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startup.cc
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startup.cc
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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 "food.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 "message.h"
#include "misc.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"
#ifdef USE_TILE
#include "tilepick.h"
#endif
#include "tileview.h"
#include "viewchar.h"
#include "view.h"
#ifdef USE_TILE_LOCAL
#include "windowmanager.h"
#endif
#include "ui.h"
using namespace ui;
static void _cio_init();
// Initialise a whole lot of stuff...
static void _initialize()
{
Options.fixup_options();
you.symbol = MONS_PLAYER;
seed_rng();
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_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();
msg::initialise_mpr_streams();
// Init item array.
for (int i = 0; i < MAX_ITEMS; ++i)
init_item(i);
reset_all_monsters();
init_anon();
igrd.init(NON_ITEM);
mgrd.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.
if (!crawl_state.tiles_disabled && crawl_state.title_screen)
{
loading_screen_open();
loading_screen_update_msg("Loading databases...");
}
#endif
// Initialise internal databases.
databaseSystemInit();
#ifdef USE_TILE_LOCAL
if (!crawl_state.tiles_disabled && crawl_state.title_screen)
loading_screen_update_msg("Loading spells and features...");
#endif
init_feat_desc_cache();
init_spell_name_cache();
init_spell_rarities();
#ifdef USE_TILE_LOCAL
if (!crawl_state.tiles_disabled && crawl_state.title_screen)
loading_screen_update_msg("Loading maps...");
#endif
// Read special levels and vaults.
read_maps();
run_map_global_preludes();
if (crawl_state.build_db)
end(0);
#ifdef USE_TILE_LOCAL
if (!crawl_state.tiles_disabled && crawl_state.title_screen)
loading_screen_close();
#endif
if (Options.seed)
seed_rng(Options.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)
#ifdef USE_TILE
init_player_doll();
#endif
dgn_reset_level();
crawl_state.show_more_prompt = false;
run_tests();
// doesn't return
#else
end(1, false, "Non-debug Crawl cannot run tests. "
"Please use a debug build (defined FULLDEBUG, DEBUG_DIAGNOSTIC "
"or DEBUG_TESTS)");
#endif
}
}
/** KILL_RESETs all monsters in LOS.
*
* Doesn't affect monsters behind glass, only those that would
* immediately have line-of-fire.
*
* @param items_also whether to zap items as well as monsters.
*/
static void _zap_los_monsters(bool items_also)
{
for (radius_iterator ri(you.pos(), LOS_SOLID); ri; ++ri)
{
if (items_also)
{
int item = igrd(*ri);
if (item != NON_ITEM && mitm[item].defined())
destroy_item(item);
}
// If we ever allow starting with a friendly monster,
// we'll have to check here.
monster* mon = monster_at(*ri);
if (mon == nullptr || !mons_is_threatening(*mon))
continue;
dprf("Dismissing %s",
mon->name(DESC_PLAIN, true).c_str());
// Do a hard reset so the monster's items will be discarded.
mon->flags |= MF_HARD_RESET;
// Do a silent, wizard-mode monster_die() just to be extra sure the
// player sees nothing.
monster_die(*mon, KILL_DISMISSED, NON_MONSTER, true, true);
}
}
static void _post_init(bool newc)
{
ASSERT(strwidth(you.your_name) <= MAX_NAME_LENGTH);
clua.load_persist();
// Load macros
macro_init();
crawl_state.need_save = true;
crawl_state.last_type = crawl_state.type;
crawl_state.marked_as_won = false;
destroy_abyss();
calc_hp();
calc_mp();
if (you.form != transformation::lich)
food_change(true);
shopping_list.refresh();
run_map_local_preludes();
// Abyssal Knights start out in the Abyss.
if (newc && you.chapter == CHAPTER_POCKET_ABYSS)
you.where_are_you = BRANCH_ABYSS;
else if (newc)
you.where_are_you = root_branch;
// XXX: Any invalid level_id should do.
level_id old_level;
old_level.branch = NUM_BRANCHES;
handle_terminal_resize(false); // resize HUD now that we know player
// species and game mode
load_level(you.entering_level ? you.transit_stair : DNGN_STONE_STAIRS_DOWN_I,
you.entering_level ? LOAD_ENTER_LEVEL :
newc ? LOAD_START_GAME : LOAD_RESTART_GAME,
old_level);
if (newc && you.chapter == CHAPTER_POCKET_ABYSS)
generate_abyss();
#ifdef DEBUG_DIAGNOSTICS
// Debug compiles display a lot of "hidden" information, so we auto-wiz.
you.wizard = true;
#endif
#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_hit_points = true;
you.redraw_magic_points = true;
you.redraw_armour_class = true;
you.redraw_evasion = true;
you.redraw_experience = true;
you.redraw_quiver = true;
you.wield_change = true;
// Start timer on session.
you.last_keypress_time = chrono::system_clock::now();
#ifdef CLUA_BINDINGS
clua.runhook("chk_startgame", "b", newc);
read_init_file(true);
Options.fixup_options();
// In case Lua changed the character set.
init_char_table(Options.char_set);
init_show_table();
init_monster_symbols();
#endif
#ifdef USE_TILE
init_player_doll();
tiles.resize();
#endif
update_player_symbol();
draw_border();
new_level(!newc);
update_turn_count();
update_vision_range();
you.xray_vision = !!you.duration[DUR_SCRYING];
init_exclusion_los();
ash_check_bondage(false);
trackers_init_new_level(false);
tile_new_level(newc);
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(Hints.hints_events[HINT_SEEN_FIRST_OBJECT]);
}
// This just puts the view up for the first turn.
you.redraw_title = true;
textcolour(LIGHTGREY);
you.redraw_status_lights = true;
print_stats();
viewwindow();
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_train[].
fixup_skills();
}
#ifndef DGAMELAUNCH
/**
* Helper for show_startup_menu()
* constructs the game modes section
*/
static void _construct_game_modes_menu(MenuScroller* menu)
{
#ifdef USE_TILE_LOCAL
TextTileItem* tmp = nullptr;
#else
TextItem* tmp = nullptr;
#endif
string text;
#ifdef USE_TILE_LOCAL
tmp = new TextTileItem();
tmp->add_tile(tile_def(tileidx_gametype(GAME_TYPE_NORMAL), TEX_GUI));
#else
tmp = new TextItem();
#endif
text = "Dungeon Crawl";
tmp->set_text(text);
tmp->set_fg_colour(WHITE);
tmp->set_highlight_colour(WHITE);
tmp->set_id(GAME_TYPE_NORMAL);
// Scroller does not care about x-coordinates and only cares about
// item height obtained from max.y - min.y
tmp->set_bounds(coord_def(1, 1), coord_def(1, 2));
tmp->set_description_text("Dungeon Crawl: The main game: full of monsters, "
"items, gods and danger!");
menu->attach_item(tmp);
tmp->set_visible(true);
#ifdef USE_TILE_LOCAL
tmp = new TextTileItem();
tmp->add_tile(tile_def(tileidx_gametype(GAME_TYPE_TUTORIAL), TEX_GUI));
#else
tmp = new TextItem();
#endif
text = "Tutorial for Dungeon Crawl";
tmp->set_text(text);
tmp->set_fg_colour(WHITE);
tmp->set_highlight_colour(WHITE);
tmp->set_id(GAME_TYPE_TUTORIAL);
// Scroller does not care about x-coordinates and only cares about
// item height obtained from max.y - min.y
tmp->set_bounds(coord_def(1, 1), coord_def(1, 2));
tmp->set_description_text("Tutorial that covers the basics of "
"Dungeon Crawl survival.");
menu->attach_item(tmp);
tmp->set_visible(true);
#ifdef USE_TILE_LOCAL
tmp = new TextTileItem();
tmp->add_tile(tile_def(tileidx_gametype(GAME_TYPE_HINTS), TEX_GUI));
#else
tmp = new TextItem();
#endif
text = "Hints Mode for Dungeon Crawl";
tmp->set_text(text);
tmp->set_fg_colour(WHITE);
tmp->set_highlight_colour(WHITE);
tmp->set_id(GAME_TYPE_HINTS);
// Scroller does not care about x-coordinates and only cares about
// item height obtained from max.y - min.y
tmp->set_bounds(coord_def(1, 1), coord_def(1, 2));
tmp->set_description_text("A mostly normal game that provides more "
"advanced hints than the tutorial.");
menu->attach_item(tmp);
tmp->set_visible(true);
#ifdef USE_TILE_LOCAL
tmp = new TextTileItem();
tmp->add_tile(tile_def(tileidx_gametype(GAME_TYPE_SPRINT), TEX_GUI));
#else
tmp = new TextItem();
#endif
text = "Dungeon Sprint";
tmp->set_text(text);
tmp->set_fg_colour(WHITE);
tmp->set_highlight_colour(WHITE);
tmp->set_id(GAME_TYPE_SPRINT);
// Scroller does not care about x-coordinates and only cares about
// item height obtained from max.y - min.y
tmp->set_bounds(coord_def(1, 1), coord_def(1, 2));
tmp->set_description_text("Hard, fixed single level game mode.");
menu->attach_item(tmp);
tmp->set_visible(true);
#ifdef USE_TILE_LOCAL
tmp = new TextTileItem();
tmp->add_tile(tile_def(tileidx_gametype(GAME_TYPE_INSTRUCTIONS), TEX_GUI));
#else
tmp = new TextItem();
#endif
text = "Instructions";
tmp->set_text(text);
tmp->set_fg_colour(WHITE);
tmp->set_highlight_colour(WHITE);
tmp->set_id(GAME_TYPE_INSTRUCTIONS);
// Scroller does not care about x-coordinates and only cares about
// item height obtained from max.y - min.y
tmp->set_bounds(coord_def(1, 1), coord_def(1, 2));
tmp->set_description_text("Help menu.");
menu->attach_item(tmp);
tmp->set_visible(true);
#ifdef USE_TILE_LOCAL
tmp = new TextTileItem();
tmp->add_tile(tile_def(tileidx_gametype(GAME_TYPE_ARENA), TEX_GUI));
#else
tmp = new TextItem();
#endif
text = "The Arena";
tmp->set_text(text);
tmp->set_fg_colour(WHITE);
tmp->set_highlight_colour(WHITE);
tmp->set_id(GAME_TYPE_ARENA);
// Scroller does not care about x-coordinates and only cares about
// item height obtained from max.y - min.y
tmp->set_bounds(coord_def(1, 1), coord_def(1, 2));
tmp->set_description_text("Pit computer controlled teams versus each other!");
menu->attach_item(tmp);
tmp->set_visible(true);
#ifdef USE_TILE_LOCAL
tmp = new TextTileItem();
tmp->add_tile(tile_def(tileidx_gametype(GAME_TYPE_HIGH_SCORES), TEX_GUI));
#else
tmp = new TextItem();
#endif
text = "High Scores";
tmp->set_text(text);
tmp->set_fg_colour(WHITE);
tmp->set_highlight_colour(WHITE);
tmp->set_id(GAME_TYPE_HIGH_SCORES);
// Scroller does not care about x-coordinates and only cares about
// item height obtained from max.y - min.y
tmp->set_bounds(coord_def(1, 1), coord_def(1, 2));
tmp->set_description_text("View the high score list.");
menu->attach_item(tmp);
tmp->set_visible(true);
}
static void _add_newgame_button(MenuScroller* menu, int num_chars)
{
// XXX: duplicates a lot of _construct_save_games_menu code. not ideal.
#ifdef USE_TILE_LOCAL
SaveMenuItem* tmp = new SaveMenuItem();
#else
TextItem* tmp = new TextItem();
#endif
tmp->set_text("New Game");
tmp->set_bounds(coord_def(1, 1), coord_def(1, 2));
tmp->set_fg_colour(WHITE);
tmp->set_highlight_colour(WHITE);
// unique id
tmp->set_id(NUM_GAME_TYPE + num_chars);
menu->attach_item(tmp);
tmp->set_visible(true);
}
static void _construct_save_games_menu(MenuScroller* menu,
const vector<player_save_info>& chars)
{
for (unsigned int i = 0; i < chars.size(); ++i)
{
#ifdef USE_TILE_LOCAL
SaveMenuItem* tmp = new SaveMenuItem();
#else
TextItem* tmp = new TextItem();
#endif
tmp->set_text(chars.at(i).short_desc());
tmp->set_bounds(coord_def(1, 1), coord_def(1, 2));
tmp->set_fg_colour(chars.at(i).save_loadable ? WHITE : RED);
tmp->set_highlight_colour(WHITE);
// unique id
tmp->set_id(NUM_GAME_TYPE + i);
#ifdef USE_TILE_LOCAL
tmp->set_doll(chars.at(i).doll);
#endif
menu->attach_item(tmp);
tmp->set_visible(true);
}
if (!chars.empty())
_add_newgame_button(menu, 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;
}
static const int SCROLLER_MARGIN_X = 18;
static const int NAME_START_Y = 5;
static const int GAME_MODES_START_Y = 7;
static const int NUM_HELP_LINES = 3;
static const int NUM_MISC_LINES = 5;
// TODO: should be game_type. Also, does this really need to be static?
// maybe part of crawl_state?
static int startup_menu_game_type = GAME_TYPE_UNSPECIFIED;
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) {
chars = find_all_saved_characters();
num_saves = chars.size();
input_string = crawl_state.default_startup_name;
};
virtual void _render() override;
virtual SizeReq _get_preferred_size(Direction dim, int prosp_width) override;
virtual void _allocate_region() override;
virtual bool on_event(const wm_event& event) override;
PrecisionMenu menu;
bool done;
bool end_game;
private:
newgame_def& ng_choice;
const newgame_def &defaults;
string input_string;
bool full_name;
TextItem *input_text;
vector<player_save_info> chars;
int num_saves;
MenuScroller *game_modes, *save_games;
MenuDescriptor *descriptor;
};
SizeReq UIStartupMenu::_get_preferred_size(Direction dim, int prosp_width)
{
#ifdef USE_TILE_LOCAL
SizeReq ret;
if (!dim)
ret = { 80, 90 }; // seems to work well empirically
else
{
// duplicate of calculations below in _allocate_region()
const int save_lines = num_saves + (num_saves ? 1 : 0); // add 1 for New Game
const int help_start = GAME_MODES_START_Y + num_to_lines(save_lines + NUM_GAME_TYPE) + 2;
const int help_end = help_start + NUM_HELP_LINES + 1;
ret = { 20, help_end };
}
const FontWrapper* font = tiles.get_crt_font();
const int f = !dim ? font->char_width() : font->char_height();
ret.min *= f;
ret.nat *= f;
return ret;
#else
if (!dim)
return { 80, 80 };
else
return { 24, 24 };
#endif
}
void UIStartupMenu::_render()
{
#ifdef USE_TILE_LOCAL
GLW_3VF t = {(float)m_region[0], (float)m_region[1], 0}, s = {1, 1, 1};
glmanager->set_transform(t, s);
#endif
ui::push_scissor(m_region);
menu.draw_menu();
ui::pop_scissor();
#ifdef USE_TILE_LOCAL
glmanager->reset_transform();
#endif
}
void UIStartupMenu::_allocate_region()
{
menu.clear();
#ifdef USE_TILE_LOCAL
const FontWrapper* font = tiles.get_crt_font();
const int max_col = m_region[2]/font->char_width();
const int max_line = m_region[3]/font->char_height();
#else
const int max_col = m_region[2], max_line = m_region[3];
#endif
const int num_modes = NUM_GAME_TYPE;
int save_lines = num_saves + (num_saves ? 1 : 0); // add 1 for New Game
const int help_start = min(GAME_MODES_START_Y + num_to_lines(save_lines + num_modes) + 2,
max_line - NUM_MISC_LINES + 1);
const int help_end = help_start + NUM_HELP_LINES + 1;
const int game_mode_bottom = GAME_MODES_START_Y + num_to_lines(num_modes);
const int game_save_top = help_start - 2 - num_to_lines(min(2, save_lines));
const int save_games_start_y = min<int>(game_mode_bottom, game_save_top);
menu.set_select_type(PrecisionMenu::PRECISION_SINGLESELECT);
MenuFreeform* freeform = new MenuFreeform();
freeform->init(coord_def(1, 1), coord_def(max_col, max_line), "freeform");
// This freeform will only containt unfocusable texts
freeform->allow_focus(false);
game_modes = new MenuScroller();
game_modes->init(coord_def(SCROLLER_MARGIN_X, GAME_MODES_START_Y),
coord_def(max_col, save_games_start_y),
"game modes");
save_games = new MenuScroller();
save_games->init(coord_def(SCROLLER_MARGIN_X, save_games_start_y),
coord_def(max_col, help_start - 1),
"save games");
_construct_game_modes_menu(game_modes);
_construct_save_games_menu(save_games, chars);
NoSelectTextItem* tmp = new NoSelectTextItem();
tmp->set_text("Enter your name:");
tmp->set_bounds(coord_def(1, NAME_START_Y),
coord_def(SCROLLER_MARGIN_X, NAME_START_Y + 1));
freeform->attach_item(tmp);
tmp->set_visible(true);
tmp = new NoSelectTextItem();
tmp->set_text("Choices:");
tmp->set_bounds(coord_def(1, GAME_MODES_START_Y),
coord_def(SCROLLER_MARGIN_X, GAME_MODES_START_Y + 1));
freeform->attach_item(tmp);
tmp->set_visible(true);
if (num_saves)
{
tmp = new NoSelectTextItem();
tmp->set_text("Saved games:");
tmp->set_bounds(coord_def(1, save_games_start_y),
coord_def(SCROLLER_MARGIN_X, save_games_start_y + 1));
freeform->attach_item(tmp);
tmp->set_visible(true);
}
tmp = new NoSelectTextItem();
string text = "Use the up/down keys to select the type of game or load a "
"character.";
#ifdef USE_TILE_LOCAL
if (tiles.is_using_small_layout())
text += " ";
else
#endif
text += "\n";
text += "You can type your name; if you leave it blank you will be "
"asked later.\n"
"Press Enter to start";
// TODO: this should include a description of that character.
if (_game_defined(defaults))
text += ", Tab to repeat the last game's choice";
text += ".\n";
tmp->set_text(text);
tmp->set_bounds(coord_def(1, help_start), coord_def(max_col - 1, help_end));
freeform->attach_item(tmp);
tmp->set_visible(true);
menu.attach_object(freeform);
menu.attach_object(game_modes);
menu.attach_object(save_games);
descriptor = new MenuDescriptor(&menu);
descriptor->init(coord_def(1, help_end), coord_def(max_col, help_end + 1),
"descriptor");
menu.attach_object(descriptor);
#ifdef USE_TILE_LOCAL
// Black and White highlighter looks kinda bad on tiles
BoxMenuHighlighter* highlighter = new BoxMenuHighlighter(&menu);
#else
BlackWhiteHighlighter* highlighter = new BlackWhiteHighlighter(&menu);
#endif
highlighter->init(coord_def(-1, -1), coord_def(-1, -1), "highlighter");
menu.attach_object(highlighter);
freeform->set_visible(true);
game_modes->set_visible(true);
save_games->set_visible(true);
descriptor->set_visible(true);
highlighter->set_visible(true);
// Draw legal info etc
auto intro_text = new FormattedTextItem();
intro_text->set_text(opening_screen());
intro_text->set_bounds(coord_def(1, 1), coord_def(max_col, 5));
intro_text->set_visible(true);
freeform->attach_item(intro_text);
input_text = new TextItem();
input_text->set_text(input_string);
input_text->set_fg_colour(WHITE);
input_text->set_bounds(coord_def(SCROLLER_MARGIN_X, NAME_START_Y),
coord_def(max_col, NAME_START_Y+1));
input_text->set_visible(true);
freeform->attach_item(input_text);
// 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.
full_name = !input_string.empty();
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 (startup_menu_game_type >= NUM_GAME_TYPE)
startup_menu_game_type = GAME_TYPE_UNSPECIFIED;
if (startup_menu_game_type != GAME_TYPE_UNSPECIFIED)
{
menu.set_active_object(game_modes);
game_modes->set_active_item(startup_menu_game_type);
}
else if (save != -1)
{
menu.set_active_object(save_games);
// save game id is offset by NUM_GAME_TYPE
save_games->set_active_item(NUM_GAME_TYPE + save);
}
else if (defaults.type != NUM_GAME_TYPE)
{
menu.set_active_object(game_modes);
game_modes->set_active_item(defaults.type);
}
else if (!chars.empty())
{
menu.set_active_object(save_games);
save_games->activate_first_item();
}
else
{
menu.set_active_object(game_modes);
game_modes->activate_first_item();
}
descriptor->render();
descriptor->override_description(crawl_state.last_game_exit.message);
}
bool UIStartupMenu::on_event(const wm_event& ev)
{
#ifdef USE_TILE_LOCAL
if (ev.type == WME_MOUSEMOTION
|| ev.type == WME_MOUSEBUTTONDOWN
|| ev.type == WME_MOUSEWHEEL)
{
MouseEvent mouse_ev = ev.mouse_event;
mouse_ev.px -= m_region[0];
mouse_ev.py -= m_region[1];
int key = menu.handle_mouse(mouse_ev);
if (key && key != CK_NO_KEY)
{
wm_event fake_key = {0};
fake_key.type = WME_KEYDOWN;
fake_key.key.keysym.sym = key;
on_event(fake_key);
}
if (ev.type == WME_MOUSEMOTION)
_expose();
return true;
}
#endif
if (ev.type != WME_KEYDOWN)
return false;
int keyn = ev.key.keysym.sym;
_expose();
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 == '?')
{
show_help();
// If we had a save selected, reset type so that the save
// will continue to be selected when we restart the menu.
MenuItem *active = menu.get_active_item();
if (active && active->get_id() >= NUM_GAME_TYPE)
startup_menu_game_type = GAME_TYPE_UNSPECIFIED;
return true;
}
if (!menu.process_key(keyn))
{
// handle the non-action keys by hand to poll input
// Only consider alphanumeric keys and -_ .
bool changed_name = false;
if (iswalnum(keyn) || keyn == '-' || keyn == '.'
|| keyn == '_' || keyn == ' ')
{
if (full_name)
{
full_name = false;
input_string = "";
}
if (strwidth(input_string) < MAX_NAME_LENGTH)
{
input_string += stringize_glyph(keyn);
changed_name = true;
}
}
else if (keyn == CK_BKSP)
{
if (!input_string.empty())
{
if (full_name)
input_string = "";
else
input_string.erase(input_string.size() - 1);
changed_name = true;
full_name = false;
}
}
// 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.
if (changed_name)
{
int i = _find_save(chars, input_string);
if (i == -1)
menu.set_active_object(game_modes);
else
{
menu.set_active_object(save_games);
// save game ID is offset by NUM_GAME_TYPE
save_games->set_active_item(NUM_GAME_TYPE + i);
}
}
else
{
// Menu might have changed selection -- sync name.
// TODO: the mapping from menu item to game_type is alarmingly
// brittle here
startup_menu_game_type = menu.get_active_item()->get_id();
switch (startup_menu_game_type)
{
case GAME_TYPE_ARENA:
input_string = "";
break;
case GAME_TYPE_NORMAL:
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_HIGH_SCORES:
break;
case GAME_TYPE_INSTRUCTIONS:
break;
default:
int save_number = startup_menu_game_type - NUM_GAME_TYPE;
if (save_number < num_saves)
input_string = chars.at(save_number).name;
else // new game
input_string = "";
full_name = true;
break;
}
}
input_text->set_text(input_string);
}
// we had a significant action!
vector<MenuItem*> selected = menu.get_selected_items();
if (selected.empty())
{
// Uninteresting action, poll a new key
return true;
}
menu.clear_selections();
int id = selected.at(0)->get_id();
switch (id)
{
case GAME_TYPE_NORMAL:
case GAME_TYPE_TUTORIAL:
case GAME_TYPE_SPRINT:
case GAME_TYPE_HINTS:
trim_string(input_string);
if (is_good_name(input_string, true))
{
ng_choice.type = static_cast<game_type>(id);
ng_choice.name = input_string;
return done = true;
}
else
{
// bad name
descriptor->override_description("That's a silly name.");
// Don't make the next key re-enter the game.
menu.clear_selections();
}
return true;
case GAME_TYPE_ARENA:
ng_choice.type = GAME_TYPE_ARENA;
return done = true;
case GAME_TYPE_INSTRUCTIONS:
show_help();
return true;
case GAME_TYPE_HIGH_SCORES:
show_hiscore_table();
return true;