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/**
* @file
* @brief Collection of startup related functions and objects
**/
#include "AppHdr.h"
#include "startup.h"
#include "abyss.h"
#include "arena.h"
#include "branch.h"
#include "command.h"
#include "coordit.h"
#include "ctest.h"
#include "database.h"
#include "dbg-maps.h"
#include "dbg-objstat.h"
#include "dungeon.h"
#include "end.h"
#include "exclude.h"
#include "files.h"
#include "god-abil.h"
#include "god-passive.h"
#include "hints.h"
#include "initfile.h"
#include "item-name.h"
#include "item-prop.h"
#include "items.h"
#include "libutil.h"
#include "loading-screen.h"
#include "macro.h"
#include "maps.h"
#include "menu.h"
#include "outer-menu.h"
#include "message.h"
#include "mon-cast.h"
#include "mon-death.h"
#include "mutation.h"
#include "newgame.h"
#include "ng-input.h"
#include "ng-setup.h"
#include "notes.h"
#include "output.h"
#include "player-save-info.h"
#include "shopping.h"
#include "skills.h"
#include "spl-book.h"
#include "spl-util.h"
#include "stairs.h"
#include "state.h"
#include "status.h"
#include "stringutil.h"
#include "terrain.h"
#include "tilepick.h"
#ifdef USE_TILE
#include "tilepick-p.h"
#endif
#include "tileview.h"
#include "traps.h" // set_shafted
#include "viewchar.h"
#include "view.h"
#ifdef USE_TILE_LOCAL
#include "windowmanager.h"
#endif
#include "ui.h"
#ifdef __ANDROID__
#include "syscalls.h"
#endif
#include "version.h"
using namespace ui;
static void _loading_message(string m)
{
mpr(m.c_str());
#ifdef USE_TILE_LOCAL
loading_screen_update_msg(m.c_str());
#endif
}
// Initialise a whole lot of stuff...
static void _initialize()
{
Options.fixup_options();
you.symbol = MONS_PLAYER;
msg::initialise_mpr_streams();
rng::seed(); // don't use any chosen seed yet
clua.init_libraries();
init_char_table(Options.char_set);
init_show_table();
init_monster_symbols();
init_spell_descs(); // This needs to be way up top. {dlb}
init_zap_index();
init_mut_index();
init_sac_index();
init_duration_index();
init_mon_name_cache();
init_mons_spells();
init_parchment_overlays();
// init_item_name_cache() needs to be redone after init_char_table()
// and init_show_table() have been called, so that the glyphs will
// be set to use with item_names_by_glyph_cache.
init_item_name_cache();
unwind_bool no_more(crawl_state.show_more_prompt, false);
// Init item array.
for (int i = 0; i < MAX_ITEMS; ++i)
init_item(i);
reset_all_monsters();
init_anon();
env.igrid.init(NON_ITEM);
env.mgrid.init(NON_MONSTER);
env.map_knowledge.init(map_cell());
env.pgrid.init(terrain_property_t{});
you.unique_creatures.reset();
you.unique_items.init(UNIQ_NOT_EXISTS);
// Set up the Lua interpreter for the dungeon builder.
init_dungeon_lua();
#ifdef USE_TILE_LOCAL
// Draw the splash screen before the database gets initialised as that
// may take awhile and it's better if the player can look at a pretty
// screen while this happens.
loading_screen_open();
#endif
// Initialise internal databases.
_loading_message("Loading databases...");
databaseSystemInit();
_loading_message("Loading spells and features...");
init_feat_desc_cache();
init_spell_name_cache();
#ifdef DEBUG
validate_spellbooks();
#endif
// Read special levels and vaults.
_loading_message("Loading maps...");
read_maps();
run_map_global_preludes();
if (crawl_state.build_db)
end(0);
crawl_state.use_des_cache = true;
#ifdef USE_TILE_LOCAL
loading_screen_close();
#endif
you.game_seed = crawl_state.seed;
#ifdef DEBUG_STATISTICS
if (crawl_state.map_stat_gen)
{
release_cli_signals();
mapstat_generate_stats();
end(0, false);
}
else if (crawl_state.obj_stat_gen)
{
release_cli_signals();
objstat_generate_stats();
end(0, false);
}
#endif
if (!crawl_state.test_list)
{
if (!crawl_state.io_inited)
cio_init();
clrscr();
}
if (crawl_state.test)
{
#if defined(DEBUG_TESTS) && !defined(DEBUG)
#error "DEBUG must be defined if DEBUG_TESTS is defined"
#endif
#if !defined(DEBUG_DIAGNOSTICS) && !defined(DEBUG_TESTS)
if (!crawl_state.script)
{
end(1, false, "Non-debug Crawl cannot run tests. "
"Please use a debug build (defined FULLDEBUG, DEBUG_DIAGNOSTIC "
"or DEBUG_TESTS)");
}
#endif
#ifdef USE_TILE
init_player_doll();
#endif
dgn_reset_level();
crawl_state.show_more_prompt = false;
run_tests(); // noreturn
}
mpr(opening_screen().tostring().c_str());
mpr(options_read_status().tostring().c_str());
}
/** KILL_RESETs all monsters in LOS.
*
* Doesn't affect monsters behind glass, only those that would
* immediately have line-of-fire.
*/
static void _zap_los_monsters()
{
const bool items_also = Hints.hints_events[HINT_SEEN_FIRST_OBJECT];
for (radius_iterator ri(you.pos(), LOS_SOLID); ri; ++ri)
{
if (items_also)
{
int item = env.igrid(*ri);
if (item != NON_ITEM && env.item[item].defined())
destroy_item(item);
}
monster* mon = monster_at(*ri);
if (mon == nullptr || !mons_is_threatening(*mon) || mon->friendly())
continue;
dprf("Dismissing %s",
mon->name(DESC_PLAIN, true).c_str());
if (mons_is_or_was_unique(*mon))
{
if (mons_is_elven_twin(mon))
{
if (monster* sibling = mons_find_elven_twin_of(mon))
monster_die(*sibling, KILL_RESET, NON_MONSTER, true);
}
}
// Do a silent reset monster_die() just to be sure the
// player sees nothing.
monster_die(*mon, KILL_RESET, NON_MONSTER, true);
}
}
static void _post_init(bool newc)
{
ASSERT(strwidth(you.your_name) <= MAX_NAME_LENGTH);
// XXX: now that the player is loaded, do a layout.
// This is necessary to ensure that the message window is positioned, in
// case there are any early game warning messages to be logged.
#ifdef USE_TILE
tiles.resize();
#ifdef USE_TILE_WEB
if (!newc)
sync_last_milestone();
#endif
#endif
clua.load_persist();
// Load macros
macro_init();
crawl_state.need_save = crawl_state.game_started = true;
crawl_state.last_type = crawl_state.type;
crawl_state.marked_as_won = false;
destroy_abyss();
calc_hp();
calc_mp();
shopping_list.refresh();
populate_sets_by_obj_type();
run_map_local_preludes();
if (newc)
{
// n.b. temple already generated in setup_game at this point
if (Options.pregen_dungeon == level_gen_type::full
&& crawl_state.game_has_random_floors())
{
pregen_dungeon(level_id(NUM_BRANCHES, -1));
}
you.entering_level = false;
you.transit_stair = DNGN_UNSEEN;
you.depth = starting_absdepth() + 1;
you.where_are_you = root_branch;
if (you.depth > 1)
set_shafted();
}
// XXX: Any invalid level_id should do.
level_id old_level;
old_level.branch = NUM_BRANCHES;
#ifdef USE_TILE_WEB
if (tiles.get_ui_state() == UI_CRT)
tiles.set_ui_state(UI_NORMAL);
#endif
load_level(you.entering_level ? you.transit_stair :
you.char_class == JOB_DELVER ? DNGN_STONE_STAIRS_UP_I : DNGN_STONE_STAIRS_DOWN_I,
you.entering_level ? LOAD_ENTER_LEVEL :
newc ? LOAD_START_GAME : LOAD_RESTART_GAME,
old_level);
#ifdef WIZARD
// Save-less games are pointless except for tests.
if (Options.no_save)
you.wizard = true;
#endif
init_properties();
you.redraw_stats.init(true);
you.redraw_contam = true;
you.redraw_doom = true;
you.redraw_hit_points = true;
you.redraw_magic_points = true;
you.redraw_armour_class = true;
you.redraw_evasion = true;
you.redraw_experience = true;
you.redraw_noise = true;
you.wield_change = true;
you.gear_change = true;
quiver::set_needs_redraw();
// Start timer on session.
you.last_keypress_time = chrono::system_clock::now();
// in principle everything here might be skippable if CLUA_BINDINGS is not
// defined, but do it anyways for consistency with normal builds.
clua.runhook("chk_startgame", "b", newc);
read_init_file(true);
Options.fixup_options();
read_startup_prefs();
#ifdef USE_TILE_WEB
tiles.send_options();
#endif
// In case Lua changed the character set.
init_char_table(Options.char_set);
init_show_table();
init_monster_symbols();
#ifdef USE_TILE
if (newc)
randomize_doll_base();
init_player_doll();
tiles.resize();
#endif
update_player_symbol();
if (newc)
quiver::on_newchar(); // needs to happen after init file is read
draw_border();
new_level(!newc);
update_turn_count();
update_vision_range();
init_exclusion_los();
ash_check_bondage();
if (you.prev_save_version != Version::Long)
check_if_everything_is_identified();
// XX why is this run now in addition to a related call in load_level?
// (There this function is only called on level change, and instead
// we run travel_init_load_level; this function is just a call to
// travel_init_new_level, which from the comments shouldn't be run on load?)
trackers_init_new_level();
if (newc) // start a new game
{
// For a new game, wipe out monsters in LOS, and
// for new hints mode games also the items.
_zap_los_monsters();
}
// This just puts the view up for the first turn.
you.redraw_title = true;
you.redraw_status_lights = true;
print_stats();
update_screen();
viewwindow();
update_screen();
activate_notes(true);
// XXX: And run Lua map postludes for D:1. Kinda hacky, it shouldn't really
// be here.
if (newc)
run_map_epilogues();
// Sanitize skills, init can_currently_train[].
fixup_skills();
}
#ifndef DGAMELAUNCH
struct game_modes_menu_item
{
game_type id;
const char *label;
const char *description;
};
static const vector<game_modes_menu_item> entries =
{
{GAME_TYPE_NORMAL, "Dungeon Crawl",
"Dungeon Crawl: The main game: full of monsters, items, "
"gods and danger!" },
{GAME_TYPE_CUSTOM_SEED, "Choose Game Seed",
"Play with a chosen custom dungeon seed." },
{GAME_TYPE_TUTORIAL, "Tutorial for Dungeon Crawl",
"Tutorial that covers the basics of Dungeon Crawl survival." },
{GAME_TYPE_HINTS, "Hints Mode for Dungeon Crawl",
"A mostly normal game that provides more advanced hints "
"than the tutorial."},
{GAME_TYPE_DESCENT, "Dungeon Descent",
"Mode with a branching, one-way path through the Dungeon." },
{GAME_TYPE_SPRINT, "Dungeon Sprint",
"Hard, fixed single level game mode." },
{GAME_TYPE_INSTRUCTIONS, "Instructions", "Help menu." },
{GAME_TYPE_ARENA, "The Arena",
"Pit computer controlled teams versus each other!" },
{GAME_TYPE_HIGH_SCORES, "High Scores",
"View the high score list." },
};
static void _construct_game_modes_menu(shared_ptr<OuterMenu>& container)
{
for (size_t i = 0; i < entries.size(); ++i)
{
const auto& entry = entries[i];
if (entry.id == GAME_TYPE_DESCENT && Version::ReleaseType != VER_ALPHA)
continue;
auto label = make_shared<Text>();
#ifdef USE_TILE_LOCAL
auto hbox = make_shared<Box>(Box::HORZ);
hbox->set_cross_alignment(Widget::Align::CENTER);
auto tile = make_shared<Image>();
tile->set_tile(tile_def(tileidx_gametype(entry.id)));
tile->set_margin_for_sdl(0, 6, 0, 0);
hbox->add_child(std::move(tile));
hbox->add_child(label);
#endif
label->set_text(formatted_string(entry.label, WHITE));
auto btn = make_shared<MenuButton>();
#ifdef USE_TILE_LOCAL
hbox->set_margin_for_sdl(2, 10, 2, 2);
btn->set_child(std::move(hbox));
#else
btn->set_child(std::move(label));
#endif
btn->id = entry.id;
btn->description = entry.description;
btn->highlight_colour = LIGHTGREY;
container->add_button(std::move(btn), 0, i);
}
}
static shared_ptr<MenuButton> _make_newgame_button(int num_chars)
{
auto label = make_shared<Text>(formatted_string("New Game", WHITE));
#ifdef USE_TILE_LOCAL
auto hbox = make_shared<Box>(Box::HORZ);
hbox->set_cross_alignment(Widget::Align::CENTER);
hbox->add_child(label);
label->set_margin_for_sdl(0,0,0,TILE_Y+6);
hbox->min_size().height = TILE_Y;
#endif
auto btn = make_shared<MenuButton>();
#ifdef USE_TILE_LOCAL
btn->set_child(std::move(hbox));
#else
btn->set_child(std::move(label));
#endif
btn->get_child()->set_margin_for_sdl(2, 10, 2, 2);
btn->id = NUM_GAME_TYPE + num_chars;
btn->highlight_colour = LIGHTGREY;
return btn;
}
static void _construct_save_games_menu(shared_ptr<OuterMenu>& container,
const vector<player_save_info>& chars)
{
for (unsigned int i = 0; i < chars.size(); ++i)
{
auto hbox = make_shared<Box>(Box::HORZ);
hbox->set_cross_alignment(Widget::Align::CENTER);
#ifdef USE_TILE_LOCAL
auto tile = make_shared<ui::PlayerDoll>(chars.at(i).doll);
tile->set_margin_for_sdl(0, 6, 0, 0);
hbox->add_child(std::move(tile));
#endif
const COLOURS fg = chars.at(i).save_loadable ? WHITE : RED;
auto text = chars.at(i).short_desc();
bool wiz = strip_suffix(text, " (WIZ)");
auto label = make_shared<Text>(formatted_string(text, fg));
label->set_ellipsize(true);
#ifdef USE_TILE_LOCAL
label->max_size().height = tiles.get_crt_font()->char_height();
#else
label->max_size().height = 1;
#endif
hbox->add_child(label);
if (wiz)
{
const COLOURS wiz_bg = chars.at(i).save_loadable ? LIGHTMAGENTA : RED;
auto wiz_text = formatted_string(" (WIZ)", wiz_bg);
hbox->add_child(make_shared<Text>(wiz_text));
}
auto btn = make_shared<MenuButton>();
#ifdef USE_TILE_LOCAL
btn->set_child(std::move(hbox));
#else
btn->set_child(std::move(label));
#endif
btn->get_child()->set_margin_for_sdl(2, 10, 2, 2);
btn->id = NUM_GAME_TYPE + i;
btn->highlight_colour = LIGHTGREY;
container->add_button(std::move(btn), 0, i);
}
if (!chars.empty())
{
auto btn = _make_newgame_button(chars.size());
container->add_button(std::move(btn), 0, (int)chars.size());
}
}
// Should probably use some find invocation instead.
static int _find_save(const vector<player_save_info>& chars, const string& name)
{
for (int i = 0; i < static_cast<int>(chars.size()); ++i)
if (chars[i].name == name)
return i;
return -1;
}
static bool _game_defined(const newgame_def& ng)
{
return ng.type != NUM_GAME_TYPE
&& ng.species != SP_UNKNOWN
&& ng.job != JOB_UNKNOWN;
}
class UIStartupMenu : public Widget
{
public:
UIStartupMenu(newgame_def& _ng_choice, const newgame_def &_defaults)
: done(false), end_game(false), ng_choice(_ng_choice),
defaults(_defaults),
selected_game_type(crawl_state.last_type)
{
chars = find_all_saved_characters();
num_saves = chars.size();
input_string = crawl_state.default_startup_name;
m_root = make_shared<Box>(Box::VERT);
add_internal_child(m_root);
m_root->set_cross_alignment(Widget::Align::STRETCH);
auto about = make_shared<Text>(opening_screen());
about->set_margin_for_crt(0, 0, 1, 0);
about->set_margin_for_sdl(0, 0, 10, 0);
m_root->add_child(std::move(about));
auto grid = make_shared<Grid>();
grid->set_margin_for_crt(0, 0, 1, 0);
auto name_prompt = make_shared<Text>("Enter your name:");
name_prompt->set_margin_for_crt(0, 1, 1, 0);
name_prompt->set_margin_for_sdl(0, 0, 10, 0);
// If the game filled in a complete name, the user will
// usually want to enter a new name instead of adding
// to the current one.
input_text = make_shared<Text>(formatted_string(input_string, WHITE));
input_text->set_margin_for_crt(0, 0, 1, 0);
input_text->set_margin_for_sdl(0, 0, 10, 10);
grid->add_child(std::move(name_prompt), 0, 0);
grid->add_child(input_text, 1, 0);
descriptions = make_shared<Switcher>();
auto mode_prompt = make_shared<Text>("Choices:");
mode_prompt->set_margin_for_crt(0, 1, 1, 0);
mode_prompt->set_margin_for_sdl(0, 0, 10, 0);
game_modes_menu = make_shared<OuterMenu>(true, 1, entries.size());
game_modes_menu->set_margin_for_sdl(0, 0, 10, 10);
game_modes_menu->set_margin_for_crt(0, 0, 1, 0);
game_modes_menu->descriptions = descriptions;
_construct_game_modes_menu(game_modes_menu);
#ifdef USE_TILE_LOCAL
game_modes_menu->min_size().height = TILE_Y*3;
#else
game_modes_menu->min_size().height = 2;
#endif
grid->add_child(std::move(mode_prompt), 0, 1);
grid->add_child(game_modes_menu, 1, 1);
save_games_menu = make_shared<OuterMenu>(num_saves > 1, 1, num_saves + 1);
if (num_saves > 0)
{
auto save_prompt = make_shared<Text>("Saved games:");
save_prompt->set_margin_for_crt(0, 1, 1, 0);
save_prompt->set_margin_for_sdl(0, 0, 10, 0);
save_games_menu->set_margin_for_sdl(0, 0, 10, 10);
#ifdef USE_TILE_LOCAL
save_prompt->min_size().height = TILE_Y + 2;
save_games_menu->min_size().height = TILE_Y * min(num_saves, 3);
#else
save_games_menu->min_size().height = 2;
#endif
save_games_menu->descriptions = descriptions;
_construct_save_games_menu(save_games_menu, chars);
grid->add_child(std::move(save_prompt), 0, 2);
grid->add_child(save_games_menu, 1, 2);
game_modes_menu->linked_menus[2] = save_games_menu;
save_games_menu->linked_menus[0] = game_modes_menu;
grid->row_flex_grow(1) = 1000;
grid->row_flex_grow(2) = 1;
}
m_root->on_activate_event([this](const ActivateEvent& event) {
const auto button = static_pointer_cast<const MenuButton>(event.target());
this->menu_item_activated(button->id);
return true;
});
// TODO: focus events should probably not bubble, but there should be
// some way to capture them...
for (auto &w : game_modes_menu->get_buttons())
{
w->on_focusin_event([w, this](const FocusEvent&) {
return this->on_button_focusin(*w);
});
}
for (auto &w : save_games_menu->get_buttons())
{
w->on_focusin_event([w, this](const FocusEvent&) {
return this->on_button_focusin(*w);
});
}
grid->column_flex_grow(0) = 1;
grid->column_flex_grow(1) = 10;
m_root->add_child(std::move(grid));
string instructions_text;
// TODO: these can overflow on console 80x24 and won't line-wrap, is
// there any good solution to this? e.g.
// `long name long name the Vine Stalker Earth Elementalist`
if (defaults.name.size() > 0 && _find_save(chars, defaults.name) != -1)
{
auto save = _find_save(chars, defaults.name);
instructions_text +=
"<white>[tab]</white> quick-load last game: "
+ chars[save].really_short_desc() + "\n";
}
else if (_game_defined(defaults))
{
instructions_text +=
"<white>[tab]</white> quick-start last combo: "
+ (defaults.name.size() ? (defaults.name + " the ") : "")
+ newgame_char_description(defaults) + "\n";
}
instructions_text +=
"<white>[ctrl-p]</white> view rc file information and log";
if (recent_error_messages())
instructions_text += " (<red>Errors during initialization!</red>)";
m_root->add_child(make_shared<Text>(
formatted_string::parse_string(instructions_text)));
descriptions->set_margin_for_crt(1, 0, 0, 0);
descriptions->set_margin_for_sdl(10, 0, 0, 0);
m_root->add_child(descriptions);
};
virtual void _render() override;
virtual SizeReq _get_preferred_size(Direction dim, int prosp_width) override;
virtual void _allocate_region() override;
bool has_allocated = false;
bool done;
bool end_game;
virtual shared_ptr<Widget> get_child_at_offset(int, int) override {
return m_root;
}
private:
newgame_def& ng_choice;
const newgame_def &defaults;
string input_string;
vector<player_save_info> chars;
int num_saves;
bool first_action = true;
int default_id = 0;
bool on_button_focusin(const MenuButton& btn)
{
selected_game_type = btn.id;
switch (selected_game_type)
{
case GAME_TYPE_NORMAL:
case GAME_TYPE_DESCENT:
case GAME_TYPE_CUSTOM_SEED:
case GAME_TYPE_TUTORIAL:
case GAME_TYPE_SPRINT:
case GAME_TYPE_HINTS:
// If a game type is chosen, the user expects to start a new game.
// Just blanking the name it it clashes for now.
if (_find_save(chars, input_string) != -1)
input_string = "";
break;
case GAME_TYPE_ARENA:
case GAME_TYPE_HIGH_SCORES:
case GAME_TYPE_INSTRUCTIONS:
break;
default:
int save_number = selected_game_type - NUM_GAME_TYPE;
if (save_number < num_saves)
input_string = chars.at(save_number).name;
else // new game
input_string = "";
break;
}
input_text->set_text(formatted_string(input_string, WHITE));
return false;
}
void on_show();
void menu_item_activated(int id);
shared_ptr<Box> m_root;
shared_ptr<Text> input_text;
shared_ptr<Switcher> descriptions;
shared_ptr<OuterMenu> game_modes_menu;
shared_ptr<OuterMenu> save_games_menu;
// not a `game_type` because it is used for save #s as well
int selected_game_type;
};
SizeReq UIStartupMenu::_get_preferred_size(Direction dim, int prosp_width)
{
return m_root->get_preferred_size(dim, prosp_width);
}
void UIStartupMenu::_render()
{
m_root->render();
}
void UIStartupMenu::_allocate_region()
{
m_root->allocate_region(m_region);
if (!has_allocated)
{
has_allocated = true;
on_show();
}
}
void UIStartupMenu::on_show()
{
int save = _find_save(chars, input_string);
// don't use non-enum game_type values across restarts, as the list of
// saves may have changed on restart.
if (selected_game_type >= NUM_GAME_TYPE)
selected_game_type = GAME_TYPE_UNSPECIFIED;
default_id = defaults.type < NUM_GAME_TYPE ? defaults.type : 0;
int id;
if (selected_game_type != GAME_TYPE_UNSPECIFIED)
id = selected_game_type;
else if (save != -1)
{
// save game id is offset by NUM_GAME_TYPE
id = NUM_GAME_TYPE + save;
}
else
id = default_id;
if (auto focus = game_modes_menu->get_button_by_id(id))
game_modes_menu->scroll_button_into_view(focus);
else if (auto focus2 = save_games_menu->get_button_by_id(id))
save_games_menu->scroll_button_into_view(focus2);
on_hotkey_event([this](const KeyEvent& ev) {
const auto keyn = ev.key();
bool changed_name = false;
if (key_is_escape(keyn) || keyn == CK_MOUSE_CMD)
{
// End the game
return done = end_game = true;
}
else if (keyn == '\t' && _game_defined(defaults))
{
ng_choice = defaults;
return done = true;
}
else if (keyn == '?')
{
menu_item_activated(GAME_TYPE_INSTRUCTIONS);
return true;
}
else if (keyn == CONTROL('P'))
{
replay_messages_during_startup();
return true;
}
else if (keyn == '*')
{
input_string = newgame_random_name();
changed_name = true;
}
else if (keyn == CONTROL('U'))
{
input_string = "";
changed_name = true;
}
if (keyn == ' ' && first_action)
{
first_action = false;
input_string = "";
changed_name = true;
}
// handle the non-action keys by hand to poll input
// Only consider alphanumeric keys and -_ .
else if (iswalnum(keyn) || keyn == '-' || keyn == '.'
|| keyn == '_' || keyn == ' ')
{
first_action = false;
if (strwidth(input_string) < MAX_NAME_LENGTH)
{
input_string += stringize_glyph(keyn);
changed_name = true;
}
}
else if (keyn == CK_BKSP)
{
if (first_action)
{
first_action = false;
input_string = "";
changed_name = true;
}
if (!input_string.empty())
{
input_string.erase(input_string.size() - 1);
changed_name = true;
}
}
if (!changed_name)
return false;
input_text->set_text(formatted_string(input_string, WHITE));
// Depending on whether the current name occurs
// in the saved games, update the active object.
// We want enter to start a new game if no character
// with the given name exists, or load the corresponding
// game.
int i = _find_save(chars, input_string);
auto menu = i == -1 ? game_modes_menu : save_games_menu;
auto btn = i == -1 ? menu->get_button_by_id(default_id)
: menu->get_button(0, i);
if (btn)
menu->scroll_button_into_view(btn);
return true;
});
}
void UIStartupMenu::menu_item_activated(int id)
{
switch (id)
{
case GAME_TYPE_NORMAL:
case GAME_TYPE_DESCENT:
case GAME_TYPE_CUSTOM_SEED:
case GAME_TYPE_TUTORIAL:
case GAME_TYPE_SPRINT:
case GAME_TYPE_HINTS:
trim_string(input_string);
// XXX: is it ever not a good name?
if (is_good_name(input_string, true))
{
ng_choice.type = static_cast<game_type>(id);
ng_choice.name = input_string;
done = true;
}
return;
case GAME_TYPE_ARENA:
ng_choice.type = GAME_TYPE_ARENA;
done = true;
return;
case GAME_TYPE_INSTRUCTIONS:
show_help();
return;
case GAME_TYPE_HIGH_SCORES:
show_hiscore_table();
return;
default:
// It was a savegame instead
const int save_number = id - NUM_GAME_TYPE;
if (save_number < num_saves) // actual save
{
// Save the savegame character name
ng_choice.name = chars.at(save_number).name;
ng_choice.type = chars.at(save_number).saved_game_type;
ng_choice.filename = chars.at(save_number).filename;
}
else // "new game"
{
ng_choice.name = "";
ng_choice.type = GAME_TYPE_NORMAL;
ng_choice.filename = ""; // ?
}
done = true;
return;
}
}
/**
* Saves game mode and player name to ng_choice.
*/
static void _show_startup_menu(newgame_def& ng_choice,
const newgame_def& defaults)
{
unwind_bool no_more(crawl_state.show_more_prompt, false);
#ifdef USE_TILE_WEB
tiles_crt_popup show_as_popup;
#endif
auto startup_ui = make_shared<UIStartupMenu>(ng_choice, defaults);
auto popup = make_shared<ui::Popup>(startup_ui);
ui::run_layout(std::move(popup), startup_ui->done);
if (startup_ui->end_game || crawl_state.seen_hups)
{
#ifdef USE_TILE_WEB
tiles.send_exit_reason("cancel");
#endif
end(0);
}
}
#endif
#ifndef DGAMELAUNCH
static bool _exit_type_allows_menu_bypass(game_exit exit)
{
// restart with last game saved, crashed, or aborted: don't bypass
// restart with last game died, won, or left: bypass if other settings allow
// it. If quit, bypass only if the relevant option is set.
// unknown corresponds to no previous game in this crawl
// session.
return exit == game_exit::death
|| exit == game_exit::win
|| exit == game_exit::unknown
|| exit == game_exit::leave
|| (exit == game_exit::quit && Options.newgame_after_quit);
}
#endif
bool startup_step()
{
_initialize();
newgame_def choice = Options.game;
// Setup base game type *before* reading startup prefs -- the prefs file
// may be in a game-specific subdirectory.
crawl_state.type = choice.type;
newgame_def defaults = read_startup_prefs();
if (crawl_state.default_startup_name.size() == 0 && Options.remember_name)
crawl_state.default_startup_name = defaults.name;
// Set the crawl_state gametype to the requested game type. This must
// be done before looking for the savegame or the startup prefs file.
if (crawl_state.type == GAME_TYPE_UNSPECIFIED
&& defaults.type != GAME_TYPE_UNSPECIFIED)
{
crawl_state.type = defaults.type;
}
// Name from environment overwrites the one from command line.
if (!SysEnv.crawl_name.empty())
choice.name = SysEnv.crawl_name;
#ifdef __ANDROID__
// Request the Android virtual keyboard. Waiting for the SDLActivity to be
// resized avoids some display bugs.
jni_keyboard_control(1);
sleep(1);
#endif
#ifndef DGAMELAUNCH
if (recent_error_messages() && !Options.suppress_startup_errors)
replay_messages_during_startup();
// startup
// These conditions are ignored for tutorial or sprint, which always trigger
// the relevant submenu. Arena never triggers a menu.
const bool can_bypass_menu =
_exit_type_allows_menu_bypass(crawl_state.last_game_exit.exit_reason)
&& crawl_state.last_type != GAME_TYPE_ARENA
&& Options.name_bypasses_menu
&& is_good_name(choice.name, false);
if (crawl_state.last_type == GAME_TYPE_TUTORIAL
|| crawl_state.last_type == GAME_TYPE_SPRINT)
{
// this counts as showing the startup menu
crawl_state.bypassed_startup_menu = false;
choice.type = crawl_state.last_type;
crawl_state.type = crawl_state.last_type;
crawl_state.last_type = GAME_TYPE_UNSPECIFIED;
choice.name = defaults.name;
if (choice.type == GAME_TYPE_TUTORIAL)
choose_tutorial_character(choice);
}
else if (!can_bypass_menu && choice.type != GAME_TYPE_ARENA)
{
crawl_state.bypassed_startup_menu = false;
_show_startup_menu(choice, defaults);
// [ds] Must set game type here, or we won't be able to load
// Sprint saves.
crawl_state.type = choice.type;
}
else
crawl_state.bypassed_startup_menu = true;
#endif
// TODO: integrate arena better with
// choose_game and setup_game
if (choice.type == GAME_TYPE_ARENA)
{
crawl_state.last_type = GAME_TYPE_ARENA;
run_arena(choice, defaults.arena_teams); // this is NORETURN
}
bool newchar = false;
newgame_def ng;
if (choice.filename.empty() && !choice.name.empty())
choice.filename = get_save_filename(choice.name);
if (save_exists(choice.filename) && restore_game(choice.filename))
save_player_name();
else if (choose_game(ng, choice, defaults)
&& restore_game(ng.filename))
{
save_player_name();
}
else
{
clear_message_store();
setup_game(ng);
newchar = true;
choice.seed = Options.seed; // kind of ugly, but may be changed during
// setup_game.
write_newgame_options_file(choice);
}
if (Options.remember_name)
crawl_state.default_startup_name = you.your_name;
_post_init(newchar);
return newchar;
}
void cio_init()
{
crawl_state.io_inited = true;
console_startup();
set_cursor_enabled(false);
crawl_view.init_geometry();
textbackground(0);
}
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