHeaders(CCampaignHandler::Custom);
  956. for (int g = 0; g < cpm.size(); g++)
  957. {
  958. FileInfo fi;
  959. fi.inLod = cpm[g].loadFromLod;
  960. fi.name = cpm[g].filename;
  961. toParse.push_back(fi);
  962. if (cpm[g].loadFromLod)
  963. {
  964. allItems.push_back(CMapInfo(false));
  965. }
  966. }
  967. parseCampaigns(toParse);
  968. positions = 18;
  969. break;
  970. default:
  971. assert(0);
  972. break;
  973. }
  974. }
  975. if (tabType != CMenuScreen::campaignList)
  976. {
  977. //size filter buttons
  978. {
  979. int sizes[] = {36, 72, 108, 144, 0};
  980. const char * names[] = {"SCSMBUT.DEF", "SCMDBUT.DEF", "SCLGBUT.DEF", "SCXLBUT.DEF", "SCALBUT.DEF"};
  981. for(int i = 0; i < 5; i++)
  982. new CAdventureMapButton("", CGI->generaltexth->zelp[54+i].second, bind(&SelectionTab::filter, this, sizes[i], true), 158 + 47*i, 46, names[i]);
  983. }
  984. //sort buttons buttons
  985. {
  986. int xpos[] = {23, 55, 88, 121, 306, 339};
  987. const char * names[] = {"SCBUTT1.DEF", "SCBUTT2.DEF", "SCBUTCP.DEF", "SCBUTT3.DEF", "SCBUTT4.DEF", "SCBUTT5.DEF"};
  988. for(int i = 0; i < 6; i++)
  989. new CAdventureMapButton("", CGI->generaltexth->zelp[107+i].second, bind(&SelectionTab::sortBy, this, i), xpos[i], 86, names[i]);
  990. }
  991. }
  992. else
  993. {
  994. //sort by buttons
  995. new CAdventureMapButton("", "", bind(&SelectionTab::sortBy, this, _numOfMaps), 23, 86, "CamCusM.DEF"); //by num of maps
  996. new CAdventureMapButton("", "", bind(&SelectionTab::sortBy, this, _name), 55, 86, "CamCusL.DEF"); //by name
  997. }
  998. slider = new CSlider(372, 86, tabType != CMenuScreen::saveGame ? 480 : 430, bind(&SelectionTab::sliderMove, this, _1), positions, curItems.size(), 0, false, 1);
  999. slider->changeUsedEvents(WHEEL, true);
  1000. slider->slider->keepFrame = true;
  1001. format = CDefHandler::giveDef("SCSELC.DEF");
  1002. sortingBy = _format;
  1003. ascending = true;
  1004. filter(0);
  1005. //select(0);
  1006. switch(tabType)
  1007. {
  1008. case CMenuScreen::newGame:
  1009. selectFName(GameConstants::DATA_DIR + "/Maps/Arrogance.h3m");
  1010. break;
  1011. case CMenuScreen::loadGame:
  1012. case CMenuScreen::campaignList:
  1013. select(0);
  1014. break;
  1015. case CMenuScreen::saveGame:;
  1016. if(selectedName.size())
  1017. {
  1018. if(selectedName[2] == 'M') //name starts with ./Maps instead of ./Games => there was nothing to select
  1019. txt->setText("NEWGAME");
  1020. else
  1021. selectFName(selectedName);
  1022. }
  1023. }
  1024. }
  1025. SelectionTab::~SelectionTab()
  1026. {
  1027. delete format;
  1028. }
  1029. void SelectionTab::sortBy( int criteria )
  1030. {
  1031. if(criteria == sortingBy)
  1032. {
  1033. ascending = !ascending;
  1034. }
  1035. else
  1036. {
  1037. sortingBy = (ESortBy)criteria;
  1038. ascending = true;
  1039. }
  1040. sort();
  1041. selectAbs(0);
  1042. }
  1043. void SelectionTab::sort()
  1044. {
  1045. if(sortingBy != _name)
  1046. std::stable_sort(curItems.begin(), curItems.end(), mapSorter(_name));
  1047. std::stable_sort(curItems.begin(), curItems.end(), mapSorter(sortingBy));
  1048. if(!ascending)
  1049. std::reverse(curItems.begin(), curItems.end());
  1050. redraw();
  1051. }
  1052. void SelectionTab::select( int position )
  1053. {
  1054. if(!curItems.size()) return;
  1055. // New selection. py is the index in curItems.
  1056. int py = position + slider->value;
  1057. vstd::amax(py, 0);
  1058. vstd::amin(py, curItems.size()-1);
  1059. selectionPos = py;
  1060. if(position < 0)
  1061. slider->moveTo(slider->value + position);
  1062. else if(position >= positions)
  1063. slider->moveTo(slider->value + position - positions + 1);
  1064. if(txt)
  1065. txt->setText(fs::basename(curItems[py]->filename));
  1066. onSelect(curItems[py]);
  1067. }
  1068. void SelectionTab::selectAbs( int position )
  1069. {
  1070. select(position - slider->value);
  1071. }
  1072. int SelectionTab::getPosition( int x, int y )
  1073. {
  1074. return -1;
  1075. }
  1076. void SelectionTab::sliderMove( int slidPos )
  1077. {
  1078. if(!slider) return; //ignore spurious call when slider is being created
  1079. redraw();
  1080. }
  1081. // Display the tab with the scenario names
  1082. //
  1083. // elemIdx is the index of the maps or saved game to display on line 0
  1084. // slider->capacity contains the number of available screen lines
  1085. // slider->positionsAmnt is the number of elements after filtering
  1086. void SelectionTab::printMaps(SDL_Surface *to)
  1087. {
  1088. int elemIdx = slider->value;
  1089. // Display all elements if there's enough space
  1090. //if(slider->amount < slider->capacity)
  1091. // elemIdx = 0;
  1092. SDL_Color itemColor;
  1093. #define POS(xx, yy) pos.x + xx, pos.y + yy + line*25
  1094. for (int line = 0; line < positions && elemIdx < curItems.size(); elemIdx++, line++)
  1095. {
  1096. CMapInfo *currentItem = curItems[elemIdx];
  1097. if (elemIdx == selectionPos)
  1098. itemColor=Colors::Jasmine;
  1099. else
  1100. itemColor=Colors::Cornsilk;
  1101. if(tabType != CMenuScreen::campaignList)
  1102. {
  1103. //amount of players
  1104. std::ostringstream ostr(std::ostringstream::out);
  1105. ostr << currentItem->playerAmnt << "/" << currentItem->humenPlayers;
  1106. CSDL_Ext::printAt(ostr.str(), POS(29, 120), FONT_SMALL, itemColor, to);
  1107. //map size
  1108. std::string temp2 = "C";
  1109. switch (currentItem->mapHeader->width)
  1110. {
  1111. case 36:
  1112. temp2="S";
  1113. break;
  1114. case 72:
  1115. temp2="M";
  1116. break;
  1117. case 108:
  1118. temp2="L";
  1119. break;
  1120. case 144:
  1121. temp2="XL";
  1122. break;
  1123. }
  1124. CSDL_Ext::printAtMiddle(temp2, POS(70, 128), FONT_SMALL, itemColor, to);
  1125. int temp=-1;
  1126. switch (currentItem->mapHeader->version)
  1127. {
  1128. case CMapHeader::RoE:
  1129. temp=0;
  1130. break;
  1131. case CMapHeader::AB:
  1132. temp=1;
  1133. break;
  1134. case CMapHeader::SoD:
  1135. temp=2;
  1136. break;
  1137. case CMapHeader::WoG:
  1138. temp=3;
  1139. break;
  1140. default:
  1141. // Unknown version. Be safe and ignore that map
  1142. tlog2 << "Warning: " << currentItem->filename << " has wrong version!\n";
  1143. continue;
  1144. }
  1145. blitAt(format->ourImages[temp].bitmap, POS(88, 117), to);
  1146. //victory conditions
  1147. if (currentItem->mapHeader->victoryCondition.condition == EVictoryConditionType::WINSTANDARD)
  1148. temp = 11;
  1149. else
  1150. temp = currentItem->mapHeader->victoryCondition.condition;
  1151. blitAt(CGP->victory->ourImages[temp].bitmap, POS(306, 117), to);
  1152. //loss conditions
  1153. if (currentItem->mapHeader->lossCondition.typeOfLossCon == ELossConditionType::LOSSSTANDARD)
  1154. temp=3;
  1155. else
  1156. temp=currentItem->mapHeader->lossCondition.typeOfLossCon;
  1157. blitAt(CGP->loss->ourImages[temp].bitmap, POS(339, 117), to);
  1158. }
  1159. else //if campaign
  1160. {
  1161. //number of maps in campaign
  1162. std::ostringstream ostr(std::ostringstream::out);
  1163. ostr << CGI->generaltexth->campaignRegionNames[ currentItem->campaignHeader->mapVersion ].size();
  1164. CSDL_Ext::printAt(ostr.str(), POS(29, 120), FONT_SMALL, itemColor, to);
  1165. }
  1166. std::string name;
  1167. if(tabType == CMenuScreen::newGame)
  1168. {
  1169. if (!currentItem->mapHeader->name.length())
  1170. currentItem->mapHeader->name = "Unnamed";
  1171. name = currentItem->mapHeader->name;
  1172. }
  1173. else if(tabType == CMenuScreen::campaignList)
  1174. {
  1175. name = currentItem->campaignHeader->name;
  1176. }
  1177. else
  1178. {
  1179. name = fs::basename(currentItem->filename);
  1180. }
  1181. //print name
  1182. CSDL_Ext::printAtMiddle(name, POS(213, 128), FONT_SMALL, itemColor, to);
  1183. }
  1184. #undef POS
  1185. }
  1186. void SelectionTab::showAll(SDL_Surface * to)
  1187. {
  1188. CIntObject::showAll(to);
  1189. printMaps(to);
  1190. std::string title;
  1191. switch(tabType) {
  1192. case CMenuScreen::newGame:
  1193. title = CGI->generaltexth->arraytxt[229];
  1194. break;
  1195. case CMenuScreen::loadGame:
  1196. title = CGI->generaltexth->arraytxt[230];
  1197. break;
  1198. case CMenuScreen::saveGame:
  1199. title = CGI->generaltexth->arraytxt[231];
  1200. break;
  1201. case CMenuScreen::campaignList:
  1202. title = "Select a Campaign"; //TODO: find where is the title
  1203. break;
  1204. }
  1205. CSDL_Ext::printAtMiddle(title, pos.x+205, pos.y+28, FONT_MEDIUM, Colors::Jasmine, to); //Select a Scenario to Play
  1206. if(tabType != CMenuScreen::campaignList)
  1207. {
  1208. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[510], pos.x+87, pos.y+62, FONT_SMALL, Colors::Jasmine, to); //Map sizes
  1209. }
  1210. }
  1211. void SelectionTab::clickLeft( tribool down, bool previousState )
  1212. {
  1213. if(down)
  1214. {
  1215. int line = getLine();
  1216. if(line != -1)
  1217. select(line);
  1218. }
  1219. }
  1220. void SelectionTab::keyPressed( const SDL_KeyboardEvent & key )
  1221. {
  1222. if(key.state != SDL_PRESSED) return;
  1223. int moveBy = 0;
  1224. switch(key.keysym.sym)
  1225. {
  1226. case SDLK_UP:
  1227. moveBy = -1;
  1228. break;
  1229. case SDLK_DOWN:
  1230. moveBy = +1;
  1231. break;
  1232. case SDLK_PAGEUP:
  1233. moveBy = -positions+1;
  1234. break;
  1235. case SDLK_PAGEDOWN:
  1236. moveBy = +positions-1;
  1237. break;
  1238. case SDLK_HOME:
  1239. select(-slider->value);
  1240. return;
  1241. case SDLK_END:
  1242. select(curItems.size() - slider->value);
  1243. return;
  1244. default:
  1245. return;
  1246. }
  1247. select(selectionPos - slider->value + moveBy);
  1248. }
  1249. void SelectionTab::onDoubleClick()
  1250. {
  1251. if(getLine() != -1) //double clicked scenarios list
  1252. {
  1253. //act as if start button was pressed
  1254. (static_cast<CSelectionScreen*>(parent))->start->callback();
  1255. }
  1256. }
  1257. int SelectionTab::getLine()
  1258. {
  1259. int line = -1;
  1260. Point clickPos(GH.current->button.x, GH.current->button.y);
  1261. clickPos = clickPos - pos.topLeft();
  1262. if (clickPos.y > 115 && clickPos.y < 564 && clickPos.x > 22 && clickPos.x < 371)
  1263. {
  1264. line = (clickPos.y-115) / 25; //which line
  1265. }
  1266. return line;
  1267. }
  1268. void SelectionTab::selectFName( const std::string &fname )
  1269. {
  1270. for(int i = curItems.size() - 1; i >= 0; i--)
  1271. {
  1272. if(curItems[i]->filename == fname)
  1273. {
  1274. slider->moveTo(i);
  1275. selectAbs(i);
  1276. return;
  1277. }
  1278. }
  1279. selectAbs(0);
  1280. }
  1281. CChatBox::CChatBox(const Rect &rect)
  1282. {
  1283. OBJ_CONSTRUCTION;
  1284. pos += rect;
  1285. used = KEYBOARD;
  1286. captureAllKeys = true;
  1287. const int height = graphics->fonts[FONT_SMALL]->height;
  1288. inputBox = new CTextInput(Rect(0, rect.h - height, rect.w, height));
  1289. inputBox->used &= ~KEYBOARD;
  1290. chatHistory = new CTextBox("", Rect(0, 0, rect.w, rect.h - height), 1);
  1291. SDL_Color green = {0,252,0};
  1292. chatHistory->color = green;
  1293. }
  1294. void CChatBox::keyPressed(const SDL_KeyboardEvent & key)
  1295. {
  1296. if(key.keysym.sym == SDLK_RETURN && key.state == SDL_PRESSED && inputBox->text.size())
  1297. {
  1298. SEL->postChatMessage(inputBox->text);
  1299. inputBox->setText("");
  1300. }
  1301. else
  1302. inputBox->keyPressed(key);
  1303. }
  1304. void CChatBox::addNewMessage(const std::string &text)
  1305. {
  1306. chatHistory->setTxt(chatHistory->text + text + "\n");
  1307. if(chatHistory->slider)
  1308. chatHistory->slider->moveToMax();
  1309. }
  1310. InfoCard::InfoCard( bool Network )
  1311. : bg(NULL), network(Network), chatOn(false), chat(NULL), playerListBg(NULL),
  1312. difficulty(NULL), sizes(NULL), sFlags(NULL)
  1313. {
  1314. OBJ_CONSTRUCTION_CAPTURING_ALL;
  1315. pos.x += 393;
  1316. used = RCLICK;
  1317. mapDescription = NULL;
  1318. Rect descriptionRect(26, 149, 320, 115);
  1319. mapDescription = new CTextBox("", descriptionRect, 1);
  1320. if(SEL->screenType == CMenuScreen::campaignList)
  1321. {
  1322. CSelectionScreen *ss = static_cast<CSelectionScreen*>(parent);
  1323. CGuiHandler::moveChild(new CPicture(*ss->bg, descriptionRect + Point(-393, 0)), this, mapDescription, true); //move subpicture bg to our description control (by default it's our (Infocard) child)
  1324. }
  1325. else
  1326. {
  1327. bg = new CPicture(BitmapHandler::loadBitmap("GSELPOP1.bmp"), 0, 0, true);
  1328. CGuiHandler::moveChild(bg, this, parent);
  1329. auto it = vstd::find(parent->children, this); //our position among parent children
  1330. parent->children.insert(it, bg); //put BG before us
  1331. parent->children.pop_back();
  1332. pos.w = bg->pos.w;
  1333. pos.h = bg->pos.h;
  1334. sizes = CDefHandler::giveDef("SCNRMPSZ.DEF");
  1335. sFlags = CDefHandler::giveDef("ITGFLAGS.DEF");
  1336. difficulty = new CHighlightableButtonsGroup(0);
  1337. {
  1338. static const char *difButns[] = {"GSPBUT3.DEF", "GSPBUT4.DEF", "GSPBUT5.DEF", "GSPBUT6.DEF", "GSPBUT7.DEF"};
  1339. for(int i = 0; i < 5; i++)
  1340. {
  1341. difficulty->addButton(new CHighlightableButton("", CGI->generaltexth->zelp[24+i].second, 0, 110 + i*32, 450, difButns[i], i));
  1342. }
  1343. }
  1344. if(SEL->screenType != CMenuScreen::newGame)
  1345. difficulty->block(true);
  1346. //description needs bg
  1347. CGuiHandler::moveChild(new CPicture(*bg, descriptionRect), this, mapDescription, true); //move subpicture bg to our description control (by default it's our (Infocard) child)
  1348. if(network)
  1349. {
  1350. playerListBg = new CPicture("CHATPLUG.bmp", 16, 276);
  1351. chat = new CChatBox(descriptionRect);
  1352. CGuiHandler::moveChild(new CPicture(*bg, chat->chatHistory->pos - pos), this, chat->chatHistory, true); //move subpicture bg to our description control (by default it's our (Infocard) child)
  1353. chatOn = true;
  1354. mapDescription->disable();
  1355. }
  1356. }
  1357. }
  1358. InfoCard::~InfoCard()
  1359. {
  1360. delete sizes;
  1361. delete sFlags;
  1362. }
  1363. void InfoCard::showAll(SDL_Surface * to)
  1364. {
  1365. CIntObject::showAll(to);
  1366. //blit texts
  1367. if(SEL->screenType != CMenuScreen::campaignList)
  1368. {
  1369. printAtLoc(CGI->generaltexth->allTexts[390] + ":", 24, 400, FONT_SMALL, Colors::Cornsilk, to); //Allies
  1370. printAtLoc(CGI->generaltexth->allTexts[391] + ":", 190, 400, FONT_SMALL, Colors::Cornsilk, to); //Enemies
  1371. printAtLoc(CGI->generaltexth->allTexts[494], 33, 430, FONT_SMALL, Colors::Jasmine, to);//"Map Diff:"
  1372. printAtLoc(CGI->generaltexth->allTexts[492] + ":", 133,430, FONT_SMALL, Colors::Jasmine, to); //player difficulty
  1373. printAtLoc(CGI->generaltexth->allTexts[218] + ":", 290,430, FONT_SMALL, Colors::Jasmine, to); //"Rating:"
  1374. printAtLoc(CGI->generaltexth->allTexts[495], 26, 22, FONT_SMALL, Colors::Jasmine, to); //Scenario Name:
  1375. if(!chatOn)
  1376. {
  1377. printAtLoc(CGI->generaltexth->allTexts[496], 26, 132, FONT_SMALL, Colors::Jasmine, to); //Scenario Description:
  1378. printAtLoc(CGI->generaltexth->allTexts[497], 26, 283, FONT_SMALL, Colors::Jasmine, to); //Victory Condition:
  1379. printAtLoc(CGI->generaltexth->allTexts[498], 26, 339, FONT_SMALL, Colors::Jasmine, to); //Loss Condition:
  1380. }
  1381. else //players list
  1382. {
  1383. std::map<ui32, std::string> playerNames = SEL->playerNames;
  1384. int playerSoFar = 0;
  1385. for (std::map<int, PlayerSettings>::const_iterator i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++)
  1386. {
  1387. if(i->second.human)
  1388. {
  1389. printAtLoc(i->second.name, 24, 285 + playerSoFar++ * graphics->fonts[FONT_SMALL]->height, FONT_SMALL, Colors::Cornsilk, to);
  1390. playerNames.erase(i->second.human);
  1391. }
  1392. }
  1393. playerSoFar = 0;
  1394. for (std::map<ui32, std::string>::const_iterator i = playerNames.begin(); i != playerNames.end(); i++)
  1395. {
  1396. printAtLoc(i->second, 193, 285 + playerSoFar++ * graphics->fonts[FONT_SMALL]->height, FONT_SMALL, Colors::Cornsilk, to);
  1397. }
  1398. }
  1399. }
  1400. if(SEL->current)
  1401. {
  1402. if(SEL->screenType != CMenuScreen::campaignList)
  1403. {
  1404. int temp = -1;
  1405. if(!chatOn)
  1406. {
  1407. //victory conditions
  1408. temp = SEL->current->mapHeader->victoryCondition.condition+1;
  1409. if (temp>20) temp=0;
  1410. std::string sss = CGI->generaltexth->victoryConditions[temp];
  1411. if (temp && SEL->current->mapHeader->victoryCondition.allowNormalVictory) sss+= "/" + CGI->generaltexth->victoryConditions[0];
  1412. printAtLoc(sss, 60, 307, FONT_SMALL, Colors::Cornsilk, to);
  1413. temp = SEL->current->mapHeader->victoryCondition.condition;
  1414. if (temp>12) temp=11;
  1415. blitAtLoc(CGP->victory->ourImages[temp].bitmap, 24, 302, to); //victory cond descr
  1416. //loss conditoins
  1417. temp = SEL->current->mapHeader->lossCondition.typeOfLossCon+1;
  1418. if (temp>20) temp=0;
  1419. sss = CGI->generaltexth->lossCondtions[temp];
  1420. printAtLoc(sss, 60, 366, FONT_SMALL, Colors::Cornsilk, to);
  1421. temp=SEL->current->mapHeader->lossCondition.typeOfLossCon;
  1422. if (temp>12) temp=3;
  1423. blitAtLoc(CGP->loss->ourImages[temp].bitmap, 24, 359, to); //loss cond
  1424. }
  1425. //difficulty
  1426. assert(SEL->current->mapHeader->difficulty <= 4);
  1427. std::string &diff = CGI->generaltexth->arraytxt[142 + SEL->current->mapHeader->difficulty];
  1428. printAtMiddleLoc(diff, 62, 472, FONT_SMALL, Colors::Cornsilk, to);
  1429. //selecting size icon
  1430. switch (SEL->current->mapHeader->width)
  1431. {
  1432. case 36:
  1433. temp=0;
  1434. break;
  1435. case 72:
  1436. temp=1;
  1437. break;
  1438. case 108:
  1439. temp=2;
  1440. break;
  1441. case 144:
  1442. temp=3;
  1443. break;
  1444. default:
  1445. temp=4;
  1446. break;
  1447. }
  1448. blitAtLoc(sizes->ourImages[temp].bitmap, 318, 22, to);
  1449. if(SEL->screenType == CMenuScreen::loadGame)
  1450. printToLoc((static_cast<const CMapInfo*>(SEL->current))->date,308,34, FONT_SMALL, Colors::Cornsilk, to);
  1451. //print flags
  1452. int fx = 34 + graphics->fonts[FONT_SMALL]->getWidth(CGI->generaltexth->allTexts[390].c_str());
  1453. int ex = 200 + graphics->fonts[FONT_SMALL]->getWidth(CGI->generaltexth->allTexts[391].c_str());
  1454. int myT;
  1455. if(playerColor >= 0)
  1456. myT = SEL->current->mapHeader->players[playerColor].team;
  1457. else
  1458. myT = -1;
  1459. for (std::map<int, PlayerSettings>::const_iterator i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++)
  1460. {
  1461. int *myx = ((i->first == playerColor || SEL->current->mapHeader->players[i->first].team == myT) ? &fx : &ex);
  1462. blitAtLoc(sFlags->ourImages[i->first].bitmap, *myx, 399, to);
  1463. *myx += sFlags->ourImages[i->first].bitmap->w;
  1464. }
  1465. std::string tob;
  1466. switch (SEL->sInfo.difficulty)
  1467. {
  1468. case 0:
  1469. tob="80%";
  1470. break;
  1471. case 1:
  1472. tob="100%";
  1473. break;
  1474. case 2:
  1475. tob="130%";
  1476. break;
  1477. case 3:
  1478. tob="160%";
  1479. break;
  1480. case 4:
  1481. tob="200%";
  1482. break;
  1483. }
  1484. printAtMiddleLoc(tob, 311, 472, FONT_SMALL, Colors::Cornsilk, to);
  1485. }
  1486. //blit description
  1487. std::string name;
  1488. if (SEL->screenType == CMenuScreen::campaignList)
  1489. {
  1490. name = SEL->current->campaignHeader->name;
  1491. }
  1492. else
  1493. {
  1494. name = SEL->current->mapHeader->name;
  1495. }
  1496. //name
  1497. if (name.length())
  1498. printAtLoc(name, 26, 39, FONT_BIG, Colors::Jasmine, to);
  1499. else
  1500. printAtLoc("Unnamed", 26, 39, FONT_BIG, Colors::Jasmine, to);
  1501. }
  1502. }
  1503. void InfoCard::changeSelection( const CMapInfo *to )
  1504. {
  1505. if(to && mapDescription)
  1506. {
  1507. if (SEL->screenType == CMenuScreen::campaignList)
  1508. mapDescription->setTxt(to->campaignHeader->description);
  1509. else
  1510. mapDescription->setTxt(to->mapHeader->description);
  1511. if(SEL->screenType != CMenuScreen::newGame && SEL->screenType != CMenuScreen::campaignList) {
  1512. difficulty->block(true);
  1513. difficulty->select(SEL->sInfo.difficulty, 0);
  1514. }
  1515. }
  1516. GH.totalRedraw();
  1517. }
  1518. void InfoCard::clickRight( tribool down, bool previousState )
  1519. {
  1520. static const Rect flagArea(19, 397, 335, 23);
  1521. if(down && SEL->current && isItInLoc(flagArea, GH.current->motion.x, GH.current->motion.y))
  1522. showTeamsPopup();
  1523. }
  1524. void InfoCard::showTeamsPopup()
  1525. {
  1526. SDL_Surface *bmp = CMessage::drawBox1(256, 90 + 50 * SEL->current->mapHeader->howManyTeams);
  1527. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[657], 128, 30, FONT_MEDIUM, Colors::Jasmine, bmp); //{Team Alignments}
  1528. for(int i = 0; i < SEL->current->mapHeader->howManyTeams; i++)
  1529. {
  1530. std::vector<ui8> flags;
  1531. std::string hlp = CGI->generaltexth->allTexts[656]; //Team %d
  1532. hlp.replace(hlp.find("%d"), 2, boost::lexical_cast<std::string>(i+1));
  1533. CSDL_Ext::printAtMiddle(hlp, 128, 65 + 50*i, FONT_SMALL, Colors::Cornsilk, bmp);
  1534. for(int j = 0; j < GameConstants::PLAYER_LIMIT; j++)
  1535. if((SEL->current->mapHeader->players[j].canHumanPlay || SEL->current->mapHeader->players[j].canComputerPlay)
  1536. && SEL->current->mapHeader->players[j].team == i)
  1537. flags.push_back(j);
  1538. int curx = 128 - 9*flags.size();
  1539. for(int j = 0; j < flags.size(); j++)
  1540. {
  1541. blitAt(sFlags->ourImages[flags[j]].bitmap, curx, 75 + 50*i, bmp);
  1542. curx += 18;
  1543. }
  1544. }
  1545. GH.pushInt(new CInfoPopup(bmp, true));
  1546. }
  1547. void InfoCard::toggleChat()
  1548. {
  1549. setChat(!chatOn);
  1550. }
  1551. void InfoCard::setChat(bool activateChat)
  1552. {
  1553. if(chatOn == activateChat)
  1554. return;
  1555. assert(active);
  1556. if(activateChat)
  1557. {
  1558. mapDescription->disable();
  1559. chat->enable();
  1560. playerListBg->enable();
  1561. }
  1562. else
  1563. {
  1564. mapDescription->enable();
  1565. chat->disable();
  1566. playerListBg->disable();
  1567. }
  1568. chatOn = activateChat;
  1569. GH.totalRedraw();
  1570. }
  1571. OptionsTab::OptionsTab():
  1572. turnDuration(NULL)
  1573. {
  1574. OBJ_CONSTRUCTION;
  1575. bg = new CPicture(BitmapHandler::loadBitmap("ADVOPTBK.bmp"), 0, 0, true);
  1576. pos = bg->pos;
  1577. if(SEL->screenType == CMenuScreen::newGame)
  1578. turnDuration = new CSlider(55, 551, 194, bind(&OptionsTab::setTurnLength, this, _1), 1, 11, 11, true, 1);
  1579. }
  1580. OptionsTab::~OptionsTab()
  1581. {
  1582. }
  1583. void OptionsTab::showAll(SDL_Surface * to)
  1584. {
  1585. CIntObject::showAll(to);
  1586. printAtMiddleLoc(CGI->generaltexth->allTexts[515], 222, 30, FONT_BIG, Colors::Jasmine, to);
  1587. printAtMiddleWBLoc(CGI->generaltexth->allTexts[516], 222, 58, FONT_SMALL, 55, Colors::Cornsilk, to); //Select starting options, handicap, and name for each player in the game.
  1588. printAtMiddleWBLoc(CGI->generaltexth->allTexts[517], 107, 102, FONT_SMALL, 14, Colors::Jasmine, to); //Player Name Handicap Type
  1589. printAtMiddleWBLoc(CGI->generaltexth->allTexts[518], 197, 102, FONT_SMALL, 10, Colors::Jasmine, to); //Starting Town
  1590. printAtMiddleWBLoc(CGI->generaltexth->allTexts[519], 273, 102, FONT_SMALL, 10, Colors::Jasmine, to); //Starting Hero
  1591. printAtMiddleWBLoc(CGI->generaltexth->allTexts[520], 349, 102, FONT_SMALL, 10, Colors::Jasmine, to); //Starting Bonus
  1592. printAtMiddleLoc(CGI->generaltexth->allTexts[521], 222, 538, FONT_SMALL, Colors::Jasmine, to); // Player Turn Duration
  1593. if (turnDuration)
  1594. printAtMiddleLoc(CGI->generaltexth->turnDurations[turnDuration->value], 319,559, FONT_SMALL, Colors::Cornsilk, to);//Turn duration value
  1595. }
  1596. void OptionsTab::nextCastle( int player, int dir )
  1597. {
  1598. if(SEL->isGuest())
  1599. {
  1600. SEL->postRequest(RequestOptionsChange::TOWN, dir);
  1601. return;
  1602. }
  1603. PlayerSettings &s = SEL->sInfo.playerInfos[player];
  1604. si32 &cur = s.castle;
  1605. ui32 allowed = SEL->current->mapHeader->players[s.color].allowedFactions;
  1606. if (cur == -2) //no castle - no change
  1607. return;
  1608. if (cur == -1) //random => first/last available
  1609. {
  1610. int pom = (dir>0) ? (0) : (GameConstants::F_NUMBER-1); // last or first
  1611. for (;pom >= 0 && pom < GameConstants::F_NUMBER; pom+=dir)
  1612. {
  1613. if((1 << pom) & allowed)
  1614. {
  1615. cur=pom;
  1616. break;
  1617. }
  1618. }
  1619. }
  1620. else // next/previous available
  1621. {
  1622. for (;;)
  1623. {
  1624. cur+=dir;
  1625. if ((1 << cur) & allowed)
  1626. break;
  1627. if (cur >= GameConstants::F_NUMBER || cur<0)
  1628. {
  1629. double p1 = log((double)allowed) / log(2.0)+0.000001;
  1630. double check = p1 - ((int)p1);
  1631. if (check < 0.001)
  1632. cur = (int)p1;
  1633. else
  1634. cur = -1;
  1635. break;
  1636. }
  1637. }
  1638. }
  1639. if(s.hero >= 0)
  1640. s.hero = -1;
  1641. if(cur < 0 && s.bonus == PlayerSettings::bresource)
  1642. s.bonus = PlayerSettings::brandom;
  1643. entries[player]->selectButtons();
  1644. SEL->propagateOptions();
  1645. redraw();
  1646. }
  1647. void OptionsTab::nextHero( int player, int dir )
  1648. {
  1649. if(SEL->isGuest())
  1650. {
  1651. SEL->postRequest(RequestOptionsChange::HERO, dir);
  1652. return;
  1653. }
  1654. PlayerSettings &s = SEL->sInfo.playerInfos[player];
  1655. int old = s.hero;
  1656. if (s.castle < 0 || !s.human || s.hero == -2)
  1657. return;
  1658. if (s.hero == -1) //random => first/last available
  1659. {
  1660. int max = (s.castle*GameConstants::HEROES_PER_TYPE*2+15),
  1661. min = (s.castle*GameConstants::HEROES_PER_TYPE*2);
  1662. s.hero = nextAllowedHero(min,max,0,dir);
  1663. }
  1664. else
  1665. {
  1666. if(dir > 0)
  1667. s.hero = nextAllowedHero(s.hero,(s.castle*GameConstants::HEROES_PER_TYPE*2+16),1,dir);
  1668. else
  1669. s.hero = nextAllowedHero(s.castle*GameConstants::HEROES_PER_TYPE*2-1,s.hero,1,dir);
  1670. }
  1671. if(old != s.hero)
  1672. {
  1673. usedHeroes.erase(old);
  1674. usedHeroes.insert(s.hero);
  1675. redraw();
  1676. }
  1677. SEL->propagateOptions();
  1678. }
  1679. int OptionsTab::nextAllowedHero( int min, int max, int incl, int dir )
  1680. {
  1681. if(dir>0)
  1682. {
  1683. for(int i=min+incl; i<=max-incl; i++)
  1684. if(canUseThisHero(i))
  1685. return i;
  1686. }
  1687. else
  1688. {
  1689. for(int i=max-incl; i>=min+incl; i--)
  1690. if(canUseThisHero(i))
  1691. return i;
  1692. }
  1693. return -1;
  1694. }
  1695. bool OptionsTab::canUseThisHero( int ID )
  1696. {
  1697. //for(int i=0;i<CPG->ret.playerInfos.size();i++)
  1698. // if(CPG->ret.playerInfos[i].hero==ID) //hero is already taken
  1699. // return false;
  1700. return !vstd::contains(usedHeroes, ID) && SEL->current->mapHeader->allowedHeroes[ID];
  1701. }
  1702. void OptionsTab::nextBonus( int player, int dir )
  1703. {
  1704. if(SEL->isGuest())
  1705. {
  1706. SEL->postRequest(RequestOptionsChange::BONUS, dir);
  1707. return;
  1708. }
  1709. PlayerSettings &s = SEL->sInfo.playerInfos[player];
  1710. si8 &ret = s.bonus += dir;
  1711. if (s.hero==-2 && !SEL->current->mapHeader->players[s.color].heroesNames.size() && ret==PlayerSettings::bartifact) //no hero - can't be artifact
  1712. {
  1713. if (dir<0)
  1714. ret=PlayerSettings::brandom;
  1715. else ret=PlayerSettings::bgold;
  1716. }
  1717. if(ret > PlayerSettings::bresource)
  1718. ret = PlayerSettings::brandom;
  1719. if(ret < PlayerSettings::brandom)
  1720. ret = PlayerSettings::bresource;
  1721. if (s.castle==-1 && ret==PlayerSettings::bresource) //random castle - can't be resource
  1722. {
  1723. if (dir<0)
  1724. ret=PlayerSettings::bgold;
  1725. else ret=PlayerSettings::brandom;
  1726. }
  1727. SEL->propagateOptions();
  1728. redraw();
  1729. }
  1730. void OptionsTab::recreate()
  1731. {
  1732. bool wasActive = active;
  1733. if(active)
  1734. deactivate();
  1735. for(std::map<int, PlayerOptionsEntry*>::iterator it = entries.begin(); it != entries.end(); ++it)
  1736. {
  1737. children -= it->second;
  1738. delete it->second;
  1739. }
  1740. entries.clear();
  1741. usedHeroes.clear();
  1742. OBJ_CONSTRUCTION_CAPTURING_ALL;
  1743. for(std::map<int, PlayerSettings>::iterator it = SEL->sInfo.playerInfos.begin();
  1744. it != SEL->sInfo.playerInfos.end(); ++it)
  1745. {
  1746. entries.insert(std::make_pair(it->first, new PlayerOptionsEntry(this, it->second)));
  1747. const std::vector<SheroName> &heroes = SEL->current->mapHeader->players[it->first].heroesNames;
  1748. for(size_t hi=0; hi<heroes.size(); hi++)
  1749. usedHeroes.insert(heroes[hi].heroID);
  1750. }
  1751. if(wasActive)
  1752. activate();
  1753. }
  1754. void OptionsTab::setTurnLength( int npos )
  1755. {
  1756. static const int times[] = {1, 2, 4, 6, 8, 10, 15, 20, 25, 30, 0};
  1757. vstd::amin(npos, ARRAY_COUNT(times) - 1);
  1758. SEL->sInfo.turnTime = times[npos];
  1759. redraw();
  1760. }
  1761. void OptionsTab::flagPressed( int color )
  1762. {
  1763. PlayerSettings &clicked = SEL->sInfo.playerInfos[color];
  1764. PlayerSettings *old = NULL;
  1765. if(SEL->playerNames.size() == 1) //single player -> just swap
  1766. {
  1767. if(color == playerColor) //that color is already selected, no action needed
  1768. return;
  1769. old = &SEL->sInfo.playerInfos[playerColor];
  1770. swapPlayers(*old, clicked);
  1771. }
  1772. else
  1773. {
  1774. //identify clicked player
  1775. int clickedNameID = clicked.human; //human is a number of player, zero means AI
  1776. if(clickedNameID > 0 && playerToRestore.id == clickedNameID) //player to restore is about to being replaced -> put him back to the old place
  1777. {
  1778. PlayerSettings &restPos = SEL->sInfo.playerInfos[playerToRestore.color];
  1779. SEL->setPlayer(restPos, playerToRestore.id);
  1780. playerToRestore.reset();
  1781. }
  1782. int newPlayer; //which player will take clicked position
  1783. //who will be put here?
  1784. if(!clickedNameID) //AI player clicked -> if possible replace computer with unallocated player
  1785. {
  1786. newPlayer = SEL->getIdOfFirstUnallocatedPlayer();
  1787. if(!newPlayer) //no "free" player -> get just first one
  1788. newPlayer = SEL->playerNames.begin()->first;
  1789. }
  1790. else //human clicked -> take next
  1791. {
  1792. std::map<ui32, std::string>::const_iterator i = SEL->playerNames.find(clickedNameID); //clicked one
  1793. i++; //player AFTER clicked one
  1794. if(i != SEL->playerNames.end())
  1795. newPlayer = i->first;
  1796. else
  1797. newPlayer = 0; //AI if we scrolled through all players
  1798. }
  1799. SEL->setPlayer(clicked, newPlayer); //put player
  1800. //if that player was somewhere else, we need to replace him with computer
  1801. if(newPlayer) //not AI
  1802. {
  1803. for(std::map<int, PlayerSettings>::iterator i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++)
  1804. {
  1805. int curNameID = i->second.human;
  1806. if(i->first != color && curNameID == newPlayer)
  1807. {
  1808. assert(i->second.human);
  1809. playerToRestore.color = i->first;
  1810. playerToRestore.id = newPlayer;
  1811. SEL->setPlayer(i->second, 0); //set computer
  1812. old = &i->second;
  1813. break;
  1814. }
  1815. }
  1816. }
  1817. }
  1818. entries[clicked.color]->selectButtons();
  1819. if(old)
  1820. {
  1821. entries[old->color]->selectButtons();
  1822. old->hero = entries[old->color]->pi.defaultHero();
  1823. }
  1824. SEL->propagateOptions();
  1825. GH.totalRedraw();
  1826. }
  1827. OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry( OptionsTab *owner, PlayerSettings &S)
  1828. : pi(SEL->current->mapHeader->players[S.color]), s(S)
  1829. {
  1830. OBJ_CONSTRUCTION;
  1831. defActions |= SHARE_POS;
  1832. int serial = 0;
  1833. for(int g=0; g < s.color; ++g)
  1834. {
  1835. PlayerInfo &itred = SEL->current->mapHeader->players[g];
  1836. if( itred.canComputerPlay || itred.canHumanPlay)
  1837. serial++;
  1838. }
  1839. pos = parent->pos + Point(54, 122 + serial*50);
  1840. static const char *flags[] = {"AOFLGBR.DEF", "AOFLGBB.DEF", "AOFLGBY.DEF", "AOFLGBG.DEF",
  1841. "AOFLGBO.DEF", "AOFLGBP.DEF", "AOFLGBT.DEF", "AOFLGBS.DEF"};
  1842. static const char *bgs[] = {"ADOPRPNL.bmp", "ADOPBPNL.bmp", "ADOPYPNL.bmp", "ADOPGPNL.bmp",
  1843. "ADOPOPNL.bmp", "ADOPPPNL.bmp", "ADOPTPNL.bmp", "ADOPSPNL.bmp"};
  1844. bg = new CPicture(BitmapHandler::loadBitmap(bgs[s.color]), 0, 0, true);
  1845. if(SEL->screenType == CMenuScreen::newGame)
  1846. {
  1847. btns[0] = new CAdventureMapButton(CGI->generaltexth->zelp[132], bind(&OptionsTab::nextCastle, owner, s.color, -1), 107, 5, "ADOPLFA.DEF");
  1848. btns[1] = new CAdventureMapButton(CGI->generaltexth->zelp[133], bind(&OptionsTab::nextCastle, owner, s.color, +1), 168, 5, "ADOPRTA.DEF");
  1849. btns[2] = new CAdventureMapButton(CGI->generaltexth->zelp[148], bind(&OptionsTab::nextHero, owner, s.color, -1), 183, 5, "ADOPLFA.DEF");
  1850. btns[3] = new CAdventureMapButton(CGI->generaltexth->zelp[149], bind(&OptionsTab::nextHero, owner, s.color, +1), 244, 5, "ADOPRTA.DEF");
  1851. btns[4] = new CAdventureMapButton(CGI->generaltexth->zelp[164], bind(&OptionsTab::nextBonus, owner, s.color, -1), 259, 5, "ADOPLFA.DEF");
  1852. btns[5] = new CAdventureMapButton(CGI->generaltexth->zelp[165], bind(&OptionsTab::nextBonus, owner, s.color, +1), 320, 5, "ADOPRTA.DEF");
  1853. }
  1854. else
  1855. for(int i = 0; i < 6; i++)
  1856. btns[i] = NULL;
  1857. selectButtons();
  1858. assert(SEL->current && SEL->current->mapHeader);
  1859. const PlayerInfo &p = SEL->current->mapHeader->players[s.color];
  1860. assert(p.canComputerPlay || p.canHumanPlay); //someone must be able to control this player
  1861. if(p.canHumanPlay && p.canComputerPlay)
  1862. whoCanPlay = HUMAN_OR_CPU;
  1863. else if(p.canComputerPlay)
  1864. whoCanPlay = CPU;
  1865. else
  1866. whoCanPlay = HUMAN;
  1867. if(SEL->screenType != CMenuScreen::scenarioInfo
  1868. && SEL->current->mapHeader->players[s.color].canHumanPlay
  1869. && SEL->multiPlayer != CMenuScreen::MULTI_NETWORK_GUEST)
  1870. {
  1871. flag = new CAdventureMapButton(CGI->generaltexth->zelp[180], bind(&OptionsTab::flagPressed, owner, s.color), -43, 2, flags[s.color]);
  1872. flag->hoverable = true;
  1873. }
  1874. else
  1875. flag = NULL;
  1876. defActions &= ~SHARE_POS;
  1877. town = new SelectedBox(TOWN, s.color);
  1878. town->pos += pos + Point(119, 2);
  1879. hero = new SelectedBox(HERO, s.color);
  1880. hero->pos += pos + Point(195, 2);
  1881. bonus = new SelectedBox(BONUS, s.color);
  1882. bonus->pos += pos + Point(271, 2);
  1883. }
  1884. void OptionsTab::PlayerOptionsEntry::showAll(SDL_Surface * to)
  1885. {
  1886. CIntObject::showAll(to);
  1887. printAtMiddleLoc(s.name, 55, 10, FONT_SMALL, Colors::Cornsilk, to);
  1888. printAtMiddleWBLoc(CGI->generaltexth->arraytxt[206+whoCanPlay], 28, 34, FONT_TINY, 8, Colors::Cornsilk, to);
  1889. }
  1890. void OptionsTab::PlayerOptionsEntry::selectButtons()
  1891. {
  1892. if(!btns[0])
  1893. return;
  1894. if( (pi.defaultCastle() != -1) //fixed tow
  1895. || (SEL->isGuest() && s.color != playerColor)) //or not our player
  1896. {
  1897. btns[0]->disable();
  1898. btns[1]->disable();
  1899. }
  1900. else
  1901. {
  1902. btns[0]->enable(active);
  1903. btns[1]->enable(active);
  1904. }
  1905. if( (pi.defaultHero() != -1 || !s.human || s.castle < 0) //fixed hero
  1906. || (SEL->isGuest() && s.color != playerColor))//or not our player
  1907. {
  1908. btns[2]->disable();
  1909. btns[3]->disable();
  1910. }
  1911. else
  1912. {
  1913. btns[2]->enable(active);
  1914. btns[3]->enable(active);
  1915. }
  1916. if(SEL->isGuest() && s.color != playerColor)//or not our player
  1917. {
  1918. btns[4]->disable();
  1919. btns[5]->disable();
  1920. }
  1921. else
  1922. {
  1923. btns[4]->enable(active);
  1924. btns[5]->enable(active);
  1925. }
  1926. }
  1927. void OptionsTab::SelectedBox::showAll(SDL_Surface * to)
  1928. {
  1929. //PlayerSettings &s = SEL->sInfo.playerInfos[player];
  1930. SDL_Surface *toBlit = getImg();
  1931. const std::string *toPrint = getText();
  1932. blitAt(toBlit, pos, to);
  1933. printAtMiddleLoc(*toPrint, 23, 39, FONT_TINY, Colors::Cornsilk, to);
  1934. }
  1935. OptionsTab::SelectedBox::SelectedBox( SelType Which, ui8 Player )
  1936. :which(Which), player(Player)
  1937. {
  1938. SDL_Surface *img = getImg();
  1939. pos.w = img->w;
  1940. pos.h = img->h;
  1941. used = RCLICK;
  1942. }
  1943. SDL_Surface * OptionsTab::SelectedBox::getImg() const
  1944. {
  1945. const PlayerSettings &s = SEL->sInfo.playerInfos[player];
  1946. switch(which)
  1947. {
  1948. case TOWN:
  1949. if (s.castle < GameConstants::F_NUMBER && s.castle >= 0)
  1950. return graphics->getPic(s.castle, true, false);
  1951. else if (s.castle == -1)
  1952. return CGP->rTown;
  1953. else if (s.castle == -2)
  1954. return CGP->nTown;
  1955. case HERO:
  1956. if (s.hero == -1)
  1957. {
  1958. return CGP->rHero;
  1959. }
  1960. else if (s.hero == -2)
  1961. {
  1962. if(s.heroPortrait >= 0)
  1963. return graphics->portraitSmall[s.heroPortrait];
  1964. else
  1965. return CGP->nHero;
  1966. }
  1967. else
  1968. {
  1969. return graphics->portraitSmall[s.hero];
  1970. }
  1971. break;
  1972. case BONUS:
  1973. {
  1974. int pom;
  1975. switch (s.bonus)
  1976. {
  1977. case -1:
  1978. pom=10;
  1979. break;
  1980. case 0:
  1981. pom=9;
  1982. break;
  1983. case 1:
  1984. pom=8;
  1985. break;
  1986. case 2:
  1987. pom=CGI->townh->towns[s.castle].bonus;
  1988. break;
  1989. default:
  1990. assert(0);
  1991. }
  1992. return CGP->bonuses->ourImages[pom].bitmap;
  1993. }
  1994. default:
  1995. return NULL;
  1996. }
  1997. }
  1998. const std::string * OptionsTab::SelectedBox::getText() const
  1999. {
  2000. const PlayerSettings &s = SEL->sInfo.playerInfos[player];
  2001. switch(which)
  2002. {
  2003. case TOWN:
  2004. if (s.castle < GameConstants::F_NUMBER && s.castle >= 0)
  2005. return &CGI->townh->towns[s.castle].Name();
  2006. else if (s.castle == -1)
  2007. return &CGI->generaltexth->allTexts[522];
  2008. else if (s.castle == -2)
  2009. return &CGI->generaltexth->allTexts[523];
  2010. case HERO:
  2011. if (s.hero == -1)
  2012. return &CGI->generaltexth->allTexts[522];
  2013. else if (s.hero == -2)
  2014. {
  2015. if(s.heroPortrait >= 0)
  2016. {
  2017. if(s.heroName.length())
  2018. return &s.heroName;
  2019. else
  2020. return &CGI->heroh->heroes[s.heroPortrait]->name;
  2021. }
  2022. else
  2023. return &CGI->generaltexth->allTexts[523];
  2024. }
  2025. else
  2026. {
  2027. //if(s.heroName.length())
  2028. // return &s.heroName;
  2029. //else
  2030. return &CGI->heroh->heroes[s.hero]->name;
  2031. }
  2032. case BONUS:
  2033. switch (s.bonus)
  2034. {
  2035. case -1:
  2036. return &CGI->generaltexth->allTexts[522];
  2037. default:
  2038. return &CGI->generaltexth->arraytxt[214 + s.bonus];
  2039. }
  2040. default:
  2041. return NULL;
  2042. }
  2043. }
  2044. void OptionsTab::SelectedBox::clickRight( tribool down, bool previousState )
  2045. {
  2046. if(indeterminate(down) || !down) return;
  2047. const PlayerSettings &s = SEL->sInfo.playerInfos[player];
  2048. SDL_Surface *bmp = NULL;
  2049. const std::string *title = NULL, *subTitle = NULL;
  2050. subTitle = getText();
  2051. int val=-1;
  2052. switch(which)
  2053. {
  2054. case TOWN:
  2055. val = s.castle;
  2056. break;
  2057. case HERO:
  2058. val = s.hero;
  2059. if(val == -2) //none => we may have some preset info
  2060. {
  2061. int p9 = SEL->current->mapHeader->players[s.color].p9;
  2062. if(p9 != 255 && SEL->sInfo.playerInfos[player].heroPortrait >= 0)
  2063. val = p9;
  2064. }
  2065. break;
  2066. case BONUS:
  2067. val = s.bonus;
  2068. break;
  2069. }
  2070. if(val == -1 || which == BONUS) //random or bonus box
  2071. {
  2072. bmp = CMessage::drawBox1(256, 190);
  2073. std::string *description = NULL;
  2074. switch(which)
  2075. {
  2076. case TOWN:
  2077. title = &CGI->generaltexth->allTexts[103];
  2078. description = &CGI->generaltexth->allTexts[104];
  2079. break;
  2080. case HERO:
  2081. title = &CGI->generaltexth->allTexts[101];
  2082. description = &CGI->generaltexth->allTexts[102];
  2083. break;
  2084. case BONUS:
  2085. {
  2086. switch(val)
  2087. {
  2088. case PlayerSettings::brandom:
  2089. title = &CGI->generaltexth->allTexts[86]; //{Random Bonus}
  2090. description = &CGI->generaltexth->allTexts[94]; //Gold, wood and ore, or an artifact is randomly chosen as your starting bonus
  2091. break;
  2092. case PlayerSettings::bartifact:
  2093. title = &CGI->generaltexth->allTexts[83]; //{Artifact Bonus}
  2094. description = &CGI->generaltexth->allTexts[90]; //An artifact is randomly chosen and equipped to your starting hero
  2095. break;
  2096. case PlayerSettings::bgold:
  2097. title = &CGI->generaltexth->allTexts[84]; //{Gold Bonus}
  2098. subTitle = &CGI->generaltexth->allTexts[87]; //500-1000
  2099. description = &CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool
  2100. break;
  2101. case PlayerSettings::bresource:
  2102. {
  2103. title = &CGI->generaltexth->allTexts[85]; //{Resource Bonus}
  2104. switch(CGI->townh->towns[s.castle].primaryRes)
  2105. {
  2106. case 1:
  2107. subTitle = &CGI->generaltexth->allTexts[694];
  2108. description = &CGI->generaltexth->allTexts[690];
  2109. break;
  2110. case 3:
  2111. subTitle = &CGI->generaltexth->allTexts[695];
  2112. description = &CGI->generaltexth->allTexts[691];
  2113. break;
  2114. case 4:
  2115. subTitle = &CGI->generaltexth->allTexts[692];
  2116. description = &CGI->generaltexth->allTexts[688];
  2117. break;
  2118. case 5:
  2119. subTitle = &CGI->generaltexth->allTexts[693];
  2120. description = &CGI->generaltexth->allTexts[689];
  2121. break;
  2122. case 127:
  2123. subTitle = &CGI->generaltexth->allTexts[89]; //5-10 wood / 5-10 ore
  2124. 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
  2125. break;
  2126. }
  2127. }
  2128. break;
  2129. }
  2130. }
  2131. break;
  2132. }
  2133. if(description)
  2134. CSDL_Ext::printAtMiddleWB(*description, 125, 145, FONT_SMALL, 37, Colors::Cornsilk, bmp);
  2135. }
  2136. else if(val == -2)
  2137. {
  2138. return;
  2139. }
  2140. else if(which == TOWN)
  2141. {
  2142. bmp = CMessage::drawBox1(256, 319);
  2143. title = &CGI->generaltexth->allTexts[80];
  2144. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[79], 135, 137, FONT_MEDIUM, Colors::Jasmine, bmp);
  2145. const CTown &t = CGI->townh->towns[val];
  2146. //print creatures
  2147. int x = 60, y = 159;
  2148. for(int i = 0; i < 7; i++)
  2149. {
  2150. int c = t.basicCreatures[i];
  2151. blitAt(graphics->smallImgs[c], x, y, bmp);
  2152. CSDL_Ext::printAtMiddleWB(CGI->creh->creatures[c]->nameSing, x + 16, y + 45, FONT_TINY, 10, Colors::Cornsilk, bmp);
  2153. if(i == 2)
  2154. {
  2155. x = 40;
  2156. y += 76;
  2157. }
  2158. else
  2159. {
  2160. x += 52;
  2161. }
  2162. }
  2163. }
  2164. else if(val >= 0)
  2165. {
  2166. const CHero *h = CGI->heroh->heroes[val];
  2167. bmp = CMessage::drawBox1(320, 255);
  2168. title = &CGI->generaltexth->allTexts[77];
  2169. CSDL_Ext::printAtMiddle(*title, 167, 36, FONT_MEDIUM, Colors::Jasmine, bmp);
  2170. CSDL_Ext::printAtMiddle(*subTitle + " - " + h->heroClass->name, 160, 99, FONT_SMALL, Colors::Cornsilk, bmp);
  2171. blitAt(getImg(), 136, 56, bmp);
  2172. //print specialty
  2173. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[78], 166, 132, FONT_MEDIUM, Colors::Jasmine, bmp);
  2174. blitAt(graphics->un44->ourImages[val].bitmap, 140, 150, bmp);
  2175. CSDL_Ext::printAtMiddle(CGI->generaltexth->hTxts[val].bonusName, 166, 203, FONT_SMALL, Colors::Cornsilk, bmp);
  2176. GH.pushInt(new CInfoPopup(bmp, true));
  2177. return;
  2178. }
  2179. if(title)
  2180. CSDL_Ext::printAtMiddle(*title, 135, 36, FONT_MEDIUM, Colors::Jasmine, bmp);
  2181. if(subTitle)
  2182. CSDL_Ext::printAtMiddle(*subTitle, 127, 103, FONT_SMALL, Colors::Cornsilk, bmp);
  2183. blitAt(getImg(), 104, 60, bmp);
  2184. GH.pushInt(new CInfoPopup(bmp, true));
  2185. }
  2186. CScenarioInfo::CScenarioInfo(const CMapHeader *mapHeader, const StartInfo *startInfo)
  2187. {
  2188. OBJ_CONSTRUCTION_CAPTURING_ALL;
  2189. for(std::map<int, PlayerSettings>::const_iterator it = startInfo->playerInfos.begin();
  2190. it != startInfo->playerInfos.end(); ++it)
  2191. {
  2192. if(it->second.human)
  2193. {
  2194. playerColor = it->first;
  2195. }
  2196. }
  2197. pos.w = 762;
  2198. pos.h = 584;
  2199. center(pos);
  2200. assert(LOCPLINT);
  2201. sInfo = *LOCPLINT->cb->getStartInfo();
  2202. assert(!SEL->current);
  2203. current = mapInfoFromGame();
  2204. setPlayersFromGame();
  2205. screenType = CMenuScreen::scenarioInfo;
  2206. card = new InfoCard();
  2207. opt = new OptionsTab();
  2208. opt->recreate();
  2209. card->changeSelection(current);
  2210. card->difficulty->select(startInfo->difficulty, 0);
  2211. back = new CAdventureMapButton("", CGI->generaltexth->zelp[105].second, bind(&CGuiHandler::popIntTotally, &GH, this), 584, 535, "SCNRBACK.DEF", SDLK_ESCAPE);
  2212. }
  2213. CScenarioInfo::~CScenarioInfo()
  2214. {
  2215. delete current;
  2216. }
  2217. bool mapSorter::operator()(const CMapInfo *aaa, const CMapInfo *bbb)
  2218. {
  2219. const CMapHeader * a = aaa->mapHeader,
  2220. * b = bbb->mapHeader;
  2221. if(a && b) //if we are sorting scenarios
  2222. {
  2223. switch (sortBy)
  2224. {
  2225. case _format: //by map format (RoE, WoG, etc)
  2226. return (a->version<b->version);
  2227. break;
  2228. case _loscon: //by loss conditions
  2229. return (a->lossCondition.typeOfLossCon<b->lossCondition.typeOfLossCon);
  2230. break;
  2231. case _playerAm: //by player amount
  2232. int playerAmntB,humenPlayersB,playerAmntA,humenPlayersA;
  2233. playerAmntB=humenPlayersB=playerAmntA=humenPlayersA=0;
  2234. for (int i=0;i<8;i++)
  2235. {
  2236. if (a->players[i].canHumanPlay) {playerAmntA++;humenPlayersA++;}
  2237. else if (a->players[i].canComputerPlay) {playerAmntA++;}
  2238. if (b->players[i].canHumanPlay) {playerAmntB++;humenPlayersB++;}
  2239. else if (b->players[i].canComputerPlay) {playerAmntB++;}
  2240. }
  2241. if (playerAmntB!=playerAmntA)
  2242. return (playerAmntA<playerAmntB);
  2243. else
  2244. return (humenPlayersA<humenPlayersB);
  2245. break;
  2246. case _size: //by size of map
  2247. return (a->width<b->width);
  2248. break;
  2249. case _viccon: //by victory conditions
  2250. return (a->victoryCondition.condition < b->victoryCondition.condition);
  2251. break;
  2252. case _name: //by name
  2253. return boost::ilexicographical_compare(a->name, b->name);
  2254. default:
  2255. return boost::ilexicographical_compare(a->name, b->name);
  2256. }
  2257. }
  2258. else //if we are sorting campaigns
  2259. {
  2260. switch(sortBy)
  2261. {
  2262. case _numOfMaps: //by number of maps in campaign
  2263. return CGI->generaltexth->campaignRegionNames[ aaa->campaignHeader->mapVersion ].size() <
  2264. CGI->generaltexth->campaignRegionNames[ bbb->campaignHeader->mapVersion ].size();
  2265. break;
  2266. case _name: //by name
  2267. return boost::ilexicographical_compare(aaa->campaignHeader->name, bbb->campaignHeader->name);
  2268. default:
  2269. return boost::ilexicographical_compare(aaa->campaignHeader->name, bbb->campaignHeader->name);
  2270. }
  2271. }
  2272. }
  2273. CMultiMode::CMultiMode()
  2274. {
  2275. OBJ_CONSTRUCTION_CAPTURING_ALL;
  2276. bg = new CPicture("MUPOPUP.bmp");
  2277. bg->convertToScreenBPP(); //so we could draw without problems
  2278. blitAt(CPicture("MUMAP.bmp"), 16, 77, *bg); //blit img
  2279. pos = bg->center(); //center, window has size of bg graphic
  2280. bar = new CGStatusBar(new CPicture(Rect(7, 465, 440, 18), 0));//226, 472
  2281. txt = new CTextInput(Rect(19, 436, 334, 16), *bg);
  2282. txt->setText(settings["general"]["playerName"].String()); //Player
  2283. btns[0] = new CAdventureMapButton(CGI->generaltexth->zelp[266], bind(&CMultiMode::openHotseat, this), 373, 78, "MUBHOT.DEF");
  2284. btns[1] = new CAdventureMapButton("Host TCP/IP game", "", bind(&CMultiMode::hostTCP, this), 373, 78 + 57*1, "MUBHOST.DEF");
  2285. btns[2] = new CAdventureMapButton("Join TCP/IP game", "", bind(&CMultiMode::joinTCP, this), 373, 78 + 57*2, "MUBJOIN.DEF");
  2286. btns[6] = new CAdventureMapButton(CGI->generaltexth->zelp[288], bind(&CGuiHandler::popIntTotally, ref(GH), this), 373, 424, "MUBCANC.DEF", SDLK_ESCAPE);
  2287. }
  2288. void CMultiMode::openHotseat()
  2289. {
  2290. GH.pushInt(new CHotSeatPlayers(txt->text));
  2291. }
  2292. void CMultiMode::hostTCP()
  2293. {
  2294. Settings name = settings.write["general"]["playerName"];
  2295. name->String() = txt->text;
  2296. GH.popIntTotally(this);
  2297. GH.pushInt(new CSelectionScreen(CMenuScreen::newGame, CMenuScreen::MULTI_NETWORK_HOST));
  2298. }
  2299. void CMultiMode::joinTCP()
  2300. {
  2301. Settings name = settings.write["general"]["playerName"];
  2302. name->String() = txt->text;
  2303. GH.popIntTotally(this);
  2304. GH.pushInt(new CSelectionScreen(CMenuScreen::newGame, CMenuScreen::MULTI_NETWORK_GUEST));
  2305. }
  2306. CHotSeatPlayers::CHotSeatPlayers(const std::string &firstPlayer)
  2307. {
  2308. OBJ_CONSTRUCTION_CAPTURING_ALL;
  2309. bg = new CPicture("MUHOTSEA.bmp");
  2310. pos = bg->center(); //center, window has size of bg graphic
  2311. std::string text = CGI->generaltexth->allTexts[446];
  2312. boost::replace_all(text, "\t","\n");
  2313. Rect boxRect(25, 20, 315, 50);
  2314. title = new CTextBox(text, boxRect, 0, FONT_BIG, CENTER, Colors::Cornsilk);//HOTSEAT Please enter names
  2315. for(int i = 0; i < ARRAY_COUNT(txt); i++)
  2316. {
  2317. txt[i] = new CTextInput(Rect(60, 85 + i*30, 280, 16), *bg);
  2318. txt[i]->cb += boost::bind(&CHotSeatPlayers::onChange, this, _1);
  2319. }
  2320. ok = new CAdventureMapButton(CGI->generaltexth->zelp[560], bind(&CHotSeatPlayers::enterSelectionScreen, this), 95, 338, "MUBCHCK.DEF", SDLK_RETURN);
  2321. cancel = new CAdventureMapButton(CGI->generaltexth->zelp[561], bind(&CGuiHandler::popIntTotally, ref(GH), this), 205, 338, "MUBCANC.DEF", SDLK_ESCAPE);
  2322. bar = new CGStatusBar(new CPicture(Rect(7, 381, 348, 18), 0));//226, 472
  2323. txt[0]->setText(firstPlayer, true);
  2324. txt[0]->giveFocus();
  2325. }
  2326. void CHotSeatPlayers::onChange(std::string newText)
  2327. {
  2328. size_t namesCount = 0;
  2329. for(int i = 0; i < ARRAY_COUNT(txt); i++)
  2330. if(!txt[i]->text.empty())
  2331. namesCount++;
  2332. ok->block(namesCount < 2);
  2333. }
  2334. void CHotSeatPlayers::enterSelectionScreen()
  2335. {
  2336. std::map<ui32, std::string> names;
  2337. for(int i = 0, j = 1; i < ARRAY_COUNT(txt); i++)
  2338. if(txt[i]->text.length())
  2339. names[j++] = txt[i]->text;
  2340. Settings name = settings.write["general"]["playerName"];
  2341. name->String() = names.begin()->second;
  2342. GH.popInts(2); //pop MP mode window and this
  2343. GH.pushInt(new CSelectionScreen(CMenuScreen::newGame, CMenuScreen::MULTI_HOT_SEAT, &names));
  2344. }
  2345. CBonusSelection::CBonusSelection( CCampaignState * _ourCampaign )
  2346. : highlightedRegion(NULL), ourCampaign(_ourCampaign), ourHeader(NULL),
  2347. diffLb(NULL), diffRb(NULL), bonuses(NULL)
  2348. {
  2349. OBJ_CONSTRUCTION_CAPTURING_ALL;
  2350. static const std::string bgNames [] = {"E1_BG.BMP", "G2_BG.BMP", "E2_BG.BMP", "G1_BG.BMP", "G3_BG.BMP", "N1_BG.BMP",
  2351. "S1_BG.BMP", "BR_BG.BMP", "IS_BG.BMP", "KR_BG.BMP", "NI_BG.BMP", "TA_BG.BMP", "AR_BG.BMP", "HS_BG.BMP",
  2352. "BB_BG.BMP", "NB_BG.BMP", "EL_BG.BMP", "RN_BG.BMP", "UA_BG.BMP", "SP_BG.BMP"};
  2353. loadPositionsOfGraphics();
  2354. background = BitmapHandler::loadBitmap(bgNames[ourCampaign->camp->header.mapVersion]);
  2355. SDL_Surface * panel = BitmapHandler::loadBitmap("CAMPBRF.BMP");
  2356. blitAt(panel, 456, 6, background);
  2357. startB = new CAdventureMapButton("", "", bind(&CBonusSelection::startMap, this), 475, 536, "CBBEGIB.DEF", SDLK_RETURN);
  2358. backB = new CAdventureMapButton("", "", bind(&CBonusSelection::goBack, this), 624, 536, "CBCANCB.DEF", SDLK_ESCAPE);
  2359. startB->setState(CButtonBase::BLOCKED);
  2360. //campaign name
  2361. if (ourCampaign->camp->header.name.length())
  2362. printAtLoc(ourCampaign->camp->header.name, 481, 28, FONT_BIG, Colors::Jasmine, background);
  2363. else
  2364. printAtLoc("Unnamed", 481, 28, FONT_BIG, Colors::Jasmine, background);
  2365. //map size icon
  2366. sizes = CDefHandler::giveDef("SCNRMPSZ.DEF");
  2367. //campaign description
  2368. printAtLoc(CGI->generaltexth->allTexts[38], 481, 63, FONT_SMALL, Colors::Jasmine, background);
  2369. cmpgDesc = new CTextBox(ourCampaign->camp->header.description, Rect(480, 86, 286, 117), 1);
  2370. cmpgDesc->showAll(background);
  2371. //map description
  2372. mapDesc = new CTextBox("", Rect(480, 280, 286, 117), 1);
  2373. //bonus choosing
  2374. printAtLoc(CGI->generaltexth->allTexts[71], 511, 432, FONT_MEDIUM, Colors::Cornsilk, background); //Choose a bonus:
  2375. bonuses = new CHighlightableButtonsGroup(bind(&CBonusSelection::selectBonus, this, _1));
  2376. //set left part of window
  2377. for (int g=0; g<ourCampaign->camp->scenarios.size(); ++g)
  2378. {
  2379. if(ourCampaign->camp->conquerable(g))
  2380. {
  2381. regions.push_back(new CRegion(this, true, true, g));
  2382. regions[regions.size()-1]->rclickText = ourCampaign->camp->scenarios[g].regionText;
  2383. if (highlightedRegion == NULL)
  2384. {
  2385. highlightedRegion = regions.back();
  2386. selectMap(g);
  2387. }
  2388. }
  2389. else if (ourCampaign->camp->scenarios[g].conquered) //display as striped
  2390. {
  2391. regions.push_back(new CRegion(this, false, false, g));
  2392. regions[regions.size()-1]->rclickText = ourCampaign->camp->scenarios[g].regionText;
  2393. }
  2394. }
  2395. //init campaign state if necessary
  2396. if (ourCampaign->campaignName.size() == 0)
  2397. {
  2398. ourCampaign->initNewCampaign(sInfo);
  2399. }
  2400. //allies / enemies
  2401. printAtLoc(CGI->generaltexth->allTexts[390] + ":", 486, 407, FONT_SMALL, Colors::Cornsilk, background); //Allies
  2402. printAtLoc(CGI->generaltexth->allTexts[391] + ":", 619, 407, FONT_SMALL, Colors::Cornsilk, background); //Enemies
  2403. SDL_FreeSurface(panel);
  2404. //difficulty
  2405. std::vector<std::string> difficulty;
  2406. boost::split(difficulty, CGI->generaltexth->allTexts[492], boost::is_any_of(" "));
  2407. printAtLoc(difficulty.back(), 689, 432, FONT_MEDIUM, Colors::Cornsilk, background); //Difficulty
  2408. //difficulty pics
  2409. for (int b=0; b<ARRAY_COUNT(diffPics); ++b)
  2410. {
  2411. CDefEssential * cde = CDefHandler::giveDefEss("GSPBUT" + boost::lexical_cast<std::string>(b+3) + ".DEF");
  2412. SDL_Surface * surfToDuplicate = cde->ourImages[0].bitmap;
  2413. diffPics[b] = SDL_ConvertSurface(surfToDuplicate, surfToDuplicate->format,
  2414. surfToDuplicate->flags);
  2415. delete cde;
  2416. }
  2417. //difficulty selection buttons
  2418. if (ourCampaign->camp->header.difficultyChoosenByPlayer)
  2419. {
  2420. diffLb = new CAdventureMapButton("", "", bind(&CBonusSelection::changeDiff, this, false), 694, 508, "SCNRBLF.DEF");
  2421. diffRb = new CAdventureMapButton("", "", bind(&CBonusSelection::changeDiff, this, true), 738, 508, "SCNRBRT.DEF");
  2422. }
  2423. //load miniflags
  2424. sFlags = CDefHandler::giveDef("ITGFLAGS.DEF");
  2425. }
  2426. CBonusSelection::~CBonusSelection()
  2427. {
  2428. SDL_FreeSurface(background);
  2429. delete sizes;
  2430. delete ourHeader;
  2431. delete sFlags;
  2432. for (int b=0; b<ARRAY_COUNT(diffPics); ++b)
  2433. {
  2434. SDL_FreeSurface(diffPics[b]);
  2435. }
  2436. }
  2437. void CBonusSelection::goBack()
  2438. {
  2439. GH.popIntTotally(this);
  2440. }
  2441. void CBonusSelection::showAll(SDL_Surface * to)
  2442. {
  2443. blitAt(background, pos.x, pos.y, to);
  2444. CIntObject::showAll(to);
  2445. show(to);
  2446. }
  2447. void CBonusSelection::loadPositionsOfGraphics()
  2448. {
  2449. const JsonNode config(GameConstants::DATA_DIR + "/config/campaign_regions.json");
  2450. int idx = 0;
  2451. BOOST_FOREACH(const JsonNode &campaign, config["campaign_regions"].Vector())
  2452. {
  2453. SCampPositions sc;
  2454. sc.campPrefix = campaign["prefix"].String();
  2455. sc.colorSuffixLength = campaign["color_suffix_length"].Float();
  2456. BOOST_FOREACH(const JsonNode &desc, campaign["desc"].Vector())
  2457. {
  2458. SCampPositions::SRegionDesc rd;
  2459. rd.infix = desc["infix"].String();
  2460. rd.xpos = desc["x"].Float();
  2461. rd.ypos = desc["y"].Float();
  2462. sc.regions.push_back(rd);
  2463. }
  2464. campDescriptions.push_back(sc);
  2465. idx++;
  2466. }
  2467. assert(idx == CGI->generaltexth->campaignMapNames.size());
  2468. }
  2469. void CBonusSelection::selectMap( int whichOne )
  2470. {
  2471. sInfo.difficulty = ourCampaign->camp->scenarios[whichOne].difficulty;
  2472. sInfo.mapname = ourCampaign->camp->header.filename;
  2473. sInfo.mode = StartInfo::CAMPAIGN;
  2474. //get header
  2475. int i = 0;
  2476. delete ourHeader;
  2477. ourHeader = new CMapHeader();
  2478. ourHeader->initFromMemory((const unsigned char*)ourCampaign->camp->mapPieces.find(whichOne)->second.c_str(), i);
  2479. std::map<ui32, std::string> names;
  2480. names[1] = settings["general"]["playerName"].String();
  2481. updateStartInfo(ourCampaign->camp->header.filename, sInfo, ourHeader, names);
  2482. sInfo.turnTime = 0;
  2483. sInfo.whichMapInCampaign = whichOne;
  2484. sInfo.difficulty = ourCampaign->camp->scenarios[whichOne].difficulty;
  2485. ourCampaign->currentMap = whichOne;
  2486. mapDesc->setTxt(ourHeader->description);
  2487. updateBonusSelection();
  2488. }
  2489. void CBonusSelection::show(SDL_Surface * to)
  2490. {
  2491. //blitAt(background, pos.x, pos.y, to);
  2492. //map name
  2493. std::string mapName = ourHeader->name;
  2494. if (mapName.length())
  2495. printAtLoc(mapName, 481, 219, FONT_BIG, Colors::Jasmine, to);
  2496. else
  2497. printAtLoc("Unnamed", 481, 219, FONT_BIG, Colors::Jasmine, to);
  2498. //map description
  2499. printAtLoc(CGI->generaltexth->allTexts[496], 481, 253, FONT_SMALL, Colors::Jasmine, to);
  2500. mapDesc->showAll(to); //showAll because CTextBox has no show()
  2501. //map size icon
  2502. int temp;
  2503. switch (ourHeader->width)
  2504. {
  2505. case 36:
  2506. temp=0;
  2507. break;
  2508. case 72:
  2509. temp=1;
  2510. break;
  2511. case 108:
  2512. temp=2;
  2513. break;
  2514. case 144:
  2515. temp=3;
  2516. break;
  2517. default:
  2518. temp=4;
  2519. break;
  2520. }
  2521. blitAtLoc(sizes->ourImages[temp].bitmap, 735, 26, to);
  2522. //flags
  2523. int fx = 496 + graphics->fonts[FONT_SMALL]->getWidth(CGI->generaltexth->allTexts[390].c_str());
  2524. int ex = 629 + graphics->fonts[FONT_SMALL]->getWidth(CGI->generaltexth->allTexts[391].c_str());
  2525. int myT;
  2526. myT = ourHeader->players[playerColor].team;
  2527. for (std::map<int, PlayerSettings>::const_iterator i = sInfo.playerInfos.begin(); i != sInfo.playerInfos.end(); i++)
  2528. {
  2529. int *myx = ((i->first == playerColor || ourHeader->players[i->first].team == myT) ? &fx : &ex);
  2530. blitAtLoc(sFlags->ourImages[i->first].bitmap, *myx, 405, to);
  2531. *myx += sFlags->ourImages[i->first].bitmap->w;
  2532. }
  2533. //difficulty
  2534. blitAt(diffPics[sInfo.difficulty], 709, 455, to);
  2535. CIntObject::show(to);
  2536. }
  2537. void CBonusSelection::updateBonusSelection()
  2538. {
  2539. //graphics:
  2540. //spell - SPELLBON.DEF
  2541. //monster - TWCRPORT.DEF
  2542. //building - BO*.BMP graphics
  2543. //artifact - ARTIFBON.DEF
  2544. //spell scroll - SPELLBON.DEF
  2545. //prim skill - PSKILBON.DEF
  2546. //sec skill - SSKILBON.DEF
  2547. //resource - BORES.DEF
  2548. //player - CREST58.DEF
  2549. //hero - PORTRAITSLARGE (HPL###.BMPs)
  2550. const CCampaignScenario &scenario = ourCampaign->camp->scenarios[sInfo.whichMapInCampaign];
  2551. const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  2552. for (size_t i=0; i<bonuses->buttons.size(); i++)
  2553. {
  2554. if (bonuses->buttons[i]->active)
  2555. bonuses->buttons[i]->deactivate();
  2556. bonuses->delChild(bonuses->buttons[i]);
  2557. }
  2558. bonuses->buttons.clear();
  2559. static const char *bonusPics[] = {"SPELLBON.DEF", "TWCRPORT.DEF", "", "ARTIFBON.DEF", "SPELLBON.DEF",
  2560. "PSKILBON.DEF", "SSKILBON.DEF", "BORES.DEF", "CREST58.DEF", "PORTRAITSLARGE"};
  2561. for(int i = 0; i < bonDescs.size(); i++)
  2562. {
  2563. std::string picName=bonusPics[bonDescs[i].type];
  2564. size_t picNumber=bonDescs[i].info2;
  2565. std::string desc;
  2566. switch(bonDescs[i].type)
  2567. {
  2568. case 0: //spell
  2569. desc = CGI->generaltexth->allTexts[715];
  2570. boost::algorithm::replace_first(desc, "%s", CGI->spellh->spells[bonDescs[i].info2]->name);
  2571. break;
  2572. case 1: //monster
  2573. picNumber = bonDescs[i].info2 + 2;
  2574. desc = CGI->generaltexth->allTexts[717];
  2575. boost::algorithm::replace_first(desc, "%d", boost::lexical_cast<std::string>(bonDescs[i].info3));
  2576. boost::algorithm::replace_first(desc, "%s", CGI->creh->creatures[bonDescs[i].info2]->namePl);
  2577. break;
  2578. case 2: //building
  2579. {
  2580. int faction = -1;
  2581. for(std::map<int, PlayerSettings>::iterator it = sInfo.playerInfos.begin();
  2582. it != sInfo.playerInfos.end(); ++it)
  2583. {
  2584. if (it->second.human)
  2585. {
  2586. faction = it->second.castle;
  2587. break;
  2588. }
  2589. }
  2590. assert(faction != -1);
  2591. int buildID = CBuildingHandler::campToERMU(bonDescs[i].info1, faction, std::set<si32>());
  2592. picName = graphics->ERMUtoPicture[faction][buildID];
  2593. picNumber = -1;
  2594. tlog1<<CGI->buildh->buildings.size()<<"\t"<<faction<<"\t"<<CGI->buildh->buildings[faction].size()<<"\t"<<buildID<<"\n";
  2595. if (vstd::contains(CGI->buildh->buildings[faction], buildID))
  2596. desc = CGI->buildh->buildings[faction].find(buildID)->second->Description();
  2597. }
  2598. break;
  2599. case 3: //artifact
  2600. desc = CGI->generaltexth->allTexts[715];
  2601. boost::algorithm::replace_first(desc, "%s", CGI->arth->artifacts[bonDescs[i].info2]->Name());
  2602. break;
  2603. case 4: //spell scroll
  2604. desc = CGI->generaltexth->allTexts[716];
  2605. boost::algorithm::replace_first(desc, "%s", CGI->spellh->spells[bonDescs[i].info2]->name);
  2606. break;
  2607. case 5: //primary skill
  2608. {
  2609. int leadingSkill = -1;
  2610. std::vector<std::pair<int, int> > toPrint; //primary skills to be listed <num, val>
  2611. const ui8* ptr = reinterpret_cast<const ui8*>(&bonDescs[i].info2);
  2612. for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  2613. {
  2614. if (leadingSkill == -1 || ptr[g] > ptr[leadingSkill])
  2615. {
  2616. leadingSkill = g;
  2617. }
  2618. if (ptr[g] != 0)
  2619. {
  2620. toPrint.push_back(std::make_pair(g, ptr[g]));
  2621. }
  2622. }
  2623. picNumber = leadingSkill;
  2624. desc = CGI->generaltexth->allTexts[715];
  2625. std::string substitute; //text to be printed instead of %s
  2626. for (int v=0; v<toPrint.size(); ++v)
  2627. {
  2628. substitute += boost::lexical_cast<std::string>(toPrint[v].second);
  2629. substitute += " " + CGI->generaltexth->primarySkillNames[toPrint[v].first];
  2630. if(v != toPrint.size() - 1)
  2631. {
  2632. substitute += ", ";
  2633. }
  2634. }
  2635. boost::algorithm::replace_first(desc, "%s", substitute);
  2636. break;
  2637. }
  2638. case 6: //secondary skill
  2639. desc = CGI->generaltexth->allTexts[718];
  2640. boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->levels[bonDescs[i].info3]); //skill level
  2641. boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->skillName[bonDescs[i].info2]); //skill name
  2642. break;
  2643. case 7: //resource
  2644. {
  2645. int serialResID = 0;
  2646. switch(bonDescs[i].info1)
  2647. {
  2648. case 0: case 1: case 2: case 3: case 4: case 5: case 6:
  2649. serialResID = bonDescs[i].info1;
  2650. break;
  2651. case 0xFD: //wood + ore
  2652. serialResID = 7;
  2653. break;
  2654. case 0xFE: //rare resources
  2655. serialResID = 8;
  2656. break;
  2657. }
  2658. picNumber = serialResID;
  2659. desc = CGI->generaltexth->allTexts[717];
  2660. boost::algorithm::replace_first(desc, "%d", boost::lexical_cast<std::string>(bonDescs[i].info2));
  2661. std::string replacement;
  2662. if (serialResID <= 6)
  2663. {
  2664. replacement = CGI->generaltexth->restypes[serialResID];
  2665. }
  2666. else
  2667. {
  2668. replacement = CGI->generaltexth->allTexts[714 + serialResID];
  2669. }
  2670. boost::algorithm::replace_first(desc, "%s", replacement);
  2671. }
  2672. break;
  2673. case 8: //player aka hero crossover
  2674. picNumber = bonDescs[i].info1;
  2675. desc = CGI->generaltexth->allTexts[718];
  2676. boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->capColors[bonDescs[i].info1]); //player color
  2677. boost::algorithm::replace_first(desc, "%s", ourCampaign->camp->scenarios[bonDescs[i].info2].mapName); //scenario
  2678. break;
  2679. case 9: //hero
  2680. desc = CGI->generaltexth->allTexts[718];
  2681. boost::algorithm::replace_first(desc, "%s", CGI->generaltexth->capColors[bonDescs[i].info1]); //hero's color
  2682. if (bonDescs[i].info2 == 0xFFFF)
  2683. {
  2684. boost::algorithm::replace_first(desc, "%s", CGI->heroh->heroes[0]->name); //hero's name
  2685. picNumber = 0;
  2686. }
  2687. else
  2688. {
  2689. boost::algorithm::replace_first(desc, "%s", CGI->heroh->heroes[bonDescs[i].info2]->name); //hero's name
  2690. }
  2691. break;
  2692. }
  2693. CHighlightableButton *bonusButton = new CHighlightableButton(desc, desc, 0, 475 + i*68, 455, "", i);
  2694. if (picNumber != -1)
  2695. picName += ":" + boost::lexical_cast<std::string>(picNumber);
  2696. CAnimation * anim = new CAnimation();
  2697. anim->setCustom(picName, 0);
  2698. bonusButton->setImage(anim);
  2699. bonusButton->borderColor = Colors::Maize; // yellow border
  2700. bonuses->addButton(bonusButton);
  2701. }
  2702. if (active)
  2703. for (size_t i=0; i<bonuses->buttons.size(); i++)
  2704. bonuses->buttons[i]->activate();
  2705. }
  2706. void CBonusSelection::startMap()
  2707. {
  2708. StartInfo *si = new StartInfo(sInfo);
  2709. if (ourCampaign->mapsConquered.size())
  2710. {
  2711. GH.popInts(1);
  2712. }
  2713. else
  2714. {
  2715. // Deletes either the Custom campaign selection screen + Bonus selection screen or
  2716. // one of the main campaign selection screens + Bonus selection screen and
  2717. // deactivates the main menu
  2718. GH.popInts(2);
  2719. GH.popInt(GH.topInt());
  2720. }
  2721. ::startGame(si);
  2722. }
  2723. void CBonusSelection::selectBonus( int id )
  2724. {
  2725. // Total redraw is needed because the border around the bonus images
  2726. // have to be undrawn/drawn.
  2727. if (id != sInfo.choosenCampaignBonus)
  2728. {
  2729. sInfo.choosenCampaignBonus = id;
  2730. GH.totalRedraw();
  2731. if (startB->getState() == CButtonBase::BLOCKED)
  2732. startB->setState(CButtonBase::NORMAL);
  2733. }
  2734. const CCampaignScenario &scenario = ourCampaign->camp->scenarios[sInfo.whichMapInCampaign];
  2735. const std::vector<CScenarioTravel::STravelBonus> & bonDescs = scenario.travelOptions.bonusesToChoose;
  2736. if (bonDescs[id].type == 8) //hero crossover
  2737. {
  2738. SEL->setPlayer(sInfo.playerInfos[0], bonDescs[id].info1); //TODO: substitute with appropriate color
  2739. }
  2740. }
  2741. void CBonusSelection::changeDiff( bool increase )
  2742. {
  2743. if (increase)
  2744. {
  2745. sInfo.difficulty = std::min(sInfo.difficulty + 1, 4);
  2746. }
  2747. else
  2748. {
  2749. sInfo.difficulty = std::max(sInfo.difficulty - 1, 0);
  2750. }
  2751. }
  2752. CBonusSelection::CRegion::CRegion( CBonusSelection * _owner, bool _accessible, bool _selectable, int _myNumber )
  2753. : owner(_owner), accessible(_accessible), selectable(_selectable), myNumber(_myNumber)
  2754. {
  2755. OBJ_CONSTRUCTION;
  2756. used = LCLICK | RCLICK;
  2757. static const std::string colors[2][8] = {
  2758. {"R", "B", "N", "G", "O", "V", "T", "P"},
  2759. {"Re", "Bl", "Br", "Gr", "Or", "Vi", "Te", "Pi"}};
  2760. const SCampPositions & campDsc = owner->campDescriptions[owner->ourCampaign->camp->header.mapVersion];
  2761. const SCampPositions::SRegionDesc & desc = campDsc.regions[myNumber];
  2762. pos.x = desc.xpos;
  2763. pos.y = desc.ypos;
  2764. //loading of graphics
  2765. std::string prefix = campDsc.campPrefix + desc.infix + "_";
  2766. std::string suffix = colors[campDsc.colorSuffixLength - 1][owner->ourCampaign->camp->scenarios[myNumber].regionColor];
  2767. static const std::string infix [] = {"En", "Se", "Co"};
  2768. for (int g = 0; g < ARRAY_COUNT(infix); g++)
  2769. {
  2770. graphics[g] = BitmapHandler::loadBitmap(prefix + infix[g] + suffix + ".BMP");
  2771. }
  2772. pos.w = graphics[0]->w;
  2773. pos.h = graphics[0]->h;
  2774. }
  2775. CBonusSelection::CRegion::~CRegion()
  2776. {
  2777. for (int g=0; g<ARRAY_COUNT(graphics); ++g)
  2778. {
  2779. SDL_FreeSurface(graphics[g]);
  2780. }
  2781. }
  2782. void CBonusSelection::CRegion::clickLeft( tribool down, bool previousState )
  2783. {
  2784. //select if selectable & clicked inside our graphic
  2785. if ( indeterminate(down) )
  2786. {
  2787. return;
  2788. }
  2789. if( !down && selectable && !CSDL_Ext::isTransparent(graphics[0], GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) )
  2790. {
  2791. owner->selectMap(myNumber);
  2792. owner->highlightedRegion = this;
  2793. parent->showAll(screen);
  2794. }
  2795. }
  2796. void CBonusSelection::CRegion::clickRight( tribool down, bool previousState )
  2797. {
  2798. //show r-click text
  2799. if( down && !CSDL_Ext::isTransparent(graphics[0], GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) &&
  2800. rclickText.size() )
  2801. {
  2802. CRClickPopup::createAndPush(rclickText);
  2803. }
  2804. }
  2805. void CBonusSelection::CRegion::show(SDL_Surface * to)
  2806. {
  2807. //const SCampPositions::SRegionDesc & desc = owner->campDescriptions[owner->ourCampaign->camp->header.mapVersion].regions[myNumber];
  2808. if (!accessible)
  2809. {
  2810. //show as striped
  2811. blitAt(graphics[2], pos.x, pos.y, to);
  2812. }
  2813. else if (this == owner->highlightedRegion)
  2814. {
  2815. //show as selected
  2816. blitAt(graphics[1], pos.x, pos.y, to);
  2817. }
  2818. else
  2819. {
  2820. //show as not selected selected
  2821. blitAt(graphics[0], pos.x, pos.y, to);
  2822. }
  2823. }
  2824. CSavingScreen::CSavingScreen(bool hotseat)
  2825. : CSelectionScreen(CMenuScreen::saveGame, hotseat ? CMenuScreen::MULTI_HOT_SEAT : CMenuScreen::SINGLE_PLAYER)
  2826. {
  2827. ourGame = mapInfoFromGame();
  2828. sInfo = *LOCPLINT->cb->getStartInfo();
  2829. setPlayersFromGame();
  2830. }
  2831. CSavingScreen::~CSavingScreen()
  2832. {
  2833. }
  2834. ISelectionScreenInfo::ISelectionScreenInfo(const std::map<ui32, std::string> *Names /*= NULL*/)
  2835. {
  2836. multiPlayer = CMenuScreen::SINGLE_PLAYER;
  2837. assert(!SEL);
  2838. SEL = this;
  2839. current = NULL;
  2840. if(Names && Names->size()) //if have custom set of player names - use it
  2841. playerNames = *Names;
  2842. else
  2843. playerNames[1] = settings["general"]["playerName"].String(); //by default we have only one player and his name is "Player" (or whatever the last used name was)
  2844. }
  2845. ISelectionScreenInfo::~ISelectionScreenInfo()
  2846. {
  2847. assert(SEL == this);
  2848. SEL = NULL;
  2849. }
  2850. void ISelectionScreenInfo::updateStartInfo(std::string filename, StartInfo & sInfo, const CMapHeader * mapHeader)
  2851. {
  2852. ::updateStartInfo(filename, sInfo, mapHeader, playerNames);
  2853. }
  2854. void ISelectionScreenInfo::setPlayer(PlayerSettings &pset, unsigned player)
  2855. {
  2856. ::setPlayer(pset, player, playerNames);
  2857. }
  2858. int ISelectionScreenInfo::getIdOfFirstUnallocatedPlayer()
  2859. {
  2860. for(std::map<ui32, std::string>::const_iterator i = playerNames.begin(); i != playerNames.end(); i++)
  2861. if(!sInfo.getPlayersSettings(i->first)) //
  2862. return i->first;
  2863. return 0;
  2864. }
  2865. bool ISelectionScreenInfo::isGuest() const
  2866. {
  2867. return multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST;
  2868. }
  2869. bool ISelectionScreenInfo::isHost() const
  2870. {
  2871. return multiPlayer == CMenuScreen::MULTI_NETWORK_HOST;
  2872. }
  2873. void ChatMessage::apply(CSelectionScreen *selScreen)
  2874. {
  2875. selScreen->card->chat->addNewMessage(playerName + ": " + message);
  2876. GH.totalRedraw();
  2877. }
  2878. void QuitMenuWithoutStarting::apply(CSelectionScreen *selScreen)
  2879. {
  2880. if(!selScreen->ongoingClosing)
  2881. {
  2882. *selScreen->serv << this; //resend to confirm
  2883. GH.popIntTotally(selScreen); //will wait with deleting us before this thread ends
  2884. }
  2885. vstd::clear_pointer(selScreen->serv);
  2886. }
  2887. void PlayerJoined::apply(CSelectionScreen *selScreen)
  2888. {
  2889. //assert(SEL->playerNames.size() == connectionID); //temporary, TODO when player exits
  2890. SEL->playerNames[connectionID] = playerName;
  2891. //put new player in first slot with AI
  2892. for(std::map<int, PlayerSettings>::iterator i = SEL->sInfo.playerInfos.begin(); i != SEL->sInfo.playerInfos.end(); i++)
  2893. {
  2894. if(!i->second.human)
  2895. {
  2896. selScreen->setPlayer(i->second, connectionID);
  2897. selScreen->opt->entries[i->second.color]->selectButtons();
  2898. break;
  2899. }
  2900. }
  2901. selScreen->propagateNames();
  2902. selScreen->propagateOptions();
  2903. GH.totalRedraw();
  2904. }
  2905. void SelectMap::apply(CSelectionScreen *selScreen)
  2906. {
  2907. if(selScreen->multiPlayer == CMenuScreen::MULTI_NETWORK_GUEST)
  2908. {
  2909. free = false;
  2910. selScreen->changeSelection(mapInfo);
  2911. }
  2912. }
  2913. void UpdateStartOptions::apply(CSelectionScreen *selScreen)
  2914. {
  2915. if(!selScreen->isGuest())
  2916. return;
  2917. selScreen->setSInfo(*options);
  2918. }
  2919. void PregameGuiAction::apply(CSelectionScreen *selScreen)
  2920. {
  2921. if(!selScreen->isGuest())
  2922. return;
  2923. switch(action)
  2924. {
  2925. case NO_TAB:
  2926. selScreen->toggleTab(selScreen->curTab);
  2927. break;
  2928. case OPEN_OPTIONS:
  2929. selScreen->toggleTab(selScreen->opt);
  2930. break;
  2931. case OPEN_SCENARIO_LIST:
  2932. selScreen->toggleTab(selScreen->sel);
  2933. break;
  2934. }
  2935. }
  2936. void RequestOptionsChange::apply(CSelectionScreen *selScreen)
  2937. {
  2938. if(!selScreen->isHost())
  2939. return;
  2940. ui8 color = selScreen->sInfo.getPlayersSettings(playerID)->color;
  2941. switch(what)
  2942. {
  2943. case TOWN:
  2944. selScreen->opt->nextCastle(color, direction);
  2945. break;
  2946. case HERO:
  2947. selScreen->opt->nextHero(color, direction);
  2948. break;
  2949. case BONUS:
  2950. selScreen->opt->nextBonus(color, direction);
  2951. break;
  2952. }
  2953. }
  2954. void PlayerLeft::apply(CSelectionScreen *selScreen)
  2955. {
  2956. if(selScreen->isGuest())
  2957. return;
  2958. SEL->playerNames.erase(playerID);
  2959. if(PlayerSettings *s = selScreen->sInfo.getPlayersSettings(playerID)) //it's possible that player was unallocated
  2960. {
  2961. selScreen->setPlayer(*s, 0);
  2962. selScreen->opt->entries[s->color]->selectButtons();
  2963. }
  2964. selScreen->propagateNames();
  2965. selScreen->propagateOptions();
  2966. GH.totalRedraw();
  2967. }
  2968. void PlayersNames::apply(CSelectionScreen *selScreen)
  2969. {
  2970. if(selScreen->isGuest())
  2971. selScreen->playerNames = playerNames;
  2972. }
  2973. void StartWithCurrentSettings::apply(CSelectionScreen *selScreen)
  2974. {
  2975. startingInfo.reset();
  2976. startingInfo.serv = selScreen->serv;
  2977. startingInfo.sInfo = new StartInfo(selScreen->sInfo);
  2978. if(!selScreen->ongoingClosing)
  2979. {
  2980. *selScreen->serv << this; //resend to confirm
  2981. }
  2982. selScreen->serv = NULL; //hide it so it won't be deleted
  2983. vstd::clear_pointer(selScreen->serverHandlingThread); //detach us
  2984. selectedName = selScreen->sInfo.mapname;
  2985. GH.curInt = NULL;
  2986. GH.popIntTotally(selScreen);
  2987. GH.popInt(GH.topInt()); //only deactivate main menu screen
  2988. ::startGame(startingInfo.sInfo, startingInfo.serv);
  2989. throw 666; //EVIL, EVIL, EVIL workaround to kill thread (does "goto catch" outside listening loop)
  2990. }
  2991. CCampaignScreen::CCampaignButton::CCampaignButton(const JsonNode &config )
  2992. {
  2993. pos.x += config["x"].Float();
  2994. pos.y += config["y"].Float();
  2995. pos.w = 200;
  2996. pos.h = 116;
  2997. campFile = config["file"].String();
  2998. video = config["video"].String();
  2999. //On linux we can only play *.mjpg videos from LOKI release
  3000. #ifdef _WIN32
  3001. std::transform(video.begin(), video.end(), video.begin(), toupper);
  3002. video += ".BIK";
  3003. #else
  3004. std::transform(video.begin(), video.end(), video.begin(), tolower);
  3005. video += ".mjpg";
  3006. #endif
  3007. OBJ_CONSTRUCTION_CAPTURING_ALL;
  3008. status = config["open"].Bool() ? CCampaignScreen::ENABLED : CCampaignScreen::DISABLED;
  3009. CCampaignHeader header = CCampaignHandler::getHeader(campFile, true);
  3010. hoverText = header.name;
  3011. if (status != CCampaignScreen::DISABLED)
  3012. {
  3013. used |= LCLICK | HOVER;
  3014. image = new CPicture(config["image"].String());
  3015. hoverLabel = new CLabel(pos.w / 2, pos.h + 20, FONT_MEDIUM, CENTER, Colors::Jasmine, "");
  3016. CGuiHandler::moveChild(hoverLabel, this, parent);
  3017. }
  3018. if (status == CCampaignScreen::COMPLETED)
  3019. checkMark = new CPicture("CAMPCHK");
  3020. }
  3021. void CCampaignScreen::CCampaignButton::clickLeft(tribool down, bool previousState)
  3022. {
  3023. if (down)
  3024. {
  3025. // Close running video and open the selected campaign
  3026. CCS->videoh->close();
  3027. CCampaign * ourCampaign = CCampaignHandler::getCampaign(campFile, true);
  3028. CCampaignState * campState = new CCampaignState();
  3029. campState->camp = ourCampaign;
  3030. GH.pushInt( new CBonusSelection(campState) );
  3031. }
  3032. }
  3033. void CCampaignScreen::CCampaignButton::hover(bool on)
  3034. {
  3035. if (on)
  3036. hoverLabel->setTxt(hoverText); // Shows the name of the campaign when you get into the bounds of the button
  3037. else
  3038. hoverLabel->setTxt(" ");
  3039. }
  3040. void CCampaignScreen::CCampaignButton::show(SDL_Surface * to)
  3041. {
  3042. if (status == CCampaignScreen::DISABLED)
  3043. return;
  3044. CIntObject::show(to);
  3045. // Play the campaign button video when the mouse cursor is placed over the button
  3046. if (hovered)
  3047. {
  3048. if (CCS->videoh->fname != video)
  3049. CCS->videoh->open(video);
  3050. CCS->videoh->update(pos.x, pos.y, to, true, false); // plays sequentially frame by frame, starts at the beginning when the video is over
  3051. }
  3052. else if (CCS->videoh->fname == video) // When you got out of the bounds of the button then close the video
  3053. {
  3054. CCS->videoh->close();
  3055. redraw();
  3056. }
  3057. }
  3058. CAdventureMapButton* CCampaignScreen::createExitButton(const JsonNode& button)
  3059. {
  3060. std::pair<std::string, std::string> help;
  3061. if (!button["help"].isNull() && button["help"].Float() > 0)
  3062. help = CGI->generaltexth->zelp[button["help"].Float()];
  3063. boost::function<void()> close = boost::bind(&CGuiHandler::popIntTotally, &GH, this);
  3064. return new CAdventureMapButton(help, close, button["x"].Float(), button["y"].Float(), button["name"].String(), button["hotkey"].Float());
  3065. }
  3066. CCampaignScreen::CCampaignScreen(const JsonNode &config)
  3067. {
  3068. OBJ_CONSTRUCTION_CAPTURING_ALL;
  3069. BOOST_FOREACH(const JsonNode& node, config["images"].Vector())
  3070. images.push_back(createPicture(node));
  3071. if (!config["exitbutton"].isNull())
  3072. {
  3073. back = createExitButton(config["exitbutton"]);
  3074. back->hoverable = true;
  3075. }
  3076. BOOST_FOREACH(const JsonNode& node, config["items"].Vector())
  3077. campButtons.push_back(new CCampaignButton(node));
  3078. }