CPreGame.h 17 KB

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