فهرست منبع

Finish CAdvmapInterface split

Ivan Savenko 2 سال پیش
والد
کامیت
18adcdda14

+ 2021 - 0
client/adventureMap/CAdventureOptions.cpp

@@ -0,0 +1,2021 @@
+/*
+ * CAdvmapInterface.cpp, part of VCMI engine
+ *
+ * Authors: listed in file AUTHORS in main folder
+ *
+ * License: GNU General Public License v2.0 or later
+ * Full text of license available in license.txt file, in main folder
+ *
+ */
+#include "StdInc.h"
+#include "CAdvmapInterface.h"
+
+#include "CCastleInterface.h"
+#include "CHeroWindow.h"
+#include "CKingdomInterface.h"
+#include "CSpellWindow.h"
+#include "CTradeWindow.h"
+#include "GUIClasses.h"
+#include "InfoWindows.h"
+
+#include "../CBitmapHandler.h"
+#include "../CGameInfo.h"
+#include "../CMessage.h"
+#include "../CMusicHandler.h"
+#include "../CPlayerInterface.h"
+#include "../mainmenu/CMainMenu.h"
+#include "../lobby/CSelectionBase.h"
+#include "../lobby/CCampaignInfoScreen.h"
+#include "../lobby/CSavingScreen.h"
+#include "../lobby/CScenarioInfoScreen.h"
+#include "../Graphics.h"
+#include "../mapHandler.h"
+
+#include "../gui/CAnimation.h"
+#include "../gui/CursorHandler.h"
+#include "../gui/CGuiHandler.h"
+#include "../gui/SDL_Extensions.h"
+#include "../widgets/MiscWidgets.h"
+
+#include "../../CCallback.h"
+
+#include "../../lib/CConfigHandler.h"
+#include "../../lib/CGameState.h"
+#include "../../lib/CGeneralTextHandler.h"
+#include "../../lib/CHeroHandler.h"
+#include "../../lib/CSoundBase.h"
+#include "../../lib/spells/CSpellHandler.h"
+#include "../../lib/CTownHandler.h"
+#include "../../lib/JsonNode.h"
+#include "../../lib/mapObjects/CGHeroInstance.h"
+#include "../../lib/mapping/CMap.h"
+#include "../../lib/UnlockGuard.h"
+#include "../../lib/VCMI_Lib.h"
+#include "../../lib/StartInfo.h"
+#include "../../lib/mapping/CMapInfo.h"
+#include "../../lib/TerrainHandler.h"
+
+#include <SDL_surface.h>
+#include <SDL_events.h>
+
+#define ADVOPT (conf.go()->ac)
+using namespace CSDL_Ext;
+
+std::shared_ptr<CAdvMapInt> adventureInt;
+
+static void setScrollingCursor(ui8 direction)
+{
+	if(direction & CAdvMapInt::RIGHT)
+	{
+		if(direction & CAdvMapInt::UP)
+			CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST);
+		else if(direction & CAdvMapInt::DOWN)
+			CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST);
+		else
+			CCS->curh->set(Cursor::Map::SCROLL_EAST);
+	}
+	else if(direction & CAdvMapInt::LEFT)
+	{
+		if(direction & CAdvMapInt::UP)
+			CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST);
+		else if(direction & CAdvMapInt::DOWN)
+			CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST);
+		else
+			CCS->curh->set(Cursor::Map::SCROLL_WEST);
+	}
+	else if(direction & CAdvMapInt::UP)
+		CCS->curh->set(Cursor::Map::SCROLL_NORTH);
+	else if(direction & CAdvMapInt::DOWN)
+		CCS->curh->set(Cursor::Map::SCROLL_SOUTH);
+}
+
+CTerrainRect::CTerrainRect()
+	: fadeSurface(nullptr),
+	  lastRedrawStatus(EMapAnimRedrawStatus::OK),
+	  fadeAnim(std::make_shared<CFadeAnimation>()),
+	  curHoveredTile(-1,-1,-1),
+	  currentPath(nullptr)
+{
+	tilesw=(ADVOPT.advmapW+31)/32;
+	tilesh=(ADVOPT.advmapH+31)/32;
+	pos.x=ADVOPT.advmapX;
+	pos.y=ADVOPT.advmapY;
+	pos.w=ADVOPT.advmapW;
+	pos.h=ADVOPT.advmapH;
+	moveX = moveY = 0;
+	addUsedEvents(LCLICK | RCLICK | MCLICK | HOVER | MOVE);
+}
+
+CTerrainRect::~CTerrainRect()
+{
+	if(fadeSurface)
+		SDL_FreeSurface(fadeSurface);
+}
+
+void CTerrainRect::deactivate()
+{
+	CIntObject::deactivate();
+	curHoveredTile = int3(-1,-1,-1); //we lost info about hovered tile when disabling
+}
+
+void CTerrainRect::clickLeft(tribool down, bool previousState)
+{
+	if(adventureInt->mode == EAdvMapMode::WORLD_VIEW)
+		return;
+	if(indeterminate(down))
+		return;
+
+#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
+	if(adventureInt->swipeEnabled)
+	{
+		if(handleSwipeStateChange((bool)down == true))
+		{
+			return; // if swipe is enabled, we don't process "down" events and wait for "up" (to make sure this wasn't a swiping gesture)
+		}
+	}
+	else
+	{
+#endif
+		if(down == false)
+			return;
+#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
+	}
+#endif
+	int3 mp = whichTileIsIt();
+	if(mp.x < 0 || mp.y < 0 || mp.x >= LOCPLINT->cb->getMapSize().x || mp.y >= LOCPLINT->cb->getMapSize().y)
+		return;
+
+	adventureInt->tileLClicked(mp);
+}
+
+void CTerrainRect::clickRight(tribool down, bool previousState)
+{
+#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
+	if(adventureInt->swipeEnabled && isSwiping)
+		return;
+#endif
+	if(adventureInt->mode == EAdvMapMode::WORLD_VIEW)
+		return;
+	int3 mp = whichTileIsIt();
+
+	if(CGI->mh->map->isInTheMap(mp) && down)
+		adventureInt->tileRClicked(mp);
+}
+
+void CTerrainRect::clickMiddle(tribool down, bool previousState)
+{
+	handleSwipeStateChange((bool)down == true);
+}
+
+void CTerrainRect::mouseMoved(const SDL_MouseMotionEvent & sEvent)
+{
+	handleHover(sEvent);
+
+	if(!adventureInt->swipeEnabled)
+		return;
+
+	handleSwipeMove(sEvent);
+}
+
+void CTerrainRect::handleSwipeMove(const SDL_MouseMotionEvent & sEvent)
+{
+#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
+	if(sEvent.state == 0 || GH.multifinger) // any "button" is enough on mobile
+#else
+	if((sEvent.state & SDL_BUTTON_MMASK) == 0) // swipe only works with middle mouse on other platforms
+#endif
+	{
+		return;
+	}
+
+	if(!isSwiping)
+	{
+		// try to distinguish if this touch was meant to be a swipe or just fat-fingering press
+		if(abs(sEvent.x - swipeInitialRealPos.x) > SwipeTouchSlop ||
+		   abs(sEvent.y - swipeInitialRealPos.y) > SwipeTouchSlop)
+		{
+			isSwiping = true;
+		}
+	}
+
+	if(isSwiping)
+	{
+		adventureInt->swipeTargetPosition.x =
+			swipeInitialMapPos.x + static_cast<si32>(swipeInitialRealPos.x - sEvent.x) / 32;
+		adventureInt->swipeTargetPosition.y =
+			swipeInitialMapPos.y + static_cast<si32>(swipeInitialRealPos.y - sEvent.y) / 32;
+		adventureInt->swipeMovementRequested = true;
+	}
+}
+
+bool CTerrainRect::handleSwipeStateChange(bool btnPressed)
+{
+	if(btnPressed)
+	{
+		swipeInitialRealPos = int3(GH.getCursorPosition().x, GH.getCursorPosition().y, 0);
+		swipeInitialMapPos = int3(adventureInt->position);
+		return true;
+	}
+	else if(isSwiping) // only accept this touch if it wasn't a swipe
+	{
+		isSwiping = false;
+		return true;
+	}
+	return false;
+}
+
+void CTerrainRect::handleHover(const SDL_MouseMotionEvent &sEvent)
+{
+	int3 tHovered = whichTileIsIt(sEvent.x, sEvent.y);
+	int3 pom = adventureInt->verifyPos(tHovered);
+
+	if(tHovered != pom) //tile outside the map
+	{
+		CCS->curh->set(Cursor::Map::POINTER);
+		return;
+	}
+
+	if (pom != curHoveredTile)
+	{
+		curHoveredTile = pom;
+		adventureInt->tileHovered(pom);
+	}
+}
+
+void CTerrainRect::hover(bool on)
+{
+	if (!on)
+	{
+		adventureInt->statusbar->clear();
+		CCS->curh->set(Cursor::Map::POINTER);
+	}
+	//Hoverable::hover(on);
+}
+void CTerrainRect::showPath(const Rect & extRect, SDL_Surface * to)
+{
+	const static int pns[9][9] = {
+				{16, 17, 18,  7, -1, 19,  6,  5, -1},
+				{ 8,  9, 18,  7, -1, 19,  6, -1, 20},
+				{ 8,  1, 10,  7, -1, 19, -1, 21, 20},
+				{24, 17, 18, 15, -1, -1,  6,  5,  4},
+				{-1, -1, -1, -1, -1, -1, -1, -1, -1},
+				{ 8,  1,  2, -1, -1, 11, 22, 21, 20},
+				{24, 17, -1, 23, -1,  3, 14,  5,  4},
+				{24, -1,  2, 23, -1,  3, 22, 13,  4},
+				{-1,  1,  2, 23, -1,  3, 22, 21, 12}
+			}; //table of magic values TODO meaning, change variable name
+
+	for (int i = 0; i < -1 + (int)currentPath->nodes.size(); ++i)
+	{
+		const int3 &curPos = currentPath->nodes[i].coord, &nextPos = currentPath->nodes[i+1].coord;
+		if(curPos.z != adventureInt->position.z)
+			continue;
+
+		int pn=-1;//number of picture
+		if (i==0) //last tile
+		{
+			int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
+				y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
+			if (x<0 || y<0 || x>pos.w || y>pos.h)
+				continue;
+			pn=0;
+		}
+		else
+		{
+			const int3 &prevPos = currentPath->nodes[i-1].coord;
+			std::vector<CGPathNode> & cv = currentPath->nodes;
+
+			/* Vector directions
+			 *  0   1   2
+			 *    \ | /
+			 *  3 - 4 - 5
+			 *    / | \
+			 *  6   7  8
+			 *For example:
+			 *  |
+			 *  |__\
+			 *     /
+			 * is id1=7, id2=5 (pns[7][5])
+			*/
+			bool pathContinuous = curPos.areNeighbours(nextPos) && curPos.areNeighbours(prevPos);
+			if(pathContinuous && cv[i].action != CGPathNode::EMBARK && cv[i].action != CGPathNode::DISEMBARK)
+			{
+				int id1=(curPos.x-nextPos.x+1)+3*(curPos.y-nextPos.y+1);   //Direction of entering vector
+				int id2=(cv[i-1].coord.x-curPos.x+1)+3*(cv[i-1].coord.y-curPos.y+1); //Direction of exiting vector
+				pn=pns[id1][id2];
+			}
+			else //path discontinuity or sea/land transition (eg. when moving through Subterranean Gate or Boat)
+			{
+				pn = 0;
+			}
+		}
+		if (currentPath->nodes[i].turns)
+			pn+=25;
+		if (pn>=0)
+		{
+			const auto arrow = graphics->heroMoveArrows->getImage(pn);
+
+			int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
+				y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
+			if (x< -32 || y< -32 || x>pos.w || y>pos.h)
+				continue;
+			int hvx = (x + arrow->width())  - (pos.x + pos.w),
+				hvy = (y + arrow->height()) - (pos.y + pos.h);
+
+			Rect prevClip;
+			CSDL_Ext::getClipRect(to, prevClip);
+			CSDL_Ext::setClipRect(to, extRect); //preventing blitting outside of that rect
+
+			if(ADVOPT.smoothMove) //version for smooth hero move, with pos shifts
+			{
+				if (hvx<0 && hvy<0)
+				{
+					arrow->draw(to, x + moveX, y + moveY);
+				}
+				else if(hvx<0)
+				{
+					Rect srcRect = genRect(arrow->height() - hvy, arrow->width(), 0, 0);
+					arrow->draw(to, x + moveX, y + moveY, &srcRect);
+				}
+				else if (hvy<0)
+				{
+					Rect srcRect = genRect(arrow->height(), arrow->width() - hvx, 0, 0);
+					arrow->draw(to, x + moveX, y + moveY, &srcRect);
+				}
+				else
+				{
+					Rect srcRect = genRect(arrow->height() - hvy, arrow->width() - hvx, 0, 0);
+					arrow->draw(to, x + moveX, y + moveY, &srcRect);
+				}
+			}
+			else //standard version
+			{
+				if (hvx<0 && hvy<0)
+				{
+					arrow->draw(to, x, y);
+				}
+				else if(hvx<0)
+				{
+					Rect srcRect = genRect(arrow->height() - hvy, arrow->width(), 0, 0);
+					arrow->draw(to, x, y, &srcRect);
+				}
+				else if (hvy<0)
+				{
+					Rect srcRect = genRect(arrow->height(), arrow->width() - hvx, 0, 0);
+					arrow->draw(to, x, y, &srcRect);
+				}
+				else
+				{
+					Rect srcRect = genRect(arrow->height() - hvy, arrow->width() - hvx, 0, 0);
+					arrow->draw(to, x, y, &srcRect);
+				}
+			}
+			CSDL_Ext::setClipRect(to, prevClip);
+
+		}
+	} //for (int i=0;i<currentPath->nodes.size()-1;i++)
+}
+
+void CTerrainRect::show(SDL_Surface * to)
+{
+	if (adventureInt->mode == EAdvMapMode::NORMAL)
+	{
+		MapDrawingInfo info(adventureInt->position, LOCPLINT->cb->getVisibilityMap(), pos);
+		info.otherheroAnim = true;
+		info.anim = adventureInt->anim;
+		info.heroAnim = adventureInt->heroAnim;
+		if (ADVOPT.smoothMove)
+			info.movement = int3(moveX, moveY, 0);
+
+		lastRedrawStatus = CGI->mh->drawTerrainRectNew(to, &info);
+		if (fadeAnim->isFading())
+		{
+			Rect r(pos);
+			fadeAnim->update();
+			fadeAnim->draw(to, r.topLeft());
+		}
+
+		if (currentPath/* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path
+		{
+			showPath(pos, to);
+		}
+	}
+}
+
+void CTerrainRect::showAll(SDL_Surface * to)
+{
+	// world view map is static and doesn't need redraw every frame
+	if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
+	{
+		MapDrawingInfo info(adventureInt->position, LOCPLINT->cb->getVisibilityMap(), pos, adventureInt->worldViewIcons);
+		info.scaled = true;
+		info.scale = adventureInt->worldViewScale;
+		adventureInt->worldViewOptions.adjustDrawingInfo(info);
+		CGI->mh->drawTerrainRectNew(to, &info);
+	}
+}
+
+void CTerrainRect::showAnim(SDL_Surface * to)
+{
+	if (fadeAnim->isFading())
+		show(to);
+	else if (lastRedrawStatus == EMapAnimRedrawStatus::REDRAW_REQUESTED)
+		show(to); // currently the same; maybe we should pass some flag to map handler so it redraws ONLY tiles that need redraw instead of full
+}
+
+int3 CTerrainRect::whichTileIsIt(const int x, const int y)
+{
+	int3 ret;
+	ret.x = adventureInt->position.x + ((x-CGI->mh->offsetX-pos.x)/32);
+	ret.y = adventureInt->position.y + ((y-CGI->mh->offsetY-pos.y)/32);
+	ret.z = adventureInt->position.z;
+	return ret;
+}
+
+int3 CTerrainRect::whichTileIsIt()
+{
+	return whichTileIsIt(GH.getCursorPosition().x, GH.getCursorPosition().y);
+}
+
+int3 CTerrainRect::tileCountOnScreen()
+{
+	switch (adventureInt->mode)
+	{
+	default:
+		logGlobal->error("Unknown map mode %d", (int)adventureInt->mode);
+		return int3();
+	case EAdvMapMode::NORMAL:
+		return int3(tilesw, tilesh, 1);
+	case EAdvMapMode::WORLD_VIEW:
+		return int3((si32)(tilesw / adventureInt->worldViewScale), (si32)(tilesh / adventureInt->worldViewScale), 1);
+	}
+}
+
+void CTerrainRect::fadeFromCurrentView()
+{
+	if (!ADVOPT.screenFading)
+		return;
+	if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
+		return;
+
+	if (!fadeSurface)
+		fadeSurface = CSDL_Ext::newSurface(pos.w, pos.h);
+	CSDL_Ext::blitSurface(screen, fadeSurface, Point(0,0));
+	fadeAnim->init(CFadeAnimation::EMode::OUT, fadeSurface);
+}
+
+bool CTerrainRect::needsAnimUpdate()
+{
+	return fadeAnim->isFading() || lastRedrawStatus == EMapAnimRedrawStatus::REDRAW_REQUESTED;
+}
+
+void CResDataBar::clickRight(tribool down, bool previousState)
+{
+}
+
+CResDataBar::CResDataBar(const std::string & defname, int x, int y, int offx, int offy, int resdist, int datedist)
+{
+	pos.x += x;
+	pos.y += y;
+	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
+	background = std::make_shared<CPicture>(defname, 0, 0);
+	background->colorize(LOCPLINT->playerID);
+
+	pos.w = background->pos.w;
+	pos.h = background->pos.h;
+
+	txtpos.resize(8);
+	for (int i = 0; i < 8 ; i++)
+	{
+		txtpos[i].first = pos.x + offx + resdist*i;
+		txtpos[i].second = pos.y + offy;
+	}
+	txtpos[7].first = txtpos[6].first + datedist;
+	datetext =  CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
+	+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
+	addUsedEvents(RCLICK);
+}
+
+CResDataBar::CResDataBar()
+{
+	pos.x += ADVOPT.resdatabarX;
+	pos.y += ADVOPT.resdatabarY;
+
+	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
+	background = std::make_shared<CPicture>(ADVOPT.resdatabarG, 0, 0);
+	background->colorize(LOCPLINT->playerID);
+
+	pos.w = background->pos.w;
+	pos.h = background->pos.h;
+
+	txtpos.resize(8);
+	for (int i = 0; i < 8 ; i++)
+	{
+		txtpos[i].first = pos.x + ADVOPT.resOffsetX + ADVOPT.resDist*i;
+		txtpos[i].second = pos.y + ADVOPT.resOffsetY;
+	}
+	txtpos[7].first = txtpos[6].first + ADVOPT.resDateDist;
+	datetext =  CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
+				+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
+}
+
+CResDataBar::~CResDataBar() = default;
+
+void CResDataBar::draw(SDL_Surface * to)
+{
+	//TODO: all this should be labels, but they require proper text update on change
+	for (auto i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))
+	{
+		std::string text = boost::lexical_cast<std::string>(LOCPLINT->cb->getResourceAmount(i));
+
+		graphics->fonts[FONT_SMALL]->renderTextLeft(to, text, Colors::WHITE, Point(txtpos[i].first,txtpos[i].second));
+	}
+	std::vector<std::string> temp;
+
+	temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::MONTH)));
+	temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK)));
+	temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK)));
+
+	graphics->fonts[FONT_SMALL]->renderTextLeft(to, processStr(datetext,temp), Colors::WHITE, Point(txtpos[7].first,txtpos[7].second));
+}
+
+void CResDataBar::show(SDL_Surface * to)
+{
+
+}
+
+void CResDataBar::showAll(SDL_Surface * to)
+{
+	CIntObject::showAll(to);
+	draw(to);
+}
+
+CAdvMapInt::CAdvMapInt():
+	mode(EAdvMapMode::NORMAL),
+	worldViewScale(0.0f), //actual init later in changeMode
+	minimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH)),
+	statusbar(CGStatusBar::create(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG)),
+	heroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD),
+	townList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD),
+	infoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192)), state(NA),
+	spellBeingCasted(nullptr), position(int3(0, 0, 0)), selection(nullptr),
+	updateScreen(false), anim(0), animValHitCount(0), heroAnim(0), heroAnimValHitCount(0),
+	activeMapPanel(nullptr), duringAITurn(false), scrollingDir(0), scrollingState(false),
+	swipeEnabled(settings["general"]["swipe"].Bool()), swipeMovementRequested(false),
+	swipeTargetPosition(int3(-1, -1, -1))
+{
+	pos.x = pos.y = 0;
+	pos.w = screen->w;
+	pos.h = screen->h;
+	strongInterest = true; // handle all mouse move events to prevent dead mouse move space in fullscreen mode
+	townList.onSelect = std::bind(&CAdvMapInt::selectionChanged,this);
+	bg = IImage::createFromFile(ADVOPT.mainGraphic);
+	if(!ADVOPT.worldViewGraphic.empty())
+	{
+		bgWorldView = IImage::createFromFile(ADVOPT.worldViewGraphic);
+	}
+	else
+	{
+		bgWorldView = nullptr;
+		logGlobal->warn("ADVOPT.worldViewGraphic is empty => bitmap not loaded");
+	}
+	if (!bgWorldView)
+	{
+		logGlobal->warn("bgWorldView not defined in resolution config; fallback to VWorld.bmp");
+		bgWorldView = IImage::createFromFile("VWorld.bmp");
+	}
+
+	worldViewIcons = std::make_shared<CAnimation>("VwSymbol");//todo: customize with ADVOPT
+	worldViewIcons->preload();
+
+	for(int g = 0; g < ADVOPT.gemG.size(); ++g)
+	{
+		gems.push_back(std::make_shared<CAnimImage>(ADVOPT.gemG[g], 0, 0, ADVOPT.gemX[g], ADVOPT.gemY[g]));
+	}
+
+	auto makeButton = [&](int textID, std::function<void()> callback, config::ButtonInfo info, int key) -> std::shared_ptr<CButton>
+	{
+		auto button = std::make_shared<CButton>(Point(info.x, info.y), info.defName, CGI->generaltexth->zelp[textID], callback, key, info.playerColoured);
+		for(auto image : info.additionalDefs)
+			button->addImage(image);
+		return button;
+	};
+
+	kingOverview = makeButton(293, std::bind(&CAdvMapInt::fshowOverview,this),     ADVOPT.kingOverview, SDLK_k);
+	underground  = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this),      ADVOPT.underground,  SDLK_u);
+	questlog     = makeButton(295, std::bind(&CAdvMapInt::fshowQuestlog,this),     ADVOPT.questlog,     SDLK_q);
+	sleepWake    = makeButton(296, std::bind(&CAdvMapInt::fsleepWake,this),        ADVOPT.sleepWake,    SDLK_w);
+	moveHero     = makeButton(297, std::bind(&CAdvMapInt::fmoveHero,this),         ADVOPT.moveHero,     SDLK_m);
+	spellbook    = makeButton(298, std::bind(&CAdvMapInt::fshowSpellbok,this),     ADVOPT.spellbook,    SDLK_c);
+	advOptions   = makeButton(299, std::bind(&CAdvMapInt::fadventureOPtions,this), ADVOPT.advOptions,   SDLK_a);
+	sysOptions   = makeButton(300, std::bind(&CAdvMapInt::fsystemOptions,this),    ADVOPT.sysOptions,   SDLK_o);
+	nextHero     = makeButton(301, std::bind(&CAdvMapInt::fnextHero,this),         ADVOPT.nextHero,     SDLK_h);
+	endTurn      = makeButton(302, std::bind(&CAdvMapInt::fendTurn,this),          ADVOPT.endTurn,      SDLK_e);
+
+	int panelSpaceBottom = screen->h - resdatabar.pos.h - 4;
+
+	panelMain = std::make_shared<CAdvMapPanel>(nullptr, Point(0, 0));
+	// TODO correct drawing position
+	panelWorldView = std::make_shared<CAdvMapWorldViewPanel>(worldViewIcons, bgWorldView, Point(heroList.pos.x - 2, 195), panelSpaceBottom, LOCPLINT->playerID);
+
+	panelMain->addChildColorableButton(kingOverview);
+	panelMain->addChildColorableButton(underground);
+	panelMain->addChildColorableButton(questlog);
+	panelMain->addChildColorableButton(sleepWake);
+	panelMain->addChildColorableButton(moveHero);
+	panelMain->addChildColorableButton(spellbook);
+	panelMain->addChildColorableButton(advOptions);
+	panelMain->addChildColorableButton(sysOptions);
+	panelMain->addChildColorableButton(nextHero);
+	panelMain->addChildColorableButton(endTurn);
+
+
+	// TODO move configs to resolutions.json, similarly to previous buttons
+	config::ButtonInfo worldViewBackConfig = config::ButtonInfo();
+	worldViewBackConfig.defName = "IOK6432.DEF";
+	worldViewBackConfig.x = screen->w - 73;
+	worldViewBackConfig.y = 343 + 195;
+	worldViewBackConfig.playerColoured = false;
+	panelWorldView->addChildToPanel(
+		makeButton(288, std::bind(&CAdvMapInt::fworldViewBack,this), worldViewBackConfig, SDLK_ESCAPE), ACTIVATE | DEACTIVATE);
+
+	config::ButtonInfo worldViewPuzzleConfig = config::ButtonInfo();
+	worldViewPuzzleConfig.defName = "VWPUZ.DEF";
+	worldViewPuzzleConfig.x = screen->w - 188;
+	worldViewPuzzleConfig.y = 343 + 195;
+	worldViewPuzzleConfig.playerColoured = false;
+	panelWorldView->addChildToPanel( // no help text for this one
+		std::make_shared<CButton>(Point(worldViewPuzzleConfig.x, worldViewPuzzleConfig.y), worldViewPuzzleConfig.defName, std::pair<std::string, std::string>(),
+				std::bind(&CPlayerInterface::showPuzzleMap,LOCPLINT), SDLK_p, worldViewPuzzleConfig.playerColoured), ACTIVATE | DEACTIVATE);
+
+	config::ButtonInfo worldViewScale1xConfig = config::ButtonInfo();
+	worldViewScale1xConfig.defName = "VWMAG1.DEF";
+	worldViewScale1xConfig.x = screen->w - 191;
+	worldViewScale1xConfig.y = 23 + 195;
+	worldViewScale1xConfig.playerColoured = false;
+	panelWorldView->addChildToPanel( // help text is wrong for this button
+		makeButton(291, std::bind(&CAdvMapInt::fworldViewScale1x,this), worldViewScale1xConfig, SDLK_1), ACTIVATE | DEACTIVATE);
+
+	config::ButtonInfo worldViewScale2xConfig = config::ButtonInfo();
+	worldViewScale2xConfig.defName = "VWMAG2.DEF";
+	worldViewScale2xConfig.x = screen->w - 191 + 63;
+	worldViewScale2xConfig.y = 23 + 195;
+	worldViewScale2xConfig.playerColoured = false;
+	panelWorldView->addChildToPanel( // help text is wrong for this button
+		makeButton(291, std::bind(&CAdvMapInt::fworldViewScale2x,this), worldViewScale2xConfig, SDLK_2), ACTIVATE | DEACTIVATE);
+
+	config::ButtonInfo worldViewScale4xConfig = config::ButtonInfo();
+	worldViewScale4xConfig.defName = "VWMAG4.DEF";
+	worldViewScale4xConfig.x = screen->w - 191 + 126;
+	worldViewScale4xConfig.y = 23 + 195;
+	worldViewScale4xConfig.playerColoured = false;
+	panelWorldView->addChildToPanel( // help text is wrong for this button
+		makeButton(291, std::bind(&CAdvMapInt::fworldViewScale4x,this), worldViewScale4xConfig, SDLK_4), ACTIVATE | DEACTIVATE);
+
+	config::ButtonInfo worldViewUndergroundConfig = config::ButtonInfo();
+	worldViewUndergroundConfig.defName = "IAM010.DEF";
+	worldViewUndergroundConfig.additionalDefs.push_back("IAM003.DEF");
+	worldViewUndergroundConfig.x = screen->w - 115;
+	worldViewUndergroundConfig.y = 343 + 195;
+	worldViewUndergroundConfig.playerColoured = true;
+	worldViewUnderground = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this), worldViewUndergroundConfig, SDLK_u);
+	panelWorldView->addChildColorableButton(worldViewUnderground);
+
+	setPlayer(LOCPLINT->playerID);
+
+	int iconColorMultiplier = player.getNum() * 19;
+	int wvLeft = heroList.pos.x - 2; // TODO correct drawing position
+	//int wvTop = 195;
+	for (int i = 0; i < 5; ++i)
+	{
+		panelWorldView->addChildIcon(std::pair<int, Point>(i, Point(5, 58 + i * 20)), iconColorMultiplier);
+		panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 263 + i * 20, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
+												Colors::WHITE, CGI->generaltexth->allTexts[612 + i]));
+	}
+	for (int i = 0; i < 7; ++i)
+	{
+		panelWorldView->addChildIcon(std::pair<int, Point>(i +  5, Point(5, 182 + i * 20)), iconColorMultiplier);
+		panelWorldView->addChildIcon(std::pair<int, Point>(i + 12, Point(160, 182 + i * 20)), iconColorMultiplier);
+		panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 387 + i * 20, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
+												Colors::WHITE, CGI->generaltexth->allTexts[619 + i]));
+	}
+	panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft +   5, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
+											Colors::WHITE, CGI->generaltexth->allTexts[617]));
+	panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
+											Colors::WHITE, CGI->generaltexth->allTexts[618]));
+
+	activeMapPanel = panelMain;
+
+	changeMode(EAdvMapMode::NORMAL);
+
+	underground->block(!CGI->mh->map->twoLevel);
+	questlog->block(!CGI->mh->map->quests.size());
+	worldViewUnderground->block(!CGI->mh->map->twoLevel);
+
+	addUsedEvents(MOVE);
+}
+
+void CAdvMapInt::fshowOverview()
+{
+	GH.pushIntT<CKingdomInterface>();
+}
+
+void CAdvMapInt::fworldViewBack()
+{
+	changeMode(EAdvMapMode::NORMAL);
+	CGI->mh->discardWorldViewCache();
+
+	auto hero = curHero();
+	if (hero)
+		centerOn(hero);
+}
+
+void CAdvMapInt::fworldViewScale1x()
+{
+	// TODO set corresponding scale button to "selected" mode
+	changeMode(EAdvMapMode::WORLD_VIEW, 0.22f);
+}
+
+void CAdvMapInt::fworldViewScale2x()
+{
+	changeMode(EAdvMapMode::WORLD_VIEW, 0.36f);
+}
+
+void CAdvMapInt::fworldViewScale4x()
+{
+	changeMode(EAdvMapMode::WORLD_VIEW, 0.5f);
+}
+
+void CAdvMapInt::fswitchLevel()
+{
+	// with support for future multi-level maps :)
+	int maxLevels = CGI->mh->map->levels();
+	if (maxLevels < 2)
+		return;
+
+	position.z = (position.z + 1) % maxLevels;
+
+	underground->setIndex(position.z, true);
+	underground->redraw();
+
+	worldViewUnderground->setIndex(position.z, true);
+	worldViewUnderground->redraw();
+
+	updateScreen = true;
+	minimap.setLevel(position.z);
+
+	if (mode == EAdvMapMode::WORLD_VIEW)
+		terrain.redraw();
+}
+void CAdvMapInt::fshowQuestlog()
+{
+	LOCPLINT->showQuestLog();
+}
+void CAdvMapInt::fsleepWake()
+{
+	const CGHeroInstance *h = curHero();
+	if (!h)
+		return;
+	bool newSleep = !isHeroSleeping(h);
+	setHeroSleeping(h, newSleep);
+	updateSleepWake(h);
+	if (newSleep)
+	{
+		fnextHero();
+
+		//moveHero.block(true);
+		//uncomment to enable original HoMM3 behaviour:
+		//move button is disabled for hero going to sleep, even though it's enabled when you reselect him
+	}
+}
+
+void CAdvMapInt::fmoveHero()
+{
+	const CGHeroInstance *h = curHero();
+	if (!h || !terrain.currentPath || !CGI->mh->canStartHeroMovement())
+		return;
+
+	LOCPLINT->moveHero(h, *terrain.currentPath);
+}
+
+void CAdvMapInt::fshowSpellbok()
+{
+	if (!curHero()) //checking necessary values
+		return;
+
+	centerOn(selection);
+
+	GH.pushIntT<CSpellWindow>(curHero(), LOCPLINT, false);
+}
+
+void CAdvMapInt::fadventureOPtions()
+{
+	GH.pushIntT<CAdventureOptions>();
+}
+
+void CAdvMapInt::fsystemOptions()
+{
+	GH.pushIntT<CSystemOptionsWindow>();
+}
+
+void CAdvMapInt::fnextHero()
+{
+	auto hero = dynamic_cast<const CGHeroInstance*>(selection);
+	int next = getNextHeroIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));
+	if (next < 0)
+		return;
+	select(LOCPLINT->wanderingHeroes[next], true);
+}
+
+void CAdvMapInt::fendTurn()
+{
+	if(!LOCPLINT->makingTurn)
+		return;
+
+	if(settings["adventure"]["heroReminder"].Bool())
+	{
+		for(auto hero : LOCPLINT->wanderingHeroes)
+		{
+			if(!isHeroSleeping(hero) && hero->movement > 0)
+			{
+				// Only show hero reminder if conditions met:
+				// - There still movement points
+				// - Hero don't have a path or there not points for first step on path
+				auto path = LOCPLINT->getAndVerifyPath(hero);
+				if(!path || path->nodes.size() < 2 || !path->nodes[path->nodes.size()-2].turns)
+				{
+					LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[55], std::bind(&CAdvMapInt::endingTurn, this), nullptr);
+					return;
+				}
+			}
+		}
+	}
+	endingTurn();
+}
+
+void CAdvMapInt::updateSleepWake(const CGHeroInstance *h)
+{
+	sleepWake->block(!h);
+	if (!h)
+		return;
+	bool state = isHeroSleeping(h);
+	sleepWake->setIndex(state ? 1 : 0, true);
+	sleepWake->assignedKeys.clear();
+	sleepWake->assignedKeys.insert(state ? SDLK_w : SDLK_z);
+}
+
+void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath)
+{
+	if(!h)
+	{
+		moveHero->block(true);
+		return;
+	}
+	//default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately
+	if(boost::logic::indeterminate(hasPath))
+		hasPath = LOCPLINT->paths[h].nodes.size() ? true : false;
+
+	moveHero->block(!(bool)hasPath || (h->movement == 0));
+}
+
+void CAdvMapInt::updateSpellbook(const CGHeroInstance *h)
+{
+	spellbook->block(!h);
+}
+
+int CAdvMapInt::getNextHeroIndex(int startIndex)
+{
+	if (LOCPLINT->wanderingHeroes.size() == 0)
+		return -1;
+	if (startIndex < 0)
+		startIndex = 0;
+	int i = startIndex;
+	do
+	{
+		i++;
+		if (i >= LOCPLINT->wanderingHeroes.size())
+			i = 0;
+	}
+	while (((LOCPLINT->wanderingHeroes[i]->movement == 0) || isHeroSleeping(LOCPLINT->wanderingHeroes[i])) && (i != startIndex));
+
+	if ((LOCPLINT->wanderingHeroes[i]->movement != 0) && !isHeroSleeping(LOCPLINT->wanderingHeroes[i]))
+		return i;
+	else
+		return -1;
+}
+
+void CAdvMapInt::updateNextHero(const CGHeroInstance *h)
+{
+	int start = vstd::find_pos(LOCPLINT->wanderingHeroes, h);
+	int next = getNextHeroIndex(start);
+	if (next < 0)
+	{
+		nextHero->block(true);
+		return;
+	}
+	const CGHeroInstance *nextH = LOCPLINT->wanderingHeroes[next];
+	bool noActiveHeroes = (next == start) && ((nextH->movement == 0) || isHeroSleeping(nextH));
+	nextHero->block(noActiveHeroes);
+}
+
+void CAdvMapInt::activate()
+{
+	CIntObject::activate();
+	if (!(active & KEYBOARD))
+		CIntObject::activate(KEYBOARD);
+
+	screenBuf = screen;
+	GH.statusbar = statusbar;
+	
+	if(LOCPLINT)
+	{
+		LOCPLINT->cingconsole->activate();
+		LOCPLINT->cingconsole->pos = this->pos;
+	}
+	
+	if(!duringAITurn)
+	{
+		activeMapPanel->activate();
+		if (mode == EAdvMapMode::NORMAL)
+		{
+			heroList.activate();
+			townList.activate();
+			infoBar.activate();
+		}
+		minimap.activate();
+		terrain.activate();
+		statusbar->activate();
+
+		GH.fakeMouseMove(); //to restore the cursor
+	}
+}
+
+void CAdvMapInt::deactivate()
+{
+	CIntObject::deactivate();
+
+	if(!duringAITurn)
+	{
+		scrollingDir = 0;
+
+		CCS->curh->set(Cursor::Map::POINTER);
+		activeMapPanel->deactivate();
+		if (mode == EAdvMapMode::NORMAL)
+		{
+			heroList.deactivate();
+			townList.deactivate();
+			infoBar.deactivate();
+		}
+		minimap.deactivate();
+		terrain.deactivate();
+		statusbar->deactivate();
+	}
+}
+
+void CAdvMapInt::showAll(SDL_Surface * to)
+{
+	bg->draw(to, 0, 0);
+
+	if(state != INGAME)
+		return;
+
+	switch (mode)
+	{
+	case EAdvMapMode::NORMAL:
+
+		heroList.showAll(to);
+		townList.showAll(to);
+		infoBar.showAll(to);
+		break;
+	case EAdvMapMode::WORLD_VIEW:
+
+		terrain.showAll(to);
+		break;
+	}
+	activeMapPanel->showAll(to);
+
+	updateScreen = true;
+	minimap.showAll(to);
+	show(to);
+
+
+	resdatabar.showAll(to);
+
+	statusbar->show(to);
+
+	LOCPLINT->cingconsole->show(to);
+}
+
+bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero)
+{
+	if (!hero)
+		return false;
+
+	return vstd::contains(LOCPLINT->sleepingHeroes, hero);
+}
+
+void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep)
+{
+	if (sleep)
+		LOCPLINT->sleepingHeroes.push_back(hero); //FIXME: should we check for existence?
+	else
+		LOCPLINT->sleepingHeroes -= hero;
+	updateNextHero(nullptr);
+}
+
+void CAdvMapInt::show(SDL_Surface * to)
+{
+	if(state != INGAME)
+		return;
+
+	++animValHitCount; //for animations
+
+	if(animValHitCount % 2 == 0)
+	{
+		++heroAnim;
+	}
+	if(animValHitCount >= 8)
+	{
+		CGI->mh->updateWater();
+		animValHitCount = 0;
+		++anim;
+		updateScreen = true;
+	}
+
+	if(swipeEnabled)
+	{
+		handleSwipeUpdate();
+	}
+#if defined(VCMI_ANDROID) || defined(VCMI_IOS) // on mobile, map-moving mode is exclusive (TODO technically it might work with both enabled; to be checked)
+	else
+#endif
+	{
+		handleMapScrollingUpdate();
+	}
+
+	for(int i = 0; i < 4; i++)
+	{
+		if(settings["session"]["spectate"].Bool())
+			gems[i]->setFrame(PlayerColor(1).getNum());
+		else
+			gems[i]->setFrame(LOCPLINT->playerID.getNum());
+	}
+	if(updateScreen)
+	{
+		int3 betterPos = LOCPLINT->repairScreenPos(position);
+		if (betterPos != position)
+		{
+			logGlobal->warn("Incorrect position for adventure map!");
+			position = betterPos;
+		}
+
+		terrain.show(to);
+		for(int i = 0; i < 4; i++)
+			gems[i]->showAll(to);
+		updateScreen=false;
+		LOCPLINT->cingconsole->show(to);
+	}
+	else if (terrain.needsAnimUpdate())
+	{
+		terrain.showAnim(to);
+		for(int i = 0; i < 4; i++)
+			gems[i]->showAll(to);
+	}
+
+	infoBar.show(to);
+	statusbar->showAll(to);
+}
+
+void CAdvMapInt::handleMapScrollingUpdate()
+{
+	int scrollSpeed = static_cast<int>(settings["adventure"]["scrollSpeed"].Float());
+	//if advmap needs updating AND (no dialog is shown OR ctrl is pressed)
+	if((animValHitCount % (4 / scrollSpeed)) == 0
+	   && ((GH.topInt().get() == this) || isCtrlKeyDown()))
+	{
+		if((scrollingDir & LEFT) && (position.x > -CGI->mh->frameW))
+			position.x--;
+
+		if((scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - CGI->mh->tilesW + CGI->mh->frameW))
+			position.x++;
+
+		if((scrollingDir & UP) && (position.y > -CGI->mh->frameH))
+			position.y--;
+
+		if((scrollingDir & DOWN) && (position.y < CGI->mh->map->height - CGI->mh->tilesH + CGI->mh->frameH))
+			position.y++;
+
+		if(scrollingDir)
+		{
+			setScrollingCursor(scrollingDir);
+			scrollingState = true;
+			updateScreen = true;
+			minimap.redraw();
+			if(mode == EAdvMapMode::WORLD_VIEW)
+				terrain.redraw();
+		}
+		else if(scrollingState)
+		{
+			CCS->curh->set(Cursor::Map::POINTER);
+			scrollingState = false;
+		}
+	}
+}
+
+void CAdvMapInt::handleSwipeUpdate()
+{
+	if(swipeMovementRequested)
+	{
+		auto fixedPos = LOCPLINT->repairScreenPos(swipeTargetPosition);
+		position.x = fixedPos.x;
+		position.y = fixedPos.y;
+		CCS->curh->set(Cursor::Map::POINTER);
+		updateScreen = true;
+		minimap.redraw();
+		swipeMovementRequested = false;
+	}
+}
+
+void CAdvMapInt::selectionChanged()
+{
+	const CGTownInstance *to = LOCPLINT->towns[townList.getSelectedIndex()];
+	if (selection != to)
+		select(to);
+}
+
+void CAdvMapInt::centerOn(int3 on, bool fade)
+{
+	bool switchedLevels = on.z != position.z;
+
+	if (fade)
+	{
+		terrain.fadeFromCurrentView();
+	}
+
+	switch (mode)
+	{
+	default:
+	case EAdvMapMode::NORMAL:
+		on.x -= CGI->mh->frameW; // is this intentional? frame size doesn't really have to correspond to camera size...
+		on.y -= CGI->mh->frameH;
+		break;
+	case EAdvMapMode::WORLD_VIEW:
+		on.x -= static_cast<si32>(CGI->mh->tilesW / 2 / worldViewScale);
+		on.y -= static_cast<si32>(CGI->mh->tilesH / 2 / worldViewScale);
+		break;
+	}
+
+
+	on = LOCPLINT->repairScreenPos(on);
+
+	position = on;
+	updateScreen=true;
+	underground->setIndex(on.z,true); //change underground switch button image
+	underground->redraw();
+	worldViewUnderground->setIndex(on.z, true);
+	worldViewUnderground->redraw();
+	if (switchedLevels)
+		minimap.setLevel(position.z);
+	minimap.redraw();
+
+	if (mode == EAdvMapMode::WORLD_VIEW)
+		terrain.redraw();
+}
+
+void CAdvMapInt::centerOn(const CGObjectInstance * obj, bool fade)
+{
+	centerOn(obj->getSightCenter(), fade);
+}
+
+void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
+{
+
+	if (mode == EAdvMapMode::WORLD_VIEW)
+		return;
+
+	ui8 Dir = 0;
+	SDL_Keycode k = key.keysym.sym;
+	const CGHeroInstance *h = curHero(); //selected hero
+	const CGTownInstance *t = curTown(); //selected town
+
+	switch(k)
+	{
+	case SDLK_g:
+		if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)
+			return;
+
+		{
+			//find first town with tavern
+			auto itr = range::find_if(LOCPLINT->towns, [](const CGTownInstance * town)
+			{
+				return town->hasBuilt(BuildingID::TAVERN);
+			});
+
+			if(itr != LOCPLINT->towns.end())
+				LOCPLINT->showThievesGuildWindow(*itr);
+			else
+				LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithTavern"));
+		}
+		return;
+	case SDLK_i:
+		if(isActive())
+			CAdventureOptions::showScenarioInfo();
+		return;
+	case SDLK_l:
+		if(isActive())
+			LOCPLINT->proposeLoadingGame();
+		return;
+	case SDLK_s:
+		if(isActive() && key.type == SDL_KEYUP)
+			GH.pushIntT<CSavingScreen>();
+		return;
+	case SDLK_d:
+		{
+			if(h && isActive() && LOCPLINT->makingTurn && key.state == SDL_PRESSED)
+				LOCPLINT->tryDiggging(h);
+			return;
+		}
+	case SDLK_p:
+		if(isActive())
+			LOCPLINT->showPuzzleMap();
+		return;
+	case SDLK_v:
+		if(isActive())
+			LOCPLINT->viewWorldMap();
+		return;
+	case SDLK_r:
+		if(isActive() && LOCPLINT->ctrlPressed())
+		{
+			LOCPLINT->showYesNoDialog(CGI->generaltexth->translate("vcmi.adventureMap.confirmRestartGame"),
+				[](){ LOCPLINT->sendCustomEvent(EUserEvent::RESTART_GAME); }, nullptr);
+		}
+		return;
+	case SDLK_SPACE: //space - try to revisit current object with selected hero
+		{
+			if(!isActive())
+				return;
+			if(h && key.state == SDL_PRESSED)
+			{
+				auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
+				//TODO!!!!!!! possible freeze, when GS mutex is locked and network thread can't apply package
+				//this thread leaves scope and tries to lock pim while holding gs,
+				//network thread tries to lock gs (appluy cl) while holding pim
+				//this thread should first lock pim, however gs locking/unlocking is done inside cb
+				LOCPLINT->cb->moveHero(h,h->pos);
+			}
+		}
+		return;
+	case SDLK_RETURN:
+		{
+			if(!isActive() || !selection || key.state != SDL_PRESSED)
+				return;
+			if(h)
+				LOCPLINT->openHeroWindow(h);
+			else if(t)
+				LOCPLINT->openTownWindow(t);
+			return;
+		}
+	case SDLK_ESCAPE:
+		{
+			if(isActive() || GH.topInt().get() != this || !spellBeingCasted || key.state != SDL_PRESSED)
+				return;
+
+			leaveCastingMode();
+			return;
+		}
+	case SDLK_t:
+		{
+			//act on key down if marketplace windows is not already opened
+			if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)
+				return;
+
+			if(LOCPLINT->ctrlPressed()) //CTRL + T => open marketplace
+			{
+				//check if we have any marketplace
+				const CGTownInstance *townWithMarket = nullptr;
+				for(const CGTownInstance *t : LOCPLINT->cb->getTownsInfo())
+				{
+					if(t->hasBuilt(BuildingID::MARKETPLACE))
+					{
+						townWithMarket = t;
+						break;
+					}
+				}
+
+				if(townWithMarket) //if any town has marketplace, open window
+					GH.pushIntT<CMarketplaceWindow>(townWithMarket);
+				else //if not - complain
+					LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithMarket"));
+			}
+			else if(isActive()) //no ctrl, advmapint is on the top => switch to town
+			{
+				townList.selectNext();
+			}
+			return;
+		}
+	default:
+		{
+			static const int3 directions[] = {  int3(-1, +1, 0), int3(0, +1, 0), int3(+1, +1, 0),
+												int3(-1, 0, 0),  int3(0, 0, 0),  int3(+1, 0, 0),
+												int3(-1, -1, 0), int3(0, -1, 0), int3(+1, -1, 0) };
+
+			//numpad arrow
+			if(CGuiHandler::isArrowKey(k))
+				k = CGuiHandler::arrowToNum(k);
+
+			k -= SDLK_KP_1;
+
+			if(k < 0 || k > 8)
+				return;
+
+			if (!CGI->mh->canStartHeroMovement())
+				return;
+
+			int3 dir = directions[k];
+
+			if(!isActive() || LOCPLINT->ctrlPressed())//ctrl makes arrow move screen, not hero
+			{
+				Dir = (dir.x<0 ? LEFT  : 0) |
+					  (dir.x>0 ? RIGHT : 0) |
+					  (dir.y<0 ? UP    : 0) |
+					  (dir.y>0 ? DOWN  : 0) ;
+				break;
+			}
+
+			if(!h || key.state != SDL_PRESSED)
+				break;
+
+			if(k == 4)
+			{
+				centerOn(h);
+				return;
+			}
+
+			CGPath &path = LOCPLINT->paths[h];
+			terrain.currentPath = &path;
+			int3 dst = h->visitablePos() + dir;
+			if(dst != verifyPos(dst) || !LOCPLINT->cb->getPathsInfo(h)->getPath(path, dst))
+			{
+				terrain.currentPath = nullptr;
+				return;
+			}
+
+			if (path.nodes.size() > 2)
+				updateMoveHero(h);
+			else
+			if(!path.nodes[0].turns)
+				LOCPLINT->moveHero(h, path);
+		}
+
+		return;
+	}
+	if(Dir && key.state == SDL_PRESSED //arrow is pressed
+		&& LOCPLINT->ctrlPressed()
+	)
+		scrollingDir |= Dir;
+	else
+		scrollingDir &= ~Dir;
+}
+void CAdvMapInt::handleRightClick(std::string text, tribool down)
+{
+	if(down)
+	{
+		CRClickPopup::createAndPush(text);
+	}
+}
+int3 CAdvMapInt::verifyPos(int3 ver)
+{
+	if (ver.x<0)
+		ver.x=0;
+	if (ver.y<0)
+		ver.y=0;
+	if (ver.z<0)
+		ver.z=0;
+	if (ver.x>=CGI->mh->sizes.x)
+		ver.x=CGI->mh->sizes.x-1;
+	if (ver.y>=CGI->mh->sizes.y)
+		ver.y=CGI->mh->sizes.y-1;
+	if (ver.z>=CGI->mh->sizes.z)
+		ver.z=CGI->mh->sizes.z-1;
+	return ver;
+}
+
+void CAdvMapInt::select(const CArmedInstance *sel, bool centerView)
+{
+	assert(sel);
+	LOCPLINT->setSelection(sel);
+	selection = sel;
+	if (LOCPLINT->battleInt == nullptr && LOCPLINT->makingTurn)
+	{
+		auto pos = sel->visitablePos();
+		auto tile = LOCPLINT->cb->getTile(pos);
+		if(tile)
+			CCS->musich->playMusicFromSet("terrain", tile->terType->getJsonKey(), true, false);
+	}
+	if(centerView)
+		centerOn(sel);
+
+	terrain.currentPath = nullptr;
+	if(sel->ID==Obj::TOWN)
+	{
+		auto town = dynamic_cast<const CGTownInstance*>(sel);
+
+		infoBar.showTownSelection(town);
+		townList.select(town);
+		heroList.select(nullptr);
+
+		updateSleepWake(nullptr);
+		updateMoveHero(nullptr);
+		updateSpellbook(nullptr);
+	}
+	else //hero selected
+	{
+		auto hero = dynamic_cast<const CGHeroInstance*>(sel);
+
+		infoBar.showHeroSelection(hero);
+		heroList.select(hero);
+		townList.select(nullptr);
+
+		terrain.currentPath = LOCPLINT->getAndVerifyPath(hero);
+
+		updateSleepWake(hero);
+		updateMoveHero(hero);
+		updateSpellbook(hero);
+	}
+	townList.redraw();
+	heroList.redraw();
+}
+
+void CAdvMapInt::mouseMoved( const SDL_MouseMotionEvent & sEvent )
+{
+#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
+	if(swipeEnabled)
+		return;
+#endif
+	// adventure map scrolling with mouse
+	// currently disabled in world view mode (as it is in OH3), but should work correctly if mode check is removed
+	// don't scroll if there is no window in focus - these events don't seem to correspond to the actual mouse movement
+	if(!isCtrlKeyDown() && isActive() && sEvent.windowID != 0 && mode == EAdvMapMode::NORMAL)
+	{
+		if(sEvent.x<15)
+		{
+			scrollingDir |= LEFT;
+		}
+		else
+		{
+			scrollingDir &= ~LEFT;
+		}
+		if(sEvent.x>screen->w-15)
+		{
+			scrollingDir |= RIGHT;
+		}
+		else
+		{
+			scrollingDir &= ~RIGHT;
+		}
+		if(sEvent.y<15)
+		{
+			scrollingDir |= UP;
+		}
+		else
+		{
+			scrollingDir &= ~UP;
+		}
+		if(sEvent.y>screen->h-15)
+		{
+			scrollingDir |= DOWN;
+		}
+		else
+		{
+			scrollingDir &= ~DOWN;
+		}
+	}
+}
+
+bool CAdvMapInt::isActive()
+{
+	return active & ~CIntObject::KEYBOARD;
+}
+
+void CAdvMapInt::startHotSeatWait(PlayerColor Player)
+{
+	state = WAITING;
+}
+
+void CAdvMapInt::setPlayer(PlayerColor Player)
+{
+	player = Player;
+	bg->playerColored(player);
+
+	panelMain->setPlayerColor(player);
+	panelWorldView->setPlayerColor(player);
+	panelWorldView->recolorIcons(player, player.getNum() * 19);
+	resdatabar.background->colorize(player);
+}
+
+void CAdvMapInt::startTurn()
+{
+	state = INGAME;
+	if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID
+		|| settings["session"]["spectate"].Bool())
+	{
+		adjustActiveness(false);
+		minimap.setAIRadar(false);
+	}
+}
+
+void CAdvMapInt::endingTurn()
+{
+	if(settings["session"]["spectate"].Bool())
+		return;
+
+	LOCPLINT->makingTurn = false;
+	LOCPLINT->cb->endTurn();
+	CCS->soundh->ambientStopAllChannels();
+}
+
+const CGObjectInstance* CAdvMapInt::getActiveObject(const int3 &mapPos)
+{
+	std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos);  //blocking objects at tile
+
+	if (bobjs.empty())
+		return nullptr;
+
+	return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);
+/*
+	if (bobjs.back()->ID == Obj::HERO)
+		return bobjs.back();
+	else
+		return bobjs.front();*/
+}
+
+void CAdvMapInt::tileLClicked(const int3 &mapPos)
+{
+	if(mode != EAdvMapMode::NORMAL)
+		return;
+	if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn)
+		return;
+
+	const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
+
+	const CGObjectInstance *topBlocking = getActiveObject(mapPos);
+
+	int3 selPos = selection->getSightCenter();
+	if(spellBeingCasted && isInScreenRange(selPos, mapPos))
+	{
+		const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
+
+		switch(spellBeingCasted->id)
+		{
+		case SpellID::SCUTTLE_BOAT: //Scuttle Boat
+			if(topBlocking && topBlocking->ID == Obj::BOAT)
+				leaveCastingMode(true, mapPos);
+			break;
+		case SpellID::DIMENSION_DOOR:
+			if(!tile || tile->isClear(heroTile))
+				leaveCastingMode(true, mapPos);
+			break;
+		}
+		return;
+	}
+	//check if we can select this object
+	bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
+	canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
+
+	bool isHero = false;
+	if(selection->ID != Obj::HERO) //hero is not selected (presumably town)
+	{
+		assert(!terrain.currentPath); //path can be active only when hero is selected
+		if(selection == topBlocking) //selected town clicked
+			LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
+		else if(canSelect)
+			select(static_cast<const CArmedInstance*>(topBlocking), false);
+	}
+	else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
+	{
+		isHero = true;
+
+		const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);
+		if(currentHero == topBlocking) //clicked selected hero
+		{
+			LOCPLINT->openHeroWindow(currentHero);
+			return;
+		}
+		else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
+		{
+			select(static_cast<const CArmedInstance*>(topBlocking), false);
+			return;
+		}
+		else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
+		{
+			if(terrain.currentPath && terrain.currentPath->endPos() == mapPos)//we'll be moving
+			{
+				if(CGI->mh->canStartHeroMovement())
+					LOCPLINT->moveHero(currentHero, *terrain.currentPath);
+				return;
+			}
+			else //remove old path and find a new one if we clicked on accessible tile
+			{
+				CGPath &path = LOCPLINT->paths[currentHero];
+				CGPath newpath;
+				bool gotPath = LOCPLINT->cb->getPathsInfo(currentHero)->getPath(newpath, mapPos); //try getting path, erase if failed
+				if(gotPath && newpath.nodes.size())
+					path = newpath;
+
+				if(path.nodes.size())
+					terrain.currentPath = &path;
+				else
+					LOCPLINT->eraseCurrentPathOf(currentHero);
+
+				updateMoveHero(currentHero);
+			}
+		}
+	} //end of hero is selected "case"
+	else
+	{
+		throw std::runtime_error("Nothing is selected...");
+	}
+
+	const auto shipyard = ourInaccessibleShipyard(topBlocking);
+	if(isHero && shipyard != nullptr)
+	{
+		LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
+	}
+}
+
+void CAdvMapInt::tileHovered(const int3 &mapPos)
+{
+	if(mode != EAdvMapMode::NORMAL //disable in world view
+		|| !selection) //may occur just at the start of game (fake move before full intiialization)
+		return;
+	if(!LOCPLINT->cb->isVisible(mapPos))
+	{
+		CCS->curh->set(Cursor::Map::POINTER);
+		statusbar->clear();
+		return;
+	}
+	auto objRelations = PlayerRelations::ALLIES;
+	const CGObjectInstance *objAtTile = getActiveObject(mapPos);
+	if(objAtTile)
+	{
+		objRelations = LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner);
+		std::string text = curHero() ? objAtTile->getHoverText(curHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
+		boost::replace_all(text,"\n"," ");
+		statusbar->write(text);
+	}
+	else
+	{
+		std::string hlp;
+		CGI->mh->getTerrainDescr(mapPos, hlp, false);
+		statusbar->write(hlp);
+	}
+
+	if(spellBeingCasted)
+	{
+		switch(spellBeingCasted->id)
+		{
+		case SpellID::SCUTTLE_BOAT:
+			if(objAtTile && objAtTile->ID == Obj::BOAT)
+				CCS->curh->set(Cursor::Map::SCUTTLE_BOAT);
+			else
+				CCS->curh->set(Cursor::Map::POINTER);
+			return;
+		case SpellID::DIMENSION_DOOR:
+			{
+				const TerrainTile * t = LOCPLINT->cb->getTile(mapPos, false);
+				int3 hpos = selection->getSightCenter();
+				if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos))
+					CCS->curh->set(Cursor::Map::TELEPORT);
+				else
+					CCS->curh->set(Cursor::Map::POINTER);
+				return;
+			}
+		}
+	}
+
+	if(selection->ID == Obj::TOWN)
+	{
+		if(objAtTile)
+		{
+			if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
+				CCS->curh->set(Cursor::Map::TOWN);
+			else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
+				CCS->curh->set(Cursor::Map::HERO);
+			else
+				CCS->curh->set(Cursor::Map::POINTER);
+		}
+		else
+			CCS->curh->set(Cursor::Map::POINTER);
+	}
+	else if(const CGHeroInstance * hero = curHero())
+	{
+		std::array<Cursor::Map, 4> cursorMove      = { Cursor::Map::T1_MOVE,       Cursor::Map::T2_MOVE,       Cursor::Map::T3_MOVE,       Cursor::Map::T4_MOVE,       };
+		std::array<Cursor::Map, 4> cursorAttack    = { Cursor::Map::T1_ATTACK,     Cursor::Map::T2_ATTACK,     Cursor::Map::T3_ATTACK,     Cursor::Map::T4_ATTACK,     };
+		std::array<Cursor::Map, 4> cursorSail      = { Cursor::Map::T1_SAIL,       Cursor::Map::T2_SAIL,       Cursor::Map::T3_SAIL,       Cursor::Map::T4_SAIL,       };
+		std::array<Cursor::Map, 4> cursorDisembark = { Cursor::Map::T1_DISEMBARK,  Cursor::Map::T2_DISEMBARK,  Cursor::Map::T3_DISEMBARK,  Cursor::Map::T4_DISEMBARK,  };
+		std::array<Cursor::Map, 4> cursorExchange  = { Cursor::Map::T1_EXCHANGE,   Cursor::Map::T2_EXCHANGE,   Cursor::Map::T3_EXCHANGE,   Cursor::Map::T4_EXCHANGE,   };
+		std::array<Cursor::Map, 4> cursorVisit     = { Cursor::Map::T1_VISIT,      Cursor::Map::T2_VISIT,      Cursor::Map::T3_VISIT,      Cursor::Map::T4_VISIT,      };
+		std::array<Cursor::Map, 4> cursorSailVisit = { Cursor::Map::T1_SAIL_VISIT, Cursor::Map::T2_SAIL_VISIT, Cursor::Map::T3_SAIL_VISIT, Cursor::Map::T4_SAIL_VISIT, };
+
+		const CGPathNode * pathNode = LOCPLINT->cb->getPathsInfo(hero)->getPathInfo(mapPos);
+		assert(pathNode);
+
+		if(LOCPLINT->altPressed() && pathNode->reachable()) //overwrite status bar text with movement info
+		{
+			ShowMoveDetailsInStatusbar(*hero, *pathNode);
+		}
+
+		int turns = pathNode->turns;
+		vstd::amin(turns, 3);
+		switch(pathNode->action)
+		{
+		case CGPathNode::NORMAL:
+		case CGPathNode::TELEPORT_NORMAL:
+			if(pathNode->layer == EPathfindingLayer::LAND)
+				CCS->curh->set(cursorMove[turns]);
+			else
+				CCS->curh->set(cursorSailVisit[turns]);
+			break;
+
+		case CGPathNode::VISIT:
+		case CGPathNode::BLOCKING_VISIT:
+		case CGPathNode::TELEPORT_BLOCKING_VISIT:
+			if(objAtTile && objAtTile->ID == Obj::HERO)
+			{
+				if(selection == objAtTile)
+					CCS->curh->set(Cursor::Map::HERO);
+				else
+					CCS->curh->set(cursorExchange[turns]);
+			}
+			else if(pathNode->layer == EPathfindingLayer::LAND)
+				CCS->curh->set(cursorVisit[turns]);
+			else
+				CCS->curh->set(cursorSailVisit[turns]);
+			break;
+
+		case CGPathNode::BATTLE:
+		case CGPathNode::TELEPORT_BATTLE:
+			CCS->curh->set(cursorAttack[turns]);
+			break;
+
+		case CGPathNode::EMBARK:
+			CCS->curh->set(cursorSail[turns]);
+			break;
+
+		case CGPathNode::DISEMBARK:
+			CCS->curh->set(cursorDisembark[turns]);
+			break;
+
+		default:
+			if(objAtTile && objRelations != PlayerRelations::ENEMIES)
+			{
+				if(objAtTile->ID == Obj::TOWN)
+					CCS->curh->set(Cursor::Map::TOWN);
+				else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
+					CCS->curh->set(Cursor::Map::HERO);
+				else
+					CCS->curh->set(Cursor::Map::POINTER);
+			}
+			else
+				CCS->curh->set(Cursor::Map::POINTER);
+			break;
+		}
+	}
+
+	if(ourInaccessibleShipyard(objAtTile))
+	{
+		CCS->curh->set(Cursor::Map::T1_SAIL);
+	}
+}
+
+void CAdvMapInt::ShowMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode)
+{
+	const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.maxMovePoints(pathNode.layer == EPathfindingLayer::LAND) : hero.movement;
+	const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains;
+	const int remainingPointsAfterMove = pathNode.turns == 0 ? pathNode.moveRemains : 0;
+
+	std::string result = VLC->generaltexth->translate("vcmi.adventureMap", pathNode.turns > 0 ? "moveCostDetails" : "moveCostDetailsNoTurns");
+
+	boost::replace_first(result, "%TURNS", std::to_string(pathNode.turns));
+	boost::replace_first(result, "%POINTS", std::to_string(movementPointsLastTurnCost));
+	boost::replace_first(result, "%REMAINING", std::to_string(remainingPointsAfterMove));
+
+	statusbar->write(result);
+}
+
+void CAdvMapInt::tileRClicked(const int3 &mapPos)
+{
+	if(mode != EAdvMapMode::NORMAL)
+		return;
+	if(spellBeingCasted)
+	{
+		leaveCastingMode();
+		return;
+	}
+	if(!LOCPLINT->cb->isVisible(mapPos))
+	{
+		CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
+		return;
+	}
+
+	const CGObjectInstance * obj = getActiveObject(mapPos);
+	if(!obj)
+	{
+		// Bare or undiscovered terrain
+		const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
+		if (tile)
+		{
+			std::string hlp;
+			CGI->mh->getTerrainDescr(mapPos, hlp, true);
+			CRClickPopup::createAndPush(hlp);
+		}
+		return;
+	}
+
+	CRClickPopup::createAndPush(obj, GH.getCursorPosition(), ETextAlignment::CENTER);
+}
+
+void CAdvMapInt::enterCastingMode(const CSpell * sp)
+{
+	assert(sp->id == SpellID::SCUTTLE_BOAT  ||  sp->id == SpellID::DIMENSION_DOOR);
+	spellBeingCasted = sp;
+
+	deactivate();
+	terrain.activate();
+	GH.fakeMouseMove();
+}
+
+void CAdvMapInt::leaveCastingMode(bool cast, int3 dest)
+{
+	assert(spellBeingCasted);
+	SpellID id = spellBeingCasted->id;
+	spellBeingCasted = nullptr;
+	terrain.deactivate();
+	activate();
+
+	if(cast)
+		LOCPLINT->cb->castSpell(curHero(), id, dest);
+	else
+		LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
+}
+
+const CGHeroInstance * CAdvMapInt::curHero() const
+{
+	if(selection && selection->ID == Obj::HERO)
+		return static_cast<const CGHeroInstance *>(selection);
+	else
+		return nullptr;
+}
+
+const CGTownInstance * CAdvMapInt::curTown() const
+{
+	if(selection && selection->ID == Obj::TOWN)
+		return static_cast<const CGTownInstance *>(selection);
+	else
+		return nullptr;
+}
+
+const IShipyard * CAdvMapInt::ourInaccessibleShipyard(const CGObjectInstance *obj) const
+{
+	const IShipyard *ret = IShipyard::castFrom(obj);
+
+	if(!ret ||
+		obj->tempOwner != player ||
+		(CCS->curh->get<Cursor::Map>() != Cursor::Map::T1_SAIL && CCS->curh->get<Cursor::Map>() != Cursor::Map::POINTER))
+		return nullptr;
+
+	return ret;
+}
+
+void CAdvMapInt::aiTurnStarted()
+{
+	if(settings["session"]["spectate"].Bool())
+		return;
+
+	adjustActiveness(true);
+	CCS->musich->playMusicFromSet("enemy-turn", true, false);
+	adventureInt->minimap.setAIRadar(true);
+	adventureInt->infoBar.startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());
+	adventureInt->infoBar.showAll(screen);//force refresh on inactive object
+}
+
+void CAdvMapInt::adjustActiveness(bool aiTurnStart)
+{
+	bool wasActive = isActive();
+
+	if(wasActive)
+		deactivate();
+	adventureInt->duringAITurn = aiTurnStart;
+	if(wasActive)
+		activate();
+}
+
+void CAdvMapInt::quickCombatLock()
+{
+	if(!duringAITurn)
+		deactivate();
+}
+
+void CAdvMapInt::quickCombatUnlock()
+{
+	if(!duringAITurn)
+		activate();
+}
+
+void CAdvMapInt::changeMode(EAdvMapMode newMode, float newScale)
+{
+	if (mode != newMode)
+	{
+		mode = newMode;
+
+		switch (mode)
+		{
+		case EAdvMapMode::NORMAL:
+			panelMain->activate();
+			panelWorldView->deactivate();
+			activeMapPanel = panelMain;
+
+			townList.activate();
+			heroList.activate();
+			infoBar.activate();
+
+			worldViewOptions.clear();
+
+			break;
+		case EAdvMapMode::WORLD_VIEW:
+			panelMain->deactivate();
+			panelWorldView->activate();
+
+			activeMapPanel = panelWorldView;
+
+			townList.deactivate();
+			heroList.deactivate();
+			infoBar.showSelection(); // to prevent new day animation interfering world view mode
+			infoBar.deactivate();
+
+			break;
+		}
+		worldViewScale = newScale;
+		redraw();
+	}
+	else if (worldViewScale != newScale) // still in world view mode, but the scale changed
+	{
+		worldViewScale = newScale;
+		redraw();
+	}
+}
+
+CAdventureOptions::CAdventureOptions()
+	: CWindowObject(PLAYER_COLORED, "ADVOPTS")
+{
+	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
+
+	viewWorld = std::make_shared<CButton>(Point(24, 23), "ADVVIEW.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_v);
+	viewWorld->addCallback(std::bind(&CPlayerInterface::viewWorldMap, LOCPLINT));
+
+	exit = std::make_shared<CButton>(Point(204, 313), "IOK6432.DEF", CButton::tooltip(), std::bind(&CAdventureOptions::close, this), SDLK_RETURN);
+	exit->assignedKeys.insert(SDLK_ESCAPE);
+
+	scenInfo = std::make_shared<CButton>(Point(24, 198), "ADVINFO.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_i);
+	scenInfo->addCallback(CAdventureOptions::showScenarioInfo);
+
+	puzzle = std::make_shared<CButton>(Point(24, 81), "ADVPUZ.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_p);
+	puzzle->addCallback(std::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT));
+
+	dig = std::make_shared<CButton>(Point(24, 139), "ADVDIG.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_d);
+	if(const CGHeroInstance *h = adventureInt->curHero())
+		dig->addCallback(std::bind(&CPlayerInterface::tryDiggging, LOCPLINT, h));
+	else
+		dig->block(true);
+}
+
+void CAdventureOptions::showScenarioInfo()
+{
+	if(LOCPLINT->cb->getStartInfo()->campState)
+	{
+		GH.pushIntT<CCampaignInfoScreen>();
+	}
+	else
+	{
+		GH.pushIntT<CScenarioInfoScreen>();
+	}
+}
+
+CAdvMapInt::WorldViewOptions::WorldViewOptions()
+{
+	clear();
+}
+
+void CAdvMapInt::WorldViewOptions::clear()
+{
+	showAllTerrain = false;
+
+	iconPositions.clear();
+}
+
+void CAdvMapInt::WorldViewOptions::adjustDrawingInfo(MapDrawingInfo& info)
+{
+	info.showAllTerrain = showAllTerrain;
+
+	info.additionalIcons = &iconPositions;
+}

+ 276 - 0
client/adventureMap/CAdventureOptions.h

@@ -0,0 +1,276 @@
+/*
+ * CAdvmapInterface.h, part of VCMI engine
+ *
+ * Authors: listed in file AUTHORS in main folder
+ *
+ * License: GNU General Public License v2.0 or later
+ * Full text of license available in license.txt file, in main folder
+ *
+ */
+#pragma once
+
+#include "../widgets/AdventureMapClasses.h"
+#include "CWindowObject.h"
+
+#include "../widgets/TextControls.h"
+#include "../widgets/Buttons.h"
+
+#include "../../lib/spells/ViewSpellInt.h"
+
+VCMI_LIB_NAMESPACE_BEGIN
+
+struct CGPath;
+struct CGPathNode;
+class CGHeroInstance;
+class CGTownInstance;
+class CSpell;
+class IShipyard;
+
+VCMI_LIB_NAMESPACE_END
+
+class CCallback;
+class CAdvMapInt;
+class CHeroWindow;
+enum class EMapAnimRedrawStatus;
+class CFadeAnimation;
+
+struct MapDrawingInfo;
+
+/*****************************/
+
+enum class EAdvMapMode
+{
+	NORMAL,
+	WORLD_VIEW
+};
+
+/// Adventure options dialog where you can view the world, dig, play the replay of the last turn,...
+class CAdventureOptions : public CWindowObject
+{
+public:
+	std::shared_ptr<CButton> exit;
+	std::shared_ptr<CButton> viewWorld;
+	std::shared_ptr<CButton> puzzle;
+	std::shared_ptr<CButton> dig;
+	std::shared_ptr<CButton> scenInfo;
+	/*std::shared_ptr<CButton> replay*/
+
+	CAdventureOptions();
+	static void showScenarioInfo();
+};
+
+/// Holds information about which tiles of the terrain are shown/not shown at the screen
+class CTerrainRect : public CIntObject
+{
+	SDL_Surface * fadeSurface;
+	EMapAnimRedrawStatus lastRedrawStatus;
+	std::shared_ptr<CFadeAnimation> fadeAnim;
+
+	int3 swipeInitialMapPos;
+	int3 swipeInitialRealPos;
+	bool isSwiping;
+	static constexpr float SwipeTouchSlop = 16.0f;
+
+	void handleHover(const SDL_MouseMotionEvent & sEvent);
+	void handleSwipeMove(const SDL_MouseMotionEvent & sEvent);
+	/// handles start/finish of swipe (press/release of corresponding button); returns true if state change was handled
+	bool handleSwipeStateChange(bool btnPressed);
+public:
+	int tilesw, tilesh; //width and height of terrain to blit in tiles
+	int3 curHoveredTile;
+	int moveX, moveY; //shift between actual position of screen and the one we wil blit; ranges from -31 to 31 (in pixels)
+	CGPath * currentPath;
+
+	CTerrainRect();
+	virtual ~CTerrainRect();
+	void deactivate() override;
+	void clickLeft(tribool down, bool previousState) override;
+	void clickRight(tribool down, bool previousState) override;
+	void clickMiddle(tribool down, bool previousState) override;
+	void hover(bool on) override;
+	void mouseMoved (const SDL_MouseMotionEvent & sEvent) override;
+	void show(SDL_Surface * to) override;
+	void showAll(SDL_Surface * to) override;
+	void showAnim(SDL_Surface * to);
+	void showPath(const Rect &extRect, SDL_Surface * to);
+	int3 whichTileIsIt(const int x, const int y); //x,y are cursor position
+	int3 whichTileIsIt(); //uses current cursor pos
+	/// @returns number of visible tiles on screen respecting current map scaling
+	int3 tileCountOnScreen();
+	/// animates view by caching current surface and crossfading it with normal screen
+	void fadeFromCurrentView();
+	bool needsAnimUpdate();
+};
+
+/// Resources bar which shows information about how many gold, crystals,... you have
+/// Current date is displayed too
+class CResDataBar : public CIntObject
+{
+public:
+	std::shared_ptr<CPicture> background;
+
+	std::vector<std::pair<int,int> > txtpos;
+	std::string datetext;
+
+	void clickRight(tribool down, bool previousState) override;
+	CResDataBar();
+	CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist);
+	~CResDataBar();
+
+	void draw(SDL_Surface * to);
+	void show(SDL_Surface * to) override;
+	void showAll(SDL_Surface * to) override;
+};
+
+/// That's a huge class which handles general adventure map actions and
+/// shows the right menu(questlog, spellbook, end turn,..) from where you
+/// can get to the towns and heroes.
+class CAdvMapInt : public CIntObject
+{
+	//Return object that must be active at this tile (=clickable)
+	const CGObjectInstance *getActiveObject(const int3 &tile);
+
+public:
+	CAdvMapInt();
+
+	int3 position; //top left corner of visible map part
+	PlayerColor player;
+
+	bool duringAITurn;
+
+	enum{LEFT=1, RIGHT=2, UP=4, DOWN=8};
+	ui8 scrollingDir; //uses enum: LEFT RIGHT, UP, DOWN
+	bool scrollingState;
+	bool swipeEnabled;
+	bool swipeMovementRequested;
+	int3 swipeTargetPosition;
+
+	enum{NA, INGAME, WAITING} state;
+
+	bool updateScreen;
+	ui8 anim, animValHitCount; //animation frame
+	ui8 heroAnim, heroAnimValHitCount; //animation frame
+
+	EAdvMapMode mode;
+	float worldViewScale;
+
+	struct WorldViewOptions
+	{
+		bool showAllTerrain; //for expert viewEarth
+
+		std::vector<ObjectPosInfo> iconPositions;
+
+		WorldViewOptions();
+
+		void clear();
+
+		void adjustDrawingInfo(MapDrawingInfo & info);
+	};
+
+	WorldViewOptions worldViewOptions;
+
+	std::shared_ptr<IImage> bg;
+	std::shared_ptr<IImage> bgWorldView;
+	std::vector<std::shared_ptr<CAnimImage>> gems;
+	CMinimap minimap;
+	std::shared_ptr<CGStatusBar> statusbar;
+
+	std::shared_ptr<CButton> kingOverview;
+	std::shared_ptr<CButton> underground;
+	std::shared_ptr<CButton> questlog;
+	std::shared_ptr<CButton> sleepWake;
+	std::shared_ptr<CButton> moveHero;
+	std::shared_ptr<CButton> spellbook;
+	std::shared_ptr<CButton> advOptions;
+	std::shared_ptr<CButton> sysOptions;
+	std::shared_ptr<CButton> nextHero;
+	std::shared_ptr<CButton> endTurn;
+
+	std::shared_ptr<CButton> worldViewUnderground;
+
+	CTerrainRect terrain; //visible terrain
+	CResDataBar resdatabar;
+	CHeroList heroList;
+	CTownList townList;
+	CInfoBar infoBar;
+
+	std::shared_ptr<CAdvMapPanel> panelMain; // panel that holds all right-side buttons in normal view
+	std::shared_ptr<CAdvMapWorldViewPanel> panelWorldView; // panel that holds all buttons and other ui in world view
+	std::shared_ptr<CAdvMapPanel> activeMapPanel; // currently active panel (either main or world view, depending on current mode)
+
+	std::shared_ptr<CAnimation> worldViewIcons;// images for world view overlay
+
+	const CSpell *spellBeingCasted; //nullptr if none
+
+	const CArmedInstance *selection; //currently selected town/hero
+
+	//functions bound to buttons
+	void fshowOverview();
+	void fworldViewBack();
+	void fworldViewScale1x();
+	void fworldViewScale2x();
+	void fworldViewScale4x();
+	void fswitchLevel();
+	void fshowQuestlog();
+	void fsleepWake();
+	void fmoveHero();
+	void fshowSpellbok();
+	void fadventureOPtions();
+	void fsystemOptions();
+	void fnextHero();
+	void fendTurn();
+
+	void activate() override;
+	void deactivate() override;
+
+	void show(SDL_Surface * to) override; //redraws terrain
+	void showAll(SDL_Surface * to) override; //shows and activates adv. map interface
+
+	void select(const CArmedInstance *sel, bool centerView = true);
+	void selectionChanged();
+	void centerOn(int3 on, bool fade = false);
+	void centerOn(const CGObjectInstance *obj, bool fade = false);
+	int3 verifyPos(int3 ver);
+	void handleRightClick(std::string text, tribool down);
+	void keyPressed(const SDL_KeyboardEvent & key) override;
+	void mouseMoved (const SDL_MouseMotionEvent & sEvent) override;
+	bool isActive();
+
+	bool isHeroSleeping(const CGHeroInstance *hero);
+	void setHeroSleeping(const CGHeroInstance *hero, bool sleep);
+	int getNextHeroIndex(int startIndex); //for Next Hero button - cycles awake heroes with movement only
+
+	void setPlayer(PlayerColor Player);
+	void startHotSeatWait(PlayerColor Player);
+	void startTurn();
+	void endingTurn();
+	void aiTurnStarted();
+
+	void adjustActiveness(bool aiTurnStart); //should be called every time at AI/human turn transition; blocks GUI during AI turn
+	void quickCombatLock(); //should be called when quick battle started
+	void quickCombatUnlock();
+	void tileLClicked(const int3 &mapPos);
+	void tileHovered(const int3 &mapPos);
+	void tileRClicked(const int3 &mapPos);
+	void enterCastingMode(const CSpell * sp);
+	void leaveCastingMode(bool cast = false, int3 dest = int3(-1, -1, -1));
+	const CGHeroInstance * curHero() const;
+	const CGTownInstance * curTown() const;
+	const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or nullptr else
+	//button updates
+	void updateSleepWake(const CGHeroInstance *h);
+	void updateMoveHero(const CGHeroInstance *h, tribool hasPath = boost::logic::indeterminate);
+	void updateSpellbook(const CGHeroInstance *h);
+	void updateNextHero(const CGHeroInstance *h);
+
+	/// changes current adventure map mode; used to switch between default view and world view; scale is ignored if EAdvMapMode == NORMAL
+	void changeMode(EAdvMapMode newMode, float newScale = 0.36f);
+
+	void handleMapScrollingUpdate();
+	void handleSwipeUpdate();
+
+private:
+	void ShowMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode);
+};
+
+extern std::shared_ptr<CAdvMapInt> adventureInt;

+ 2021 - 0
client/adventureMap/CResDataBar.cpp

@@ -0,0 +1,2021 @@
+/*
+ * CAdvmapInterface.cpp, part of VCMI engine
+ *
+ * Authors: listed in file AUTHORS in main folder
+ *
+ * License: GNU General Public License v2.0 or later
+ * Full text of license available in license.txt file, in main folder
+ *
+ */
+#include "StdInc.h"
+#include "CAdvmapInterface.h"
+
+#include "CCastleInterface.h"
+#include "CHeroWindow.h"
+#include "CKingdomInterface.h"
+#include "CSpellWindow.h"
+#include "CTradeWindow.h"
+#include "GUIClasses.h"
+#include "InfoWindows.h"
+
+#include "../CBitmapHandler.h"
+#include "../CGameInfo.h"
+#include "../CMessage.h"
+#include "../CMusicHandler.h"
+#include "../CPlayerInterface.h"
+#include "../mainmenu/CMainMenu.h"
+#include "../lobby/CSelectionBase.h"
+#include "../lobby/CCampaignInfoScreen.h"
+#include "../lobby/CSavingScreen.h"
+#include "../lobby/CScenarioInfoScreen.h"
+#include "../Graphics.h"
+#include "../mapHandler.h"
+
+#include "../gui/CAnimation.h"
+#include "../gui/CursorHandler.h"
+#include "../gui/CGuiHandler.h"
+#include "../gui/SDL_Extensions.h"
+#include "../widgets/MiscWidgets.h"
+
+#include "../../CCallback.h"
+
+#include "../../lib/CConfigHandler.h"
+#include "../../lib/CGameState.h"
+#include "../../lib/CGeneralTextHandler.h"
+#include "../../lib/CHeroHandler.h"
+#include "../../lib/CSoundBase.h"
+#include "../../lib/spells/CSpellHandler.h"
+#include "../../lib/CTownHandler.h"
+#include "../../lib/JsonNode.h"
+#include "../../lib/mapObjects/CGHeroInstance.h"
+#include "../../lib/mapping/CMap.h"
+#include "../../lib/UnlockGuard.h"
+#include "../../lib/VCMI_Lib.h"
+#include "../../lib/StartInfo.h"
+#include "../../lib/mapping/CMapInfo.h"
+#include "../../lib/TerrainHandler.h"
+
+#include <SDL_surface.h>
+#include <SDL_events.h>
+
+#define ADVOPT (conf.go()->ac)
+using namespace CSDL_Ext;
+
+std::shared_ptr<CAdvMapInt> adventureInt;
+
+static void setScrollingCursor(ui8 direction)
+{
+	if(direction & CAdvMapInt::RIGHT)
+	{
+		if(direction & CAdvMapInt::UP)
+			CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST);
+		else if(direction & CAdvMapInt::DOWN)
+			CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST);
+		else
+			CCS->curh->set(Cursor::Map::SCROLL_EAST);
+	}
+	else if(direction & CAdvMapInt::LEFT)
+	{
+		if(direction & CAdvMapInt::UP)
+			CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST);
+		else if(direction & CAdvMapInt::DOWN)
+			CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST);
+		else
+			CCS->curh->set(Cursor::Map::SCROLL_WEST);
+	}
+	else if(direction & CAdvMapInt::UP)
+		CCS->curh->set(Cursor::Map::SCROLL_NORTH);
+	else if(direction & CAdvMapInt::DOWN)
+		CCS->curh->set(Cursor::Map::SCROLL_SOUTH);
+}
+
+CTerrainRect::CTerrainRect()
+	: fadeSurface(nullptr),
+	  lastRedrawStatus(EMapAnimRedrawStatus::OK),
+	  fadeAnim(std::make_shared<CFadeAnimation>()),
+	  curHoveredTile(-1,-1,-1),
+	  currentPath(nullptr)
+{
+	tilesw=(ADVOPT.advmapW+31)/32;
+	tilesh=(ADVOPT.advmapH+31)/32;
+	pos.x=ADVOPT.advmapX;
+	pos.y=ADVOPT.advmapY;
+	pos.w=ADVOPT.advmapW;
+	pos.h=ADVOPT.advmapH;
+	moveX = moveY = 0;
+	addUsedEvents(LCLICK | RCLICK | MCLICK | HOVER | MOVE);
+}
+
+CTerrainRect::~CTerrainRect()
+{
+	if(fadeSurface)
+		SDL_FreeSurface(fadeSurface);
+}
+
+void CTerrainRect::deactivate()
+{
+	CIntObject::deactivate();
+	curHoveredTile = int3(-1,-1,-1); //we lost info about hovered tile when disabling
+}
+
+void CTerrainRect::clickLeft(tribool down, bool previousState)
+{
+	if(adventureInt->mode == EAdvMapMode::WORLD_VIEW)
+		return;
+	if(indeterminate(down))
+		return;
+
+#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
+	if(adventureInt->swipeEnabled)
+	{
+		if(handleSwipeStateChange((bool)down == true))
+		{
+			return; // if swipe is enabled, we don't process "down" events and wait for "up" (to make sure this wasn't a swiping gesture)
+		}
+	}
+	else
+	{
+#endif
+		if(down == false)
+			return;
+#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
+	}
+#endif
+	int3 mp = whichTileIsIt();
+	if(mp.x < 0 || mp.y < 0 || mp.x >= LOCPLINT->cb->getMapSize().x || mp.y >= LOCPLINT->cb->getMapSize().y)
+		return;
+
+	adventureInt->tileLClicked(mp);
+}
+
+void CTerrainRect::clickRight(tribool down, bool previousState)
+{
+#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
+	if(adventureInt->swipeEnabled && isSwiping)
+		return;
+#endif
+	if(adventureInt->mode == EAdvMapMode::WORLD_VIEW)
+		return;
+	int3 mp = whichTileIsIt();
+
+	if(CGI->mh->map->isInTheMap(mp) && down)
+		adventureInt->tileRClicked(mp);
+}
+
+void CTerrainRect::clickMiddle(tribool down, bool previousState)
+{
+	handleSwipeStateChange((bool)down == true);
+}
+
+void CTerrainRect::mouseMoved(const SDL_MouseMotionEvent & sEvent)
+{
+	handleHover(sEvent);
+
+	if(!adventureInt->swipeEnabled)
+		return;
+
+	handleSwipeMove(sEvent);
+}
+
+void CTerrainRect::handleSwipeMove(const SDL_MouseMotionEvent & sEvent)
+{
+#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
+	if(sEvent.state == 0 || GH.multifinger) // any "button" is enough on mobile
+#else
+	if((sEvent.state & SDL_BUTTON_MMASK) == 0) // swipe only works with middle mouse on other platforms
+#endif
+	{
+		return;
+	}
+
+	if(!isSwiping)
+	{
+		// try to distinguish if this touch was meant to be a swipe or just fat-fingering press
+		if(abs(sEvent.x - swipeInitialRealPos.x) > SwipeTouchSlop ||
+		   abs(sEvent.y - swipeInitialRealPos.y) > SwipeTouchSlop)
+		{
+			isSwiping = true;
+		}
+	}
+
+	if(isSwiping)
+	{
+		adventureInt->swipeTargetPosition.x =
+			swipeInitialMapPos.x + static_cast<si32>(swipeInitialRealPos.x - sEvent.x) / 32;
+		adventureInt->swipeTargetPosition.y =
+			swipeInitialMapPos.y + static_cast<si32>(swipeInitialRealPos.y - sEvent.y) / 32;
+		adventureInt->swipeMovementRequested = true;
+	}
+}
+
+bool CTerrainRect::handleSwipeStateChange(bool btnPressed)
+{
+	if(btnPressed)
+	{
+		swipeInitialRealPos = int3(GH.getCursorPosition().x, GH.getCursorPosition().y, 0);
+		swipeInitialMapPos = int3(adventureInt->position);
+		return true;
+	}
+	else if(isSwiping) // only accept this touch if it wasn't a swipe
+	{
+		isSwiping = false;
+		return true;
+	}
+	return false;
+}
+
+void CTerrainRect::handleHover(const SDL_MouseMotionEvent &sEvent)
+{
+	int3 tHovered = whichTileIsIt(sEvent.x, sEvent.y);
+	int3 pom = adventureInt->verifyPos(tHovered);
+
+	if(tHovered != pom) //tile outside the map
+	{
+		CCS->curh->set(Cursor::Map::POINTER);
+		return;
+	}
+
+	if (pom != curHoveredTile)
+	{
+		curHoveredTile = pom;
+		adventureInt->tileHovered(pom);
+	}
+}
+
+void CTerrainRect::hover(bool on)
+{
+	if (!on)
+	{
+		adventureInt->statusbar->clear();
+		CCS->curh->set(Cursor::Map::POINTER);
+	}
+	//Hoverable::hover(on);
+}
+void CTerrainRect::showPath(const Rect & extRect, SDL_Surface * to)
+{
+	const static int pns[9][9] = {
+				{16, 17, 18,  7, -1, 19,  6,  5, -1},
+				{ 8,  9, 18,  7, -1, 19,  6, -1, 20},
+				{ 8,  1, 10,  7, -1, 19, -1, 21, 20},
+				{24, 17, 18, 15, -1, -1,  6,  5,  4},
+				{-1, -1, -1, -1, -1, -1, -1, -1, -1},
+				{ 8,  1,  2, -1, -1, 11, 22, 21, 20},
+				{24, 17, -1, 23, -1,  3, 14,  5,  4},
+				{24, -1,  2, 23, -1,  3, 22, 13,  4},
+				{-1,  1,  2, 23, -1,  3, 22, 21, 12}
+			}; //table of magic values TODO meaning, change variable name
+
+	for (int i = 0; i < -1 + (int)currentPath->nodes.size(); ++i)
+	{
+		const int3 &curPos = currentPath->nodes[i].coord, &nextPos = currentPath->nodes[i+1].coord;
+		if(curPos.z != adventureInt->position.z)
+			continue;
+
+		int pn=-1;//number of picture
+		if (i==0) //last tile
+		{
+			int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
+				y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
+			if (x<0 || y<0 || x>pos.w || y>pos.h)
+				continue;
+			pn=0;
+		}
+		else
+		{
+			const int3 &prevPos = currentPath->nodes[i-1].coord;
+			std::vector<CGPathNode> & cv = currentPath->nodes;
+
+			/* Vector directions
+			 *  0   1   2
+			 *    \ | /
+			 *  3 - 4 - 5
+			 *    / | \
+			 *  6   7  8
+			 *For example:
+			 *  |
+			 *  |__\
+			 *     /
+			 * is id1=7, id2=5 (pns[7][5])
+			*/
+			bool pathContinuous = curPos.areNeighbours(nextPos) && curPos.areNeighbours(prevPos);
+			if(pathContinuous && cv[i].action != CGPathNode::EMBARK && cv[i].action != CGPathNode::DISEMBARK)
+			{
+				int id1=(curPos.x-nextPos.x+1)+3*(curPos.y-nextPos.y+1);   //Direction of entering vector
+				int id2=(cv[i-1].coord.x-curPos.x+1)+3*(cv[i-1].coord.y-curPos.y+1); //Direction of exiting vector
+				pn=pns[id1][id2];
+			}
+			else //path discontinuity or sea/land transition (eg. when moving through Subterranean Gate or Boat)
+			{
+				pn = 0;
+			}
+		}
+		if (currentPath->nodes[i].turns)
+			pn+=25;
+		if (pn>=0)
+		{
+			const auto arrow = graphics->heroMoveArrows->getImage(pn);
+
+			int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
+				y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
+			if (x< -32 || y< -32 || x>pos.w || y>pos.h)
+				continue;
+			int hvx = (x + arrow->width())  - (pos.x + pos.w),
+				hvy = (y + arrow->height()) - (pos.y + pos.h);
+
+			Rect prevClip;
+			CSDL_Ext::getClipRect(to, prevClip);
+			CSDL_Ext::setClipRect(to, extRect); //preventing blitting outside of that rect
+
+			if(ADVOPT.smoothMove) //version for smooth hero move, with pos shifts
+			{
+				if (hvx<0 && hvy<0)
+				{
+					arrow->draw(to, x + moveX, y + moveY);
+				}
+				else if(hvx<0)
+				{
+					Rect srcRect = genRect(arrow->height() - hvy, arrow->width(), 0, 0);
+					arrow->draw(to, x + moveX, y + moveY, &srcRect);
+				}
+				else if (hvy<0)
+				{
+					Rect srcRect = genRect(arrow->height(), arrow->width() - hvx, 0, 0);
+					arrow->draw(to, x + moveX, y + moveY, &srcRect);
+				}
+				else
+				{
+					Rect srcRect = genRect(arrow->height() - hvy, arrow->width() - hvx, 0, 0);
+					arrow->draw(to, x + moveX, y + moveY, &srcRect);
+				}
+			}
+			else //standard version
+			{
+				if (hvx<0 && hvy<0)
+				{
+					arrow->draw(to, x, y);
+				}
+				else if(hvx<0)
+				{
+					Rect srcRect = genRect(arrow->height() - hvy, arrow->width(), 0, 0);
+					arrow->draw(to, x, y, &srcRect);
+				}
+				else if (hvy<0)
+				{
+					Rect srcRect = genRect(arrow->height(), arrow->width() - hvx, 0, 0);
+					arrow->draw(to, x, y, &srcRect);
+				}
+				else
+				{
+					Rect srcRect = genRect(arrow->height() - hvy, arrow->width() - hvx, 0, 0);
+					arrow->draw(to, x, y, &srcRect);
+				}
+			}
+			CSDL_Ext::setClipRect(to, prevClip);
+
+		}
+	} //for (int i=0;i<currentPath->nodes.size()-1;i++)
+}
+
+void CTerrainRect::show(SDL_Surface * to)
+{
+	if (adventureInt->mode == EAdvMapMode::NORMAL)
+	{
+		MapDrawingInfo info(adventureInt->position, LOCPLINT->cb->getVisibilityMap(), pos);
+		info.otherheroAnim = true;
+		info.anim = adventureInt->anim;
+		info.heroAnim = adventureInt->heroAnim;
+		if (ADVOPT.smoothMove)
+			info.movement = int3(moveX, moveY, 0);
+
+		lastRedrawStatus = CGI->mh->drawTerrainRectNew(to, &info);
+		if (fadeAnim->isFading())
+		{
+			Rect r(pos);
+			fadeAnim->update();
+			fadeAnim->draw(to, r.topLeft());
+		}
+
+		if (currentPath/* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path
+		{
+			showPath(pos, to);
+		}
+	}
+}
+
+void CTerrainRect::showAll(SDL_Surface * to)
+{
+	// world view map is static and doesn't need redraw every frame
+	if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
+	{
+		MapDrawingInfo info(adventureInt->position, LOCPLINT->cb->getVisibilityMap(), pos, adventureInt->worldViewIcons);
+		info.scaled = true;
+		info.scale = adventureInt->worldViewScale;
+		adventureInt->worldViewOptions.adjustDrawingInfo(info);
+		CGI->mh->drawTerrainRectNew(to, &info);
+	}
+}
+
+void CTerrainRect::showAnim(SDL_Surface * to)
+{
+	if (fadeAnim->isFading())
+		show(to);
+	else if (lastRedrawStatus == EMapAnimRedrawStatus::REDRAW_REQUESTED)
+		show(to); // currently the same; maybe we should pass some flag to map handler so it redraws ONLY tiles that need redraw instead of full
+}
+
+int3 CTerrainRect::whichTileIsIt(const int x, const int y)
+{
+	int3 ret;
+	ret.x = adventureInt->position.x + ((x-CGI->mh->offsetX-pos.x)/32);
+	ret.y = adventureInt->position.y + ((y-CGI->mh->offsetY-pos.y)/32);
+	ret.z = adventureInt->position.z;
+	return ret;
+}
+
+int3 CTerrainRect::whichTileIsIt()
+{
+	return whichTileIsIt(GH.getCursorPosition().x, GH.getCursorPosition().y);
+}
+
+int3 CTerrainRect::tileCountOnScreen()
+{
+	switch (adventureInt->mode)
+	{
+	default:
+		logGlobal->error("Unknown map mode %d", (int)adventureInt->mode);
+		return int3();
+	case EAdvMapMode::NORMAL:
+		return int3(tilesw, tilesh, 1);
+	case EAdvMapMode::WORLD_VIEW:
+		return int3((si32)(tilesw / adventureInt->worldViewScale), (si32)(tilesh / adventureInt->worldViewScale), 1);
+	}
+}
+
+void CTerrainRect::fadeFromCurrentView()
+{
+	if (!ADVOPT.screenFading)
+		return;
+	if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
+		return;
+
+	if (!fadeSurface)
+		fadeSurface = CSDL_Ext::newSurface(pos.w, pos.h);
+	CSDL_Ext::blitSurface(screen, fadeSurface, Point(0,0));
+	fadeAnim->init(CFadeAnimation::EMode::OUT, fadeSurface);
+}
+
+bool CTerrainRect::needsAnimUpdate()
+{
+	return fadeAnim->isFading() || lastRedrawStatus == EMapAnimRedrawStatus::REDRAW_REQUESTED;
+}
+
+void CResDataBar::clickRight(tribool down, bool previousState)
+{
+}
+
+CResDataBar::CResDataBar(const std::string & defname, int x, int y, int offx, int offy, int resdist, int datedist)
+{
+	pos.x += x;
+	pos.y += y;
+	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
+	background = std::make_shared<CPicture>(defname, 0, 0);
+	background->colorize(LOCPLINT->playerID);
+
+	pos.w = background->pos.w;
+	pos.h = background->pos.h;
+
+	txtpos.resize(8);
+	for (int i = 0; i < 8 ; i++)
+	{
+		txtpos[i].first = pos.x + offx + resdist*i;
+		txtpos[i].second = pos.y + offy;
+	}
+	txtpos[7].first = txtpos[6].first + datedist;
+	datetext =  CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
+	+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
+	addUsedEvents(RCLICK);
+}
+
+CResDataBar::CResDataBar()
+{
+	pos.x += ADVOPT.resdatabarX;
+	pos.y += ADVOPT.resdatabarY;
+
+	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
+	background = std::make_shared<CPicture>(ADVOPT.resdatabarG, 0, 0);
+	background->colorize(LOCPLINT->playerID);
+
+	pos.w = background->pos.w;
+	pos.h = background->pos.h;
+
+	txtpos.resize(8);
+	for (int i = 0; i < 8 ; i++)
+	{
+		txtpos[i].first = pos.x + ADVOPT.resOffsetX + ADVOPT.resDist*i;
+		txtpos[i].second = pos.y + ADVOPT.resOffsetY;
+	}
+	txtpos[7].first = txtpos[6].first + ADVOPT.resDateDist;
+	datetext =  CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
+				+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
+}
+
+CResDataBar::~CResDataBar() = default;
+
+void CResDataBar::draw(SDL_Surface * to)
+{
+	//TODO: all this should be labels, but they require proper text update on change
+	for (auto i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))
+	{
+		std::string text = boost::lexical_cast<std::string>(LOCPLINT->cb->getResourceAmount(i));
+
+		graphics->fonts[FONT_SMALL]->renderTextLeft(to, text, Colors::WHITE, Point(txtpos[i].first,txtpos[i].second));
+	}
+	std::vector<std::string> temp;
+
+	temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::MONTH)));
+	temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK)));
+	temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK)));
+
+	graphics->fonts[FONT_SMALL]->renderTextLeft(to, processStr(datetext,temp), Colors::WHITE, Point(txtpos[7].first,txtpos[7].second));
+}
+
+void CResDataBar::show(SDL_Surface * to)
+{
+
+}
+
+void CResDataBar::showAll(SDL_Surface * to)
+{
+	CIntObject::showAll(to);
+	draw(to);
+}
+
+CAdvMapInt::CAdvMapInt():
+	mode(EAdvMapMode::NORMAL),
+	worldViewScale(0.0f), //actual init later in changeMode
+	minimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH)),
+	statusbar(CGStatusBar::create(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG)),
+	heroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD),
+	townList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD),
+	infoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192)), state(NA),
+	spellBeingCasted(nullptr), position(int3(0, 0, 0)), selection(nullptr),
+	updateScreen(false), anim(0), animValHitCount(0), heroAnim(0), heroAnimValHitCount(0),
+	activeMapPanel(nullptr), duringAITurn(false), scrollingDir(0), scrollingState(false),
+	swipeEnabled(settings["general"]["swipe"].Bool()), swipeMovementRequested(false),
+	swipeTargetPosition(int3(-1, -1, -1))
+{
+	pos.x = pos.y = 0;
+	pos.w = screen->w;
+	pos.h = screen->h;
+	strongInterest = true; // handle all mouse move events to prevent dead mouse move space in fullscreen mode
+	townList.onSelect = std::bind(&CAdvMapInt::selectionChanged,this);
+	bg = IImage::createFromFile(ADVOPT.mainGraphic);
+	if(!ADVOPT.worldViewGraphic.empty())
+	{
+		bgWorldView = IImage::createFromFile(ADVOPT.worldViewGraphic);
+	}
+	else
+	{
+		bgWorldView = nullptr;
+		logGlobal->warn("ADVOPT.worldViewGraphic is empty => bitmap not loaded");
+	}
+	if (!bgWorldView)
+	{
+		logGlobal->warn("bgWorldView not defined in resolution config; fallback to VWorld.bmp");
+		bgWorldView = IImage::createFromFile("VWorld.bmp");
+	}
+
+	worldViewIcons = std::make_shared<CAnimation>("VwSymbol");//todo: customize with ADVOPT
+	worldViewIcons->preload();
+
+	for(int g = 0; g < ADVOPT.gemG.size(); ++g)
+	{
+		gems.push_back(std::make_shared<CAnimImage>(ADVOPT.gemG[g], 0, 0, ADVOPT.gemX[g], ADVOPT.gemY[g]));
+	}
+
+	auto makeButton = [&](int textID, std::function<void()> callback, config::ButtonInfo info, int key) -> std::shared_ptr<CButton>
+	{
+		auto button = std::make_shared<CButton>(Point(info.x, info.y), info.defName, CGI->generaltexth->zelp[textID], callback, key, info.playerColoured);
+		for(auto image : info.additionalDefs)
+			button->addImage(image);
+		return button;
+	};
+
+	kingOverview = makeButton(293, std::bind(&CAdvMapInt::fshowOverview,this),     ADVOPT.kingOverview, SDLK_k);
+	underground  = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this),      ADVOPT.underground,  SDLK_u);
+	questlog     = makeButton(295, std::bind(&CAdvMapInt::fshowQuestlog,this),     ADVOPT.questlog,     SDLK_q);
+	sleepWake    = makeButton(296, std::bind(&CAdvMapInt::fsleepWake,this),        ADVOPT.sleepWake,    SDLK_w);
+	moveHero     = makeButton(297, std::bind(&CAdvMapInt::fmoveHero,this),         ADVOPT.moveHero,     SDLK_m);
+	spellbook    = makeButton(298, std::bind(&CAdvMapInt::fshowSpellbok,this),     ADVOPT.spellbook,    SDLK_c);
+	advOptions   = makeButton(299, std::bind(&CAdvMapInt::fadventureOPtions,this), ADVOPT.advOptions,   SDLK_a);
+	sysOptions   = makeButton(300, std::bind(&CAdvMapInt::fsystemOptions,this),    ADVOPT.sysOptions,   SDLK_o);
+	nextHero     = makeButton(301, std::bind(&CAdvMapInt::fnextHero,this),         ADVOPT.nextHero,     SDLK_h);
+	endTurn      = makeButton(302, std::bind(&CAdvMapInt::fendTurn,this),          ADVOPT.endTurn,      SDLK_e);
+
+	int panelSpaceBottom = screen->h - resdatabar.pos.h - 4;
+
+	panelMain = std::make_shared<CAdvMapPanel>(nullptr, Point(0, 0));
+	// TODO correct drawing position
+	panelWorldView = std::make_shared<CAdvMapWorldViewPanel>(worldViewIcons, bgWorldView, Point(heroList.pos.x - 2, 195), panelSpaceBottom, LOCPLINT->playerID);
+
+	panelMain->addChildColorableButton(kingOverview);
+	panelMain->addChildColorableButton(underground);
+	panelMain->addChildColorableButton(questlog);
+	panelMain->addChildColorableButton(sleepWake);
+	panelMain->addChildColorableButton(moveHero);
+	panelMain->addChildColorableButton(spellbook);
+	panelMain->addChildColorableButton(advOptions);
+	panelMain->addChildColorableButton(sysOptions);
+	panelMain->addChildColorableButton(nextHero);
+	panelMain->addChildColorableButton(endTurn);
+
+
+	// TODO move configs to resolutions.json, similarly to previous buttons
+	config::ButtonInfo worldViewBackConfig = config::ButtonInfo();
+	worldViewBackConfig.defName = "IOK6432.DEF";
+	worldViewBackConfig.x = screen->w - 73;
+	worldViewBackConfig.y = 343 + 195;
+	worldViewBackConfig.playerColoured = false;
+	panelWorldView->addChildToPanel(
+		makeButton(288, std::bind(&CAdvMapInt::fworldViewBack,this), worldViewBackConfig, SDLK_ESCAPE), ACTIVATE | DEACTIVATE);
+
+	config::ButtonInfo worldViewPuzzleConfig = config::ButtonInfo();
+	worldViewPuzzleConfig.defName = "VWPUZ.DEF";
+	worldViewPuzzleConfig.x = screen->w - 188;
+	worldViewPuzzleConfig.y = 343 + 195;
+	worldViewPuzzleConfig.playerColoured = false;
+	panelWorldView->addChildToPanel( // no help text for this one
+		std::make_shared<CButton>(Point(worldViewPuzzleConfig.x, worldViewPuzzleConfig.y), worldViewPuzzleConfig.defName, std::pair<std::string, std::string>(),
+				std::bind(&CPlayerInterface::showPuzzleMap,LOCPLINT), SDLK_p, worldViewPuzzleConfig.playerColoured), ACTIVATE | DEACTIVATE);
+
+	config::ButtonInfo worldViewScale1xConfig = config::ButtonInfo();
+	worldViewScale1xConfig.defName = "VWMAG1.DEF";
+	worldViewScale1xConfig.x = screen->w - 191;
+	worldViewScale1xConfig.y = 23 + 195;
+	worldViewScale1xConfig.playerColoured = false;
+	panelWorldView->addChildToPanel( // help text is wrong for this button
+		makeButton(291, std::bind(&CAdvMapInt::fworldViewScale1x,this), worldViewScale1xConfig, SDLK_1), ACTIVATE | DEACTIVATE);
+
+	config::ButtonInfo worldViewScale2xConfig = config::ButtonInfo();
+	worldViewScale2xConfig.defName = "VWMAG2.DEF";
+	worldViewScale2xConfig.x = screen->w - 191 + 63;
+	worldViewScale2xConfig.y = 23 + 195;
+	worldViewScale2xConfig.playerColoured = false;
+	panelWorldView->addChildToPanel( // help text is wrong for this button
+		makeButton(291, std::bind(&CAdvMapInt::fworldViewScale2x,this), worldViewScale2xConfig, SDLK_2), ACTIVATE | DEACTIVATE);
+
+	config::ButtonInfo worldViewScale4xConfig = config::ButtonInfo();
+	worldViewScale4xConfig.defName = "VWMAG4.DEF";
+	worldViewScale4xConfig.x = screen->w - 191 + 126;
+	worldViewScale4xConfig.y = 23 + 195;
+	worldViewScale4xConfig.playerColoured = false;
+	panelWorldView->addChildToPanel( // help text is wrong for this button
+		makeButton(291, std::bind(&CAdvMapInt::fworldViewScale4x,this), worldViewScale4xConfig, SDLK_4), ACTIVATE | DEACTIVATE);
+
+	config::ButtonInfo worldViewUndergroundConfig = config::ButtonInfo();
+	worldViewUndergroundConfig.defName = "IAM010.DEF";
+	worldViewUndergroundConfig.additionalDefs.push_back("IAM003.DEF");
+	worldViewUndergroundConfig.x = screen->w - 115;
+	worldViewUndergroundConfig.y = 343 + 195;
+	worldViewUndergroundConfig.playerColoured = true;
+	worldViewUnderground = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this), worldViewUndergroundConfig, SDLK_u);
+	panelWorldView->addChildColorableButton(worldViewUnderground);
+
+	setPlayer(LOCPLINT->playerID);
+
+	int iconColorMultiplier = player.getNum() * 19;
+	int wvLeft = heroList.pos.x - 2; // TODO correct drawing position
+	//int wvTop = 195;
+	for (int i = 0; i < 5; ++i)
+	{
+		panelWorldView->addChildIcon(std::pair<int, Point>(i, Point(5, 58 + i * 20)), iconColorMultiplier);
+		panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 263 + i * 20, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
+												Colors::WHITE, CGI->generaltexth->allTexts[612 + i]));
+	}
+	for (int i = 0; i < 7; ++i)
+	{
+		panelWorldView->addChildIcon(std::pair<int, Point>(i +  5, Point(5, 182 + i * 20)), iconColorMultiplier);
+		panelWorldView->addChildIcon(std::pair<int, Point>(i + 12, Point(160, 182 + i * 20)), iconColorMultiplier);
+		panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 387 + i * 20, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
+												Colors::WHITE, CGI->generaltexth->allTexts[619 + i]));
+	}
+	panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft +   5, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
+											Colors::WHITE, CGI->generaltexth->allTexts[617]));
+	panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
+											Colors::WHITE, CGI->generaltexth->allTexts[618]));
+
+	activeMapPanel = panelMain;
+
+	changeMode(EAdvMapMode::NORMAL);
+
+	underground->block(!CGI->mh->map->twoLevel);
+	questlog->block(!CGI->mh->map->quests.size());
+	worldViewUnderground->block(!CGI->mh->map->twoLevel);
+
+	addUsedEvents(MOVE);
+}
+
+void CAdvMapInt::fshowOverview()
+{
+	GH.pushIntT<CKingdomInterface>();
+}
+
+void CAdvMapInt::fworldViewBack()
+{
+	changeMode(EAdvMapMode::NORMAL);
+	CGI->mh->discardWorldViewCache();
+
+	auto hero = curHero();
+	if (hero)
+		centerOn(hero);
+}
+
+void CAdvMapInt::fworldViewScale1x()
+{
+	// TODO set corresponding scale button to "selected" mode
+	changeMode(EAdvMapMode::WORLD_VIEW, 0.22f);
+}
+
+void CAdvMapInt::fworldViewScale2x()
+{
+	changeMode(EAdvMapMode::WORLD_VIEW, 0.36f);
+}
+
+void CAdvMapInt::fworldViewScale4x()
+{
+	changeMode(EAdvMapMode::WORLD_VIEW, 0.5f);
+}
+
+void CAdvMapInt::fswitchLevel()
+{
+	// with support for future multi-level maps :)
+	int maxLevels = CGI->mh->map->levels();
+	if (maxLevels < 2)
+		return;
+
+	position.z = (position.z + 1) % maxLevels;
+
+	underground->setIndex(position.z, true);
+	underground->redraw();
+
+	worldViewUnderground->setIndex(position.z, true);
+	worldViewUnderground->redraw();
+
+	updateScreen = true;
+	minimap.setLevel(position.z);
+
+	if (mode == EAdvMapMode::WORLD_VIEW)
+		terrain.redraw();
+}
+void CAdvMapInt::fshowQuestlog()
+{
+	LOCPLINT->showQuestLog();
+}
+void CAdvMapInt::fsleepWake()
+{
+	const CGHeroInstance *h = curHero();
+	if (!h)
+		return;
+	bool newSleep = !isHeroSleeping(h);
+	setHeroSleeping(h, newSleep);
+	updateSleepWake(h);
+	if (newSleep)
+	{
+		fnextHero();
+
+		//moveHero.block(true);
+		//uncomment to enable original HoMM3 behaviour:
+		//move button is disabled for hero going to sleep, even though it's enabled when you reselect him
+	}
+}
+
+void CAdvMapInt::fmoveHero()
+{
+	const CGHeroInstance *h = curHero();
+	if (!h || !terrain.currentPath || !CGI->mh->canStartHeroMovement())
+		return;
+
+	LOCPLINT->moveHero(h, *terrain.currentPath);
+}
+
+void CAdvMapInt::fshowSpellbok()
+{
+	if (!curHero()) //checking necessary values
+		return;
+
+	centerOn(selection);
+
+	GH.pushIntT<CSpellWindow>(curHero(), LOCPLINT, false);
+}
+
+void CAdvMapInt::fadventureOPtions()
+{
+	GH.pushIntT<CAdventureOptions>();
+}
+
+void CAdvMapInt::fsystemOptions()
+{
+	GH.pushIntT<CSystemOptionsWindow>();
+}
+
+void CAdvMapInt::fnextHero()
+{
+	auto hero = dynamic_cast<const CGHeroInstance*>(selection);
+	int next = getNextHeroIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));
+	if (next < 0)
+		return;
+	select(LOCPLINT->wanderingHeroes[next], true);
+}
+
+void CAdvMapInt::fendTurn()
+{
+	if(!LOCPLINT->makingTurn)
+		return;
+
+	if(settings["adventure"]["heroReminder"].Bool())
+	{
+		for(auto hero : LOCPLINT->wanderingHeroes)
+		{
+			if(!isHeroSleeping(hero) && hero->movement > 0)
+			{
+				// Only show hero reminder if conditions met:
+				// - There still movement points
+				// - Hero don't have a path or there not points for first step on path
+				auto path = LOCPLINT->getAndVerifyPath(hero);
+				if(!path || path->nodes.size() < 2 || !path->nodes[path->nodes.size()-2].turns)
+				{
+					LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[55], std::bind(&CAdvMapInt::endingTurn, this), nullptr);
+					return;
+				}
+			}
+		}
+	}
+	endingTurn();
+}
+
+void CAdvMapInt::updateSleepWake(const CGHeroInstance *h)
+{
+	sleepWake->block(!h);
+	if (!h)
+		return;
+	bool state = isHeroSleeping(h);
+	sleepWake->setIndex(state ? 1 : 0, true);
+	sleepWake->assignedKeys.clear();
+	sleepWake->assignedKeys.insert(state ? SDLK_w : SDLK_z);
+}
+
+void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath)
+{
+	if(!h)
+	{
+		moveHero->block(true);
+		return;
+	}
+	//default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately
+	if(boost::logic::indeterminate(hasPath))
+		hasPath = LOCPLINT->paths[h].nodes.size() ? true : false;
+
+	moveHero->block(!(bool)hasPath || (h->movement == 0));
+}
+
+void CAdvMapInt::updateSpellbook(const CGHeroInstance *h)
+{
+	spellbook->block(!h);
+}
+
+int CAdvMapInt::getNextHeroIndex(int startIndex)
+{
+	if (LOCPLINT->wanderingHeroes.size() == 0)
+		return -1;
+	if (startIndex < 0)
+		startIndex = 0;
+	int i = startIndex;
+	do
+	{
+		i++;
+		if (i >= LOCPLINT->wanderingHeroes.size())
+			i = 0;
+	}
+	while (((LOCPLINT->wanderingHeroes[i]->movement == 0) || isHeroSleeping(LOCPLINT->wanderingHeroes[i])) && (i != startIndex));
+
+	if ((LOCPLINT->wanderingHeroes[i]->movement != 0) && !isHeroSleeping(LOCPLINT->wanderingHeroes[i]))
+		return i;
+	else
+		return -1;
+}
+
+void CAdvMapInt::updateNextHero(const CGHeroInstance *h)
+{
+	int start = vstd::find_pos(LOCPLINT->wanderingHeroes, h);
+	int next = getNextHeroIndex(start);
+	if (next < 0)
+	{
+		nextHero->block(true);
+		return;
+	}
+	const CGHeroInstance *nextH = LOCPLINT->wanderingHeroes[next];
+	bool noActiveHeroes = (next == start) && ((nextH->movement == 0) || isHeroSleeping(nextH));
+	nextHero->block(noActiveHeroes);
+}
+
+void CAdvMapInt::activate()
+{
+	CIntObject::activate();
+	if (!(active & KEYBOARD))
+		CIntObject::activate(KEYBOARD);
+
+	screenBuf = screen;
+	GH.statusbar = statusbar;
+	
+	if(LOCPLINT)
+	{
+		LOCPLINT->cingconsole->activate();
+		LOCPLINT->cingconsole->pos = this->pos;
+	}
+	
+	if(!duringAITurn)
+	{
+		activeMapPanel->activate();
+		if (mode == EAdvMapMode::NORMAL)
+		{
+			heroList.activate();
+			townList.activate();
+			infoBar.activate();
+		}
+		minimap.activate();
+		terrain.activate();
+		statusbar->activate();
+
+		GH.fakeMouseMove(); //to restore the cursor
+	}
+}
+
+void CAdvMapInt::deactivate()
+{
+	CIntObject::deactivate();
+
+	if(!duringAITurn)
+	{
+		scrollingDir = 0;
+
+		CCS->curh->set(Cursor::Map::POINTER);
+		activeMapPanel->deactivate();
+		if (mode == EAdvMapMode::NORMAL)
+		{
+			heroList.deactivate();
+			townList.deactivate();
+			infoBar.deactivate();
+		}
+		minimap.deactivate();
+		terrain.deactivate();
+		statusbar->deactivate();
+	}
+}
+
+void CAdvMapInt::showAll(SDL_Surface * to)
+{
+	bg->draw(to, 0, 0);
+
+	if(state != INGAME)
+		return;
+
+	switch (mode)
+	{
+	case EAdvMapMode::NORMAL:
+
+		heroList.showAll(to);
+		townList.showAll(to);
+		infoBar.showAll(to);
+		break;
+	case EAdvMapMode::WORLD_VIEW:
+
+		terrain.showAll(to);
+		break;
+	}
+	activeMapPanel->showAll(to);
+
+	updateScreen = true;
+	minimap.showAll(to);
+	show(to);
+
+
+	resdatabar.showAll(to);
+
+	statusbar->show(to);
+
+	LOCPLINT->cingconsole->show(to);
+}
+
+bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero)
+{
+	if (!hero)
+		return false;
+
+	return vstd::contains(LOCPLINT->sleepingHeroes, hero);
+}
+
+void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep)
+{
+	if (sleep)
+		LOCPLINT->sleepingHeroes.push_back(hero); //FIXME: should we check for existence?
+	else
+		LOCPLINT->sleepingHeroes -= hero;
+	updateNextHero(nullptr);
+}
+
+void CAdvMapInt::show(SDL_Surface * to)
+{
+	if(state != INGAME)
+		return;
+
+	++animValHitCount; //for animations
+
+	if(animValHitCount % 2 == 0)
+	{
+		++heroAnim;
+	}
+	if(animValHitCount >= 8)
+	{
+		CGI->mh->updateWater();
+		animValHitCount = 0;
+		++anim;
+		updateScreen = true;
+	}
+
+	if(swipeEnabled)
+	{
+		handleSwipeUpdate();
+	}
+#if defined(VCMI_ANDROID) || defined(VCMI_IOS) // on mobile, map-moving mode is exclusive (TODO technically it might work with both enabled; to be checked)
+	else
+#endif
+	{
+		handleMapScrollingUpdate();
+	}
+
+	for(int i = 0; i < 4; i++)
+	{
+		if(settings["session"]["spectate"].Bool())
+			gems[i]->setFrame(PlayerColor(1).getNum());
+		else
+			gems[i]->setFrame(LOCPLINT->playerID.getNum());
+	}
+	if(updateScreen)
+	{
+		int3 betterPos = LOCPLINT->repairScreenPos(position);
+		if (betterPos != position)
+		{
+			logGlobal->warn("Incorrect position for adventure map!");
+			position = betterPos;
+		}
+
+		terrain.show(to);
+		for(int i = 0; i < 4; i++)
+			gems[i]->showAll(to);
+		updateScreen=false;
+		LOCPLINT->cingconsole->show(to);
+	}
+	else if (terrain.needsAnimUpdate())
+	{
+		terrain.showAnim(to);
+		for(int i = 0; i < 4; i++)
+			gems[i]->showAll(to);
+	}
+
+	infoBar.show(to);
+	statusbar->showAll(to);
+}
+
+void CAdvMapInt::handleMapScrollingUpdate()
+{
+	int scrollSpeed = static_cast<int>(settings["adventure"]["scrollSpeed"].Float());
+	//if advmap needs updating AND (no dialog is shown OR ctrl is pressed)
+	if((animValHitCount % (4 / scrollSpeed)) == 0
+	   && ((GH.topInt().get() == this) || isCtrlKeyDown()))
+	{
+		if((scrollingDir & LEFT) && (position.x > -CGI->mh->frameW))
+			position.x--;
+
+		if((scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - CGI->mh->tilesW + CGI->mh->frameW))
+			position.x++;
+
+		if((scrollingDir & UP) && (position.y > -CGI->mh->frameH))
+			position.y--;
+
+		if((scrollingDir & DOWN) && (position.y < CGI->mh->map->height - CGI->mh->tilesH + CGI->mh->frameH))
+			position.y++;
+
+		if(scrollingDir)
+		{
+			setScrollingCursor(scrollingDir);
+			scrollingState = true;
+			updateScreen = true;
+			minimap.redraw();
+			if(mode == EAdvMapMode::WORLD_VIEW)
+				terrain.redraw();
+		}
+		else if(scrollingState)
+		{
+			CCS->curh->set(Cursor::Map::POINTER);
+			scrollingState = false;
+		}
+	}
+}
+
+void CAdvMapInt::handleSwipeUpdate()
+{
+	if(swipeMovementRequested)
+	{
+		auto fixedPos = LOCPLINT->repairScreenPos(swipeTargetPosition);
+		position.x = fixedPos.x;
+		position.y = fixedPos.y;
+		CCS->curh->set(Cursor::Map::POINTER);
+		updateScreen = true;
+		minimap.redraw();
+		swipeMovementRequested = false;
+	}
+}
+
+void CAdvMapInt::selectionChanged()
+{
+	const CGTownInstance *to = LOCPLINT->towns[townList.getSelectedIndex()];
+	if (selection != to)
+		select(to);
+}
+
+void CAdvMapInt::centerOn(int3 on, bool fade)
+{
+	bool switchedLevels = on.z != position.z;
+
+	if (fade)
+	{
+		terrain.fadeFromCurrentView();
+	}
+
+	switch (mode)
+	{
+	default:
+	case EAdvMapMode::NORMAL:
+		on.x -= CGI->mh->frameW; // is this intentional? frame size doesn't really have to correspond to camera size...
+		on.y -= CGI->mh->frameH;
+		break;
+	case EAdvMapMode::WORLD_VIEW:
+		on.x -= static_cast<si32>(CGI->mh->tilesW / 2 / worldViewScale);
+		on.y -= static_cast<si32>(CGI->mh->tilesH / 2 / worldViewScale);
+		break;
+	}
+
+
+	on = LOCPLINT->repairScreenPos(on);
+
+	position = on;
+	updateScreen=true;
+	underground->setIndex(on.z,true); //change underground switch button image
+	underground->redraw();
+	worldViewUnderground->setIndex(on.z, true);
+	worldViewUnderground->redraw();
+	if (switchedLevels)
+		minimap.setLevel(position.z);
+	minimap.redraw();
+
+	if (mode == EAdvMapMode::WORLD_VIEW)
+		terrain.redraw();
+}
+
+void CAdvMapInt::centerOn(const CGObjectInstance * obj, bool fade)
+{
+	centerOn(obj->getSightCenter(), fade);
+}
+
+void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
+{
+
+	if (mode == EAdvMapMode::WORLD_VIEW)
+		return;
+
+	ui8 Dir = 0;
+	SDL_Keycode k = key.keysym.sym;
+	const CGHeroInstance *h = curHero(); //selected hero
+	const CGTownInstance *t = curTown(); //selected town
+
+	switch(k)
+	{
+	case SDLK_g:
+		if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)
+			return;
+
+		{
+			//find first town with tavern
+			auto itr = range::find_if(LOCPLINT->towns, [](const CGTownInstance * town)
+			{
+				return town->hasBuilt(BuildingID::TAVERN);
+			});
+
+			if(itr != LOCPLINT->towns.end())
+				LOCPLINT->showThievesGuildWindow(*itr);
+			else
+				LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithTavern"));
+		}
+		return;
+	case SDLK_i:
+		if(isActive())
+			CAdventureOptions::showScenarioInfo();
+		return;
+	case SDLK_l:
+		if(isActive())
+			LOCPLINT->proposeLoadingGame();
+		return;
+	case SDLK_s:
+		if(isActive() && key.type == SDL_KEYUP)
+			GH.pushIntT<CSavingScreen>();
+		return;
+	case SDLK_d:
+		{
+			if(h && isActive() && LOCPLINT->makingTurn && key.state == SDL_PRESSED)
+				LOCPLINT->tryDiggging(h);
+			return;
+		}
+	case SDLK_p:
+		if(isActive())
+			LOCPLINT->showPuzzleMap();
+		return;
+	case SDLK_v:
+		if(isActive())
+			LOCPLINT->viewWorldMap();
+		return;
+	case SDLK_r:
+		if(isActive() && LOCPLINT->ctrlPressed())
+		{
+			LOCPLINT->showYesNoDialog(CGI->generaltexth->translate("vcmi.adventureMap.confirmRestartGame"),
+				[](){ LOCPLINT->sendCustomEvent(EUserEvent::RESTART_GAME); }, nullptr);
+		}
+		return;
+	case SDLK_SPACE: //space - try to revisit current object with selected hero
+		{
+			if(!isActive())
+				return;
+			if(h && key.state == SDL_PRESSED)
+			{
+				auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
+				//TODO!!!!!!! possible freeze, when GS mutex is locked and network thread can't apply package
+				//this thread leaves scope and tries to lock pim while holding gs,
+				//network thread tries to lock gs (appluy cl) while holding pim
+				//this thread should first lock pim, however gs locking/unlocking is done inside cb
+				LOCPLINT->cb->moveHero(h,h->pos);
+			}
+		}
+		return;
+	case SDLK_RETURN:
+		{
+			if(!isActive() || !selection || key.state != SDL_PRESSED)
+				return;
+			if(h)
+				LOCPLINT->openHeroWindow(h);
+			else if(t)
+				LOCPLINT->openTownWindow(t);
+			return;
+		}
+	case SDLK_ESCAPE:
+		{
+			if(isActive() || GH.topInt().get() != this || !spellBeingCasted || key.state != SDL_PRESSED)
+				return;
+
+			leaveCastingMode();
+			return;
+		}
+	case SDLK_t:
+		{
+			//act on key down if marketplace windows is not already opened
+			if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)
+				return;
+
+			if(LOCPLINT->ctrlPressed()) //CTRL + T => open marketplace
+			{
+				//check if we have any marketplace
+				const CGTownInstance *townWithMarket = nullptr;
+				for(const CGTownInstance *t : LOCPLINT->cb->getTownsInfo())
+				{
+					if(t->hasBuilt(BuildingID::MARKETPLACE))
+					{
+						townWithMarket = t;
+						break;
+					}
+				}
+
+				if(townWithMarket) //if any town has marketplace, open window
+					GH.pushIntT<CMarketplaceWindow>(townWithMarket);
+				else //if not - complain
+					LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithMarket"));
+			}
+			else if(isActive()) //no ctrl, advmapint is on the top => switch to town
+			{
+				townList.selectNext();
+			}
+			return;
+		}
+	default:
+		{
+			static const int3 directions[] = {  int3(-1, +1, 0), int3(0, +1, 0), int3(+1, +1, 0),
+												int3(-1, 0, 0),  int3(0, 0, 0),  int3(+1, 0, 0),
+												int3(-1, -1, 0), int3(0, -1, 0), int3(+1, -1, 0) };
+
+			//numpad arrow
+			if(CGuiHandler::isArrowKey(k))
+				k = CGuiHandler::arrowToNum(k);
+
+			k -= SDLK_KP_1;
+
+			if(k < 0 || k > 8)
+				return;
+
+			if (!CGI->mh->canStartHeroMovement())
+				return;
+
+			int3 dir = directions[k];
+
+			if(!isActive() || LOCPLINT->ctrlPressed())//ctrl makes arrow move screen, not hero
+			{
+				Dir = (dir.x<0 ? LEFT  : 0) |
+					  (dir.x>0 ? RIGHT : 0) |
+					  (dir.y<0 ? UP    : 0) |
+					  (dir.y>0 ? DOWN  : 0) ;
+				break;
+			}
+
+			if(!h || key.state != SDL_PRESSED)
+				break;
+
+			if(k == 4)
+			{
+				centerOn(h);
+				return;
+			}
+
+			CGPath &path = LOCPLINT->paths[h];
+			terrain.currentPath = &path;
+			int3 dst = h->visitablePos() + dir;
+			if(dst != verifyPos(dst) || !LOCPLINT->cb->getPathsInfo(h)->getPath(path, dst))
+			{
+				terrain.currentPath = nullptr;
+				return;
+			}
+
+			if (path.nodes.size() > 2)
+				updateMoveHero(h);
+			else
+			if(!path.nodes[0].turns)
+				LOCPLINT->moveHero(h, path);
+		}
+
+		return;
+	}
+	if(Dir && key.state == SDL_PRESSED //arrow is pressed
+		&& LOCPLINT->ctrlPressed()
+	)
+		scrollingDir |= Dir;
+	else
+		scrollingDir &= ~Dir;
+}
+void CAdvMapInt::handleRightClick(std::string text, tribool down)
+{
+	if(down)
+	{
+		CRClickPopup::createAndPush(text);
+	}
+}
+int3 CAdvMapInt::verifyPos(int3 ver)
+{
+	if (ver.x<0)
+		ver.x=0;
+	if (ver.y<0)
+		ver.y=0;
+	if (ver.z<0)
+		ver.z=0;
+	if (ver.x>=CGI->mh->sizes.x)
+		ver.x=CGI->mh->sizes.x-1;
+	if (ver.y>=CGI->mh->sizes.y)
+		ver.y=CGI->mh->sizes.y-1;
+	if (ver.z>=CGI->mh->sizes.z)
+		ver.z=CGI->mh->sizes.z-1;
+	return ver;
+}
+
+void CAdvMapInt::select(const CArmedInstance *sel, bool centerView)
+{
+	assert(sel);
+	LOCPLINT->setSelection(sel);
+	selection = sel;
+	if (LOCPLINT->battleInt == nullptr && LOCPLINT->makingTurn)
+	{
+		auto pos = sel->visitablePos();
+		auto tile = LOCPLINT->cb->getTile(pos);
+		if(tile)
+			CCS->musich->playMusicFromSet("terrain", tile->terType->getJsonKey(), true, false);
+	}
+	if(centerView)
+		centerOn(sel);
+
+	terrain.currentPath = nullptr;
+	if(sel->ID==Obj::TOWN)
+	{
+		auto town = dynamic_cast<const CGTownInstance*>(sel);
+
+		infoBar.showTownSelection(town);
+		townList.select(town);
+		heroList.select(nullptr);
+
+		updateSleepWake(nullptr);
+		updateMoveHero(nullptr);
+		updateSpellbook(nullptr);
+	}
+	else //hero selected
+	{
+		auto hero = dynamic_cast<const CGHeroInstance*>(sel);
+
+		infoBar.showHeroSelection(hero);
+		heroList.select(hero);
+		townList.select(nullptr);
+
+		terrain.currentPath = LOCPLINT->getAndVerifyPath(hero);
+
+		updateSleepWake(hero);
+		updateMoveHero(hero);
+		updateSpellbook(hero);
+	}
+	townList.redraw();
+	heroList.redraw();
+}
+
+void CAdvMapInt::mouseMoved( const SDL_MouseMotionEvent & sEvent )
+{
+#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
+	if(swipeEnabled)
+		return;
+#endif
+	// adventure map scrolling with mouse
+	// currently disabled in world view mode (as it is in OH3), but should work correctly if mode check is removed
+	// don't scroll if there is no window in focus - these events don't seem to correspond to the actual mouse movement
+	if(!isCtrlKeyDown() && isActive() && sEvent.windowID != 0 && mode == EAdvMapMode::NORMAL)
+	{
+		if(sEvent.x<15)
+		{
+			scrollingDir |= LEFT;
+		}
+		else
+		{
+			scrollingDir &= ~LEFT;
+		}
+		if(sEvent.x>screen->w-15)
+		{
+			scrollingDir |= RIGHT;
+		}
+		else
+		{
+			scrollingDir &= ~RIGHT;
+		}
+		if(sEvent.y<15)
+		{
+			scrollingDir |= UP;
+		}
+		else
+		{
+			scrollingDir &= ~UP;
+		}
+		if(sEvent.y>screen->h-15)
+		{
+			scrollingDir |= DOWN;
+		}
+		else
+		{
+			scrollingDir &= ~DOWN;
+		}
+	}
+}
+
+bool CAdvMapInt::isActive()
+{
+	return active & ~CIntObject::KEYBOARD;
+}
+
+void CAdvMapInt::startHotSeatWait(PlayerColor Player)
+{
+	state = WAITING;
+}
+
+void CAdvMapInt::setPlayer(PlayerColor Player)
+{
+	player = Player;
+	bg->playerColored(player);
+
+	panelMain->setPlayerColor(player);
+	panelWorldView->setPlayerColor(player);
+	panelWorldView->recolorIcons(player, player.getNum() * 19);
+	resdatabar.background->colorize(player);
+}
+
+void CAdvMapInt::startTurn()
+{
+	state = INGAME;
+	if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID
+		|| settings["session"]["spectate"].Bool())
+	{
+		adjustActiveness(false);
+		minimap.setAIRadar(false);
+	}
+}
+
+void CAdvMapInt::endingTurn()
+{
+	if(settings["session"]["spectate"].Bool())
+		return;
+
+	LOCPLINT->makingTurn = false;
+	LOCPLINT->cb->endTurn();
+	CCS->soundh->ambientStopAllChannels();
+}
+
+const CGObjectInstance* CAdvMapInt::getActiveObject(const int3 &mapPos)
+{
+	std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos);  //blocking objects at tile
+
+	if (bobjs.empty())
+		return nullptr;
+
+	return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);
+/*
+	if (bobjs.back()->ID == Obj::HERO)
+		return bobjs.back();
+	else
+		return bobjs.front();*/
+}
+
+void CAdvMapInt::tileLClicked(const int3 &mapPos)
+{
+	if(mode != EAdvMapMode::NORMAL)
+		return;
+	if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn)
+		return;
+
+	const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
+
+	const CGObjectInstance *topBlocking = getActiveObject(mapPos);
+
+	int3 selPos = selection->getSightCenter();
+	if(spellBeingCasted && isInScreenRange(selPos, mapPos))
+	{
+		const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
+
+		switch(spellBeingCasted->id)
+		{
+		case SpellID::SCUTTLE_BOAT: //Scuttle Boat
+			if(topBlocking && topBlocking->ID == Obj::BOAT)
+				leaveCastingMode(true, mapPos);
+			break;
+		case SpellID::DIMENSION_DOOR:
+			if(!tile || tile->isClear(heroTile))
+				leaveCastingMode(true, mapPos);
+			break;
+		}
+		return;
+	}
+	//check if we can select this object
+	bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
+	canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
+
+	bool isHero = false;
+	if(selection->ID != Obj::HERO) //hero is not selected (presumably town)
+	{
+		assert(!terrain.currentPath); //path can be active only when hero is selected
+		if(selection == topBlocking) //selected town clicked
+			LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
+		else if(canSelect)
+			select(static_cast<const CArmedInstance*>(topBlocking), false);
+	}
+	else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
+	{
+		isHero = true;
+
+		const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);
+		if(currentHero == topBlocking) //clicked selected hero
+		{
+			LOCPLINT->openHeroWindow(currentHero);
+			return;
+		}
+		else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
+		{
+			select(static_cast<const CArmedInstance*>(topBlocking), false);
+			return;
+		}
+		else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
+		{
+			if(terrain.currentPath && terrain.currentPath->endPos() == mapPos)//we'll be moving
+			{
+				if(CGI->mh->canStartHeroMovement())
+					LOCPLINT->moveHero(currentHero, *terrain.currentPath);
+				return;
+			}
+			else //remove old path and find a new one if we clicked on accessible tile
+			{
+				CGPath &path = LOCPLINT->paths[currentHero];
+				CGPath newpath;
+				bool gotPath = LOCPLINT->cb->getPathsInfo(currentHero)->getPath(newpath, mapPos); //try getting path, erase if failed
+				if(gotPath && newpath.nodes.size())
+					path = newpath;
+
+				if(path.nodes.size())
+					terrain.currentPath = &path;
+				else
+					LOCPLINT->eraseCurrentPathOf(currentHero);
+
+				updateMoveHero(currentHero);
+			}
+		}
+	} //end of hero is selected "case"
+	else
+	{
+		throw std::runtime_error("Nothing is selected...");
+	}
+
+	const auto shipyard = ourInaccessibleShipyard(topBlocking);
+	if(isHero && shipyard != nullptr)
+	{
+		LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
+	}
+}
+
+void CAdvMapInt::tileHovered(const int3 &mapPos)
+{
+	if(mode != EAdvMapMode::NORMAL //disable in world view
+		|| !selection) //may occur just at the start of game (fake move before full intiialization)
+		return;
+	if(!LOCPLINT->cb->isVisible(mapPos))
+	{
+		CCS->curh->set(Cursor::Map::POINTER);
+		statusbar->clear();
+		return;
+	}
+	auto objRelations = PlayerRelations::ALLIES;
+	const CGObjectInstance *objAtTile = getActiveObject(mapPos);
+	if(objAtTile)
+	{
+		objRelations = LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner);
+		std::string text = curHero() ? objAtTile->getHoverText(curHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
+		boost::replace_all(text,"\n"," ");
+		statusbar->write(text);
+	}
+	else
+	{
+		std::string hlp;
+		CGI->mh->getTerrainDescr(mapPos, hlp, false);
+		statusbar->write(hlp);
+	}
+
+	if(spellBeingCasted)
+	{
+		switch(spellBeingCasted->id)
+		{
+		case SpellID::SCUTTLE_BOAT:
+			if(objAtTile && objAtTile->ID == Obj::BOAT)
+				CCS->curh->set(Cursor::Map::SCUTTLE_BOAT);
+			else
+				CCS->curh->set(Cursor::Map::POINTER);
+			return;
+		case SpellID::DIMENSION_DOOR:
+			{
+				const TerrainTile * t = LOCPLINT->cb->getTile(mapPos, false);
+				int3 hpos = selection->getSightCenter();
+				if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos))
+					CCS->curh->set(Cursor::Map::TELEPORT);
+				else
+					CCS->curh->set(Cursor::Map::POINTER);
+				return;
+			}
+		}
+	}
+
+	if(selection->ID == Obj::TOWN)
+	{
+		if(objAtTile)
+		{
+			if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
+				CCS->curh->set(Cursor::Map::TOWN);
+			else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
+				CCS->curh->set(Cursor::Map::HERO);
+			else
+				CCS->curh->set(Cursor::Map::POINTER);
+		}
+		else
+			CCS->curh->set(Cursor::Map::POINTER);
+	}
+	else if(const CGHeroInstance * hero = curHero())
+	{
+		std::array<Cursor::Map, 4> cursorMove      = { Cursor::Map::T1_MOVE,       Cursor::Map::T2_MOVE,       Cursor::Map::T3_MOVE,       Cursor::Map::T4_MOVE,       };
+		std::array<Cursor::Map, 4> cursorAttack    = { Cursor::Map::T1_ATTACK,     Cursor::Map::T2_ATTACK,     Cursor::Map::T3_ATTACK,     Cursor::Map::T4_ATTACK,     };
+		std::array<Cursor::Map, 4> cursorSail      = { Cursor::Map::T1_SAIL,       Cursor::Map::T2_SAIL,       Cursor::Map::T3_SAIL,       Cursor::Map::T4_SAIL,       };
+		std::array<Cursor::Map, 4> cursorDisembark = { Cursor::Map::T1_DISEMBARK,  Cursor::Map::T2_DISEMBARK,  Cursor::Map::T3_DISEMBARK,  Cursor::Map::T4_DISEMBARK,  };
+		std::array<Cursor::Map, 4> cursorExchange  = { Cursor::Map::T1_EXCHANGE,   Cursor::Map::T2_EXCHANGE,   Cursor::Map::T3_EXCHANGE,   Cursor::Map::T4_EXCHANGE,   };
+		std::array<Cursor::Map, 4> cursorVisit     = { Cursor::Map::T1_VISIT,      Cursor::Map::T2_VISIT,      Cursor::Map::T3_VISIT,      Cursor::Map::T4_VISIT,      };
+		std::array<Cursor::Map, 4> cursorSailVisit = { Cursor::Map::T1_SAIL_VISIT, Cursor::Map::T2_SAIL_VISIT, Cursor::Map::T3_SAIL_VISIT, Cursor::Map::T4_SAIL_VISIT, };
+
+		const CGPathNode * pathNode = LOCPLINT->cb->getPathsInfo(hero)->getPathInfo(mapPos);
+		assert(pathNode);
+
+		if(LOCPLINT->altPressed() && pathNode->reachable()) //overwrite status bar text with movement info
+		{
+			ShowMoveDetailsInStatusbar(*hero, *pathNode);
+		}
+
+		int turns = pathNode->turns;
+		vstd::amin(turns, 3);
+		switch(pathNode->action)
+		{
+		case CGPathNode::NORMAL:
+		case CGPathNode::TELEPORT_NORMAL:
+			if(pathNode->layer == EPathfindingLayer::LAND)
+				CCS->curh->set(cursorMove[turns]);
+			else
+				CCS->curh->set(cursorSailVisit[turns]);
+			break;
+
+		case CGPathNode::VISIT:
+		case CGPathNode::BLOCKING_VISIT:
+		case CGPathNode::TELEPORT_BLOCKING_VISIT:
+			if(objAtTile && objAtTile->ID == Obj::HERO)
+			{
+				if(selection == objAtTile)
+					CCS->curh->set(Cursor::Map::HERO);
+				else
+					CCS->curh->set(cursorExchange[turns]);
+			}
+			else if(pathNode->layer == EPathfindingLayer::LAND)
+				CCS->curh->set(cursorVisit[turns]);
+			else
+				CCS->curh->set(cursorSailVisit[turns]);
+			break;
+
+		case CGPathNode::BATTLE:
+		case CGPathNode::TELEPORT_BATTLE:
+			CCS->curh->set(cursorAttack[turns]);
+			break;
+
+		case CGPathNode::EMBARK:
+			CCS->curh->set(cursorSail[turns]);
+			break;
+
+		case CGPathNode::DISEMBARK:
+			CCS->curh->set(cursorDisembark[turns]);
+			break;
+
+		default:
+			if(objAtTile && objRelations != PlayerRelations::ENEMIES)
+			{
+				if(objAtTile->ID == Obj::TOWN)
+					CCS->curh->set(Cursor::Map::TOWN);
+				else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
+					CCS->curh->set(Cursor::Map::HERO);
+				else
+					CCS->curh->set(Cursor::Map::POINTER);
+			}
+			else
+				CCS->curh->set(Cursor::Map::POINTER);
+			break;
+		}
+	}
+
+	if(ourInaccessibleShipyard(objAtTile))
+	{
+		CCS->curh->set(Cursor::Map::T1_SAIL);
+	}
+}
+
+void CAdvMapInt::ShowMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode)
+{
+	const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.maxMovePoints(pathNode.layer == EPathfindingLayer::LAND) : hero.movement;
+	const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains;
+	const int remainingPointsAfterMove = pathNode.turns == 0 ? pathNode.moveRemains : 0;
+
+	std::string result = VLC->generaltexth->translate("vcmi.adventureMap", pathNode.turns > 0 ? "moveCostDetails" : "moveCostDetailsNoTurns");
+
+	boost::replace_first(result, "%TURNS", std::to_string(pathNode.turns));
+	boost::replace_first(result, "%POINTS", std::to_string(movementPointsLastTurnCost));
+	boost::replace_first(result, "%REMAINING", std::to_string(remainingPointsAfterMove));
+
+	statusbar->write(result);
+}
+
+void CAdvMapInt::tileRClicked(const int3 &mapPos)
+{
+	if(mode != EAdvMapMode::NORMAL)
+		return;
+	if(spellBeingCasted)
+	{
+		leaveCastingMode();
+		return;
+	}
+	if(!LOCPLINT->cb->isVisible(mapPos))
+	{
+		CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
+		return;
+	}
+
+	const CGObjectInstance * obj = getActiveObject(mapPos);
+	if(!obj)
+	{
+		// Bare or undiscovered terrain
+		const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
+		if (tile)
+		{
+			std::string hlp;
+			CGI->mh->getTerrainDescr(mapPos, hlp, true);
+			CRClickPopup::createAndPush(hlp);
+		}
+		return;
+	}
+
+	CRClickPopup::createAndPush(obj, GH.getCursorPosition(), ETextAlignment::CENTER);
+}
+
+void CAdvMapInt::enterCastingMode(const CSpell * sp)
+{
+	assert(sp->id == SpellID::SCUTTLE_BOAT  ||  sp->id == SpellID::DIMENSION_DOOR);
+	spellBeingCasted = sp;
+
+	deactivate();
+	terrain.activate();
+	GH.fakeMouseMove();
+}
+
+void CAdvMapInt::leaveCastingMode(bool cast, int3 dest)
+{
+	assert(spellBeingCasted);
+	SpellID id = spellBeingCasted->id;
+	spellBeingCasted = nullptr;
+	terrain.deactivate();
+	activate();
+
+	if(cast)
+		LOCPLINT->cb->castSpell(curHero(), id, dest);
+	else
+		LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
+}
+
+const CGHeroInstance * CAdvMapInt::curHero() const
+{
+	if(selection && selection->ID == Obj::HERO)
+		return static_cast<const CGHeroInstance *>(selection);
+	else
+		return nullptr;
+}
+
+const CGTownInstance * CAdvMapInt::curTown() const
+{
+	if(selection && selection->ID == Obj::TOWN)
+		return static_cast<const CGTownInstance *>(selection);
+	else
+		return nullptr;
+}
+
+const IShipyard * CAdvMapInt::ourInaccessibleShipyard(const CGObjectInstance *obj) const
+{
+	const IShipyard *ret = IShipyard::castFrom(obj);
+
+	if(!ret ||
+		obj->tempOwner != player ||
+		(CCS->curh->get<Cursor::Map>() != Cursor::Map::T1_SAIL && CCS->curh->get<Cursor::Map>() != Cursor::Map::POINTER))
+		return nullptr;
+
+	return ret;
+}
+
+void CAdvMapInt::aiTurnStarted()
+{
+	if(settings["session"]["spectate"].Bool())
+		return;
+
+	adjustActiveness(true);
+	CCS->musich->playMusicFromSet("enemy-turn", true, false);
+	adventureInt->minimap.setAIRadar(true);
+	adventureInt->infoBar.startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());
+	adventureInt->infoBar.showAll(screen);//force refresh on inactive object
+}
+
+void CAdvMapInt::adjustActiveness(bool aiTurnStart)
+{
+	bool wasActive = isActive();
+
+	if(wasActive)
+		deactivate();
+	adventureInt->duringAITurn = aiTurnStart;
+	if(wasActive)
+		activate();
+}
+
+void CAdvMapInt::quickCombatLock()
+{
+	if(!duringAITurn)
+		deactivate();
+}
+
+void CAdvMapInt::quickCombatUnlock()
+{
+	if(!duringAITurn)
+		activate();
+}
+
+void CAdvMapInt::changeMode(EAdvMapMode newMode, float newScale)
+{
+	if (mode != newMode)
+	{
+		mode = newMode;
+
+		switch (mode)
+		{
+		case EAdvMapMode::NORMAL:
+			panelMain->activate();
+			panelWorldView->deactivate();
+			activeMapPanel = panelMain;
+
+			townList.activate();
+			heroList.activate();
+			infoBar.activate();
+
+			worldViewOptions.clear();
+
+			break;
+		case EAdvMapMode::WORLD_VIEW:
+			panelMain->deactivate();
+			panelWorldView->activate();
+
+			activeMapPanel = panelWorldView;
+
+			townList.deactivate();
+			heroList.deactivate();
+			infoBar.showSelection(); // to prevent new day animation interfering world view mode
+			infoBar.deactivate();
+
+			break;
+		}
+		worldViewScale = newScale;
+		redraw();
+	}
+	else if (worldViewScale != newScale) // still in world view mode, but the scale changed
+	{
+		worldViewScale = newScale;
+		redraw();
+	}
+}
+
+CAdventureOptions::CAdventureOptions()
+	: CWindowObject(PLAYER_COLORED, "ADVOPTS")
+{
+	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
+
+	viewWorld = std::make_shared<CButton>(Point(24, 23), "ADVVIEW.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_v);
+	viewWorld->addCallback(std::bind(&CPlayerInterface::viewWorldMap, LOCPLINT));
+
+	exit = std::make_shared<CButton>(Point(204, 313), "IOK6432.DEF", CButton::tooltip(), std::bind(&CAdventureOptions::close, this), SDLK_RETURN);
+	exit->assignedKeys.insert(SDLK_ESCAPE);
+
+	scenInfo = std::make_shared<CButton>(Point(24, 198), "ADVINFO.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_i);
+	scenInfo->addCallback(CAdventureOptions::showScenarioInfo);
+
+	puzzle = std::make_shared<CButton>(Point(24, 81), "ADVPUZ.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_p);
+	puzzle->addCallback(std::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT));
+
+	dig = std::make_shared<CButton>(Point(24, 139), "ADVDIG.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_d);
+	if(const CGHeroInstance *h = adventureInt->curHero())
+		dig->addCallback(std::bind(&CPlayerInterface::tryDiggging, LOCPLINT, h));
+	else
+		dig->block(true);
+}
+
+void CAdventureOptions::showScenarioInfo()
+{
+	if(LOCPLINT->cb->getStartInfo()->campState)
+	{
+		GH.pushIntT<CCampaignInfoScreen>();
+	}
+	else
+	{
+		GH.pushIntT<CScenarioInfoScreen>();
+	}
+}
+
+CAdvMapInt::WorldViewOptions::WorldViewOptions()
+{
+	clear();
+}
+
+void CAdvMapInt::WorldViewOptions::clear()
+{
+	showAllTerrain = false;
+
+	iconPositions.clear();
+}
+
+void CAdvMapInt::WorldViewOptions::adjustDrawingInfo(MapDrawingInfo& info)
+{
+	info.showAllTerrain = showAllTerrain;
+
+	info.additionalIcons = &iconPositions;
+}

+ 276 - 0
client/adventureMap/CResDataBar.h

@@ -0,0 +1,276 @@
+/*
+ * CAdvmapInterface.h, part of VCMI engine
+ *
+ * Authors: listed in file AUTHORS in main folder
+ *
+ * License: GNU General Public License v2.0 or later
+ * Full text of license available in license.txt file, in main folder
+ *
+ */
+#pragma once
+
+#include "../widgets/AdventureMapClasses.h"
+#include "CWindowObject.h"
+
+#include "../widgets/TextControls.h"
+#include "../widgets/Buttons.h"
+
+#include "../../lib/spells/ViewSpellInt.h"
+
+VCMI_LIB_NAMESPACE_BEGIN
+
+struct CGPath;
+struct CGPathNode;
+class CGHeroInstance;
+class CGTownInstance;
+class CSpell;
+class IShipyard;
+
+VCMI_LIB_NAMESPACE_END
+
+class CCallback;
+class CAdvMapInt;
+class CHeroWindow;
+enum class EMapAnimRedrawStatus;
+class CFadeAnimation;
+
+struct MapDrawingInfo;
+
+/*****************************/
+
+enum class EAdvMapMode
+{
+	NORMAL,
+	WORLD_VIEW
+};
+
+/// Adventure options dialog where you can view the world, dig, play the replay of the last turn,...
+class CAdventureOptions : public CWindowObject
+{
+public:
+	std::shared_ptr<CButton> exit;
+	std::shared_ptr<CButton> viewWorld;
+	std::shared_ptr<CButton> puzzle;
+	std::shared_ptr<CButton> dig;
+	std::shared_ptr<CButton> scenInfo;
+	/*std::shared_ptr<CButton> replay*/
+
+	CAdventureOptions();
+	static void showScenarioInfo();
+};
+
+/// Holds information about which tiles of the terrain are shown/not shown at the screen
+class CTerrainRect : public CIntObject
+{
+	SDL_Surface * fadeSurface;
+	EMapAnimRedrawStatus lastRedrawStatus;
+	std::shared_ptr<CFadeAnimation> fadeAnim;
+
+	int3 swipeInitialMapPos;
+	int3 swipeInitialRealPos;
+	bool isSwiping;
+	static constexpr float SwipeTouchSlop = 16.0f;
+
+	void handleHover(const SDL_MouseMotionEvent & sEvent);
+	void handleSwipeMove(const SDL_MouseMotionEvent & sEvent);
+	/// handles start/finish of swipe (press/release of corresponding button); returns true if state change was handled
+	bool handleSwipeStateChange(bool btnPressed);
+public:
+	int tilesw, tilesh; //width and height of terrain to blit in tiles
+	int3 curHoveredTile;
+	int moveX, moveY; //shift between actual position of screen and the one we wil blit; ranges from -31 to 31 (in pixels)
+	CGPath * currentPath;
+
+	CTerrainRect();
+	virtual ~CTerrainRect();
+	void deactivate() override;
+	void clickLeft(tribool down, bool previousState) override;
+	void clickRight(tribool down, bool previousState) override;
+	void clickMiddle(tribool down, bool previousState) override;
+	void hover(bool on) override;
+	void mouseMoved (const SDL_MouseMotionEvent & sEvent) override;
+	void show(SDL_Surface * to) override;
+	void showAll(SDL_Surface * to) override;
+	void showAnim(SDL_Surface * to);
+	void showPath(const Rect &extRect, SDL_Surface * to);
+	int3 whichTileIsIt(const int x, const int y); //x,y are cursor position
+	int3 whichTileIsIt(); //uses current cursor pos
+	/// @returns number of visible tiles on screen respecting current map scaling
+	int3 tileCountOnScreen();
+	/// animates view by caching current surface and crossfading it with normal screen
+	void fadeFromCurrentView();
+	bool needsAnimUpdate();
+};
+
+/// Resources bar which shows information about how many gold, crystals,... you have
+/// Current date is displayed too
+class CResDataBar : public CIntObject
+{
+public:
+	std::shared_ptr<CPicture> background;
+
+	std::vector<std::pair<int,int> > txtpos;
+	std::string datetext;
+
+	void clickRight(tribool down, bool previousState) override;
+	CResDataBar();
+	CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist);
+	~CResDataBar();
+
+	void draw(SDL_Surface * to);
+	void show(SDL_Surface * to) override;
+	void showAll(SDL_Surface * to) override;
+};
+
+/// That's a huge class which handles general adventure map actions and
+/// shows the right menu(questlog, spellbook, end turn,..) from where you
+/// can get to the towns and heroes.
+class CAdvMapInt : public CIntObject
+{
+	//Return object that must be active at this tile (=clickable)
+	const CGObjectInstance *getActiveObject(const int3 &tile);
+
+public:
+	CAdvMapInt();
+
+	int3 position; //top left corner of visible map part
+	PlayerColor player;
+
+	bool duringAITurn;
+
+	enum{LEFT=1, RIGHT=2, UP=4, DOWN=8};
+	ui8 scrollingDir; //uses enum: LEFT RIGHT, UP, DOWN
+	bool scrollingState;
+	bool swipeEnabled;
+	bool swipeMovementRequested;
+	int3 swipeTargetPosition;
+
+	enum{NA, INGAME, WAITING} state;
+
+	bool updateScreen;
+	ui8 anim, animValHitCount; //animation frame
+	ui8 heroAnim, heroAnimValHitCount; //animation frame
+
+	EAdvMapMode mode;
+	float worldViewScale;
+
+	struct WorldViewOptions
+	{
+		bool showAllTerrain; //for expert viewEarth
+
+		std::vector<ObjectPosInfo> iconPositions;
+
+		WorldViewOptions();
+
+		void clear();
+
+		void adjustDrawingInfo(MapDrawingInfo & info);
+	};
+
+	WorldViewOptions worldViewOptions;
+
+	std::shared_ptr<IImage> bg;
+	std::shared_ptr<IImage> bgWorldView;
+	std::vector<std::shared_ptr<CAnimImage>> gems;
+	CMinimap minimap;
+	std::shared_ptr<CGStatusBar> statusbar;
+
+	std::shared_ptr<CButton> kingOverview;
+	std::shared_ptr<CButton> underground;
+	std::shared_ptr<CButton> questlog;
+	std::shared_ptr<CButton> sleepWake;
+	std::shared_ptr<CButton> moveHero;
+	std::shared_ptr<CButton> spellbook;
+	std::shared_ptr<CButton> advOptions;
+	std::shared_ptr<CButton> sysOptions;
+	std::shared_ptr<CButton> nextHero;
+	std::shared_ptr<CButton> endTurn;
+
+	std::shared_ptr<CButton> worldViewUnderground;
+
+	CTerrainRect terrain; //visible terrain
+	CResDataBar resdatabar;
+	CHeroList heroList;
+	CTownList townList;
+	CInfoBar infoBar;
+
+	std::shared_ptr<CAdvMapPanel> panelMain; // panel that holds all right-side buttons in normal view
+	std::shared_ptr<CAdvMapWorldViewPanel> panelWorldView; // panel that holds all buttons and other ui in world view
+	std::shared_ptr<CAdvMapPanel> activeMapPanel; // currently active panel (either main or world view, depending on current mode)
+
+	std::shared_ptr<CAnimation> worldViewIcons;// images for world view overlay
+
+	const CSpell *spellBeingCasted; //nullptr if none
+
+	const CArmedInstance *selection; //currently selected town/hero
+
+	//functions bound to buttons
+	void fshowOverview();
+	void fworldViewBack();
+	void fworldViewScale1x();
+	void fworldViewScale2x();
+	void fworldViewScale4x();
+	void fswitchLevel();
+	void fshowQuestlog();
+	void fsleepWake();
+	void fmoveHero();
+	void fshowSpellbok();
+	void fadventureOPtions();
+	void fsystemOptions();
+	void fnextHero();
+	void fendTurn();
+
+	void activate() override;
+	void deactivate() override;
+
+	void show(SDL_Surface * to) override; //redraws terrain
+	void showAll(SDL_Surface * to) override; //shows and activates adv. map interface
+
+	void select(const CArmedInstance *sel, bool centerView = true);
+	void selectionChanged();
+	void centerOn(int3 on, bool fade = false);
+	void centerOn(const CGObjectInstance *obj, bool fade = false);
+	int3 verifyPos(int3 ver);
+	void handleRightClick(std::string text, tribool down);
+	void keyPressed(const SDL_KeyboardEvent & key) override;
+	void mouseMoved (const SDL_MouseMotionEvent & sEvent) override;
+	bool isActive();
+
+	bool isHeroSleeping(const CGHeroInstance *hero);
+	void setHeroSleeping(const CGHeroInstance *hero, bool sleep);
+	int getNextHeroIndex(int startIndex); //for Next Hero button - cycles awake heroes with movement only
+
+	void setPlayer(PlayerColor Player);
+	void startHotSeatWait(PlayerColor Player);
+	void startTurn();
+	void endingTurn();
+	void aiTurnStarted();
+
+	void adjustActiveness(bool aiTurnStart); //should be called every time at AI/human turn transition; blocks GUI during AI turn
+	void quickCombatLock(); //should be called when quick battle started
+	void quickCombatUnlock();
+	void tileLClicked(const int3 &mapPos);
+	void tileHovered(const int3 &mapPos);
+	void tileRClicked(const int3 &mapPos);
+	void enterCastingMode(const CSpell * sp);
+	void leaveCastingMode(bool cast = false, int3 dest = int3(-1, -1, -1));
+	const CGHeroInstance * curHero() const;
+	const CGTownInstance * curTown() const;
+	const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or nullptr else
+	//button updates
+	void updateSleepWake(const CGHeroInstance *h);
+	void updateMoveHero(const CGHeroInstance *h, tribool hasPath = boost::logic::indeterminate);
+	void updateSpellbook(const CGHeroInstance *h);
+	void updateNextHero(const CGHeroInstance *h);
+
+	/// changes current adventure map mode; used to switch between default view and world view; scale is ignored if EAdvMapMode == NORMAL
+	void changeMode(EAdvMapMode newMode, float newScale = 0.36f);
+
+	void handleMapScrollingUpdate();
+	void handleSwipeUpdate();
+
+private:
+	void ShowMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode);
+};
+
+extern std::shared_ptr<CAdvMapInt> adventureInt;

+ 2021 - 0
client/adventureMap/CTerrainRect.cpp

@@ -0,0 +1,2021 @@
+/*
+ * CAdvmapInterface.cpp, part of VCMI engine
+ *
+ * Authors: listed in file AUTHORS in main folder
+ *
+ * License: GNU General Public License v2.0 or later
+ * Full text of license available in license.txt file, in main folder
+ *
+ */
+#include "StdInc.h"
+#include "CAdvmapInterface.h"
+
+#include "CCastleInterface.h"
+#include "CHeroWindow.h"
+#include "CKingdomInterface.h"
+#include "CSpellWindow.h"
+#include "CTradeWindow.h"
+#include "GUIClasses.h"
+#include "InfoWindows.h"
+
+#include "../CBitmapHandler.h"
+#include "../CGameInfo.h"
+#include "../CMessage.h"
+#include "../CMusicHandler.h"
+#include "../CPlayerInterface.h"
+#include "../mainmenu/CMainMenu.h"
+#include "../lobby/CSelectionBase.h"
+#include "../lobby/CCampaignInfoScreen.h"
+#include "../lobby/CSavingScreen.h"
+#include "../lobby/CScenarioInfoScreen.h"
+#include "../Graphics.h"
+#include "../mapHandler.h"
+
+#include "../gui/CAnimation.h"
+#include "../gui/CursorHandler.h"
+#include "../gui/CGuiHandler.h"
+#include "../gui/SDL_Extensions.h"
+#include "../widgets/MiscWidgets.h"
+
+#include "../../CCallback.h"
+
+#include "../../lib/CConfigHandler.h"
+#include "../../lib/CGameState.h"
+#include "../../lib/CGeneralTextHandler.h"
+#include "../../lib/CHeroHandler.h"
+#include "../../lib/CSoundBase.h"
+#include "../../lib/spells/CSpellHandler.h"
+#include "../../lib/CTownHandler.h"
+#include "../../lib/JsonNode.h"
+#include "../../lib/mapObjects/CGHeroInstance.h"
+#include "../../lib/mapping/CMap.h"
+#include "../../lib/UnlockGuard.h"
+#include "../../lib/VCMI_Lib.h"
+#include "../../lib/StartInfo.h"
+#include "../../lib/mapping/CMapInfo.h"
+#include "../../lib/TerrainHandler.h"
+
+#include <SDL_surface.h>
+#include <SDL_events.h>
+
+#define ADVOPT (conf.go()->ac)
+using namespace CSDL_Ext;
+
+std::shared_ptr<CAdvMapInt> adventureInt;
+
+static void setScrollingCursor(ui8 direction)
+{
+	if(direction & CAdvMapInt::RIGHT)
+	{
+		if(direction & CAdvMapInt::UP)
+			CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST);
+		else if(direction & CAdvMapInt::DOWN)
+			CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST);
+		else
+			CCS->curh->set(Cursor::Map::SCROLL_EAST);
+	}
+	else if(direction & CAdvMapInt::LEFT)
+	{
+		if(direction & CAdvMapInt::UP)
+			CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST);
+		else if(direction & CAdvMapInt::DOWN)
+			CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST);
+		else
+			CCS->curh->set(Cursor::Map::SCROLL_WEST);
+	}
+	else if(direction & CAdvMapInt::UP)
+		CCS->curh->set(Cursor::Map::SCROLL_NORTH);
+	else if(direction & CAdvMapInt::DOWN)
+		CCS->curh->set(Cursor::Map::SCROLL_SOUTH);
+}
+
+CTerrainRect::CTerrainRect()
+	: fadeSurface(nullptr),
+	  lastRedrawStatus(EMapAnimRedrawStatus::OK),
+	  fadeAnim(std::make_shared<CFadeAnimation>()),
+	  curHoveredTile(-1,-1,-1),
+	  currentPath(nullptr)
+{
+	tilesw=(ADVOPT.advmapW+31)/32;
+	tilesh=(ADVOPT.advmapH+31)/32;
+	pos.x=ADVOPT.advmapX;
+	pos.y=ADVOPT.advmapY;
+	pos.w=ADVOPT.advmapW;
+	pos.h=ADVOPT.advmapH;
+	moveX = moveY = 0;
+	addUsedEvents(LCLICK | RCLICK | MCLICK | HOVER | MOVE);
+}
+
+CTerrainRect::~CTerrainRect()
+{
+	if(fadeSurface)
+		SDL_FreeSurface(fadeSurface);
+}
+
+void CTerrainRect::deactivate()
+{
+	CIntObject::deactivate();
+	curHoveredTile = int3(-1,-1,-1); //we lost info about hovered tile when disabling
+}
+
+void CTerrainRect::clickLeft(tribool down, bool previousState)
+{
+	if(adventureInt->mode == EAdvMapMode::WORLD_VIEW)
+		return;
+	if(indeterminate(down))
+		return;
+
+#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
+	if(adventureInt->swipeEnabled)
+	{
+		if(handleSwipeStateChange((bool)down == true))
+		{
+			return; // if swipe is enabled, we don't process "down" events and wait for "up" (to make sure this wasn't a swiping gesture)
+		}
+	}
+	else
+	{
+#endif
+		if(down == false)
+			return;
+#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
+	}
+#endif
+	int3 mp = whichTileIsIt();
+	if(mp.x < 0 || mp.y < 0 || mp.x >= LOCPLINT->cb->getMapSize().x || mp.y >= LOCPLINT->cb->getMapSize().y)
+		return;
+
+	adventureInt->tileLClicked(mp);
+}
+
+void CTerrainRect::clickRight(tribool down, bool previousState)
+{
+#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
+	if(adventureInt->swipeEnabled && isSwiping)
+		return;
+#endif
+	if(adventureInt->mode == EAdvMapMode::WORLD_VIEW)
+		return;
+	int3 mp = whichTileIsIt();
+
+	if(CGI->mh->map->isInTheMap(mp) && down)
+		adventureInt->tileRClicked(mp);
+}
+
+void CTerrainRect::clickMiddle(tribool down, bool previousState)
+{
+	handleSwipeStateChange((bool)down == true);
+}
+
+void CTerrainRect::mouseMoved(const SDL_MouseMotionEvent & sEvent)
+{
+	handleHover(sEvent);
+
+	if(!adventureInt->swipeEnabled)
+		return;
+
+	handleSwipeMove(sEvent);
+}
+
+void CTerrainRect::handleSwipeMove(const SDL_MouseMotionEvent & sEvent)
+{
+#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
+	if(sEvent.state == 0 || GH.multifinger) // any "button" is enough on mobile
+#else
+	if((sEvent.state & SDL_BUTTON_MMASK) == 0) // swipe only works with middle mouse on other platforms
+#endif
+	{
+		return;
+	}
+
+	if(!isSwiping)
+	{
+		// try to distinguish if this touch was meant to be a swipe or just fat-fingering press
+		if(abs(sEvent.x - swipeInitialRealPos.x) > SwipeTouchSlop ||
+		   abs(sEvent.y - swipeInitialRealPos.y) > SwipeTouchSlop)
+		{
+			isSwiping = true;
+		}
+	}
+
+	if(isSwiping)
+	{
+		adventureInt->swipeTargetPosition.x =
+			swipeInitialMapPos.x + static_cast<si32>(swipeInitialRealPos.x - sEvent.x) / 32;
+		adventureInt->swipeTargetPosition.y =
+			swipeInitialMapPos.y + static_cast<si32>(swipeInitialRealPos.y - sEvent.y) / 32;
+		adventureInt->swipeMovementRequested = true;
+	}
+}
+
+bool CTerrainRect::handleSwipeStateChange(bool btnPressed)
+{
+	if(btnPressed)
+	{
+		swipeInitialRealPos = int3(GH.getCursorPosition().x, GH.getCursorPosition().y, 0);
+		swipeInitialMapPos = int3(adventureInt->position);
+		return true;
+	}
+	else if(isSwiping) // only accept this touch if it wasn't a swipe
+	{
+		isSwiping = false;
+		return true;
+	}
+	return false;
+}
+
+void CTerrainRect::handleHover(const SDL_MouseMotionEvent &sEvent)
+{
+	int3 tHovered = whichTileIsIt(sEvent.x, sEvent.y);
+	int3 pom = adventureInt->verifyPos(tHovered);
+
+	if(tHovered != pom) //tile outside the map
+	{
+		CCS->curh->set(Cursor::Map::POINTER);
+		return;
+	}
+
+	if (pom != curHoveredTile)
+	{
+		curHoveredTile = pom;
+		adventureInt->tileHovered(pom);
+	}
+}
+
+void CTerrainRect::hover(bool on)
+{
+	if (!on)
+	{
+		adventureInt->statusbar->clear();
+		CCS->curh->set(Cursor::Map::POINTER);
+	}
+	//Hoverable::hover(on);
+}
+void CTerrainRect::showPath(const Rect & extRect, SDL_Surface * to)
+{
+	const static int pns[9][9] = {
+				{16, 17, 18,  7, -1, 19,  6,  5, -1},
+				{ 8,  9, 18,  7, -1, 19,  6, -1, 20},
+				{ 8,  1, 10,  7, -1, 19, -1, 21, 20},
+				{24, 17, 18, 15, -1, -1,  6,  5,  4},
+				{-1, -1, -1, -1, -1, -1, -1, -1, -1},
+				{ 8,  1,  2, -1, -1, 11, 22, 21, 20},
+				{24, 17, -1, 23, -1,  3, 14,  5,  4},
+				{24, -1,  2, 23, -1,  3, 22, 13,  4},
+				{-1,  1,  2, 23, -1,  3, 22, 21, 12}
+			}; //table of magic values TODO meaning, change variable name
+
+	for (int i = 0; i < -1 + (int)currentPath->nodes.size(); ++i)
+	{
+		const int3 &curPos = currentPath->nodes[i].coord, &nextPos = currentPath->nodes[i+1].coord;
+		if(curPos.z != adventureInt->position.z)
+			continue;
+
+		int pn=-1;//number of picture
+		if (i==0) //last tile
+		{
+			int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
+				y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
+			if (x<0 || y<0 || x>pos.w || y>pos.h)
+				continue;
+			pn=0;
+		}
+		else
+		{
+			const int3 &prevPos = currentPath->nodes[i-1].coord;
+			std::vector<CGPathNode> & cv = currentPath->nodes;
+
+			/* Vector directions
+			 *  0   1   2
+			 *    \ | /
+			 *  3 - 4 - 5
+			 *    / | \
+			 *  6   7  8
+			 *For example:
+			 *  |
+			 *  |__\
+			 *     /
+			 * is id1=7, id2=5 (pns[7][5])
+			*/
+			bool pathContinuous = curPos.areNeighbours(nextPos) && curPos.areNeighbours(prevPos);
+			if(pathContinuous && cv[i].action != CGPathNode::EMBARK && cv[i].action != CGPathNode::DISEMBARK)
+			{
+				int id1=(curPos.x-nextPos.x+1)+3*(curPos.y-nextPos.y+1);   //Direction of entering vector
+				int id2=(cv[i-1].coord.x-curPos.x+1)+3*(cv[i-1].coord.y-curPos.y+1); //Direction of exiting vector
+				pn=pns[id1][id2];
+			}
+			else //path discontinuity or sea/land transition (eg. when moving through Subterranean Gate or Boat)
+			{
+				pn = 0;
+			}
+		}
+		if (currentPath->nodes[i].turns)
+			pn+=25;
+		if (pn>=0)
+		{
+			const auto arrow = graphics->heroMoveArrows->getImage(pn);
+
+			int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
+				y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
+			if (x< -32 || y< -32 || x>pos.w || y>pos.h)
+				continue;
+			int hvx = (x + arrow->width())  - (pos.x + pos.w),
+				hvy = (y + arrow->height()) - (pos.y + pos.h);
+
+			Rect prevClip;
+			CSDL_Ext::getClipRect(to, prevClip);
+			CSDL_Ext::setClipRect(to, extRect); //preventing blitting outside of that rect
+
+			if(ADVOPT.smoothMove) //version for smooth hero move, with pos shifts
+			{
+				if (hvx<0 && hvy<0)
+				{
+					arrow->draw(to, x + moveX, y + moveY);
+				}
+				else if(hvx<0)
+				{
+					Rect srcRect = genRect(arrow->height() - hvy, arrow->width(), 0, 0);
+					arrow->draw(to, x + moveX, y + moveY, &srcRect);
+				}
+				else if (hvy<0)
+				{
+					Rect srcRect = genRect(arrow->height(), arrow->width() - hvx, 0, 0);
+					arrow->draw(to, x + moveX, y + moveY, &srcRect);
+				}
+				else
+				{
+					Rect srcRect = genRect(arrow->height() - hvy, arrow->width() - hvx, 0, 0);
+					arrow->draw(to, x + moveX, y + moveY, &srcRect);
+				}
+			}
+			else //standard version
+			{
+				if (hvx<0 && hvy<0)
+				{
+					arrow->draw(to, x, y);
+				}
+				else if(hvx<0)
+				{
+					Rect srcRect = genRect(arrow->height() - hvy, arrow->width(), 0, 0);
+					arrow->draw(to, x, y, &srcRect);
+				}
+				else if (hvy<0)
+				{
+					Rect srcRect = genRect(arrow->height(), arrow->width() - hvx, 0, 0);
+					arrow->draw(to, x, y, &srcRect);
+				}
+				else
+				{
+					Rect srcRect = genRect(arrow->height() - hvy, arrow->width() - hvx, 0, 0);
+					arrow->draw(to, x, y, &srcRect);
+				}
+			}
+			CSDL_Ext::setClipRect(to, prevClip);
+
+		}
+	} //for (int i=0;i<currentPath->nodes.size()-1;i++)
+}
+
+void CTerrainRect::show(SDL_Surface * to)
+{
+	if (adventureInt->mode == EAdvMapMode::NORMAL)
+	{
+		MapDrawingInfo info(adventureInt->position, LOCPLINT->cb->getVisibilityMap(), pos);
+		info.otherheroAnim = true;
+		info.anim = adventureInt->anim;
+		info.heroAnim = adventureInt->heroAnim;
+		if (ADVOPT.smoothMove)
+			info.movement = int3(moveX, moveY, 0);
+
+		lastRedrawStatus = CGI->mh->drawTerrainRectNew(to, &info);
+		if (fadeAnim->isFading())
+		{
+			Rect r(pos);
+			fadeAnim->update();
+			fadeAnim->draw(to, r.topLeft());
+		}
+
+		if (currentPath/* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path
+		{
+			showPath(pos, to);
+		}
+	}
+}
+
+void CTerrainRect::showAll(SDL_Surface * to)
+{
+	// world view map is static and doesn't need redraw every frame
+	if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
+	{
+		MapDrawingInfo info(adventureInt->position, LOCPLINT->cb->getVisibilityMap(), pos, adventureInt->worldViewIcons);
+		info.scaled = true;
+		info.scale = adventureInt->worldViewScale;
+		adventureInt->worldViewOptions.adjustDrawingInfo(info);
+		CGI->mh->drawTerrainRectNew(to, &info);
+	}
+}
+
+void CTerrainRect::showAnim(SDL_Surface * to)
+{
+	if (fadeAnim->isFading())
+		show(to);
+	else if (lastRedrawStatus == EMapAnimRedrawStatus::REDRAW_REQUESTED)
+		show(to); // currently the same; maybe we should pass some flag to map handler so it redraws ONLY tiles that need redraw instead of full
+}
+
+int3 CTerrainRect::whichTileIsIt(const int x, const int y)
+{
+	int3 ret;
+	ret.x = adventureInt->position.x + ((x-CGI->mh->offsetX-pos.x)/32);
+	ret.y = adventureInt->position.y + ((y-CGI->mh->offsetY-pos.y)/32);
+	ret.z = adventureInt->position.z;
+	return ret;
+}
+
+int3 CTerrainRect::whichTileIsIt()
+{
+	return whichTileIsIt(GH.getCursorPosition().x, GH.getCursorPosition().y);
+}
+
+int3 CTerrainRect::tileCountOnScreen()
+{
+	switch (adventureInt->mode)
+	{
+	default:
+		logGlobal->error("Unknown map mode %d", (int)adventureInt->mode);
+		return int3();
+	case EAdvMapMode::NORMAL:
+		return int3(tilesw, tilesh, 1);
+	case EAdvMapMode::WORLD_VIEW:
+		return int3((si32)(tilesw / adventureInt->worldViewScale), (si32)(tilesh / adventureInt->worldViewScale), 1);
+	}
+}
+
+void CTerrainRect::fadeFromCurrentView()
+{
+	if (!ADVOPT.screenFading)
+		return;
+	if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
+		return;
+
+	if (!fadeSurface)
+		fadeSurface = CSDL_Ext::newSurface(pos.w, pos.h);
+	CSDL_Ext::blitSurface(screen, fadeSurface, Point(0,0));
+	fadeAnim->init(CFadeAnimation::EMode::OUT, fadeSurface);
+}
+
+bool CTerrainRect::needsAnimUpdate()
+{
+	return fadeAnim->isFading() || lastRedrawStatus == EMapAnimRedrawStatus::REDRAW_REQUESTED;
+}
+
+void CResDataBar::clickRight(tribool down, bool previousState)
+{
+}
+
+CResDataBar::CResDataBar(const std::string & defname, int x, int y, int offx, int offy, int resdist, int datedist)
+{
+	pos.x += x;
+	pos.y += y;
+	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
+	background = std::make_shared<CPicture>(defname, 0, 0);
+	background->colorize(LOCPLINT->playerID);
+
+	pos.w = background->pos.w;
+	pos.h = background->pos.h;
+
+	txtpos.resize(8);
+	for (int i = 0; i < 8 ; i++)
+	{
+		txtpos[i].first = pos.x + offx + resdist*i;
+		txtpos[i].second = pos.y + offy;
+	}
+	txtpos[7].first = txtpos[6].first + datedist;
+	datetext =  CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
+	+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
+	addUsedEvents(RCLICK);
+}
+
+CResDataBar::CResDataBar()
+{
+	pos.x += ADVOPT.resdatabarX;
+	pos.y += ADVOPT.resdatabarY;
+
+	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
+	background = std::make_shared<CPicture>(ADVOPT.resdatabarG, 0, 0);
+	background->colorize(LOCPLINT->playerID);
+
+	pos.w = background->pos.w;
+	pos.h = background->pos.h;
+
+	txtpos.resize(8);
+	for (int i = 0; i < 8 ; i++)
+	{
+		txtpos[i].first = pos.x + ADVOPT.resOffsetX + ADVOPT.resDist*i;
+		txtpos[i].second = pos.y + ADVOPT.resOffsetY;
+	}
+	txtpos[7].first = txtpos[6].first + ADVOPT.resDateDist;
+	datetext =  CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
+				+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
+}
+
+CResDataBar::~CResDataBar() = default;
+
+void CResDataBar::draw(SDL_Surface * to)
+{
+	//TODO: all this should be labels, but they require proper text update on change
+	for (auto i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))
+	{
+		std::string text = boost::lexical_cast<std::string>(LOCPLINT->cb->getResourceAmount(i));
+
+		graphics->fonts[FONT_SMALL]->renderTextLeft(to, text, Colors::WHITE, Point(txtpos[i].first,txtpos[i].second));
+	}
+	std::vector<std::string> temp;
+
+	temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::MONTH)));
+	temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK)));
+	temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK)));
+
+	graphics->fonts[FONT_SMALL]->renderTextLeft(to, processStr(datetext,temp), Colors::WHITE, Point(txtpos[7].first,txtpos[7].second));
+}
+
+void CResDataBar::show(SDL_Surface * to)
+{
+
+}
+
+void CResDataBar::showAll(SDL_Surface * to)
+{
+	CIntObject::showAll(to);
+	draw(to);
+}
+
+CAdvMapInt::CAdvMapInt():
+	mode(EAdvMapMode::NORMAL),
+	worldViewScale(0.0f), //actual init later in changeMode
+	minimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH)),
+	statusbar(CGStatusBar::create(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG)),
+	heroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD),
+	townList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD),
+	infoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192)), state(NA),
+	spellBeingCasted(nullptr), position(int3(0, 0, 0)), selection(nullptr),
+	updateScreen(false), anim(0), animValHitCount(0), heroAnim(0), heroAnimValHitCount(0),
+	activeMapPanel(nullptr), duringAITurn(false), scrollingDir(0), scrollingState(false),
+	swipeEnabled(settings["general"]["swipe"].Bool()), swipeMovementRequested(false),
+	swipeTargetPosition(int3(-1, -1, -1))
+{
+	pos.x = pos.y = 0;
+	pos.w = screen->w;
+	pos.h = screen->h;
+	strongInterest = true; // handle all mouse move events to prevent dead mouse move space in fullscreen mode
+	townList.onSelect = std::bind(&CAdvMapInt::selectionChanged,this);
+	bg = IImage::createFromFile(ADVOPT.mainGraphic);
+	if(!ADVOPT.worldViewGraphic.empty())
+	{
+		bgWorldView = IImage::createFromFile(ADVOPT.worldViewGraphic);
+	}
+	else
+	{
+		bgWorldView = nullptr;
+		logGlobal->warn("ADVOPT.worldViewGraphic is empty => bitmap not loaded");
+	}
+	if (!bgWorldView)
+	{
+		logGlobal->warn("bgWorldView not defined in resolution config; fallback to VWorld.bmp");
+		bgWorldView = IImage::createFromFile("VWorld.bmp");
+	}
+
+	worldViewIcons = std::make_shared<CAnimation>("VwSymbol");//todo: customize with ADVOPT
+	worldViewIcons->preload();
+
+	for(int g = 0; g < ADVOPT.gemG.size(); ++g)
+	{
+		gems.push_back(std::make_shared<CAnimImage>(ADVOPT.gemG[g], 0, 0, ADVOPT.gemX[g], ADVOPT.gemY[g]));
+	}
+
+	auto makeButton = [&](int textID, std::function<void()> callback, config::ButtonInfo info, int key) -> std::shared_ptr<CButton>
+	{
+		auto button = std::make_shared<CButton>(Point(info.x, info.y), info.defName, CGI->generaltexth->zelp[textID], callback, key, info.playerColoured);
+		for(auto image : info.additionalDefs)
+			button->addImage(image);
+		return button;
+	};
+
+	kingOverview = makeButton(293, std::bind(&CAdvMapInt::fshowOverview,this),     ADVOPT.kingOverview, SDLK_k);
+	underground  = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this),      ADVOPT.underground,  SDLK_u);
+	questlog     = makeButton(295, std::bind(&CAdvMapInt::fshowQuestlog,this),     ADVOPT.questlog,     SDLK_q);
+	sleepWake    = makeButton(296, std::bind(&CAdvMapInt::fsleepWake,this),        ADVOPT.sleepWake,    SDLK_w);
+	moveHero     = makeButton(297, std::bind(&CAdvMapInt::fmoveHero,this),         ADVOPT.moveHero,     SDLK_m);
+	spellbook    = makeButton(298, std::bind(&CAdvMapInt::fshowSpellbok,this),     ADVOPT.spellbook,    SDLK_c);
+	advOptions   = makeButton(299, std::bind(&CAdvMapInt::fadventureOPtions,this), ADVOPT.advOptions,   SDLK_a);
+	sysOptions   = makeButton(300, std::bind(&CAdvMapInt::fsystemOptions,this),    ADVOPT.sysOptions,   SDLK_o);
+	nextHero     = makeButton(301, std::bind(&CAdvMapInt::fnextHero,this),         ADVOPT.nextHero,     SDLK_h);
+	endTurn      = makeButton(302, std::bind(&CAdvMapInt::fendTurn,this),          ADVOPT.endTurn,      SDLK_e);
+
+	int panelSpaceBottom = screen->h - resdatabar.pos.h - 4;
+
+	panelMain = std::make_shared<CAdvMapPanel>(nullptr, Point(0, 0));
+	// TODO correct drawing position
+	panelWorldView = std::make_shared<CAdvMapWorldViewPanel>(worldViewIcons, bgWorldView, Point(heroList.pos.x - 2, 195), panelSpaceBottom, LOCPLINT->playerID);
+
+	panelMain->addChildColorableButton(kingOverview);
+	panelMain->addChildColorableButton(underground);
+	panelMain->addChildColorableButton(questlog);
+	panelMain->addChildColorableButton(sleepWake);
+	panelMain->addChildColorableButton(moveHero);
+	panelMain->addChildColorableButton(spellbook);
+	panelMain->addChildColorableButton(advOptions);
+	panelMain->addChildColorableButton(sysOptions);
+	panelMain->addChildColorableButton(nextHero);
+	panelMain->addChildColorableButton(endTurn);
+
+
+	// TODO move configs to resolutions.json, similarly to previous buttons
+	config::ButtonInfo worldViewBackConfig = config::ButtonInfo();
+	worldViewBackConfig.defName = "IOK6432.DEF";
+	worldViewBackConfig.x = screen->w - 73;
+	worldViewBackConfig.y = 343 + 195;
+	worldViewBackConfig.playerColoured = false;
+	panelWorldView->addChildToPanel(
+		makeButton(288, std::bind(&CAdvMapInt::fworldViewBack,this), worldViewBackConfig, SDLK_ESCAPE), ACTIVATE | DEACTIVATE);
+
+	config::ButtonInfo worldViewPuzzleConfig = config::ButtonInfo();
+	worldViewPuzzleConfig.defName = "VWPUZ.DEF";
+	worldViewPuzzleConfig.x = screen->w - 188;
+	worldViewPuzzleConfig.y = 343 + 195;
+	worldViewPuzzleConfig.playerColoured = false;
+	panelWorldView->addChildToPanel( // no help text for this one
+		std::make_shared<CButton>(Point(worldViewPuzzleConfig.x, worldViewPuzzleConfig.y), worldViewPuzzleConfig.defName, std::pair<std::string, std::string>(),
+				std::bind(&CPlayerInterface::showPuzzleMap,LOCPLINT), SDLK_p, worldViewPuzzleConfig.playerColoured), ACTIVATE | DEACTIVATE);
+
+	config::ButtonInfo worldViewScale1xConfig = config::ButtonInfo();
+	worldViewScale1xConfig.defName = "VWMAG1.DEF";
+	worldViewScale1xConfig.x = screen->w - 191;
+	worldViewScale1xConfig.y = 23 + 195;
+	worldViewScale1xConfig.playerColoured = false;
+	panelWorldView->addChildToPanel( // help text is wrong for this button
+		makeButton(291, std::bind(&CAdvMapInt::fworldViewScale1x,this), worldViewScale1xConfig, SDLK_1), ACTIVATE | DEACTIVATE);
+
+	config::ButtonInfo worldViewScale2xConfig = config::ButtonInfo();
+	worldViewScale2xConfig.defName = "VWMAG2.DEF";
+	worldViewScale2xConfig.x = screen->w - 191 + 63;
+	worldViewScale2xConfig.y = 23 + 195;
+	worldViewScale2xConfig.playerColoured = false;
+	panelWorldView->addChildToPanel( // help text is wrong for this button
+		makeButton(291, std::bind(&CAdvMapInt::fworldViewScale2x,this), worldViewScale2xConfig, SDLK_2), ACTIVATE | DEACTIVATE);
+
+	config::ButtonInfo worldViewScale4xConfig = config::ButtonInfo();
+	worldViewScale4xConfig.defName = "VWMAG4.DEF";
+	worldViewScale4xConfig.x = screen->w - 191 + 126;
+	worldViewScale4xConfig.y = 23 + 195;
+	worldViewScale4xConfig.playerColoured = false;
+	panelWorldView->addChildToPanel( // help text is wrong for this button
+		makeButton(291, std::bind(&CAdvMapInt::fworldViewScale4x,this), worldViewScale4xConfig, SDLK_4), ACTIVATE | DEACTIVATE);
+
+	config::ButtonInfo worldViewUndergroundConfig = config::ButtonInfo();
+	worldViewUndergroundConfig.defName = "IAM010.DEF";
+	worldViewUndergroundConfig.additionalDefs.push_back("IAM003.DEF");
+	worldViewUndergroundConfig.x = screen->w - 115;
+	worldViewUndergroundConfig.y = 343 + 195;
+	worldViewUndergroundConfig.playerColoured = true;
+	worldViewUnderground = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this), worldViewUndergroundConfig, SDLK_u);
+	panelWorldView->addChildColorableButton(worldViewUnderground);
+
+	setPlayer(LOCPLINT->playerID);
+
+	int iconColorMultiplier = player.getNum() * 19;
+	int wvLeft = heroList.pos.x - 2; // TODO correct drawing position
+	//int wvTop = 195;
+	for (int i = 0; i < 5; ++i)
+	{
+		panelWorldView->addChildIcon(std::pair<int, Point>(i, Point(5, 58 + i * 20)), iconColorMultiplier);
+		panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 263 + i * 20, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
+												Colors::WHITE, CGI->generaltexth->allTexts[612 + i]));
+	}
+	for (int i = 0; i < 7; ++i)
+	{
+		panelWorldView->addChildIcon(std::pair<int, Point>(i +  5, Point(5, 182 + i * 20)), iconColorMultiplier);
+		panelWorldView->addChildIcon(std::pair<int, Point>(i + 12, Point(160, 182 + i * 20)), iconColorMultiplier);
+		panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 387 + i * 20, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
+												Colors::WHITE, CGI->generaltexth->allTexts[619 + i]));
+	}
+	panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft +   5, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
+											Colors::WHITE, CGI->generaltexth->allTexts[617]));
+	panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
+											Colors::WHITE, CGI->generaltexth->allTexts[618]));
+
+	activeMapPanel = panelMain;
+
+	changeMode(EAdvMapMode::NORMAL);
+
+	underground->block(!CGI->mh->map->twoLevel);
+	questlog->block(!CGI->mh->map->quests.size());
+	worldViewUnderground->block(!CGI->mh->map->twoLevel);
+
+	addUsedEvents(MOVE);
+}
+
+void CAdvMapInt::fshowOverview()
+{
+	GH.pushIntT<CKingdomInterface>();
+}
+
+void CAdvMapInt::fworldViewBack()
+{
+	changeMode(EAdvMapMode::NORMAL);
+	CGI->mh->discardWorldViewCache();
+
+	auto hero = curHero();
+	if (hero)
+		centerOn(hero);
+}
+
+void CAdvMapInt::fworldViewScale1x()
+{
+	// TODO set corresponding scale button to "selected" mode
+	changeMode(EAdvMapMode::WORLD_VIEW, 0.22f);
+}
+
+void CAdvMapInt::fworldViewScale2x()
+{
+	changeMode(EAdvMapMode::WORLD_VIEW, 0.36f);
+}
+
+void CAdvMapInt::fworldViewScale4x()
+{
+	changeMode(EAdvMapMode::WORLD_VIEW, 0.5f);
+}
+
+void CAdvMapInt::fswitchLevel()
+{
+	// with support for future multi-level maps :)
+	int maxLevels = CGI->mh->map->levels();
+	if (maxLevels < 2)
+		return;
+
+	position.z = (position.z + 1) % maxLevels;
+
+	underground->setIndex(position.z, true);
+	underground->redraw();
+
+	worldViewUnderground->setIndex(position.z, true);
+	worldViewUnderground->redraw();
+
+	updateScreen = true;
+	minimap.setLevel(position.z);
+
+	if (mode == EAdvMapMode::WORLD_VIEW)
+		terrain.redraw();
+}
+void CAdvMapInt::fshowQuestlog()
+{
+	LOCPLINT->showQuestLog();
+}
+void CAdvMapInt::fsleepWake()
+{
+	const CGHeroInstance *h = curHero();
+	if (!h)
+		return;
+	bool newSleep = !isHeroSleeping(h);
+	setHeroSleeping(h, newSleep);
+	updateSleepWake(h);
+	if (newSleep)
+	{
+		fnextHero();
+
+		//moveHero.block(true);
+		//uncomment to enable original HoMM3 behaviour:
+		//move button is disabled for hero going to sleep, even though it's enabled when you reselect him
+	}
+}
+
+void CAdvMapInt::fmoveHero()
+{
+	const CGHeroInstance *h = curHero();
+	if (!h || !terrain.currentPath || !CGI->mh->canStartHeroMovement())
+		return;
+
+	LOCPLINT->moveHero(h, *terrain.currentPath);
+}
+
+void CAdvMapInt::fshowSpellbok()
+{
+	if (!curHero()) //checking necessary values
+		return;
+
+	centerOn(selection);
+
+	GH.pushIntT<CSpellWindow>(curHero(), LOCPLINT, false);
+}
+
+void CAdvMapInt::fadventureOPtions()
+{
+	GH.pushIntT<CAdventureOptions>();
+}
+
+void CAdvMapInt::fsystemOptions()
+{
+	GH.pushIntT<CSystemOptionsWindow>();
+}
+
+void CAdvMapInt::fnextHero()
+{
+	auto hero = dynamic_cast<const CGHeroInstance*>(selection);
+	int next = getNextHeroIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));
+	if (next < 0)
+		return;
+	select(LOCPLINT->wanderingHeroes[next], true);
+}
+
+void CAdvMapInt::fendTurn()
+{
+	if(!LOCPLINT->makingTurn)
+		return;
+
+	if(settings["adventure"]["heroReminder"].Bool())
+	{
+		for(auto hero : LOCPLINT->wanderingHeroes)
+		{
+			if(!isHeroSleeping(hero) && hero->movement > 0)
+			{
+				// Only show hero reminder if conditions met:
+				// - There still movement points
+				// - Hero don't have a path or there not points for first step on path
+				auto path = LOCPLINT->getAndVerifyPath(hero);
+				if(!path || path->nodes.size() < 2 || !path->nodes[path->nodes.size()-2].turns)
+				{
+					LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[55], std::bind(&CAdvMapInt::endingTurn, this), nullptr);
+					return;
+				}
+			}
+		}
+	}
+	endingTurn();
+}
+
+void CAdvMapInt::updateSleepWake(const CGHeroInstance *h)
+{
+	sleepWake->block(!h);
+	if (!h)
+		return;
+	bool state = isHeroSleeping(h);
+	sleepWake->setIndex(state ? 1 : 0, true);
+	sleepWake->assignedKeys.clear();
+	sleepWake->assignedKeys.insert(state ? SDLK_w : SDLK_z);
+}
+
+void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath)
+{
+	if(!h)
+	{
+		moveHero->block(true);
+		return;
+	}
+	//default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately
+	if(boost::logic::indeterminate(hasPath))
+		hasPath = LOCPLINT->paths[h].nodes.size() ? true : false;
+
+	moveHero->block(!(bool)hasPath || (h->movement == 0));
+}
+
+void CAdvMapInt::updateSpellbook(const CGHeroInstance *h)
+{
+	spellbook->block(!h);
+}
+
+int CAdvMapInt::getNextHeroIndex(int startIndex)
+{
+	if (LOCPLINT->wanderingHeroes.size() == 0)
+		return -1;
+	if (startIndex < 0)
+		startIndex = 0;
+	int i = startIndex;
+	do
+	{
+		i++;
+		if (i >= LOCPLINT->wanderingHeroes.size())
+			i = 0;
+	}
+	while (((LOCPLINT->wanderingHeroes[i]->movement == 0) || isHeroSleeping(LOCPLINT->wanderingHeroes[i])) && (i != startIndex));
+
+	if ((LOCPLINT->wanderingHeroes[i]->movement != 0) && !isHeroSleeping(LOCPLINT->wanderingHeroes[i]))
+		return i;
+	else
+		return -1;
+}
+
+void CAdvMapInt::updateNextHero(const CGHeroInstance *h)
+{
+	int start = vstd::find_pos(LOCPLINT->wanderingHeroes, h);
+	int next = getNextHeroIndex(start);
+	if (next < 0)
+	{
+		nextHero->block(true);
+		return;
+	}
+	const CGHeroInstance *nextH = LOCPLINT->wanderingHeroes[next];
+	bool noActiveHeroes = (next == start) && ((nextH->movement == 0) || isHeroSleeping(nextH));
+	nextHero->block(noActiveHeroes);
+}
+
+void CAdvMapInt::activate()
+{
+	CIntObject::activate();
+	if (!(active & KEYBOARD))
+		CIntObject::activate(KEYBOARD);
+
+	screenBuf = screen;
+	GH.statusbar = statusbar;
+	
+	if(LOCPLINT)
+	{
+		LOCPLINT->cingconsole->activate();
+		LOCPLINT->cingconsole->pos = this->pos;
+	}
+	
+	if(!duringAITurn)
+	{
+		activeMapPanel->activate();
+		if (mode == EAdvMapMode::NORMAL)
+		{
+			heroList.activate();
+			townList.activate();
+			infoBar.activate();
+		}
+		minimap.activate();
+		terrain.activate();
+		statusbar->activate();
+
+		GH.fakeMouseMove(); //to restore the cursor
+	}
+}
+
+void CAdvMapInt::deactivate()
+{
+	CIntObject::deactivate();
+
+	if(!duringAITurn)
+	{
+		scrollingDir = 0;
+
+		CCS->curh->set(Cursor::Map::POINTER);
+		activeMapPanel->deactivate();
+		if (mode == EAdvMapMode::NORMAL)
+		{
+			heroList.deactivate();
+			townList.deactivate();
+			infoBar.deactivate();
+		}
+		minimap.deactivate();
+		terrain.deactivate();
+		statusbar->deactivate();
+	}
+}
+
+void CAdvMapInt::showAll(SDL_Surface * to)
+{
+	bg->draw(to, 0, 0);
+
+	if(state != INGAME)
+		return;
+
+	switch (mode)
+	{
+	case EAdvMapMode::NORMAL:
+
+		heroList.showAll(to);
+		townList.showAll(to);
+		infoBar.showAll(to);
+		break;
+	case EAdvMapMode::WORLD_VIEW:
+
+		terrain.showAll(to);
+		break;
+	}
+	activeMapPanel->showAll(to);
+
+	updateScreen = true;
+	minimap.showAll(to);
+	show(to);
+
+
+	resdatabar.showAll(to);
+
+	statusbar->show(to);
+
+	LOCPLINT->cingconsole->show(to);
+}
+
+bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero)
+{
+	if (!hero)
+		return false;
+
+	return vstd::contains(LOCPLINT->sleepingHeroes, hero);
+}
+
+void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep)
+{
+	if (sleep)
+		LOCPLINT->sleepingHeroes.push_back(hero); //FIXME: should we check for existence?
+	else
+		LOCPLINT->sleepingHeroes -= hero;
+	updateNextHero(nullptr);
+}
+
+void CAdvMapInt::show(SDL_Surface * to)
+{
+	if(state != INGAME)
+		return;
+
+	++animValHitCount; //for animations
+
+	if(animValHitCount % 2 == 0)
+	{
+		++heroAnim;
+	}
+	if(animValHitCount >= 8)
+	{
+		CGI->mh->updateWater();
+		animValHitCount = 0;
+		++anim;
+		updateScreen = true;
+	}
+
+	if(swipeEnabled)
+	{
+		handleSwipeUpdate();
+	}
+#if defined(VCMI_ANDROID) || defined(VCMI_IOS) // on mobile, map-moving mode is exclusive (TODO technically it might work with both enabled; to be checked)
+	else
+#endif
+	{
+		handleMapScrollingUpdate();
+	}
+
+	for(int i = 0; i < 4; i++)
+	{
+		if(settings["session"]["spectate"].Bool())
+			gems[i]->setFrame(PlayerColor(1).getNum());
+		else
+			gems[i]->setFrame(LOCPLINT->playerID.getNum());
+	}
+	if(updateScreen)
+	{
+		int3 betterPos = LOCPLINT->repairScreenPos(position);
+		if (betterPos != position)
+		{
+			logGlobal->warn("Incorrect position for adventure map!");
+			position = betterPos;
+		}
+
+		terrain.show(to);
+		for(int i = 0; i < 4; i++)
+			gems[i]->showAll(to);
+		updateScreen=false;
+		LOCPLINT->cingconsole->show(to);
+	}
+	else if (terrain.needsAnimUpdate())
+	{
+		terrain.showAnim(to);
+		for(int i = 0; i < 4; i++)
+			gems[i]->showAll(to);
+	}
+
+	infoBar.show(to);
+	statusbar->showAll(to);
+}
+
+void CAdvMapInt::handleMapScrollingUpdate()
+{
+	int scrollSpeed = static_cast<int>(settings["adventure"]["scrollSpeed"].Float());
+	//if advmap needs updating AND (no dialog is shown OR ctrl is pressed)
+	if((animValHitCount % (4 / scrollSpeed)) == 0
+	   && ((GH.topInt().get() == this) || isCtrlKeyDown()))
+	{
+		if((scrollingDir & LEFT) && (position.x > -CGI->mh->frameW))
+			position.x--;
+
+		if((scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - CGI->mh->tilesW + CGI->mh->frameW))
+			position.x++;
+
+		if((scrollingDir & UP) && (position.y > -CGI->mh->frameH))
+			position.y--;
+
+		if((scrollingDir & DOWN) && (position.y < CGI->mh->map->height - CGI->mh->tilesH + CGI->mh->frameH))
+			position.y++;
+
+		if(scrollingDir)
+		{
+			setScrollingCursor(scrollingDir);
+			scrollingState = true;
+			updateScreen = true;
+			minimap.redraw();
+			if(mode == EAdvMapMode::WORLD_VIEW)
+				terrain.redraw();
+		}
+		else if(scrollingState)
+		{
+			CCS->curh->set(Cursor::Map::POINTER);
+			scrollingState = false;
+		}
+	}
+}
+
+void CAdvMapInt::handleSwipeUpdate()
+{
+	if(swipeMovementRequested)
+	{
+		auto fixedPos = LOCPLINT->repairScreenPos(swipeTargetPosition);
+		position.x = fixedPos.x;
+		position.y = fixedPos.y;
+		CCS->curh->set(Cursor::Map::POINTER);
+		updateScreen = true;
+		minimap.redraw();
+		swipeMovementRequested = false;
+	}
+}
+
+void CAdvMapInt::selectionChanged()
+{
+	const CGTownInstance *to = LOCPLINT->towns[townList.getSelectedIndex()];
+	if (selection != to)
+		select(to);
+}
+
+void CAdvMapInt::centerOn(int3 on, bool fade)
+{
+	bool switchedLevels = on.z != position.z;
+
+	if (fade)
+	{
+		terrain.fadeFromCurrentView();
+	}
+
+	switch (mode)
+	{
+	default:
+	case EAdvMapMode::NORMAL:
+		on.x -= CGI->mh->frameW; // is this intentional? frame size doesn't really have to correspond to camera size...
+		on.y -= CGI->mh->frameH;
+		break;
+	case EAdvMapMode::WORLD_VIEW:
+		on.x -= static_cast<si32>(CGI->mh->tilesW / 2 / worldViewScale);
+		on.y -= static_cast<si32>(CGI->mh->tilesH / 2 / worldViewScale);
+		break;
+	}
+
+
+	on = LOCPLINT->repairScreenPos(on);
+
+	position = on;
+	updateScreen=true;
+	underground->setIndex(on.z,true); //change underground switch button image
+	underground->redraw();
+	worldViewUnderground->setIndex(on.z, true);
+	worldViewUnderground->redraw();
+	if (switchedLevels)
+		minimap.setLevel(position.z);
+	minimap.redraw();
+
+	if (mode == EAdvMapMode::WORLD_VIEW)
+		terrain.redraw();
+}
+
+void CAdvMapInt::centerOn(const CGObjectInstance * obj, bool fade)
+{
+	centerOn(obj->getSightCenter(), fade);
+}
+
+void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
+{
+
+	if (mode == EAdvMapMode::WORLD_VIEW)
+		return;
+
+	ui8 Dir = 0;
+	SDL_Keycode k = key.keysym.sym;
+	const CGHeroInstance *h = curHero(); //selected hero
+	const CGTownInstance *t = curTown(); //selected town
+
+	switch(k)
+	{
+	case SDLK_g:
+		if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)
+			return;
+
+		{
+			//find first town with tavern
+			auto itr = range::find_if(LOCPLINT->towns, [](const CGTownInstance * town)
+			{
+				return town->hasBuilt(BuildingID::TAVERN);
+			});
+
+			if(itr != LOCPLINT->towns.end())
+				LOCPLINT->showThievesGuildWindow(*itr);
+			else
+				LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithTavern"));
+		}
+		return;
+	case SDLK_i:
+		if(isActive())
+			CAdventureOptions::showScenarioInfo();
+		return;
+	case SDLK_l:
+		if(isActive())
+			LOCPLINT->proposeLoadingGame();
+		return;
+	case SDLK_s:
+		if(isActive() && key.type == SDL_KEYUP)
+			GH.pushIntT<CSavingScreen>();
+		return;
+	case SDLK_d:
+		{
+			if(h && isActive() && LOCPLINT->makingTurn && key.state == SDL_PRESSED)
+				LOCPLINT->tryDiggging(h);
+			return;
+		}
+	case SDLK_p:
+		if(isActive())
+			LOCPLINT->showPuzzleMap();
+		return;
+	case SDLK_v:
+		if(isActive())
+			LOCPLINT->viewWorldMap();
+		return;
+	case SDLK_r:
+		if(isActive() && LOCPLINT->ctrlPressed())
+		{
+			LOCPLINT->showYesNoDialog(CGI->generaltexth->translate("vcmi.adventureMap.confirmRestartGame"),
+				[](){ LOCPLINT->sendCustomEvent(EUserEvent::RESTART_GAME); }, nullptr);
+		}
+		return;
+	case SDLK_SPACE: //space - try to revisit current object with selected hero
+		{
+			if(!isActive())
+				return;
+			if(h && key.state == SDL_PRESSED)
+			{
+				auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
+				//TODO!!!!!!! possible freeze, when GS mutex is locked and network thread can't apply package
+				//this thread leaves scope and tries to lock pim while holding gs,
+				//network thread tries to lock gs (appluy cl) while holding pim
+				//this thread should first lock pim, however gs locking/unlocking is done inside cb
+				LOCPLINT->cb->moveHero(h,h->pos);
+			}
+		}
+		return;
+	case SDLK_RETURN:
+		{
+			if(!isActive() || !selection || key.state != SDL_PRESSED)
+				return;
+			if(h)
+				LOCPLINT->openHeroWindow(h);
+			else if(t)
+				LOCPLINT->openTownWindow(t);
+			return;
+		}
+	case SDLK_ESCAPE:
+		{
+			if(isActive() || GH.topInt().get() != this || !spellBeingCasted || key.state != SDL_PRESSED)
+				return;
+
+			leaveCastingMode();
+			return;
+		}
+	case SDLK_t:
+		{
+			//act on key down if marketplace windows is not already opened
+			if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)
+				return;
+
+			if(LOCPLINT->ctrlPressed()) //CTRL + T => open marketplace
+			{
+				//check if we have any marketplace
+				const CGTownInstance *townWithMarket = nullptr;
+				for(const CGTownInstance *t : LOCPLINT->cb->getTownsInfo())
+				{
+					if(t->hasBuilt(BuildingID::MARKETPLACE))
+					{
+						townWithMarket = t;
+						break;
+					}
+				}
+
+				if(townWithMarket) //if any town has marketplace, open window
+					GH.pushIntT<CMarketplaceWindow>(townWithMarket);
+				else //if not - complain
+					LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithMarket"));
+			}
+			else if(isActive()) //no ctrl, advmapint is on the top => switch to town
+			{
+				townList.selectNext();
+			}
+			return;
+		}
+	default:
+		{
+			static const int3 directions[] = {  int3(-1, +1, 0), int3(0, +1, 0), int3(+1, +1, 0),
+												int3(-1, 0, 0),  int3(0, 0, 0),  int3(+1, 0, 0),
+												int3(-1, -1, 0), int3(0, -1, 0), int3(+1, -1, 0) };
+
+			//numpad arrow
+			if(CGuiHandler::isArrowKey(k))
+				k = CGuiHandler::arrowToNum(k);
+
+			k -= SDLK_KP_1;
+
+			if(k < 0 || k > 8)
+				return;
+
+			if (!CGI->mh->canStartHeroMovement())
+				return;
+
+			int3 dir = directions[k];
+
+			if(!isActive() || LOCPLINT->ctrlPressed())//ctrl makes arrow move screen, not hero
+			{
+				Dir = (dir.x<0 ? LEFT  : 0) |
+					  (dir.x>0 ? RIGHT : 0) |
+					  (dir.y<0 ? UP    : 0) |
+					  (dir.y>0 ? DOWN  : 0) ;
+				break;
+			}
+
+			if(!h || key.state != SDL_PRESSED)
+				break;
+
+			if(k == 4)
+			{
+				centerOn(h);
+				return;
+			}
+
+			CGPath &path = LOCPLINT->paths[h];
+			terrain.currentPath = &path;
+			int3 dst = h->visitablePos() + dir;
+			if(dst != verifyPos(dst) || !LOCPLINT->cb->getPathsInfo(h)->getPath(path, dst))
+			{
+				terrain.currentPath = nullptr;
+				return;
+			}
+
+			if (path.nodes.size() > 2)
+				updateMoveHero(h);
+			else
+			if(!path.nodes[0].turns)
+				LOCPLINT->moveHero(h, path);
+		}
+
+		return;
+	}
+	if(Dir && key.state == SDL_PRESSED //arrow is pressed
+		&& LOCPLINT->ctrlPressed()
+	)
+		scrollingDir |= Dir;
+	else
+		scrollingDir &= ~Dir;
+}
+void CAdvMapInt::handleRightClick(std::string text, tribool down)
+{
+	if(down)
+	{
+		CRClickPopup::createAndPush(text);
+	}
+}
+int3 CAdvMapInt::verifyPos(int3 ver)
+{
+	if (ver.x<0)
+		ver.x=0;
+	if (ver.y<0)
+		ver.y=0;
+	if (ver.z<0)
+		ver.z=0;
+	if (ver.x>=CGI->mh->sizes.x)
+		ver.x=CGI->mh->sizes.x-1;
+	if (ver.y>=CGI->mh->sizes.y)
+		ver.y=CGI->mh->sizes.y-1;
+	if (ver.z>=CGI->mh->sizes.z)
+		ver.z=CGI->mh->sizes.z-1;
+	return ver;
+}
+
+void CAdvMapInt::select(const CArmedInstance *sel, bool centerView)
+{
+	assert(sel);
+	LOCPLINT->setSelection(sel);
+	selection = sel;
+	if (LOCPLINT->battleInt == nullptr && LOCPLINT->makingTurn)
+	{
+		auto pos = sel->visitablePos();
+		auto tile = LOCPLINT->cb->getTile(pos);
+		if(tile)
+			CCS->musich->playMusicFromSet("terrain", tile->terType->getJsonKey(), true, false);
+	}
+	if(centerView)
+		centerOn(sel);
+
+	terrain.currentPath = nullptr;
+	if(sel->ID==Obj::TOWN)
+	{
+		auto town = dynamic_cast<const CGTownInstance*>(sel);
+
+		infoBar.showTownSelection(town);
+		townList.select(town);
+		heroList.select(nullptr);
+
+		updateSleepWake(nullptr);
+		updateMoveHero(nullptr);
+		updateSpellbook(nullptr);
+	}
+	else //hero selected
+	{
+		auto hero = dynamic_cast<const CGHeroInstance*>(sel);
+
+		infoBar.showHeroSelection(hero);
+		heroList.select(hero);
+		townList.select(nullptr);
+
+		terrain.currentPath = LOCPLINT->getAndVerifyPath(hero);
+
+		updateSleepWake(hero);
+		updateMoveHero(hero);
+		updateSpellbook(hero);
+	}
+	townList.redraw();
+	heroList.redraw();
+}
+
+void CAdvMapInt::mouseMoved( const SDL_MouseMotionEvent & sEvent )
+{
+#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
+	if(swipeEnabled)
+		return;
+#endif
+	// adventure map scrolling with mouse
+	// currently disabled in world view mode (as it is in OH3), but should work correctly if mode check is removed
+	// don't scroll if there is no window in focus - these events don't seem to correspond to the actual mouse movement
+	if(!isCtrlKeyDown() && isActive() && sEvent.windowID != 0 && mode == EAdvMapMode::NORMAL)
+	{
+		if(sEvent.x<15)
+		{
+			scrollingDir |= LEFT;
+		}
+		else
+		{
+			scrollingDir &= ~LEFT;
+		}
+		if(sEvent.x>screen->w-15)
+		{
+			scrollingDir |= RIGHT;
+		}
+		else
+		{
+			scrollingDir &= ~RIGHT;
+		}
+		if(sEvent.y<15)
+		{
+			scrollingDir |= UP;
+		}
+		else
+		{
+			scrollingDir &= ~UP;
+		}
+		if(sEvent.y>screen->h-15)
+		{
+			scrollingDir |= DOWN;
+		}
+		else
+		{
+			scrollingDir &= ~DOWN;
+		}
+	}
+}
+
+bool CAdvMapInt::isActive()
+{
+	return active & ~CIntObject::KEYBOARD;
+}
+
+void CAdvMapInt::startHotSeatWait(PlayerColor Player)
+{
+	state = WAITING;
+}
+
+void CAdvMapInt::setPlayer(PlayerColor Player)
+{
+	player = Player;
+	bg->playerColored(player);
+
+	panelMain->setPlayerColor(player);
+	panelWorldView->setPlayerColor(player);
+	panelWorldView->recolorIcons(player, player.getNum() * 19);
+	resdatabar.background->colorize(player);
+}
+
+void CAdvMapInt::startTurn()
+{
+	state = INGAME;
+	if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID
+		|| settings["session"]["spectate"].Bool())
+	{
+		adjustActiveness(false);
+		minimap.setAIRadar(false);
+	}
+}
+
+void CAdvMapInt::endingTurn()
+{
+	if(settings["session"]["spectate"].Bool())
+		return;
+
+	LOCPLINT->makingTurn = false;
+	LOCPLINT->cb->endTurn();
+	CCS->soundh->ambientStopAllChannels();
+}
+
+const CGObjectInstance* CAdvMapInt::getActiveObject(const int3 &mapPos)
+{
+	std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos);  //blocking objects at tile
+
+	if (bobjs.empty())
+		return nullptr;
+
+	return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);
+/*
+	if (bobjs.back()->ID == Obj::HERO)
+		return bobjs.back();
+	else
+		return bobjs.front();*/
+}
+
+void CAdvMapInt::tileLClicked(const int3 &mapPos)
+{
+	if(mode != EAdvMapMode::NORMAL)
+		return;
+	if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn)
+		return;
+
+	const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
+
+	const CGObjectInstance *topBlocking = getActiveObject(mapPos);
+
+	int3 selPos = selection->getSightCenter();
+	if(spellBeingCasted && isInScreenRange(selPos, mapPos))
+	{
+		const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
+
+		switch(spellBeingCasted->id)
+		{
+		case SpellID::SCUTTLE_BOAT: //Scuttle Boat
+			if(topBlocking && topBlocking->ID == Obj::BOAT)
+				leaveCastingMode(true, mapPos);
+			break;
+		case SpellID::DIMENSION_DOOR:
+			if(!tile || tile->isClear(heroTile))
+				leaveCastingMode(true, mapPos);
+			break;
+		}
+		return;
+	}
+	//check if we can select this object
+	bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
+	canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
+
+	bool isHero = false;
+	if(selection->ID != Obj::HERO) //hero is not selected (presumably town)
+	{
+		assert(!terrain.currentPath); //path can be active only when hero is selected
+		if(selection == topBlocking) //selected town clicked
+			LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
+		else if(canSelect)
+			select(static_cast<const CArmedInstance*>(topBlocking), false);
+	}
+	else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
+	{
+		isHero = true;
+
+		const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);
+		if(currentHero == topBlocking) //clicked selected hero
+		{
+			LOCPLINT->openHeroWindow(currentHero);
+			return;
+		}
+		else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
+		{
+			select(static_cast<const CArmedInstance*>(topBlocking), false);
+			return;
+		}
+		else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
+		{
+			if(terrain.currentPath && terrain.currentPath->endPos() == mapPos)//we'll be moving
+			{
+				if(CGI->mh->canStartHeroMovement())
+					LOCPLINT->moveHero(currentHero, *terrain.currentPath);
+				return;
+			}
+			else //remove old path and find a new one if we clicked on accessible tile
+			{
+				CGPath &path = LOCPLINT->paths[currentHero];
+				CGPath newpath;
+				bool gotPath = LOCPLINT->cb->getPathsInfo(currentHero)->getPath(newpath, mapPos); //try getting path, erase if failed
+				if(gotPath && newpath.nodes.size())
+					path = newpath;
+
+				if(path.nodes.size())
+					terrain.currentPath = &path;
+				else
+					LOCPLINT->eraseCurrentPathOf(currentHero);
+
+				updateMoveHero(currentHero);
+			}
+		}
+	} //end of hero is selected "case"
+	else
+	{
+		throw std::runtime_error("Nothing is selected...");
+	}
+
+	const auto shipyard = ourInaccessibleShipyard(topBlocking);
+	if(isHero && shipyard != nullptr)
+	{
+		LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
+	}
+}
+
+void CAdvMapInt::tileHovered(const int3 &mapPos)
+{
+	if(mode != EAdvMapMode::NORMAL //disable in world view
+		|| !selection) //may occur just at the start of game (fake move before full intiialization)
+		return;
+	if(!LOCPLINT->cb->isVisible(mapPos))
+	{
+		CCS->curh->set(Cursor::Map::POINTER);
+		statusbar->clear();
+		return;
+	}
+	auto objRelations = PlayerRelations::ALLIES;
+	const CGObjectInstance *objAtTile = getActiveObject(mapPos);
+	if(objAtTile)
+	{
+		objRelations = LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner);
+		std::string text = curHero() ? objAtTile->getHoverText(curHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
+		boost::replace_all(text,"\n"," ");
+		statusbar->write(text);
+	}
+	else
+	{
+		std::string hlp;
+		CGI->mh->getTerrainDescr(mapPos, hlp, false);
+		statusbar->write(hlp);
+	}
+
+	if(spellBeingCasted)
+	{
+		switch(spellBeingCasted->id)
+		{
+		case SpellID::SCUTTLE_BOAT:
+			if(objAtTile && objAtTile->ID == Obj::BOAT)
+				CCS->curh->set(Cursor::Map::SCUTTLE_BOAT);
+			else
+				CCS->curh->set(Cursor::Map::POINTER);
+			return;
+		case SpellID::DIMENSION_DOOR:
+			{
+				const TerrainTile * t = LOCPLINT->cb->getTile(mapPos, false);
+				int3 hpos = selection->getSightCenter();
+				if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos))
+					CCS->curh->set(Cursor::Map::TELEPORT);
+				else
+					CCS->curh->set(Cursor::Map::POINTER);
+				return;
+			}
+		}
+	}
+
+	if(selection->ID == Obj::TOWN)
+	{
+		if(objAtTile)
+		{
+			if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
+				CCS->curh->set(Cursor::Map::TOWN);
+			else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
+				CCS->curh->set(Cursor::Map::HERO);
+			else
+				CCS->curh->set(Cursor::Map::POINTER);
+		}
+		else
+			CCS->curh->set(Cursor::Map::POINTER);
+	}
+	else if(const CGHeroInstance * hero = curHero())
+	{
+		std::array<Cursor::Map, 4> cursorMove      = { Cursor::Map::T1_MOVE,       Cursor::Map::T2_MOVE,       Cursor::Map::T3_MOVE,       Cursor::Map::T4_MOVE,       };
+		std::array<Cursor::Map, 4> cursorAttack    = { Cursor::Map::T1_ATTACK,     Cursor::Map::T2_ATTACK,     Cursor::Map::T3_ATTACK,     Cursor::Map::T4_ATTACK,     };
+		std::array<Cursor::Map, 4> cursorSail      = { Cursor::Map::T1_SAIL,       Cursor::Map::T2_SAIL,       Cursor::Map::T3_SAIL,       Cursor::Map::T4_SAIL,       };
+		std::array<Cursor::Map, 4> cursorDisembark = { Cursor::Map::T1_DISEMBARK,  Cursor::Map::T2_DISEMBARK,  Cursor::Map::T3_DISEMBARK,  Cursor::Map::T4_DISEMBARK,  };
+		std::array<Cursor::Map, 4> cursorExchange  = { Cursor::Map::T1_EXCHANGE,   Cursor::Map::T2_EXCHANGE,   Cursor::Map::T3_EXCHANGE,   Cursor::Map::T4_EXCHANGE,   };
+		std::array<Cursor::Map, 4> cursorVisit     = { Cursor::Map::T1_VISIT,      Cursor::Map::T2_VISIT,      Cursor::Map::T3_VISIT,      Cursor::Map::T4_VISIT,      };
+		std::array<Cursor::Map, 4> cursorSailVisit = { Cursor::Map::T1_SAIL_VISIT, Cursor::Map::T2_SAIL_VISIT, Cursor::Map::T3_SAIL_VISIT, Cursor::Map::T4_SAIL_VISIT, };
+
+		const CGPathNode * pathNode = LOCPLINT->cb->getPathsInfo(hero)->getPathInfo(mapPos);
+		assert(pathNode);
+
+		if(LOCPLINT->altPressed() && pathNode->reachable()) //overwrite status bar text with movement info
+		{
+			ShowMoveDetailsInStatusbar(*hero, *pathNode);
+		}
+
+		int turns = pathNode->turns;
+		vstd::amin(turns, 3);
+		switch(pathNode->action)
+		{
+		case CGPathNode::NORMAL:
+		case CGPathNode::TELEPORT_NORMAL:
+			if(pathNode->layer == EPathfindingLayer::LAND)
+				CCS->curh->set(cursorMove[turns]);
+			else
+				CCS->curh->set(cursorSailVisit[turns]);
+			break;
+
+		case CGPathNode::VISIT:
+		case CGPathNode::BLOCKING_VISIT:
+		case CGPathNode::TELEPORT_BLOCKING_VISIT:
+			if(objAtTile && objAtTile->ID == Obj::HERO)
+			{
+				if(selection == objAtTile)
+					CCS->curh->set(Cursor::Map::HERO);
+				else
+					CCS->curh->set(cursorExchange[turns]);
+			}
+			else if(pathNode->layer == EPathfindingLayer::LAND)
+				CCS->curh->set(cursorVisit[turns]);
+			else
+				CCS->curh->set(cursorSailVisit[turns]);
+			break;
+
+		case CGPathNode::BATTLE:
+		case CGPathNode::TELEPORT_BATTLE:
+			CCS->curh->set(cursorAttack[turns]);
+			break;
+
+		case CGPathNode::EMBARK:
+			CCS->curh->set(cursorSail[turns]);
+			break;
+
+		case CGPathNode::DISEMBARK:
+			CCS->curh->set(cursorDisembark[turns]);
+			break;
+
+		default:
+			if(objAtTile && objRelations != PlayerRelations::ENEMIES)
+			{
+				if(objAtTile->ID == Obj::TOWN)
+					CCS->curh->set(Cursor::Map::TOWN);
+				else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
+					CCS->curh->set(Cursor::Map::HERO);
+				else
+					CCS->curh->set(Cursor::Map::POINTER);
+			}
+			else
+				CCS->curh->set(Cursor::Map::POINTER);
+			break;
+		}
+	}
+
+	if(ourInaccessibleShipyard(objAtTile))
+	{
+		CCS->curh->set(Cursor::Map::T1_SAIL);
+	}
+}
+
+void CAdvMapInt::ShowMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode)
+{
+	const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.maxMovePoints(pathNode.layer == EPathfindingLayer::LAND) : hero.movement;
+	const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains;
+	const int remainingPointsAfterMove = pathNode.turns == 0 ? pathNode.moveRemains : 0;
+
+	std::string result = VLC->generaltexth->translate("vcmi.adventureMap", pathNode.turns > 0 ? "moveCostDetails" : "moveCostDetailsNoTurns");
+
+	boost::replace_first(result, "%TURNS", std::to_string(pathNode.turns));
+	boost::replace_first(result, "%POINTS", std::to_string(movementPointsLastTurnCost));
+	boost::replace_first(result, "%REMAINING", std::to_string(remainingPointsAfterMove));
+
+	statusbar->write(result);
+}
+
+void CAdvMapInt::tileRClicked(const int3 &mapPos)
+{
+	if(mode != EAdvMapMode::NORMAL)
+		return;
+	if(spellBeingCasted)
+	{
+		leaveCastingMode();
+		return;
+	}
+	if(!LOCPLINT->cb->isVisible(mapPos))
+	{
+		CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
+		return;
+	}
+
+	const CGObjectInstance * obj = getActiveObject(mapPos);
+	if(!obj)
+	{
+		// Bare or undiscovered terrain
+		const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
+		if (tile)
+		{
+			std::string hlp;
+			CGI->mh->getTerrainDescr(mapPos, hlp, true);
+			CRClickPopup::createAndPush(hlp);
+		}
+		return;
+	}
+
+	CRClickPopup::createAndPush(obj, GH.getCursorPosition(), ETextAlignment::CENTER);
+}
+
+void CAdvMapInt::enterCastingMode(const CSpell * sp)
+{
+	assert(sp->id == SpellID::SCUTTLE_BOAT  ||  sp->id == SpellID::DIMENSION_DOOR);
+	spellBeingCasted = sp;
+
+	deactivate();
+	terrain.activate();
+	GH.fakeMouseMove();
+}
+
+void CAdvMapInt::leaveCastingMode(bool cast, int3 dest)
+{
+	assert(spellBeingCasted);
+	SpellID id = spellBeingCasted->id;
+	spellBeingCasted = nullptr;
+	terrain.deactivate();
+	activate();
+
+	if(cast)
+		LOCPLINT->cb->castSpell(curHero(), id, dest);
+	else
+		LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
+}
+
+const CGHeroInstance * CAdvMapInt::curHero() const
+{
+	if(selection && selection->ID == Obj::HERO)
+		return static_cast<const CGHeroInstance *>(selection);
+	else
+		return nullptr;
+}
+
+const CGTownInstance * CAdvMapInt::curTown() const
+{
+	if(selection && selection->ID == Obj::TOWN)
+		return static_cast<const CGTownInstance *>(selection);
+	else
+		return nullptr;
+}
+
+const IShipyard * CAdvMapInt::ourInaccessibleShipyard(const CGObjectInstance *obj) const
+{
+	const IShipyard *ret = IShipyard::castFrom(obj);
+
+	if(!ret ||
+		obj->tempOwner != player ||
+		(CCS->curh->get<Cursor::Map>() != Cursor::Map::T1_SAIL && CCS->curh->get<Cursor::Map>() != Cursor::Map::POINTER))
+		return nullptr;
+
+	return ret;
+}
+
+void CAdvMapInt::aiTurnStarted()
+{
+	if(settings["session"]["spectate"].Bool())
+		return;
+
+	adjustActiveness(true);
+	CCS->musich->playMusicFromSet("enemy-turn", true, false);
+	adventureInt->minimap.setAIRadar(true);
+	adventureInt->infoBar.startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());
+	adventureInt->infoBar.showAll(screen);//force refresh on inactive object
+}
+
+void CAdvMapInt::adjustActiveness(bool aiTurnStart)
+{
+	bool wasActive = isActive();
+
+	if(wasActive)
+		deactivate();
+	adventureInt->duringAITurn = aiTurnStart;
+	if(wasActive)
+		activate();
+}
+
+void CAdvMapInt::quickCombatLock()
+{
+	if(!duringAITurn)
+		deactivate();
+}
+
+void CAdvMapInt::quickCombatUnlock()
+{
+	if(!duringAITurn)
+		activate();
+}
+
+void CAdvMapInt::changeMode(EAdvMapMode newMode, float newScale)
+{
+	if (mode != newMode)
+	{
+		mode = newMode;
+
+		switch (mode)
+		{
+		case EAdvMapMode::NORMAL:
+			panelMain->activate();
+			panelWorldView->deactivate();
+			activeMapPanel = panelMain;
+
+			townList.activate();
+			heroList.activate();
+			infoBar.activate();
+
+			worldViewOptions.clear();
+
+			break;
+		case EAdvMapMode::WORLD_VIEW:
+			panelMain->deactivate();
+			panelWorldView->activate();
+
+			activeMapPanel = panelWorldView;
+
+			townList.deactivate();
+			heroList.deactivate();
+			infoBar.showSelection(); // to prevent new day animation interfering world view mode
+			infoBar.deactivate();
+
+			break;
+		}
+		worldViewScale = newScale;
+		redraw();
+	}
+	else if (worldViewScale != newScale) // still in world view mode, but the scale changed
+	{
+		worldViewScale = newScale;
+		redraw();
+	}
+}
+
+CAdventureOptions::CAdventureOptions()
+	: CWindowObject(PLAYER_COLORED, "ADVOPTS")
+{
+	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
+
+	viewWorld = std::make_shared<CButton>(Point(24, 23), "ADVVIEW.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_v);
+	viewWorld->addCallback(std::bind(&CPlayerInterface::viewWorldMap, LOCPLINT));
+
+	exit = std::make_shared<CButton>(Point(204, 313), "IOK6432.DEF", CButton::tooltip(), std::bind(&CAdventureOptions::close, this), SDLK_RETURN);
+	exit->assignedKeys.insert(SDLK_ESCAPE);
+
+	scenInfo = std::make_shared<CButton>(Point(24, 198), "ADVINFO.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_i);
+	scenInfo->addCallback(CAdventureOptions::showScenarioInfo);
+
+	puzzle = std::make_shared<CButton>(Point(24, 81), "ADVPUZ.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_p);
+	puzzle->addCallback(std::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT));
+
+	dig = std::make_shared<CButton>(Point(24, 139), "ADVDIG.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_d);
+	if(const CGHeroInstance *h = adventureInt->curHero())
+		dig->addCallback(std::bind(&CPlayerInterface::tryDiggging, LOCPLINT, h));
+	else
+		dig->block(true);
+}
+
+void CAdventureOptions::showScenarioInfo()
+{
+	if(LOCPLINT->cb->getStartInfo()->campState)
+	{
+		GH.pushIntT<CCampaignInfoScreen>();
+	}
+	else
+	{
+		GH.pushIntT<CScenarioInfoScreen>();
+	}
+}
+
+CAdvMapInt::WorldViewOptions::WorldViewOptions()
+{
+	clear();
+}
+
+void CAdvMapInt::WorldViewOptions::clear()
+{
+	showAllTerrain = false;
+
+	iconPositions.clear();
+}
+
+void CAdvMapInt::WorldViewOptions::adjustDrawingInfo(MapDrawingInfo& info)
+{
+	info.showAllTerrain = showAllTerrain;
+
+	info.additionalIcons = &iconPositions;
+}

+ 276 - 0
client/adventureMap/CTerrainRect.h

@@ -0,0 +1,276 @@
+/*
+ * CAdvmapInterface.h, part of VCMI engine
+ *
+ * Authors: listed in file AUTHORS in main folder
+ *
+ * License: GNU General Public License v2.0 or later
+ * Full text of license available in license.txt file, in main folder
+ *
+ */
+#pragma once
+
+#include "../widgets/AdventureMapClasses.h"
+#include "CWindowObject.h"
+
+#include "../widgets/TextControls.h"
+#include "../widgets/Buttons.h"
+
+#include "../../lib/spells/ViewSpellInt.h"
+
+VCMI_LIB_NAMESPACE_BEGIN
+
+struct CGPath;
+struct CGPathNode;
+class CGHeroInstance;
+class CGTownInstance;
+class CSpell;
+class IShipyard;
+
+VCMI_LIB_NAMESPACE_END
+
+class CCallback;
+class CAdvMapInt;
+class CHeroWindow;
+enum class EMapAnimRedrawStatus;
+class CFadeAnimation;
+
+struct MapDrawingInfo;
+
+/*****************************/
+
+enum class EAdvMapMode
+{
+	NORMAL,
+	WORLD_VIEW
+};
+
+/// Adventure options dialog where you can view the world, dig, play the replay of the last turn,...
+class CAdventureOptions : public CWindowObject
+{
+public:
+	std::shared_ptr<CButton> exit;
+	std::shared_ptr<CButton> viewWorld;
+	std::shared_ptr<CButton> puzzle;
+	std::shared_ptr<CButton> dig;
+	std::shared_ptr<CButton> scenInfo;
+	/*std::shared_ptr<CButton> replay*/
+
+	CAdventureOptions();
+	static void showScenarioInfo();
+};
+
+/// Holds information about which tiles of the terrain are shown/not shown at the screen
+class CTerrainRect : public CIntObject
+{
+	SDL_Surface * fadeSurface;
+	EMapAnimRedrawStatus lastRedrawStatus;
+	std::shared_ptr<CFadeAnimation> fadeAnim;
+
+	int3 swipeInitialMapPos;
+	int3 swipeInitialRealPos;
+	bool isSwiping;
+	static constexpr float SwipeTouchSlop = 16.0f;
+
+	void handleHover(const SDL_MouseMotionEvent & sEvent);
+	void handleSwipeMove(const SDL_MouseMotionEvent & sEvent);
+	/// handles start/finish of swipe (press/release of corresponding button); returns true if state change was handled
+	bool handleSwipeStateChange(bool btnPressed);
+public:
+	int tilesw, tilesh; //width and height of terrain to blit in tiles
+	int3 curHoveredTile;
+	int moveX, moveY; //shift between actual position of screen and the one we wil blit; ranges from -31 to 31 (in pixels)
+	CGPath * currentPath;
+
+	CTerrainRect();
+	virtual ~CTerrainRect();
+	void deactivate() override;
+	void clickLeft(tribool down, bool previousState) override;
+	void clickRight(tribool down, bool previousState) override;
+	void clickMiddle(tribool down, bool previousState) override;
+	void hover(bool on) override;
+	void mouseMoved (const SDL_MouseMotionEvent & sEvent) override;
+	void show(SDL_Surface * to) override;
+	void showAll(SDL_Surface * to) override;
+	void showAnim(SDL_Surface * to);
+	void showPath(const Rect &extRect, SDL_Surface * to);
+	int3 whichTileIsIt(const int x, const int y); //x,y are cursor position
+	int3 whichTileIsIt(); //uses current cursor pos
+	/// @returns number of visible tiles on screen respecting current map scaling
+	int3 tileCountOnScreen();
+	/// animates view by caching current surface and crossfading it with normal screen
+	void fadeFromCurrentView();
+	bool needsAnimUpdate();
+};
+
+/// Resources bar which shows information about how many gold, crystals,... you have
+/// Current date is displayed too
+class CResDataBar : public CIntObject
+{
+public:
+	std::shared_ptr<CPicture> background;
+
+	std::vector<std::pair<int,int> > txtpos;
+	std::string datetext;
+
+	void clickRight(tribool down, bool previousState) override;
+	CResDataBar();
+	CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist);
+	~CResDataBar();
+
+	void draw(SDL_Surface * to);
+	void show(SDL_Surface * to) override;
+	void showAll(SDL_Surface * to) override;
+};
+
+/// That's a huge class which handles general adventure map actions and
+/// shows the right menu(questlog, spellbook, end turn,..) from where you
+/// can get to the towns and heroes.
+class CAdvMapInt : public CIntObject
+{
+	//Return object that must be active at this tile (=clickable)
+	const CGObjectInstance *getActiveObject(const int3 &tile);
+
+public:
+	CAdvMapInt();
+
+	int3 position; //top left corner of visible map part
+	PlayerColor player;
+
+	bool duringAITurn;
+
+	enum{LEFT=1, RIGHT=2, UP=4, DOWN=8};
+	ui8 scrollingDir; //uses enum: LEFT RIGHT, UP, DOWN
+	bool scrollingState;
+	bool swipeEnabled;
+	bool swipeMovementRequested;
+	int3 swipeTargetPosition;
+
+	enum{NA, INGAME, WAITING} state;
+
+	bool updateScreen;
+	ui8 anim, animValHitCount; //animation frame
+	ui8 heroAnim, heroAnimValHitCount; //animation frame
+
+	EAdvMapMode mode;
+	float worldViewScale;
+
+	struct WorldViewOptions
+	{
+		bool showAllTerrain; //for expert viewEarth
+
+		std::vector<ObjectPosInfo> iconPositions;
+
+		WorldViewOptions();
+
+		void clear();
+
+		void adjustDrawingInfo(MapDrawingInfo & info);
+	};
+
+	WorldViewOptions worldViewOptions;
+
+	std::shared_ptr<IImage> bg;
+	std::shared_ptr<IImage> bgWorldView;
+	std::vector<std::shared_ptr<CAnimImage>> gems;
+	CMinimap minimap;
+	std::shared_ptr<CGStatusBar> statusbar;
+
+	std::shared_ptr<CButton> kingOverview;
+	std::shared_ptr<CButton> underground;
+	std::shared_ptr<CButton> questlog;
+	std::shared_ptr<CButton> sleepWake;
+	std::shared_ptr<CButton> moveHero;
+	std::shared_ptr<CButton> spellbook;
+	std::shared_ptr<CButton> advOptions;
+	std::shared_ptr<CButton> sysOptions;
+	std::shared_ptr<CButton> nextHero;
+	std::shared_ptr<CButton> endTurn;
+
+	std::shared_ptr<CButton> worldViewUnderground;
+
+	CTerrainRect terrain; //visible terrain
+	CResDataBar resdatabar;
+	CHeroList heroList;
+	CTownList townList;
+	CInfoBar infoBar;
+
+	std::shared_ptr<CAdvMapPanel> panelMain; // panel that holds all right-side buttons in normal view
+	std::shared_ptr<CAdvMapWorldViewPanel> panelWorldView; // panel that holds all buttons and other ui in world view
+	std::shared_ptr<CAdvMapPanel> activeMapPanel; // currently active panel (either main or world view, depending on current mode)
+
+	std::shared_ptr<CAnimation> worldViewIcons;// images for world view overlay
+
+	const CSpell *spellBeingCasted; //nullptr if none
+
+	const CArmedInstance *selection; //currently selected town/hero
+
+	//functions bound to buttons
+	void fshowOverview();
+	void fworldViewBack();
+	void fworldViewScale1x();
+	void fworldViewScale2x();
+	void fworldViewScale4x();
+	void fswitchLevel();
+	void fshowQuestlog();
+	void fsleepWake();
+	void fmoveHero();
+	void fshowSpellbok();
+	void fadventureOPtions();
+	void fsystemOptions();
+	void fnextHero();
+	void fendTurn();
+
+	void activate() override;
+	void deactivate() override;
+
+	void show(SDL_Surface * to) override; //redraws terrain
+	void showAll(SDL_Surface * to) override; //shows and activates adv. map interface
+
+	void select(const CArmedInstance *sel, bool centerView = true);
+	void selectionChanged();
+	void centerOn(int3 on, bool fade = false);
+	void centerOn(const CGObjectInstance *obj, bool fade = false);
+	int3 verifyPos(int3 ver);
+	void handleRightClick(std::string text, tribool down);
+	void keyPressed(const SDL_KeyboardEvent & key) override;
+	void mouseMoved (const SDL_MouseMotionEvent & sEvent) override;
+	bool isActive();
+
+	bool isHeroSleeping(const CGHeroInstance *hero);
+	void setHeroSleeping(const CGHeroInstance *hero, bool sleep);
+	int getNextHeroIndex(int startIndex); //for Next Hero button - cycles awake heroes with movement only
+
+	void setPlayer(PlayerColor Player);
+	void startHotSeatWait(PlayerColor Player);
+	void startTurn();
+	void endingTurn();
+	void aiTurnStarted();
+
+	void adjustActiveness(bool aiTurnStart); //should be called every time at AI/human turn transition; blocks GUI during AI turn
+	void quickCombatLock(); //should be called when quick battle started
+	void quickCombatUnlock();
+	void tileLClicked(const int3 &mapPos);
+	void tileHovered(const int3 &mapPos);
+	void tileRClicked(const int3 &mapPos);
+	void enterCastingMode(const CSpell * sp);
+	void leaveCastingMode(bool cast = false, int3 dest = int3(-1, -1, -1));
+	const CGHeroInstance * curHero() const;
+	const CGTownInstance * curTown() const;
+	const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or nullptr else
+	//button updates
+	void updateSleepWake(const CGHeroInstance *h);
+	void updateMoveHero(const CGHeroInstance *h, tribool hasPath = boost::logic::indeterminate);
+	void updateSpellbook(const CGHeroInstance *h);
+	void updateNextHero(const CGHeroInstance *h);
+
+	/// changes current adventure map mode; used to switch between default view and world view; scale is ignored if EAdvMapMode == NORMAL
+	void changeMode(EAdvMapMode newMode, float newScale = 0.36f);
+
+	void handleMapScrollingUpdate();
+	void handleSwipeUpdate();
+
+private:
+	void ShowMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode);
+};
+
+extern std::shared_ptr<CAdvMapInt> adventureInt;