// ============================================================== // This file is part of Glest (www.glest.org) // // Copyright (C) 2001-2005 Martio Figueroa // // You can redistribute this code and/or modify it under // the terms of the GNU General Public License as published // by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version // ============================================================== #include "menu_state_scenario.h" #include "renderer.h" #include "menu_state_new_game.h" #include "sound_renderer.h" #include "core_data.h" #include "menu_state_options.h" #include "network_manager.h" #include "config.h" #include "auto_test.h" #include "game.h" #include "leak_dumper.h" namespace Glest{ namespace Game{ using namespace Shared::Xml; // ===================================================== // class MenuStateScenario // ===================================================== MenuStateScenario::MenuStateScenario(Program *program, MainMenu *mainMenu, const vector &dirList, string autoloadScenarioName): MenuState(program, mainMenu, "scenario") { containerName = "Scenario"; enableScenarioTexturePreview = Config::getInstance().getBool("EnableScenarioTexturePreview","true"); scenarioLogoTexture=NULL; previewLoadDelayTimer=time(NULL); needToLoadTextures=true; Lang &lang= Lang::getInstance(); NetworkManager &networkManager= NetworkManager::getInstance(); mainMessageBox.registerGraphicComponent(containerName,"mainMessageBox"); mainMessageBox.init(lang.get("Ok")); mainMessageBox.setEnabled(false); mainMessageBoxState=0; this->autoloadScenarioName = autoloadScenarioName; vector results; this->dirList = dirList; int startY=100; int startX=350; labelInfo.registerGraphicComponent(containerName,"labelInfo"); labelInfo.init(startX, startY+130); labelInfo.setFont(CoreData::getInstance().getMenuFontNormal()); buttonReturn.registerGraphicComponent(containerName,"buttonReturn"); buttonReturn.init(startX, startY, 125); buttonPlayNow.registerGraphicComponent(containerName,"buttonPlayNow"); buttonPlayNow.init(startX+175, startY, 125); listBoxScenario.registerGraphicComponent(containerName,"listBoxScenario"); listBoxScenario.init(startX, startY+160, 190); labelScenario.registerGraphicComponent(containerName,"labelScenario"); labelScenario.init(startX, startY+190); buttonReturn.setText(lang.get("Return")); buttonPlayNow.setText(lang.get("PlayNow")); labelScenario.setText(lang.get("Scenario")); //scenario listbox findDirs(dirList, results); scenarioFiles = results; if(results.size() == 0) { throw runtime_error("There are no scenarios found to load"); } for(int i= 0; isetState(new MenuStateNewGame(program, mainMenu)); } else if(buttonPlayNow.mouseClick(x,y)){ soundRenderer.playFx(coreData.getClickSoundC()); launchGame(); return; } else if(listBoxScenario.mouseClick(x, y)){ try { loadScenarioInfo(Scenario::getScenarioPath(dirList, scenarioFiles[listBoxScenario.getSelectedItemIndex()]), &scenarioInfo); labelInfo.setText(scenarioInfo.desc); } catch(const std::exception &ex) { char szBuf[4096]=""; sprintf(szBuf,"In [%s::%s %d] Error detected:\n%s\n",__FILE__,__FUNCTION__,__LINE__,ex.what()); SystemFlags::OutputDebug(SystemFlags::debugError,szBuf); if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"%s",szBuf); mainMessageBoxState=1; showMessageBox( "Error: " + string(ex.what()), "Error detected", false); } } } void MenuStateScenario::mouseMove(int x, int y, const MouseState *ms){ if (mainMessageBox.getEnabled()) { mainMessageBox.mouseMove(x, y); } listBoxScenario.mouseMove(x, y); buttonReturn.mouseMove(x, y); buttonPlayNow.mouseMove(x, y); } void MenuStateScenario::render(){ Renderer &renderer= Renderer::getInstance(); if(scenarioLogoTexture != NULL) { renderer.renderTextureQuad(300,350,400,300,scenarioLogoTexture,1.0f); //renderer.renderBackground(scenarioLogoTexture); } if(mainMessageBox.getEnabled()) { renderer.renderMessageBox(&mainMessageBox); } else { renderer.renderLabel(&labelInfo); renderer.renderLabel(&labelScenario); renderer.renderListBox(&listBoxScenario); renderer.renderButton(&buttonReturn); renderer.renderButton(&buttonPlayNow); } renderer.renderConsole(&console,false,true); if(program != NULL) program->renderProgramMsgBox(); } void MenuStateScenario::update() { if(Config::getInstance().getBool("AutoTest")) { AutoTest::getInstance().updateScenario(this); } if(this->autoloadScenarioName != "") { listBoxScenario.setSelectedItem(formatString(this->autoloadScenarioName),false); if(listBoxScenario.getSelectedItem() != formatString(this->autoloadScenarioName)) { mainMessageBoxState=1; showMessageBox( "Could not find scenario name: " + formatString(this->autoloadScenarioName), "Scenario Missing", false); this->autoloadScenarioName = ""; } else { loadScenarioInfo(Scenario::getScenarioPath(dirList, scenarioFiles[listBoxScenario.getSelectedItemIndex()]), &scenarioInfo); labelInfo.setText(scenarioInfo.desc); SoundRenderer &soundRenderer= SoundRenderer::getInstance(); CoreData &coreData= CoreData::getInstance(); soundRenderer.playFx(coreData.getClickSoundC()); launchGame(); return; } } if(needToLoadTextures) { // this delay is done to make it possible to switch faster if(difftime(time(NULL), previewLoadDelayTimer) >= 2){ loadScenarioPreviewTexture(); needToLoadTextures= false; } } console.update(); } void MenuStateScenario::launchGame() { GameSettings gameSettings; loadGameSettings(&scenarioInfo, &gameSettings); program->setState(new Game(program, &gameSettings)); } void MenuStateScenario::setScenario(int i) { listBoxScenario.setSelectedItemIndex(i); loadScenarioInfo(Scenario::getScenarioPath(dirList, scenarioFiles[listBoxScenario.getSelectedItemIndex()]), &scenarioInfo); } void MenuStateScenario::loadScenarioInfo(string file, ScenarioInfo *scenarioInfo) { Lang &lang= Lang::getInstance(); XmlTree xmlTree; xmlTree.load(file); const XmlNode *scenarioNode= xmlTree.getRootNode(); const XmlNode *difficultyNode= scenarioNode->getChild("difficulty"); scenarioInfo->difficulty = difficultyNode->getAttribute("value")->getIntValue(); if( scenarioInfo->difficulty < dVeryEasy || scenarioInfo->difficulty > dInsane ) { char szBuf[4096]=""; sprintf(szBuf,"Invalid difficulty value specified in scenario: %d must be between %d and %d",scenarioInfo->difficulty,dVeryEasy,dInsane); throw std::runtime_error(szBuf); } const XmlNode *playersNode= scenarioNode->getChild("players"); for(int i= 0; i < GameConstants::maxPlayers; ++i) { XmlNode* playerNode=NULL; string factionTypeName=""; ControlType factionControl; if(playersNode->hasChildAtIndex("player",i)){ playerNode = playersNode->getChild("player", i); factionControl = strToControllerType( playerNode->getAttribute("control")->getValue() ); if(playerNode->getAttribute("resource_multiplier",false)!=NULL) { // if a multiplier exists use it scenarioInfo->resourceMultipliers[i]=playerNode->getAttribute("resource_multiplier")->getFloatValue(); } else { // if no multiplier exists use defaults scenarioInfo->resourceMultipliers[i]=GameConstants::normalMultiplier; if(factionControl==ctCpuEasy) { scenarioInfo->resourceMultipliers[i]=GameConstants::easyMultiplier; } if(factionControl==ctCpuUltra) { scenarioInfo->resourceMultipliers[i]=GameConstants::ultraMultiplier; } else if(factionControl==ctCpuMega) { scenarioInfo->resourceMultipliers[i]=GameConstants::megaMultiplier; } } } else { factionControl=ctClosed; } scenarioInfo->factionControls[i] = factionControl; if(factionControl != ctClosed){ int teamIndex = playerNode->getAttribute("team")->getIntValue(); if( teamIndex < 1 || teamIndex > GameConstants::maxPlayers ) { char szBuf[4096]=""; sprintf(szBuf,"Invalid team value specified in scenario: %d must be between %d and %d",teamIndex,1,GameConstants::maxPlayers); throw std::runtime_error(szBuf); } scenarioInfo->teams[i]= playerNode->getAttribute("team")->getIntValue(); scenarioInfo->factionTypeNames[i]= playerNode->getAttribute("faction")->getValue(); } scenarioInfo->mapName = scenarioNode->getChild("map")->getAttribute("value")->getValue(); scenarioInfo->tilesetName = scenarioNode->getChild("tileset")->getAttribute("value")->getValue(); scenarioInfo->techTreeName = scenarioNode->getChild("tech-tree")->getAttribute("value")->getValue(); scenarioInfo->defaultUnits = scenarioNode->getChild("default-units")->getAttribute("value")->getBoolValue(); scenarioInfo->defaultResources = scenarioNode->getChild("default-resources")->getAttribute("value")->getBoolValue(); scenarioInfo->defaultVictoryConditions = scenarioNode->getChild("default-victory-conditions")->getAttribute("value")->getBoolValue(); } //add player info scenarioInfo->desc= lang.get("Player") + ": "; for(int i=0; ifactionControls[i] == ctHuman) { scenarioInfo->desc+= formatString(scenarioInfo->factionTypeNames[i]); break; } } //add misc info string difficultyString = "Difficulty" + intToStr(scenarioInfo->difficulty); scenarioInfo->desc+= "\n"; scenarioInfo->desc+= lang.get("Difficulty") + ": " + lang.get(difficultyString) +"\n"; scenarioInfo->desc+= lang.get("Map") + ": " + formatString(scenarioInfo->mapName) + "\n"; scenarioInfo->desc+= lang.get("Tileset") + ": " + formatString(scenarioInfo->tilesetName) + "\n"; scenarioInfo->desc+= lang.get("TechTree") + ": " + formatString(scenarioInfo->techTreeName) + "\n"; if(scenarioNode->hasChild("fog-of-war") == true) { if(scenarioNode->getChild("fog-of-war")->getAttribute("value")->getValue() == "explored") { scenarioInfo->fogOfWar = true; scenarioInfo->fogOfWar_exploredFlag = true; } else { scenarioInfo->fogOfWar = scenarioNode->getChild("fog-of-war")->getAttribute("value")->getBoolValue(); scenarioInfo->fogOfWar_exploredFlag = false; } //printf("\nFOG OF WAR is set to [%d]\n",scenarioInfo->fogOfWar); } else { scenarioInfo->fogOfWar = true; scenarioInfo->fogOfWar_exploredFlag = false; } //scenarioLogoTexture = NULL; cleanupPreviewTexture(); previewLoadDelayTimer=time(NULL); needToLoadTextures=true; } void MenuStateScenario::loadScenarioPreviewTexture(){ if(enableScenarioTexturePreview == true) { GameSettings gameSettings; loadGameSettings(&scenarioInfo, &gameSettings); string scenarioLogo = ""; bool loadingImageUsed = false; Game::extractScenarioLogoFile(&gameSettings, scenarioLogo, loadingImageUsed); if(SystemFlags::VERBOSE_MODE_ENABLED) printf("In [%s::%s Line: %d] scenarioLogo [%s]\n",__FILE__,__FUNCTION__,__LINE__,scenarioLogo.c_str()); if(scenarioLogo != "") { cleanupPreviewTexture(); scenarioLogoTexture = Renderer::findFactionLogoTexture(scenarioLogo); } else { cleanupPreviewTexture(); scenarioLogoTexture = NULL; } } } void MenuStateScenario::loadGameSettings(const ScenarioInfo *scenarioInfo, GameSettings *gameSettings){ if(listBoxScenario.getSelectedItemIndex() < 0) { char szBuf[1024]=""; sprintf(szBuf,"listBoxScenario.getSelectedItemIndex() < 0, = %d",listBoxScenario.getSelectedItemIndex()); throw runtime_error(szBuf); } else if(listBoxScenario.getSelectedItemIndex() >= scenarioFiles.size()) { char szBuf[1024]=""; sprintf(szBuf,"listBoxScenario.getSelectedItemIndex() >= scenarioFiles.size(), = [%d][%d]",listBoxScenario.getSelectedItemIndex(),(int)scenarioFiles.size()); throw runtime_error(szBuf); } int factionCount= 0; //printf("\n\n\n$$$$$$$$$$$$$ [%s]\n\n\n",scenarioFiles[listBoxScenario.getSelectedItemIndex()].c_str()); gameSettings->setDescription(formatString(scenarioFiles[listBoxScenario.getSelectedItemIndex()])); gameSettings->setMap(scenarioInfo->mapName); gameSettings->setTileset(scenarioInfo->tilesetName); gameSettings->setTech(scenarioInfo->techTreeName); gameSettings->setScenario(scenarioFiles[listBoxScenario.getSelectedItemIndex()]); gameSettings->setScenarioDir(Scenario::getScenarioPath(dirList, scenarioFiles[listBoxScenario.getSelectedItemIndex()])); gameSettings->setDefaultUnits(scenarioInfo->defaultUnits); gameSettings->setDefaultResources(scenarioInfo->defaultResources); gameSettings->setDefaultVictoryConditions(scenarioInfo->defaultVictoryConditions); for(int i=0; i(scenarioInfo->factionControls[i]); if(ct!=ctClosed){ if(ct==ctHuman){ gameSettings->setThisFactionIndex(factionCount); } gameSettings->setFactionControl(factionCount, ct); gameSettings->setResourceMultiplierIndex(factionCount, (scenarioInfo->resourceMultipliers[i]-0.5f)/0.1f); gameSettings->setTeam(factionCount, scenarioInfo->teams[i]-1); gameSettings->setStartLocationIndex(factionCount, i); gameSettings->setFactionTypeName(factionCount, scenarioInfo->factionTypeNames[i]); factionCount++; } } gameSettings->setFactionCount(factionCount); gameSettings->setFogOfWar(scenarioInfo->fogOfWar); uint32 valueFlags1 = gameSettings->getFlagTypes1(); if(scenarioInfo->fogOfWar == false || scenarioInfo->fogOfWar_exploredFlag) { valueFlags1 |= ft1_show_map_resources; gameSettings->setFlagTypes1(valueFlags1); } else { valueFlags1 &= ~ft1_show_map_resources; gameSettings->setFlagTypes1(valueFlags1); } gameSettings->setPathFinderType(static_cast(Config::getInstance().getInt("ScenarioPathFinderType",intToStr(pfBasic).c_str()))); } ControlType MenuStateScenario::strToControllerType(const string &str){ if(str=="closed"){ return ctClosed; } else if(str=="cpu-easy"){ return ctCpuEasy; } else if(str=="cpu"){ return ctCpu; } else if(str=="cpu-ultra"){ return ctCpuUltra; } else if(str=="cpu-mega"){ return ctCpuMega; } else if(str=="human"){ return ctHuman; } char szBuf[4096]=""; sprintf(szBuf,"Invalid controller value specified in scenario: [%s] must be one of the following: closed, cpu-easy, cpu, cpu-ultra, cpu-mega, human",str.c_str()); throw std::runtime_error(szBuf); } void MenuStateScenario::showMessageBox(const string &text, const string &header, bool toggle){ if(!toggle){ mainMessageBox.setEnabled(false); } if(!mainMessageBox.getEnabled()){ mainMessageBox.setText(text); mainMessageBox.setHeader(header); mainMessageBox.setEnabled(true); } else{ mainMessageBox.setEnabled(false); } } void MenuStateScenario::keyDown(char key) { Config &configKeys = Config::getInstance(std::pair(cfgMainKeys,cfgUserKeys)); if(key == configKeys.getCharKey("SaveGUILayout")) { bool saved = GraphicComponent::saveAllCustomProperties(containerName); //Lang &lang= Lang::getInstance(); //console.addLine(lang.get("GUILayoutSaved") + " [" + (saved ? lang.get("Yes") : lang.get("No"))+ "]"); } } }}//end namespace