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World view impl -- initial;

Fay 10 年之前
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4b248c2762

+ 41 - 36
client/CPlayerInterface.cpp

@@ -96,7 +96,7 @@ static bool objectBlitOrderSorter(const std::pair<const CGObjectInstance*,SDL_Re
 
 CPlayerInterface::CPlayerInterface(PlayerColor Player)
 {
-    logGlobal->traceStream() << "\tHuman player interface for player " << Player << " being constructed";
+	logGlobal->traceStream() << "\tHuman player interface for player " << Player << " being constructed";
 	observerInDuelMode = false;
 	howManyPeople++;
 	GH.defActionsDef = 0;
@@ -115,7 +115,7 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player)
 	firstCall = 1; //if loading will be overwritten in serialize
 	autosaveCount = 0;
 	isAutoFightOn = false;
-	
+
 	duringMovement = false;
 	ignoreEvents = false;
 	locked = false;
@@ -768,7 +768,7 @@ void CPlayerInterface::actionFinished(const BattleAction &action)
 BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
 {
 	THREAD_CREATED_BY_CLIENT;
-    logGlobal->traceStream() << "Awaiting command for " << stack->nodeName();
+	logGlobal->traceStream() << "Awaiting command for " << stack->nodeName();
 
 	if(autofightingAI)
 	{
@@ -813,7 +813,7 @@ BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when i
 	b->givenCommand->data = nullptr;
 
 	//return command
-    logGlobal->traceStream() << "Giving command for " << stack->nodeName();
+	logGlobal->traceStream() << "Giving command for " << stack->nodeName();
 	return ret;
 }
 
@@ -876,7 +876,7 @@ void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacke
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	BATTLE_EVENT_POSSIBLE_RETURN;
-	
+
 	std::vector<StackAttackedInfo> arg;
 	for(auto & elem : bsa)
 	{
@@ -890,7 +890,7 @@ void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacke
 		if(elem.isSpell())
 		{
 			if (defender)
-				battleInt->displaySpellEffect(elem.spellID, defender->position);			
+				battleInt->displaySpellEffect(elem.spellID, defender->position);
 		}
 		//FIXME: why action is deleted during enchanter cast?
 		bool remoteAttack = false;
@@ -973,14 +973,14 @@ void CPlayerInterface::battleAttack(const BattleAttack *ba)
 		const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
 		battleInt->stackAttacking( attacker, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, attacked, false);
 	}
-	
+
 	//battleInt->waitForAnims(); //FIXME: freeze
-	
+
 	if(ba->spellLike())
 	{
-		//display hit animation		
-		SpellID spellID = ba->spellID;			
-		battleInt->displaySpellHit(spellID,curAction->destinationTile);	
+		//display hit animation
+		SpellID spellID = ba->spellID;
+		battleInt->displaySpellHit(spellID,curAction->destinationTile);
 	}
 }
 void CPlayerInterface::battleObstaclePlaced(const CObstacleInstance &obstacle)
@@ -1264,15 +1264,15 @@ template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, c
 	{
 		h & pathsMap;
 
-        if(cb)
-            for(auto &p : pathsMap)
-            {
-                CGPath path;
-                cb->getPathsInfo(p.first)->getPath(p.second, path);
-                paths[p.first] = path;
-                logGlobal->traceStream() << boost::format("Restored path for hero %s leading to %s with %d nodes")
-                    % p.first->nodeName() % p.second % path.nodes.size();
-            }
+		if(cb)
+			for(auto &p : pathsMap)
+			{
+				CGPath path;
+				cb->getPathsInfo(p.first)->getPath(p.second, path);
+				paths[p.first] = path;
+				logGlobal->traceStream() << boost::format("Restored path for hero %s leading to %s with %d nodes")
+					% p.first->nodeName() % p.second % path.nodes.size();
+			}
 	}
 
 	h & spellbookSettings;
@@ -1293,7 +1293,7 @@ void CPlayerInterface::loadGame( CISer & h, const int version )
 
 void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
 {
-    logGlobal->traceStream() << __FUNCTION__;
+	logGlobal->traceStream() << __FUNCTION__;
 	if(!LOCPLINT->makingTurn)
 		return;
 	if (!h)
@@ -1304,7 +1304,7 @@ void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
 		return;
 
 	duringMovement = true;
-	
+
 	if (adventureInt && adventureInt->isHeroSleeping(h))
 	{
 		adventureInt->sleepWake->clickLeft(true, false);
@@ -1313,10 +1313,10 @@ void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
 		//adventureInt->fsleepWake();
 		//but no authentic button click/sound ;-)
 	}
-	
+
 	boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
 
-	
+
 }
 
 bool CPlayerInterface::shiftPressed() const
@@ -1480,7 +1480,7 @@ void CPlayerInterface::waitWhileDialog(bool unlockPim /*= true*/)
 {
 	if(GH.amIGuiThread())
 	{
-        logGlobal->warnStream() << "Cannot wait for dialogs in gui thread (deadlock risk)!";
+		logGlobal->warnStream() << "Cannot wait for dialogs in gui thread (deadlock risk)!";
 		return;
 	}
 
@@ -1539,7 +1539,7 @@ void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
 	EVENT_HANDLER_CALLED_BY_CLIENT;
 	if (LOCPLINT->cb->getCurrentPlayer() == playerID) {
 		std::string handlerName = VLC->objtypeh->getObjectHandlerName(obj->ID);
-        if ((handlerName == "pickable") || (handlerName == "scholar") || (handlerName== "artifact") || (handlerName == "pandora")) {
+		if ((handlerName == "pickable") || (handlerName == "scholar") || (handlerName== "artifact") || (handlerName == "pandora")) {
 			waitWhileDialog();
 			CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
 		} else if ((handlerName == "monster") || (handlerName == "hero")) {
@@ -1626,11 +1626,11 @@ void CPlayerInterface::runLocked(std::function<void(IUpdateable * )> functor)
 	// While mutexes were locked away we may be have stopped being the active interface
 	if(LOCPLINT != this)
 		return;
-		
+
 	// Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
-	boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());		
-	
-	locked = true;	
+	boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
+
+	locked = true;
 	functor(this);
 	locked = false;
 }
@@ -2171,6 +2171,11 @@ void CPlayerInterface::showPuzzleMap()
 	GH.pushInt(new CPuzzleWindow(grailPos, ratio));
 }
 
+void CPlayerInterface::viewWorldMap()
+{
+	adventureInt->changeMode(EAdvMapMode::WORLD_VIEW);
+}
+
 void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
 {
 	EVENT_HANDLER_CALLED_BY_CLIENT;
@@ -2179,7 +2184,7 @@ void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellI
 		eraseCurrentPathOf(caster, false);
 	}
 	const CSpell * spell = CGI->spellh->objects[spellID];
-	
+
 	auto castSoundPath = spell->getCastSound();
 	if (!castSoundPath.empty())
 		CCS->soundh->playSound(castSoundPath);
@@ -2216,7 +2221,7 @@ CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
 		CGPath &path = paths[h];
 		if(!path.nodes.size())
 		{
-            logGlobal->warnStream() << "Warning: empty path found...";
+			logGlobal->warnStream() << "Warning: empty path found...";
 			paths.erase(h);
 		}
 		else
@@ -2601,7 +2606,7 @@ bool CPlayerInterface::capturedAllEvents()
 		//just inform that we are capturing events. they will be processed by heroMoved() in client thread.
 		return true;
 	}
-	
+
 	if(ignoreEvents)
 	{
 		boost::unique_lock<boost::mutex> un(eventsM);
@@ -2611,7 +2616,7 @@ bool CPlayerInterface::capturedAllEvents()
 		}
 		return true;
 	}
-	
+
 	return false;
 }
 
@@ -2690,7 +2695,7 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance* h, CGPath path)
 		// (i == 0) means hero went through all the path
 		adventureInt->updateMoveHero(h, (i != 0));
 		adventureInt->updateNextHero(h);
-	}	
-	
+	}
+
 	duringMovement = false;
 }

+ 10 - 9
client/CPlayerInterface.h

@@ -170,6 +170,7 @@ public:
 	void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, int soundID, bool selection, bool cancel) override; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
 	void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override;
 	void showPuzzleMap() override;
+	void viewWorldMap() override;
 	void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) override;
 	void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor) override;
 	void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor) override;
@@ -267,15 +268,15 @@ public:
 	~CPlayerInterface();//d-tor
 
 	static CondSh<bool> terminate_cond; // confirm termination
-	
+
 
 
 private:
 
 	template <typename Handler> void serializeTempl(Handler &h, const int version);
 
-private:	
-	
+private:
+
 	struct IgnoreEvents
 	{
 		CPlayerInterface & owner;
@@ -287,16 +288,16 @@ private:
 		{
 			owner.ignoreEvents = false;
 		};
-		
+
 	};
-	
-	
-	
+
+
+
 	bool duringMovement;
 	bool ignoreEvents;
-	
+
 	bool locked;
-	
+
 	void doMoveHero(const CGHeroInstance *h, CGPath path);
 };
 

+ 13 - 8
client/gui/CIntObject.cpp

@@ -12,7 +12,7 @@ IShowActivatable::IShowActivatable()
 
 void ILockedUpdatable::runLocked(std::function<void(IUpdateable*)> cb)
 {
-	boost::unique_lock<boost::recursive_mutex> lock(updateGuard);	
+	boost::unique_lock<boost::recursive_mutex> lock(updateGuard);
 	cb(this);
 }
 
@@ -82,7 +82,7 @@ void CIntObject::activate()
 			return;
 		else
 		{
-            logGlobal->warnStream() << "Warning: IntObject re-activated with mismatching used and active";
+			logGlobal->warnStream() << "Warning: IntObject re-activated with mismatching used and active";
 			deactivate(); //FIXME: better to avoid such possibility at all
 		}
 	}
@@ -145,6 +145,11 @@ void CIntObject::printAtLoc( const std::string & text, int x, int y, EFonts font
 	graphics->fonts[font]->renderTextLeft(dst, text, kolor, Point(pos.x + x, pos.y + y));
 }
 
+void CIntObject::printAtRightLoc( const std::string & text, int x, int y, EFonts font, SDL_Color kolor/*=Colors::WHITE*/, SDL_Surface * dst/*=screen*/ )
+{
+	graphics->fonts[font]->renderTextRight(dst, text, kolor, Point(pos.x + x, pos.y + y));
+}
+
 void CIntObject::printAtMiddleLoc( const std::string & text, int x, int y, EFonts font, SDL_Color kolor/*=Colors::WHITE*/, SDL_Surface * dst/*=screen*/ )
 {
 	printAtMiddleLoc(text, Point(x,y), font, kolor, dst);
@@ -312,8 +317,8 @@ const Rect & CIntObject::center( bool propagate )
 
 const Rect & CIntObject::center(const Point &p, bool propagate /*= true*/)
 {
-	moveBy(Point(p.x - pos.w/2 - pos.x, 
-		p.y - pos.h/2 - pos.y), 
+	moveBy(Point(p.x - pos.w/2 - pos.x,
+		p.y - pos.h/2 - pos.y),
 		propagate);
 	return pos;
 }
@@ -333,7 +338,7 @@ CKeyShortcut::CKeyShortcut(int key)
 }
 
 CKeyShortcut::CKeyShortcut(std::set<int> Keys)
-    :assignedKeys(Keys)
+	:assignedKeys(Keys)
 {}
 
 void CKeyShortcut::keyPressed(const SDL_KeyboardEvent & key)
@@ -342,12 +347,12 @@ void CKeyShortcut::keyPressed(const SDL_KeyboardEvent & key)
 	 || vstd::contains(assignedKeys, CGuiHandler::numToDigit(key.keysym.sym)))
 	{
 		bool prev = pressedL;
-		if(key.state == SDL_PRESSED) 
+		if(key.state == SDL_PRESSED)
 		{
 			pressedL = true;
 			clickLeft(true, prev);
-		} 
-		else 
+		}
+		else
 		{
 			pressedL = false;
 			clickLeft(false, prev);

+ 6 - 5
client/gui/CIntObject.h

@@ -7,7 +7,7 @@
  * Full text of license available in license.txt file, in main folder
  *
  */
- 
+
 #pragma once
 
 #include <SDL_events.h>
@@ -42,8 +42,8 @@ class ILockedUpdatable: public IUpdateable
 {
 	boost::recursive_mutex updateGuard;
 public:
-	virtual void runLocked(std::function<void(IUpdateable * )> cb);	
-	virtual ~ILockedUpdatable(){}; //d-tor	
+	virtual void runLocked(std::function<void(IUpdateable * )> cb);
+	virtual ~ILockedUpdatable(){}; //d-tor
 };
 
 // Defines a show method
@@ -97,7 +97,7 @@ public:
  * Don't use them unless you really know what they are for
  */
 	std::vector<CIntObject *> children;
-	
+
 	//FIXME: workaround
 	void deactivateKeyboard()
 	{
@@ -133,7 +133,7 @@ public:
 	bool captureAllKeys; //if true, only this object should get info about pressed keys
 	virtual void keyPressed(const SDL_KeyboardEvent & key){}
 	virtual bool captureThisEvent(const SDL_KeyboardEvent & key); //allows refining captureAllKeys against specific events (eg. don't capture ENTER)
-	
+
 #ifndef VCMI_SDL1
 	virtual void textInputed(const SDL_TextInputEvent & event){};
 	virtual void textEdited(const SDL_TextEditingEvent & event){};
@@ -201,6 +201,7 @@ public:
 	//functions for printing text. Use CLabel where possible instead
 	void printAtLoc(const std::string & text, int x, int y, EFonts font, SDL_Color color, SDL_Surface * dst);
 	void printToLoc(const std::string & text, int x, int y, EFonts font, SDL_Color color, SDL_Surface * dst);
+	void printAtRightLoc(const std::string & text, int x, int y, EFonts font, SDL_Color color, SDL_Surface * dst);
 	void printAtMiddleLoc(const std::string & text, int x, int y, EFonts font, SDL_Color color, SDL_Surface * dst);
 	void printAtMiddleLoc(const std::string & text, const Point &p, EFonts font, SDL_Color color, SDL_Surface * dst);
 	void printAtMiddleWBLoc(const std::string & text, int x, int y, EFonts font, int charsPerLine, SDL_Color color, SDL_Surface * dst);

+ 559 - 56
client/mapHandler.cpp

@@ -33,39 +33,39 @@
 
 std::string nameFromType (int typ)
 {
-    switch(ETerrainType(typ))
+	switch(ETerrainType(typ))
 	{
-        case ETerrainType::DIRT:
+		case ETerrainType::DIRT:
 			return std::string("DIRTTL.DEF");
 
-        case ETerrainType::SAND:
+		case ETerrainType::SAND:
 			return std::string("SANDTL.DEF");
 
-        case ETerrainType::GRASS:
+		case ETerrainType::GRASS:
 			return std::string("GRASTL.DEF");
 
-        case ETerrainType::SNOW:
+		case ETerrainType::SNOW:
 			return std::string("SNOWTL.DEF");
 
-        case ETerrainType::SWAMP:
+		case ETerrainType::SWAMP:
 			return std::string("SWMPTL.DEF");
 
-        case ETerrainType::ROUGH:
+		case ETerrainType::ROUGH:
 			return std::string("ROUGTL.DEF");
 
-        case ETerrainType::SUBTERRANEAN:
+		case ETerrainType::SUBTERRANEAN:
 			return std::string("SUBBTL.DEF");
 
-        case ETerrainType::LAVA:
+		case ETerrainType::LAVA:
 			return std::string("LAVATL.DEF");
 
-        case ETerrainType::WATER:
+		case ETerrainType::WATER:
 			return std::string("WATRTL.DEF");
 
-        case ETerrainType::ROCK:
+		case ETerrainType::ROCK:
 			return std::string("ROCKTL.DEF");
 
-        case ETerrainType::BORDER:
+		case ETerrainType::BORDER:
 		//TODO use me
 		break;
 		default:
@@ -110,12 +110,12 @@ struct NeighborTilesInfo
 		d2 = getTile( 0, +1);
 		d3 = getTile(+1, +1);
 	}
-	
-	bool areAllHidden() const 
+
+	bool areAllHidden() const
 	{
 		return !(d1 || d2 || d3 || d4 || d5 || d6 || d7 || d8 || d8 );
 	}
-	
+
 	int getBitmapID() const
 	{
 		//NOTE: some images have unused in VCMI pair (same blockmap but a bit different look)
@@ -137,9 +137,9 @@ struct NeighborTilesInfo
 			13,  27,  44,  44,  13,  27,  44,  44,   8,   8,  10,  10,   8,   8,  10,  10, //224
 			 0,  45,  29,  29,  24,  33,  29,  29,  37,  37,   7,   7,  50,  50,   7,   7, //240
 			13,  27,  44,  44,  13,  27,  44,  44,   8,   8,  10,  10,   8,   8,  10,  10  //256
-		};	
-		
-		return visBitmaps[d1 + d2 * 2 + d3 * 4 + d4 * 8 + d6 * 16 + d7 * 32 + d8 * 64 + d9 * 128]; // >=0 -> partial hide, <0 - full hide	
+		};
+
+		return visBitmaps[d1 + d2 * 2 + d3 * 4 + d4 * 8 + d6 * 16 + d7 * 32 + d8 * 64 + d9 * 128]; // >=0 -> partial hide, <0 - full hide
 	}
 };
 
@@ -341,7 +341,7 @@ void CMapHandler::initObjectRects()
 				cr.x = bitmap->w - fx * 32 - 32;
 				cr.y = bitmap->h - fy * 32 - 32;
 				std::pair<const CGObjectInstance*,SDL_Rect> toAdd = std::make_pair(obj,cr);
-				
+
 
 				if( map->isInTheMap(currTile) && // within map
 					cr.x + cr.w > 0 &&           // image has data on this tile
@@ -407,12 +407,445 @@ void CMapHandler::init()
 	prepareFOWDefs();
 	roadsRiverTerrainInit();	//road's and river's DefHandlers; and simple values initialization
 	borderAndTerrainBitmapInit();
-    logGlobal->infoStream()<<"\tPreparing FoW, roads, rivers,borders: "<<th.getDiff();
+	logGlobal->infoStream()<<"\tPreparing FoW, roads, rivers,borders: "<<th.getDiff();
 	initObjectRects();
-    logGlobal->infoStream()<<"\tMaking object rects: "<<th.getDiff();
+	logGlobal->infoStream()<<"\tMaking object rects: "<<th.getDiff();
 
 }
 
+void CMapHandler::drawWorldViewOverlay(int targetTilesX, int targetTilesY, int srx_init, int sry_init, CDefHandler * iconsDef, const std::vector< std::vector< std::vector<ui8> > > * visibilityMap, float scale, int targetTileSize, int3 top_tile, SDL_Surface * extSurf)
+{
+	int srx = srx_init;
+
+	int bxStart = top_tile.x;
+	int byStart = top_tile.y;
+	for (int bx = bxStart; bx < top_tile.x + targetTilesX; bx++, srx+=targetTileSize)
+	{
+		if (bx < 0 || bx >= sizes.x)
+		{
+			continue;
+		}
+
+		int sry = sry_init;
+
+		for (int by = byStart; by < top_tile.y + targetTilesY; by++, sry+=targetTileSize)
+		{
+			if (by < 0 || by >= sizes.y)
+			{
+				continue;
+			}
+
+			int3 pos(bx, by, top_tile.z);
+			const TerrainTile2 & tile = ttiles[pos.x][pos.y][pos.z];
+
+			auto &objects = tile.objects;
+			for(auto & object : objects)
+			{
+				const CGObjectInstance *obj = object.first;
+
+				if (obj->pos.z != top_tile.z)
+					continue;
+				if (!(*visibilityMap)[pos.x][pos.y][top_tile.z])
+					continue;
+				if (!obj->visitableAt(pos.x, pos.y))
+					continue;
+
+				auto &ownerRaw = obj->tempOwner;
+				int ownerIndex = 0;
+				if (ownerRaw < PlayerColor::PLAYER_LIMIT)
+				{
+					ownerIndex = ownerRaw.getNum() * 19;
+				}
+				else if (ownerRaw == PlayerColor::NEUTRAL)
+				{
+					ownerIndex = PlayerColor::PLAYER_LIMIT.getNum() * 19;
+				}
+
+				SDL_Surface * wvIcon = nullptr;
+				switch (obj->ID)
+				{
+				default:
+					continue;
+				case Obj::MONOLITH_ONE_WAY_ENTRANCE:
+				case Obj::MONOLITH_ONE_WAY_EXIT:
+				case Obj::MONOLITH_TWO_WAY:
+					wvIcon = iconsDef->ourImages[(int)EWorldViewIcon::TELEPORT].bitmap;
+					break;
+				case Obj::SUBTERRANEAN_GATE:
+					wvIcon = iconsDef->ourImages[(int)EWorldViewIcon::GATE].bitmap;
+					break;
+				case Obj::ARTIFACT:
+					wvIcon = iconsDef->ourImages[(int)EWorldViewIcon::ARTIFACT].bitmap;
+					break;
+				case Obj::TOWN:
+					wvIcon = iconsDef->ourImages[(int)EWorldViewIcon::TOWN + ownerIndex].bitmap;
+					break;
+				case Obj::HERO:
+					wvIcon = iconsDef->ourImages[(int)EWorldViewIcon::HERO + ownerIndex].bitmap;
+					break;
+				case Obj::MINE:
+					wvIcon = iconsDef->ourImages[(int)EWorldViewIcon::MINE_WOOD + obj->subID + ownerIndex].bitmap;
+					break;
+				case Obj::RESOURCE:
+					wvIcon = iconsDef->ourImages[(int)EWorldViewIcon::RES_WOOD + obj->subID + ownerIndex].bitmap;
+					break;
+				}
+
+				if (wvIcon)
+				{
+					Rect tempDst;
+					tempDst.x = srx + targetTileSize / 2 - wvIcon->w / 2;
+					tempDst.y = sry + targetTileSize / 2 - wvIcon->h / 2;
+					tempDst.w = wvIcon->w;
+					tempDst.h = wvIcon->h;
+					CSDL_Ext::blitSurface(wvIcon, nullptr, extSurf, &tempDst);
+				}
+			}
+		}
+	}
+}
+
+void CMapHandler::calculateWorldViewCameraPos(int targetTilesX, int targetTilesY, int3 &top_tile)
+{
+	bool outsideLeft = top_tile.x < 0;
+	bool outsideTop = top_tile.y < 0;
+	bool outsideRight = std::max(0, top_tile.x) + targetTilesX > sizes.x;
+	bool outsideBottom = std::max(0, top_tile.y) + targetTilesY > sizes.y;
+
+	if (targetTilesX > sizes.x)
+		top_tile.x = sizes.x / 2 - targetTilesX / 2; // center viewport if the whole map can fit into the screen at once
+	else if (outsideLeft)
+	{
+		if (outsideRight)
+		{
+			top_tile.x = sizes.x / 2 - targetTilesX / 2;
+		}
+		else
+			top_tile.x = 0;
+	}
+	else if (outsideRight)
+		top_tile.x = sizes.x - targetTilesX;
+
+	if (targetTilesY > sizes.y)
+		top_tile.y = sizes.y / 2 - targetTilesY / 2;
+	else if (outsideTop)
+	{
+		if (outsideBottom)
+		{
+			top_tile.y = sizes.y / 2 - targetTilesY / 2;
+		}
+		else
+			top_tile.y = 0;
+	}
+	else if (outsideBottom)
+		top_tile.y = sizes.y - targetTilesY;
+}
+
+// updates map terrain when adventure map is in world view mode;
+// this method was copied from terrainRect(), so some parts are the same -- that probably should be refactored slightly
+void CMapHandler::terrainRectScaled(int3 topTile, const std::vector< std::vector< std::vector<ui8> > > * visibilityMap, SDL_Surface * extSurf, const SDL_Rect * extRect, float scale, CDefHandler * iconsDef)
+{
+	cache.updateWorldViewScale(scale);
+
+	int targetTileSize = (int) floorf(32.0f * scale);
+	int targetTilesX = (int) ceilf(tilesW / scale) + 1;
+	int targetTilesY = (int) ceilf(tilesH / scale) + 1;
+
+	SDL_Rect rtile = { 0, 0, targetTileSize, targetTileSize };
+
+	// Absolute coords of the first pixel in the top left corner
+	int srx_init = offsetX + extRect->x;
+	int sry_init = offsetY + extRect->y;
+	int srx, sry;	// absolute screen coordinates in pixels
+
+	calculateWorldViewCameraPos(targetTilesX, targetTilesY, topTile);
+
+	SDL_FillRect(extSurf, extRect, SDL_MapRGB(extSurf->format, 0, 0, 0));
+
+	// makes the clip area smaller if the map is smaller than the screen frame
+	Rect clipRect(std::max(extRect->x, -topTile.x * targetTileSize),
+				  std::max(extRect->y, -topTile.y * targetTileSize),
+				  std::min(extRect->w, sizes.x * targetTileSize),
+				  std::min(extRect->h, sizes.y * targetTileSize));
+	SDL_Rect prevClip;
+	SDL_GetClipRect(extSurf, &prevClip);
+	SDL_SetClipRect(extSurf, &clipRect); //preventing blitting outside of that rect
+
+	const BlitterWithRotationVal blitterWithRotation = CSDL_Ext::getBlitterWithRotation(extSurf);
+	const BlitterWithRotationVal blitterWithRotationAndAlpha = CSDL_Ext::getBlitterWithRotationAndAlpha(extSurf);
+
+	// printing terrain
+	srx = srx_init;
+
+	for (int bx = topTile.x; bx < topTile.x + targetTilesX; bx++, srx+=targetTileSize)
+	{
+		// Skip column if not in map
+		if (bx < 0 || bx >= sizes.x)
+		{
+			continue;
+		}
+
+		sry = sry_init;
+
+		for (int by = topTile.y; by < topTile.y + targetTilesY; by++, sry+=targetTileSize)
+		{
+			int3 pos(bx, by, topTile.z); //blitted tile position
+
+			// Skip tile if not in map
+			if (by < 0 || by >= sizes.y)
+			{
+				continue;
+			}
+
+			const NeighborTilesInfo info(pos,sizes,*visibilityMap);
+
+			if(info.areAllHidden())
+				continue;
+
+			const TerrainTile2 & tile = ttiles[pos.x][pos.y][pos.z];
+			const TerrainTile &tinfo = map->getTile(int3(pos.x, pos.y, pos.z));
+
+			SDL_Rect sr;
+			sr.x=srx;
+			sr.y=sry;
+			sr.h=sr.w=targetTileSize;
+
+			//blit terrain with river/road
+			if(tile.terbitmap)
+			{ //if custom terrain graphic - use it
+				auto scaledSurf = cache.requestWorldViewCacheOrCreate(EMapCacheType::TERRAIN_CUSTOM, (int)tile.terbitmap, tile.terbitmap, scale);
+//				Rect tempSrc = Rect(0, 0, scaledSurf->w, scaledSurf->h);
+				Rect tempDst = Rect(sr.x, sr.y, scaledSurf->w, scaledSurf->h);
+				CSDL_Ext::blitSurface(scaledSurf, nullptr, extSurf, &tempDst);
+			}
+			else //use default terrain graphic
+			{
+				auto baseSurf = terrainGraphics[tinfo.terType][tinfo.terView];
+				auto scaledSurf = cache.requestWorldViewCacheOrCreate(EMapCacheType::TERRAIN, (int)baseSurf, baseSurf, scale);
+				Rect tempSrc = Rect(0, 0, scaledSurf->w, scaledSurf->h);
+				Rect tempDst = Rect(sr.x, sr.y, scaledSurf->w, scaledSurf->h);
+				blitterWithRotation(scaledSurf, tempSrc, extSurf, tempDst, tinfo.extTileFlags%4);
+			}
+
+			if(tinfo.riverType) //print river if present
+			{
+				auto baseSurf = staticRiverDefs[tinfo.riverType-1]->ourImages[tinfo.riverDir].bitmap;
+				auto scaledSurf = cache.requestWorldViewCacheOrCreate(EMapCacheType::RIVERS, (int)baseSurf, baseSurf, scale);
+				blitterWithRotationAndAlpha(scaledSurf, rtile, extSurf, sr, (tinfo.extTileFlags>>2)%4);
+			}
+
+			//Roads are shifted by 16 pixels to bottom. We have to draw both parts separately
+			if (pos.y > 0 && map->getTile(int3(pos.x, pos.y-1, pos.z)).roadType != ERoadType::NO_ROAD)
+			{ //part from top tile
+				const TerrainTile &topTile = map->getTile(int3(pos.x, pos.y-1, pos.z));
+				Rect source(0, targetTileSize / 2, targetTileSize, targetTileSize / 2);
+				Rect dest(sr.x, sr.y, sr.w, sr.h/2);
+				auto baseSurf = roadDefs[topTile.roadType - 1]->ourImages[topTile.roadDir].bitmap;
+				auto scaledSurf = cache.requestWorldViewCacheOrCreate(EMapCacheType::ROADS, (int)baseSurf, baseSurf, scale);
+				blitterWithRotationAndAlpha(scaledSurf, source, extSurf, dest, (topTile.extTileFlags>>4)%4);
+			}
+
+			if(tinfo.roadType != ERoadType::NO_ROAD) //print road from this tile
+			{
+				Rect source(0, 0, targetTileSize, targetTileSize);
+				Rect dest(sr.x, sr.y + targetTileSize / 2, sr.w, sr.h / 2);
+				auto baseSurf = roadDefs[tinfo.roadType-1]->ourImages[tinfo.roadDir].bitmap;
+				auto scaledSurf = cache.requestWorldViewCacheOrCreate(EMapCacheType::ROADS, (int)baseSurf, baseSurf, scale);
+				blitterWithRotationAndAlpha(scaledSurf, source, extSurf, dest, (tinfo.extTileFlags>>4)%4);
+			}
+
+			//blit objects
+			const std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > &objects = tile.objects;
+			for(auto & object : objects)
+			{
+				const CGObjectInstance *obj = object.first;
+				if (!graphics->getDef(obj))
+					processDef(obj->appearance);
+				if (!graphics->getDef(obj) && !obj->appearance.animationFile.empty())
+				{
+					logGlobal->errorStream() << "Failed to load image " << obj->appearance.animationFile;
+				}
+
+				PlayerColor color = obj->tempOwner;
+
+				//checking if object has non-empty graphic on this tile
+				if(obj->ID != Obj::HERO && !obj->coveringAt(bx, by))
+					continue;
+
+				SDL_Rect sr2(sr);
+
+				SDL_Rect pp = object.second;
+				pp.h = sr.h;
+				pp.w = sr.w;
+
+				const CGHeroInstance * themp = (obj->ID != Obj::HERO
+					? nullptr
+					: static_cast<const CGHeroInstance*>(obj));
+
+				//print hero / boat and flag
+				if((themp && themp->moveDir && themp->type) || (obj->ID == Obj::BOAT)) //it's hero or boat
+				{
+					const int IMGVAL = 8; //frames per group of movement animation
+					ui8 dir;
+					std::vector<Cimage> * iv = nullptr;
+					std::vector<CDefEssential *> Graphics::*flg = nullptr;
+					SDL_Surface * tb = nullptr; //surface to blitted
+
+					if(themp) //hero
+					{
+						if(themp->tempOwner >= PlayerColor::PLAYER_LIMIT) //Neutral hero?
+						{
+							logGlobal->errorStream() << "A neutral hero (" << themp->name << ") at " << themp->pos << ". Should not happen!";
+							continue;
+						}
+
+						dir = themp->moveDir;
+
+						//pick graphics of hero (or boat if hero is sailing)
+						if (themp->boat)
+							iv = &graphics->boatAnims[themp->boat->subID]->ourImages;
+						else
+							iv = &graphics->heroAnims[themp->appearance.animationFile]->ourImages;
+
+						//pick appropriate flag set
+						if(themp->boat)
+						{
+							switch (themp->boat->subID)
+							{
+								case 0: flg = &Graphics::flags1; break;
+								case 1: flg = &Graphics::flags2; break;
+								case 2: flg = &Graphics::flags3; break;
+								default: logGlobal->errorStream() << "Not supported boat subtype: " << themp->boat->subID;
+							}
+						}
+						else
+						{
+							flg = &Graphics::flags4;
+						}
+					}
+					else //boat
+					{
+						const CGBoat *boat = static_cast<const CGBoat*>(obj);
+						dir = boat->direction;
+						iv = &graphics->boatAnims[boat->subID]->ourImages;
+					}
+
+					if(themp && !themp->isStanding) //hero is moving
+					{
+						size_t gg;
+						for(gg=0; gg<iv->size(); ++gg)
+						{
+							if((*iv)[gg].groupNumber==getHeroFrameNum(dir, true))
+							{
+								tb = (*iv)[gg].bitmap;
+								break;
+							}
+						}
+						CSDL_Ext::blit8bppAlphaTo24bpp(tb,&pp,extSurf,&sr2);
+
+						//printing flag
+						pp.y+=IMGVAL*2-32;
+						sr2.y-=16;
+						CSDL_Ext::blitSurface((graphics->*flg)[color.getNum()]->ourImages[gg+35].bitmap, &pp, extSurf, &sr2);
+					}
+					else //hero / boat stands still
+					{
+						size_t gg;
+						for(gg=0; gg < iv->size(); ++gg)
+						{
+							if((*iv)[gg].groupNumber==getHeroFrameNum(dir, false))
+							{
+								tb = (*iv)[gg].bitmap;
+								break;
+							}
+						}
+						CSDL_Ext::blit8bppAlphaTo24bpp(tb,&pp,extSurf,&sr2);
+
+						//printing flag
+						if(flg
+							&&  obj->pos.x == pos.x
+							&&  obj->pos.y == pos.y)
+						{
+							SDL_Rect bufr = sr2;
+							bufr.x-=2*32;
+							bufr.y-=1*32;
+							bufr.h = 64;
+							bufr.w = 96;
+							if(bufr.x-extRect->x>-64)
+								CSDL_Ext::blitSurface((graphics->*flg)[color.getNum()]->ourImages[getHeroFrameNum(dir, false) * 8].bitmap, nullptr, extSurf, &bufr);
+						}
+					}
+				}
+				else //blit normal object
+				{
+					const std::vector<Cimage> &ourImages = graphics->getDef(obj)->ourImages;
+					SDL_Surface *bitmap = ourImages[0].bitmap;
+
+					//setting appropriate flag color
+					if(color < PlayerColor::PLAYER_LIMIT || color==PlayerColor::NEUTRAL)
+						CSDL_Ext::setPlayerColor(bitmap, color);
+
+					auto scaledSurf = cache.requestWorldViewCacheOrCreate(EMapCacheType::OBJECTS, obj->id.getNum(), bitmap, scale);
+					Rect tempSrc = Rect(pp.x * scale, pp.y * scale, pp.w, pp.h);
+					Rect tempDst = Rect(sr2.x, sr2.y, pp.w, pp.h);
+					CSDL_Ext::blit8bppAlphaTo24bpp(scaledSurf,&tempSrc,extSurf,&tempDst);
+				}
+			}
+			//objects blitted
+		}
+	}
+	// terrain printed
+
+	// blitting world view overlay
+	drawWorldViewOverlay(targetTilesX, targetTilesY, srx_init, sry_init, iconsDef, visibilityMap, scale, targetTileSize, topTile, extSurf);
+	// world view overlay blitted
+
+
+	// printing borders
+	srx = srx_init;
+
+	for (int bx = topTile.x; bx < topTile.x + targetTilesX; bx++, srx+=targetTileSize)
+	{
+		sry = sry_init;
+
+		for (int by = topTile.y; by < topTile.y + targetTilesY; by++, sry+=targetTileSize)
+		{
+			int3 pos(bx, by, topTile.z); //blitted tile position
+
+			SDL_Rect sr;
+			sr.x=srx;
+			sr.y=sry;
+			sr.h=sr.w=targetTileSize;
+
+			if (pos.x < 0 || pos.x >= sizes.x ||
+				pos.y < 0 || pos.y >= sizes.y)
+			{
+				// no borders in world view
+			}
+			else
+			{
+				//blitting Fog of War
+				if (pos.x >= 0 &&
+					pos.y >= 0 &&
+					pos.x < sizes.x &&
+					pos.y < sizes.y &&
+					!(*visibilityMap)[pos.x][pos.y][topTile.z])
+				{
+					std::pair<SDL_Surface *, bool> hide = getVisBitmap(pos, *visibilityMap);
+					auto scaledSurf = cache.requestWorldViewCacheOrCreate(EMapCacheType::FOW, (int)hide.first, hide.first, scale);
+					if(hide.second)
+						CSDL_Ext::blit8bppAlphaTo24bpp(scaledSurf, &rtile, extSurf, &sr);
+					else
+						CSDL_Ext::blitSurface(scaledSurf, &rtile, extSurf, &sr);
+				}
+				//FoW blitted
+			}
+		}
+	}
+	// borders printed
+
+	SDL_SetClipRect(extSurf, &prevClip); //restoring clip_rect
+}
 // Update map window screen
 // top_tile top left tile to draw. Not necessarily visible.
 // extRect, extRect = map window on screen
@@ -433,11 +866,11 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
 	int srx, sry;	// absolute screen coordinates in pixels
 
 	// If moving, we need to add an extra column/line
-	if (moveX != 0) 
+	if (moveX != 0)
 	{
 		dx++;
 		srx_init += moveX;
-		if (moveX > 0) 
+		if (moveX > 0)
 		{
 			// Moving right. We still need to draw the old tile on the
 			// left, so adjust our referential
@@ -446,11 +879,11 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
 		}
 	}
 
-	if (moveY != 0) 
+	if (moveY != 0)
 	{
 		dy++;
 		sry_init += moveY;
-		if (moveY > 0) 
+		if (moveY > 0)
 		{
 			// Moving down. We still need to draw the tile on the top,
 			// so adjust our referential.
@@ -468,7 +901,7 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
 		dx = sizes.x + frameW - top_tile.x;
 	if (top_tile.y + dy > sizes.y + frameH)
 		dy = sizes.y + frameH - top_tile.y;
-	
+
 	if(!otherHeroAnim)
 		heroAnim = anim; //the same, as it should be
 
@@ -498,15 +931,15 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
 			// Skip tile if not in map
 			if (pos.y < 0 || pos.y >= sizes.y)
 				continue;
-			
+
 			//we should not render fully hidden tiles
 			if(!puzzleMode)
 			{
 				const NeighborTilesInfo info(pos,sizes,*visibilityMap);
-				
+
 				if(info.areAllHidden())
 					continue;
-			}			
+			}
 
 			const TerrainTile2 & tile = ttiles[pos.x][pos.y][pos.z];
 			const TerrainTile &tinfo = map->getTile(int3(pos.x, pos.y, pos.z));
@@ -524,11 +957,11 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
 			}
 			else //use default terrain graphic
 			{
-                blitterWithRotation(terrainGraphics[tinfo.terType][tinfo.terView],rtile, extSurf, sr, tinfo.extTileFlags%4);
+				blitterWithRotation(terrainGraphics[tinfo.terType][tinfo.terView],rtile, extSurf, sr, tinfo.extTileFlags%4);
 			}
-            if(tinfo.riverType) //print river if present
+			if(tinfo.riverType) //print river if present
 			{
-                blitterWithRotationAndAlpha(staticRiverDefs[tinfo.riverType-1]->ourImages[tinfo.riverDir].bitmap,rtile, extSurf, sr, (tinfo.extTileFlags>>2)%4);
+				blitterWithRotationAndAlpha(staticRiverDefs[tinfo.riverType-1]->ourImages[tinfo.riverDir].bitmap,rtile, extSurf, sr, (tinfo.extTileFlags>>2)%4);
 			}
 
 			//Roads are shifted by 16 pixels to bottom. We have to draw both parts separately
@@ -537,14 +970,14 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
 				const TerrainTile &topTile = map->getTile(int3(pos.x, pos.y-1, pos.z));
 				Rect source(0, 16, 32, 16);
 				Rect dest(sr.x, sr.y, sr.w, sr.h/2);
-                blitterWithRotationAndAlpha(roadDefs[topTile.roadType - 1]->ourImages[topTile.roadDir].bitmap, source, extSurf, dest, (topTile.extTileFlags>>4)%4);
+				blitterWithRotationAndAlpha(roadDefs[topTile.roadType - 1]->ourImages[topTile.roadDir].bitmap, source, extSurf, dest, (topTile.extTileFlags>>4)%4);
 			}
 
-            if(tinfo.roadType != ERoadType::NO_ROAD) //print road from this tile
+			if(tinfo.roadType != ERoadType::NO_ROAD) //print road from this tile
 			{
 				Rect source(0, 0, 32, 32);
 				Rect dest(sr.x, sr.y+16, sr.w, sr.h/2);
-                blitterWithRotationAndAlpha(roadDefs[tinfo.roadType-1]->ourImages[tinfo.roadDir].bitmap, source, extSurf, dest, (tinfo.extTileFlags>>4)%4);
+				blitterWithRotationAndAlpha(roadDefs[tinfo.roadType-1]->ourImages[tinfo.roadDir].bitmap, source, extSurf, dest, (tinfo.extTileFlags>>4)%4);
 			}
 
 			//blit objects
@@ -571,14 +1004,14 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
 				if(puzzleMode && (obj->isVisitable() || std::find(notBlittedInPuzzleMode, notBlittedInPuzzleMode+1, obj->ID) != notBlittedInPuzzleMode+1)) //?
 					continue;
 
- 				SDL_Rect sr2(sr); 
+				SDL_Rect sr2(sr);
 
 				SDL_Rect pp = object.second;
 				pp.h = sr.h;
 				pp.w = sr.w;
 
 				const CGHeroInstance * themp = (obj->ID != Obj::HERO
-					? nullptr  
+					? nullptr
 					: static_cast<const CGHeroInstance*>(obj));
 
 				//print hero / boat and flag
@@ -594,7 +1027,7 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
 					{
 						if(themp->tempOwner >= PlayerColor::PLAYER_LIMIT) //Neutral hero?
 						{
-                            logGlobal->errorStream() << "A neutral hero (" << themp->name << ") at " << themp->pos << ". Should not happen!";
+							logGlobal->errorStream() << "A neutral hero (" << themp->name << ") at " << themp->pos << ". Should not happen!";
 							continue;
 						}
 
@@ -614,7 +1047,7 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
 							case 0: flg = &Graphics::flags1; break;
 							case 1: flg = &Graphics::flags2; break;
 							case 2: flg = &Graphics::flags3; break;
-                            default: logGlobal->errorStream() << "Not supported boat subtype: " << themp->boat->subID;
+							default: logGlobal->errorStream() << "Not supported boat subtype: " << themp->boat->subID;
 							}
 						}
 						else
@@ -662,8 +1095,8 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
 						CSDL_Ext::blit8bppAlphaTo24bpp(tb,&pp,extSurf,&sr2);
 
 						//printing flag
-						if(flg  
-							&&  obj->pos.x == top_tile.x + bx  
+						if(flg
+							&&  obj->pos.x == top_tile.x + bx
 							&&  obj->pos.y == top_tile.y + by)
 						{
 							SDL_Rect bufr = sr2;
@@ -729,7 +1162,7 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
 
 				CSDL_Ext::blitSurface(src, &temp_rect,extSurf,&sr);
 			}
-			else 
+			else
 			{
 				//blitting Fog of War
 				if (!puzzleMode)
@@ -747,7 +1180,7 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
 							CSDL_Ext::blitSurface(hide.first, &rtile, extSurf, &sr);
 					}
 				}
-				
+
 				//FoW blitted
 
 				SDL_Rect tileRect = genRect(sr.h, sr.w, 0, 0);
@@ -846,7 +1279,7 @@ std::pair<SDL_Surface *, bool> CMapHandler::getVisBitmap( const int3 & pos, cons
 	{
 		retBitmapID = - hideBitmap[pos.x][pos.y][pos.z] - 1; //fully hidden
 	}
-	
+
 	if (retBitmapID >= 0)
 	{
 		return std::make_pair(graphics->FoWpartialHide->ourImages[retBitmapID].bitmap, true);
@@ -859,10 +1292,10 @@ std::pair<SDL_Surface *, bool> CMapHandler::getVisBitmap( const int3 & pos, cons
 
 bool CMapHandler::printObject(const CGObjectInstance *obj)
 {
-    if (!graphics->getDef(obj))
+	if (!graphics->getDef(obj))
 		processDef(obj->appearance);
 
-	const SDL_Surface *bitmap = graphics->getDef(obj)->ourImages[0].bitmap; 
+	const SDL_Surface *bitmap = graphics->getDef(obj)->ourImages[0].bitmap;
 	const int tilesW = bitmap->w/32;
 	const int tilesH = bitmap->h/32;
 
@@ -1029,27 +1462,27 @@ void CMapHandler::updateWater() //shift colors in palettes of water tiles
 {
 	for(auto & elem : terrainGraphics[7])
 	{
-		shiftColors(elem,246, 9); 
+		shiftColors(elem,246, 9);
 	}
 	for(auto & elem : terrainGraphics[8])
 	{
-		shiftColors(elem,229, 12); 
-		shiftColors(elem,242, 14); 
+		shiftColors(elem,229, 12);
+		shiftColors(elem,242, 14);
 	}
 	for(auto & elem : staticRiverDefs[0]->ourImages)
 	{
-		shiftColors(elem.bitmap,183, 12); 
-		shiftColors(elem.bitmap,195, 6); 
+		shiftColors(elem.bitmap,183, 12);
+		shiftColors(elem.bitmap,195, 6);
 	}
 	for(auto & elem : staticRiverDefs[2]->ourImages)
 	{
-		shiftColors(elem.bitmap,228, 12); 
-		shiftColors(elem.bitmap,183, 6); 
-		shiftColors(elem.bitmap,240, 6); 
+		shiftColors(elem.bitmap,228, 12);
+		shiftColors(elem.bitmap,183, 6);
+		shiftColors(elem.bitmap,240, 6);
 	}
 	for(auto & elem : staticRiverDefs[3]->ourImages)
 	{
-		shiftColors(elem.bitmap,240, 9); 
+		shiftColors(elem.bitmap,240, 9);
 	}
 }
 
@@ -1096,7 +1529,7 @@ void CMapHandler::getTerrainDescr( const int3 &pos, std::string & out, bool terN
 	if(t.hasFavourableWinds())
 		out = CGI->objtypeh->getObjectName(Obj::FAVORABLE_WINDS);
 	else if(terName)
-        out = CGI->generaltexth->terrainNames[t.terType];
+		out = CGI->generaltexth->terrainNames[t.terType];
 }
 
 ui8 CMapHandler::getPhaseShift(const CGObjectInstance *object) const
@@ -1112,6 +1545,76 @@ ui8 CMapHandler::getPhaseShift(const CGObjectInstance *object) const
 	return i->second;
 }
 
+void CMapHandler::discardWorldViewCache()
+{
+	cache.discardWorldViewCache();
+}
+
+void CMapHandler::CMapCache::discardWorldViewCache()
+{
+	for (auto &cacheDataPair : data)
+	{
+		for (auto &cacheEntryPair : cacheDataPair.second)
+		{
+			if (cacheEntryPair.second)
+			{
+				SDL_FreeSurface(cacheEntryPair.second);
+			}
+		}
+		data[cacheDataPair.first].clear();
+	}
+	logGlobal->debugStream() << "Discarded world view cache";
+}
+
+void CMapHandler::CMapCache::updateWorldViewScale(float scale)
+{
+	if (fabs(scale - worldViewCachedScale) > 0.001f)
+		discardWorldViewCache();
+	worldViewCachedScale = scale;
+}
+
+void CMapHandler::CMapCache::removeFromWorldViewCache(CMapHandler::EMapCacheType type, int key)
+{
+	auto iter = data[type].find(key);
+	if (iter != data[type].end())
+	{
+		SDL_FreeSurface((*iter).second);
+		data[type].erase(iter);
+//		logGlobal->errorStream() << "Removed world view cache entry: type=" << (int)type << ", key=" << key;
+	}
+}
+
+SDL_Surface * CMapHandler::CMapCache::requestWorldViewCache(CMapHandler::EMapCacheType type, int key)
+{
+	auto iter = data[type].find(key);
+	if (iter == data[type].end())
+		return nullptr;
+//	logGlobal->errorStream() << "Returning requested world view cache entry: type=" << (int)type << ", key=" << key << ", ptr=" << (*iter).second;
+	return (*iter).second;
+}
+
+SDL_Surface * CMapHandler::CMapCache::requestWorldViewCacheOrCreate(CMapHandler::EMapCacheType type, int key, SDL_Surface * fullSurface, float scale)
+{
+	auto cached = requestWorldViewCache(type, key);
+	if (cached)
+		return cached;
+
+	auto scaled = CSDL_Ext::scaleSurfaceFast(fullSurface, fullSurface->w * scale, fullSurface->h * scale);
+	return cacheWorldViewEntry(type, key, scaled);
+}
+
+SDL_Surface *CMapHandler::CMapCache::cacheWorldViewEntry(CMapHandler::EMapCacheType type, int key, SDL_Surface * entry)
+{
+	if (!entry)
+		return nullptr;
+	if (requestWorldViewCache(type, key)) // valid cache already present, no need to do it again
+		return requestWorldViewCache(type, key);
+
+//	logGlobal->errorStream() << "Added world view cache entry: type=" << (int)type << ", key=" << key << ", ptr=" << entry;
+	data[type][key] = entry;
+	return entry;
+}
+
 TerrainTile2::TerrainTile2()
  :terbitmap(nullptr)
 {}

+ 54 - 1
client/mapHandler.h

@@ -25,6 +25,30 @@ struct SDL_Surface;
 //struct SDL_Rect;
 class CDefEssential;
 
+enum class EWorldViewIcon
+{
+	TOWN = 0,
+	HERO,
+	ARTIFACT,
+	TELEPORT,
+	GATE,
+	MINE_WOOD,
+	MINE_MERCURY,
+	MINE_STONE,
+	MINE_SULFUR,
+	MINE_CRYSTAL,
+	MINE_GEM,
+	MINE_GOLD,
+	RES_WOOD,
+	RES_MERCURY,
+	RES_STONE,
+	RES_SULFUR,
+	RES_CRYSTAL,
+	RES_GEM,
+	RES_GOLD,
+
+};
+
 struct TerrainTile2
 {
 	SDL_Surface * terbitmap; //bitmap of terrain
@@ -72,6 +96,33 @@ private:
 
 class CMapHandler
 {
+	enum class EMapCacheType
+	{
+		TERRAIN, TERRAIN_CUSTOM, OBJECTS, ROADS, RIVERS, FOW
+	};
+
+	/// temporarily caches rescaled sdl surfaces for map world view redrawing
+	class CMapCache
+	{
+		std::map<EMapCacheType, std::map<int, SDL_Surface *>> data;
+		float worldViewCachedScale;
+	public:
+		/// destroys all cached data (frees surfaces)
+		void discardWorldViewCache();
+		/// updates scale and determines if currently cached data is still valid
+		void updateWorldViewScale(float scale);
+		void removeFromWorldViewCache(EMapCacheType type, int key);
+		/// asks for cached data; @returns nullptr if data is not in cache
+		SDL_Surface * requestWorldViewCache(EMapCacheType type, int key);
+		/// asks for cached data; @returns cached data if found, new scaled surface otherwise
+		SDL_Surface * requestWorldViewCacheOrCreate(EMapCacheType type, int key, SDL_Surface * fullSurface, float scale);
+		SDL_Surface * cacheWorldViewEntry(EMapCacheType type, int key, SDL_Surface * entry);
+	};
+
+	CMapCache cache;
+
+	void drawWorldViewOverlay(int targetTilesX, int targetTilesY, int srx_init, int sry_init, CDefHandler * iconsDef, const std::vector< std::vector< std::vector<ui8> > > * visibilityMap, float scale, int targetTileSize, int3 top_tile, SDL_Surface * extSurf);
+	void calculateWorldViewCameraPos(int targetTilesX, int targetTilesY, int3 &top_tile);
 public:
 	PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles; //informations about map tiles
 	int3 sizes; //map size (x = width, y = height, z = number of levels)
@@ -121,11 +172,13 @@ public:
 	void prepareFOWDefs();
 
 	void terrainRect(int3 top_tile, ui8 anim, const std::vector< std::vector< std::vector<ui8> > > * visibilityMap, bool otherHeroAnim, ui8 heroAnim, SDL_Surface * extSurf, const SDL_Rect * extRect, int moveX, int moveY, bool puzzleMode, int3 grailPosRel) const;
+	void terrainRectScaled(int3 top_tile, const std::vector< std::vector< std::vector<ui8> > > * visibilityMap, SDL_Surface * extSurf, const SDL_Rect * extRect, float scale, CDefHandler * iconsDef);
 	void updateWater();
 	ui8 getHeroFrameNum(ui8 dir, bool isMoving) const; //terrainRect helper function
 	void validateRectTerr(SDL_Rect * val, const SDL_Rect * ext); //terrainRect helper
 	static ui8 getDir(const int3 & a, const int3 & b);  //returns direction number in range 0 - 7 (0 is left top, clockwise) [direction: form a to b]
 
-	static bool compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b);
+	void discardWorldViewCache();
 
+	static bool compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b);
 };

+ 32 - 31
client/widgets/AdventureMapClasses.cpp

@@ -47,9 +47,9 @@
  */
 
 CList::CListItem::CListItem(CList * Parent):
-    CIntObject(LCLICK | RCLICK | HOVER),
-    parent(Parent),
-    selection(nullptr)
+	CIntObject(LCLICK | RCLICK | HOVER),
+	parent(Parent),
+	selection(nullptr)
 {
 }
 
@@ -100,10 +100,10 @@ void CList::CListItem::onSelect(bool on)
 }
 
 CList::CList(int Size, Point position, std::string btnUp, std::string btnDown, size_t listAmount,
-             int helpUp, int helpDown, CListBox::CreateFunc create, CListBox::DestroyFunc destroy):
-    CIntObject(0, position),
-    size(Size),
-    selected(nullptr)
+			 int helpUp, int helpDown, CListBox::CreateFunc create, CListBox::DestroyFunc destroy):
+	CIntObject(0, position),
+	size(Size),
+	selected(nullptr)
 {
 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 	scrollUp = new CButton(Point(0, 0), btnUp, CGI->generaltexth->zelp[helpUp]);
@@ -194,8 +194,8 @@ CHeroList::CEmptyHeroItem::CEmptyHeroItem()
 }
 
 CHeroList::CHeroItem::CHeroItem(CHeroList *parent, const CGHeroInstance * Hero):
-    CListItem(parent),
-    hero(Hero)
+	CListItem(parent),
+	hero(Hero)
 {
 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 	movement = new CAnimImage("IMOBIL", 0, 0, 0, 1);
@@ -249,7 +249,7 @@ CIntObject * CHeroList::createHeroItem(size_t index)
 }
 
 CHeroList::CHeroList(int size, Point position, std::string btnUp, std::string btnDown):
-    CList(size, position, btnUp, btnDown, LOCPLINT->wanderingHeroes.size(), 303, 304, std::bind(&CHeroList::createHeroItem, this, _1))
+	CList(size, position, btnUp, btnDown, LOCPLINT->wanderingHeroes.size(), 303, 304, std::bind(&CHeroList::createHeroItem, this, _1))
 {
 }
 
@@ -290,8 +290,8 @@ CIntObject * CTownList::createTownItem(size_t index)
 }
 
 CTownList::CTownItem::CTownItem(CTownList *parent, const CGTownInstance *Town):
-    CListItem(parent),
-    town(Town)
+	CListItem(parent),
+	town(Town)
 {
 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 	picture = new CAnimImage("ITPA", 0);
@@ -334,7 +334,7 @@ std::string CTownList::CTownItem::getHoverText()
 }
 
 CTownList::CTownList(int size, Point position, std::string btnUp, std::string btnDown):
-    CList(size, position, btnUp, btnDown, LOCPLINT->towns.size(),  306, 307, std::bind(&CTownList::createTownItem, this, _1))
+	CList(size, position, btnUp, btnDown, LOCPLINT->towns.size(),  306, 307, std::bind(&CTownList::createTownItem, this, _1))
 {
 }
 
@@ -460,9 +460,9 @@ void CMinimapInstance::drawScaled(int level)
 }
 
 CMinimapInstance::CMinimapInstance(CMinimap *Parent, int Level):
-    parent(Parent),
-    minimap(CSDL_Ext::createSurfaceWithBpp<4>(parent->pos.w, parent->pos.h)),
-    level(Level)
+	parent(Parent),
+	minimap(CSDL_Ext::createSurfaceWithBpp<4>(parent->pos.w, parent->pos.h)),
+	level(Level)
 {
 	pos.w = parent->pos.w;
 	pos.h = parent->pos.h;
@@ -479,7 +479,7 @@ void CMinimapInstance::showAll(SDL_Surface *to)
 	blitAtLoc(minimap, 0, 0, to);
 
 	//draw heroes
-	std::vector <const CGHeroInstance *> heroes = LOCPLINT->cb->getHeroesInfo(false); //TODO: do we really need separate function for drawing heroes? 
+	std::vector <const CGHeroInstance *> heroes = LOCPLINT->cb->getHeroesInfo(false); //TODO: do we really need separate function for drawing heroes?
 	for(auto & hero : heroes)
 	{
 		int3 position = hero->getPosition(false);
@@ -502,7 +502,7 @@ std::map<int, std::pair<SDL_Color, SDL_Color> > CMinimap::loadColors(std::string
 		auto index = boost::find(GameConstants::TERRAIN_NAMES, m.first);
 		if (index == std::end(GameConstants::TERRAIN_NAMES))
 		{
-            logGlobal->errorStream() << "Error: unknown terrain in terrains.json: " << m.first;
+			logGlobal->errorStream() << "Error: unknown terrain in terrains.json: " << m.first;
 			continue;
 		}
 		int terrainID = index - std::begin(GameConstants::TERRAIN_NAMES);
@@ -531,11 +531,11 @@ std::map<int, std::pair<SDL_Color, SDL_Color> > CMinimap::loadColors(std::string
 }
 
 CMinimap::CMinimap(const Rect &position):
-    CIntObject(LCLICK | RCLICK | HOVER | MOVE, position.topLeft()),
-    aiShield(nullptr),
-    minimap(nullptr),
-    level(0),
-    colors(loadColors("config/terrains.json"))
+	CIntObject(LCLICK | RCLICK | HOVER | MOVE, position.topLeft()),
+	aiShield(nullptr),
+	minimap(nullptr),
+	level(0),
+	colors(loadColors("config/terrains.json"))
 {
 	pos.w = position.w;
 	pos.h = position.h;
@@ -595,6 +595,7 @@ void CMinimap::showAll(SDL_Surface * to)
 	if (minimap)
 	{
 		int3 mapSizes = LOCPLINT->cb->getMapSize();
+		int3 tileCountOnScreen = adventureInt->terrain.tileCountOnScreen();
 
 		//draw radar
 		SDL_Rect oldClip;
@@ -602,8 +603,8 @@ void CMinimap::showAll(SDL_Surface * to)
 		{
 			si16(adventureInt->position.x * pos.w / mapSizes.x + pos.x),
 			si16(adventureInt->position.y * pos.h / mapSizes.y + pos.y),
-			ui16(adventureInt->terrain.tilesw * pos.w / mapSizes.x),
-			ui16(adventureInt->terrain.tilesh * pos.h / mapSizes.y)
+			ui16(tileCountOnScreen.x * pos.w / mapSizes.x),
+			ui16(tileCountOnScreen.y * pos.h / mapSizes.y)
 		};
 
 		SDL_GetClipRect(to, &oldClip);
@@ -662,8 +663,8 @@ void CMinimap::showTile(const int3 &pos)
 }
 
 CInfoBar::CVisibleInfo::CVisibleInfo(Point position):
-    CIntObject(0, position),
-    aiProgress(nullptr)
+	CIntObject(0, position),
+	aiProgress(nullptr)
 {
 
 }
@@ -898,10 +899,10 @@ void CInfoBar::hover(bool on)
 }
 
 CInfoBar::CInfoBar(const Rect &position):
-    CIntObject(LCLICK | RCLICK | HOVER, position.topLeft()),
-    visibleInfo(nullptr),
-    state(EMPTY),
-    currentObject(nullptr)
+	CIntObject(LCLICK | RCLICK | HOVER, position.topLeft()),
+	visibleInfo(nullptr),
+	state(EMPTY),
+	currentObject(nullptr)
 {
 	pos.w = position.w;
 	pos.h = position.h;

+ 321 - 70
client/windows/CAdvmapInterface.cpp

@@ -61,7 +61,7 @@ CAdvMapInt *adventureInt;
 
 
 CTerrainRect::CTerrainRect()
-	:curHoveredTile(-1,-1,-1), currentPath(nullptr)
+	: curHoveredTile(-1,-1,-1), currentPath(nullptr)
 {
 	tilesw=(ADVOPT.advmapW+31)/32;
 	tilesh=(ADVOPT.advmapH+31)/32;
@@ -81,6 +81,8 @@ void CTerrainRect::deactivate()
 
 void CTerrainRect::clickLeft(tribool down, bool previousState)
 {
+	if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
+		return;
 	if ((down==false) || indeterminate(down))
 		return;
 
@@ -93,6 +95,8 @@ void CTerrainRect::clickLeft(tribool down, bool previousState)
 
 void CTerrainRect::clickRight(tribool down, bool previousState)
 {
+	if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
+		return;
 	int3 mp = whichTileIsIt();
 
 	if (CGI->mh->map->isInTheMap(mp) && down)
@@ -260,23 +264,35 @@ void CTerrainRect::showPath(const SDL_Rect * extRect, SDL_Surface * to)
 
 void CTerrainRect::show(SDL_Surface * to)
 {
-	if(ADVOPT.smoothMove)
-		CGI->mh->terrainRect
-			(adventureInt->position, adventureInt->anim,
-			 &LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,
-			 to, &pos, moveX, moveY, false, int3());
-	else
-		CGI->mh->terrainRect
-			(adventureInt->position, adventureInt->anim,
-			 &LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,
-			 to, &pos, 0, 0, false, int3());
+	if (adventureInt->mode == EAdvMapMode::NORMAL)
+	{
+		if (ADVOPT.smoothMove)
+			CGI->mh->terrainRect
+				(adventureInt->position, adventureInt->anim,
+					&LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,
+					to, &pos, moveX, moveY, false, int3());
+		else
+			CGI->mh->terrainRect
+				(adventureInt->position, adventureInt->anim,
+					&LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,
+					to, &pos, 0, 0, false, int3());
 
+		if (currentPath/* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path
+		{
+			showPath(&pos, to);
+		}
+	}
 	//SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));
 	//SDL_FreeSurface(teren);
-	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)
+		CGI->mh->terrainRectScaled (adventureInt->position, &LOCPLINT->cb->getVisibilityMap(),
+									to, &pos, adventureInt->worldViewScale, adventureInt->worldViewIconsDef);
 }
 
 int3 CTerrainRect::whichTileIsIt(const int & x, const int & y)
@@ -293,6 +309,20 @@ int3 CTerrainRect::whichTileIsIt()
 	return whichTileIsIt(GH.current->motion.x,GH.current->motion.y);
 }
 
+int3 CTerrainRect::tileCountOnScreen()
+{
+	switch (adventureInt->mode)
+	{
+	default:
+		logGlobal->errorStream() << "Unhandled map mode " << (int)adventureInt->mode;
+		return int3();
+	case EAdvMapMode::NORMAL:
+		return int3(tilesw, tilesh, 1);
+	case EAdvMapMode::WORLD_VIEW:
+		return int3(tilesw / adventureInt->worldViewScale, tilesh / adventureInt->worldViewScale, 1);
+	}
+}
+
 void CResDataBar::clickRight(tribool down, bool previousState)
 {
 }
@@ -300,7 +330,7 @@ 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)
 {
 	bg = BitmapHandler::loadBitmap(defname);
-	CSDL_Ext::setDefaultColorKey(bg);	
+	CSDL_Ext::setDefaultColorKey(bg);
 	graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
 	pos = genRect(bg->h, bg->w, pos.x+x, pos.y+y);
 
@@ -319,7 +349,7 @@ CResDataBar::CResDataBar(const std::string &defname, int x, int y, int offx, int
 CResDataBar::CResDataBar()
 {
 	bg = BitmapHandler::loadBitmap(ADVOPT.resdatabarG);
-	CSDL_Ext::setDefaultColorKey(bg);	
+	CSDL_Ext::setDefaultColorKey(bg);
 	graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
 	pos = genRect(bg->h,bg->w,ADVOPT.resdatabarX,ADVOPT.resdatabarY);
 
@@ -367,7 +397,8 @@ void CResDataBar::showAll(SDL_Surface * to)
 }
 
 CAdvMapInt::CAdvMapInt():
-    minimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH)),
+	mode(EAdvMapMode::NORMAL),
+	minimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH)),
 statusbar(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),
@@ -384,6 +415,7 @@ infoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192) )
 	townList.onSelect = std::bind(&CAdvMapInt::selectionChanged,this);
 	adventureInt=this;
 	bg = BitmapHandler::loadBitmap(ADVOPT.mainGraphic);
+	bgWorldView = BitmapHandler::loadBitmap(ADVOPT.worldViewGraphic);
 	scrollingDir = 0;
 	updateScreen  = false;
 	anim=0;
@@ -391,6 +423,13 @@ infoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192) )
 	heroAnim=0;
 	heroAnimValHitCount=0; // hero animation frame
 
+	if (!bgWorldView)
+	{
+		logGlobal->warn("bgWorldView not defined in resolution config; fallback to VWorld.bmp");
+		bgWorldView = BitmapHandler::loadBitmap("VWorld.bmp");
+	}
+	worldViewIconsDef = CDefHandler::giveDef("VwSymbol.def");
+
 	for (int g=0; g<ADVOPT.gemG.size(); ++g)
 	{
 		gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[g]));
@@ -416,23 +455,133 @@ infoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192) )
 	nextHero     = makeButton(301, std::bind(&CAdvMapInt::fnextHero,this),         ADVOPT.nextHero,     SDLK_h);
 	endTurn      = makeButton(302, std::bind(&CAdvMapInt::fendTurn,this),          ADVOPT.endTurn,      SDLK_e);
 
+	// 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;
+	worldViewUIObjects.push_back(makeButton(288, std::bind(&CAdvMapInt::fworldViewBack,this), worldViewBackConfig, SDLK_ESCAPE));
+
+	config::ButtonInfo worldViewScale1xConfig = config::ButtonInfo();
+	worldViewScale1xConfig.defName = "VWMAG1.DEF";
+	worldViewScale1xConfig.x = screen->w - 191;
+	worldViewScale1xConfig.y = 23 + 195;
+	worldViewScale1xConfig.playerColoured = false;
+	worldViewUIObjects.push_back(makeButton(291, std::bind(&CAdvMapInt::fworldViewScale1x,this), worldViewScale1xConfig, SDLK_y));
+
+	config::ButtonInfo worldViewScale2xConfig = config::ButtonInfo();
+	worldViewScale2xConfig.defName = "VWMAG2.DEF";
+	worldViewScale2xConfig.x = screen->w - 191 + 63;
+	worldViewScale2xConfig.y = 23 + 195;
+	worldViewScale2xConfig.playerColoured = false;
+	worldViewUIObjects.push_back(makeButton(291, std::bind(&CAdvMapInt::fworldViewScale2x,this), worldViewScale2xConfig, SDLK_y));
+
+	config::ButtonInfo worldViewScale4xConfig = config::ButtonInfo();
+	worldViewScale4xConfig.defName = "VWMAG4.DEF";
+	worldViewScale4xConfig.x = screen->w - 191 + 126;
+	worldViewScale4xConfig.y = 23 + 195;
+	worldViewScale4xConfig.playerColoured = false;
+	worldViewUIObjects.push_back(makeButton(291, std::bind(&CAdvMapInt::fworldViewScale4x,this), worldViewScale4xConfig, SDLK_y));
+
+	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::fworldViewSwitchLevel,this), worldViewUndergroundConfig, SDLK_u);
+	worldViewUIObjects.push_back(worldViewUnderground);
+
 	setPlayer(LOCPLINT->playerID);
+
+
+	int iconColorMultiplier = player.getNum() * 19;
+	int wvLeft = heroList.pos.x - 2; // TODO correct drawing position?
+	for (int i = 0; i < 5; ++i)
+	{
+		worldViewUIObjects.push_back(new CPicture(worldViewIconsDef->ourImages[i].bitmap, wvLeft + 5, 253 + i * 20));
+		worldViewUIObjects.push_back(new CLabel(wvLeft + 45, 263 + i * 20, EFonts::FONT_SMALL, EAlignment::TOPLEFT,
+												Colors::WHITE, CGI->generaltexth->allTexts[612 + i]));
+	}
+	for (int i = 0; i < 7; ++i)
+	{
+		worldViewUIObjects.push_back(new CPicture(worldViewIconsDef->ourImages[i +  5 + iconColorMultiplier].bitmap, wvLeft +   5, 377 + i * 20));
+		worldViewUIObjects.push_back(new CPicture(worldViewIconsDef->ourImages[i + 12 + iconColorMultiplier].bitmap, wvLeft + 160, 377 + i * 20));
+		worldViewUIObjects.push_back(new CLabel(wvLeft + 45, 387 + i * 20, EFonts::FONT_SMALL, EAlignment::TOPLEFT,
+												Colors::WHITE, CGI->generaltexth->allTexts[619 + i]));
+	}
+	worldViewUIObjects.push_back(new CLabel(wvLeft +   5, 367, EFonts::FONT_SMALL, EAlignment::TOPLEFT,
+											Colors::WHITE, CGI->generaltexth->allTexts[617]));
+	worldViewUIObjects.push_back(new CLabel(wvLeft + 185, 387, EFonts::FONT_SMALL, EAlignment::BOTTOMRIGHT,
+											Colors::WHITE, CGI->generaltexth->allTexts[618]));
+
+
 	underground->block(!CGI->mh->map->twoLevel);
+	worldViewUnderground->block(!CGI->mh->map->twoLevel);
 	addUsedEvents(MOVE);
 }
 
 CAdvMapInt::~CAdvMapInt()
 {
 	SDL_FreeSurface(bg);
+	SDL_FreeSurface(bgWorldView);
 
 	for(int i=0; i<gems.size(); i++)
 		delete gems[i];
+
+	delete worldViewIconsDef;
 }
 
 void CAdvMapInt::fshowOverview()
 {
 	GH.pushInt(new CKingdomInterface);
 }
+
+void CAdvMapInt::fworldViewBack()
+{
+	changeMode(EAdvMapMode::NORMAL);
+	CGI->mh->discardWorldViewCache();
+}
+
+void CAdvMapInt::fworldViewScale1x()
+{
+	// TODO set corresponding scale button to "selected" mode
+	changeMode(EAdvMapMode::WORLD_VIEW, 0.25f); // TODO find out correct scale values from OH3
+}
+
+void CAdvMapInt::fworldViewScale2x()
+{
+	changeMode(EAdvMapMode::WORLD_VIEW, 0.4f);
+}
+
+void CAdvMapInt::fworldViewScale4x()
+{
+	changeMode(EAdvMapMode::WORLD_VIEW, 0.6f);
+}
+
+void CAdvMapInt::fworldViewSwitchLevel()
+{
+	if(!CGI->mh->map->twoLevel)
+		return;
+	if (position.z)
+	{
+		position.z--;
+		worldViewUnderground->setIndex(0,false);
+		worldViewUnderground->showAll(screenBuf);
+	}
+	else
+	{
+		worldViewUnderground->setIndex(1,false);
+		position.z++;
+		worldViewUnderground->showAll(screenBuf);
+	}
+	updateScreen = true;
+	minimap.setLevel(position.z);
+
+	terrain.redraw();
+}
+
 void CAdvMapInt::fswitchLevel()
 {
 	if(!CGI->mh->map->twoLevel)
@@ -599,27 +748,35 @@ void CAdvMapInt::activate()
 	GH.statusbar = &statusbar;
 	if(!duringAITurn)
 	{
-		kingOverview->activate();
-		underground->activate();
-		questlog->activate();
-		sleepWake->activate();
-		moveHero->activate();
-		spellbook->activate();
-		sysOptions->activate();
-		advOptions->activate();
-		nextHero->activate();
-		endTurn->activate();
-
+		if (mode == EAdvMapMode::NORMAL)
+		{
+			kingOverview->activate();
+			underground->activate();
+			questlog->activate();
+			sleepWake->activate();
+			moveHero->activate();
+			spellbook->activate();
+			sysOptions->activate();
+			advOptions->activate();
+			nextHero->activate();
+			endTurn->activate();
+			heroList.activate();
+			townList.activate();
+			infoBar.activate();
+		}
+		else
+		{
+			for (auto &uiElem : worldViewUIObjects)
+				uiElem->activate();
+		}
 		minimap.activate();
-		heroList.activate();
-		townList.activate();
 		terrain.activate();
-		infoBar.activate();
 		LOCPLINT->cingconsole->activate();
 
 		GH.fakeMouseMove(); //to restore the cursor
 	}
 }
+
 void CAdvMapInt::deactivate()
 {
 	CIntObject::deactivate();
@@ -629,25 +786,34 @@ void CAdvMapInt::deactivate()
 		scrollingDir = 0;
 
 		CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
-		kingOverview->deactivate();
-		underground->deactivate();
-		questlog->deactivate();
-		sleepWake->deactivate();
-		moveHero->deactivate();
-		spellbook->deactivate();
-		advOptions->deactivate();
-		sysOptions->deactivate();
-		nextHero->deactivate();
-		endTurn->deactivate();
+		if (mode == EAdvMapMode::NORMAL)
+		{
+			kingOverview->deactivate();
+			underground->deactivate();
+			questlog->deactivate();
+			sleepWake->deactivate();
+			moveHero->deactivate();
+			spellbook->deactivate();
+			advOptions->deactivate();
+			sysOptions->deactivate();
+			nextHero->deactivate();
+			endTurn->deactivate();
+			heroList.deactivate();
+			townList.deactivate();
+			infoBar.deactivate();
+		}
+		else
+		{
+			for (auto &uiElem : worldViewUIObjects)
+				uiElem->deactivate();
+		}
 		minimap.deactivate();
-		heroList.deactivate();
-		townList.deactivate();
 		terrain.deactivate();
-		infoBar.deactivate();
 		if(LOCPLINT)
 			LOCPLINT->cingconsole->deactivate();
 	}
 }
+
 void CAdvMapInt::showAll(SDL_Surface * to)
 {
 	blitAt(bg,0,0,to);
@@ -655,28 +821,43 @@ void CAdvMapInt::showAll(SDL_Surface * to)
 	if(state != INGAME)
 		return;
 
-	kingOverview->showAll(to);
-	underground->showAll(to);
-	questlog->showAll(to);
-	sleepWake->showAll(to);
-	moveHero->showAll(to);
-	spellbook->showAll(to);
-	advOptions->showAll(to);
-	sysOptions->showAll(to);
-	nextHero->showAll(to);
-	endTurn->showAll(to);
+	switch (mode)
+	{
+	case EAdvMapMode::NORMAL:
+		kingOverview->showAll(to);
+		underground->showAll(to);
+		questlog->showAll(to);
+		sleepWake->showAll(to);
+		moveHero->showAll(to);
+		spellbook->showAll(to);
+		advOptions->showAll(to);
+		sysOptions->showAll(to);
+		nextHero->showAll(to);
+		endTurn->showAll(to);
+
+		heroList.showAll(to);
+		townList.showAll(to);
+		infoBar.showAll(to);
+		break;
+	case EAdvMapMode::WORLD_VIEW:
+		blitAt(bgWorldView, heroList.pos.x - 2, 195, to); // TODO correct drawing position
+
+		for (auto &uiElem : worldViewUIObjects)
+			uiElem->showAll(to);
+
+		terrain.showAll(to);
+		break;
+	}
 
-	minimap.showAll(to);
-	heroList.showAll(to);
-	townList.showAll(to);
 	updateScreen = true;
+	minimap.showAll(to);
 	show(to);
 
+
 	resdatabar.draw(to);
 
 	statusbar.show(to);
 
-	infoBar.showAll(to);
 	LOCPLINT->cingconsole->showAll(to);
 }
 
@@ -737,6 +918,8 @@ void CAdvMapInt::show(SDL_Surface * to)
 		{
 			updateScreen = true;
 			minimap.redraw();
+			if (mode == EAdvMapMode::WORLD_VIEW)
+				terrain.redraw();
 		}
 	}
 	if(updateScreen)
@@ -781,6 +964,9 @@ void CAdvMapInt::centerOn(int3 on)
 	if (switchedLevels)
 		minimap.setLevel(position.z);
 	minimap.redraw();
+
+	if (mode == EAdvMapMode::WORLD_VIEW)
+		terrain.redraw();
 }
 
 void CAdvMapInt::centerOn(const CGObjectInstance *obj)
@@ -852,7 +1038,7 @@ void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
 			{
 				auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->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, 
+				//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);
@@ -916,12 +1102,12 @@ void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
 			//numpad arrow
 			if(CGuiHandler::isArrowKey(SDLKey(k)))
 				k = CGuiHandler::arrowToNum(SDLKey(k));
-			
+
 			#ifdef VCMI_SDL1
 			k -= SDLK_KP0 + 1;
 			#else
 			k -= SDLK_KP_1;
-			#endif // VCMI_SDL1			
+			#endif // VCMI_SDL1
 			if(k < 0 || k > 8)
 				return;
 
@@ -1039,8 +1225,9 @@ void CAdvMapInt::select(const CArmedInstance *sel, bool centerView /*= true*/)
 
 void CAdvMapInt::mouseMoved( const SDL_MouseMotionEvent & sEvent )
 {
-	//adventure map scrolling with mouse
-	if(!isCtrlKeyDown() &&  isActive())
+	// adventure map scrolling with mouse
+	// currently blocked in world view mode (as it is in OH3), but should work correctly if mode check is removed
+	if(!isCtrlKeyDown() &&  isActive() && mode == EAdvMapMode::NORMAL)
 	{
 		if(sEvent.x<15)
 		{
@@ -1143,6 +1330,8 @@ const CGObjectInstance* CAdvMapInt::getActiveObject(const int3 &mapPos)
 
 void CAdvMapInt::tileLClicked(const int3 &mapPos)
 {
+	if(mode != EAdvMapMode::NORMAL)
+		return;
 	if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn)
 		return;
 
@@ -1227,6 +1416,8 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
 
 void CAdvMapInt::tileHovered(const int3 &mapPos)
 {
+	if(mode != EAdvMapMode::NORMAL)
+		return;
 	if(!LOCPLINT->cb->isVisible(mapPos))
 	{
 		CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
@@ -1394,12 +1585,12 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
 				if (guardingCreature)
 				{
 					CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
-				} 
+				}
 				else
 				{
 					if(pnode->land)
 					{
-                        if(LOCPLINT->cb->getTile(h->getPosition(false))->terType != ETerrainType::WATER)
+						if(LOCPLINT->cb->getTile(h->getPosition(false))->terType != ETerrainType::WATER)
 							CCS->curh->changeGraphic(ECursor::ADVENTURE, 4 + turns*6);
 						else
 							CCS->curh->changeGraphic(ECursor::ADVENTURE, 7 + turns*6); //anchor
@@ -1421,6 +1612,8 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
 
 void CAdvMapInt::tileRClicked(const int3 &mapPos)
 {
+	if(mode != EAdvMapMode::NORMAL)
+		return;
 	if(spellBeingCasted)
 	{
 		leaveCastingMode();
@@ -1512,26 +1705,84 @@ void CAdvMapInt::adjustActiveness(bool aiTurnStart)
 {
 	bool wasActive = isActive();
 
-	if(wasActive) 
+	if(wasActive)
 		deactivate();
 	adventureInt->duringAITurn = aiTurnStart;
-	if(wasActive) 
+	if(wasActive)
 		activate();
 }
 
+void CAdvMapInt::changeMode(EAdvMapMode newMode, float newScale /* = 0.65f */)
+{
+	if (mode != newMode)
+	{
+		mode = newMode;
+
+		switch (mode)
+		{
+		case EAdvMapMode::NORMAL:
+			kingOverview->activate();
+			underground->activate();
+			questlog->activate();
+			sleepWake->activate();
+			moveHero->activate();
+			spellbook->activate();
+			sysOptions->activate();
+			advOptions->activate();
+			nextHero->activate();
+			endTurn->activate();
+			townList.activate();
+			heroList.activate();
+			infoBar.activate();
+
+			for (auto &uiElem : worldViewUIObjects)
+				uiElem->deactivate();
+			break;
+		case EAdvMapMode::WORLD_VIEW:
+			kingOverview->deactivate();
+			underground->deactivate();
+			questlog->deactivate();
+			sleepWake->deactivate();
+			moveHero->deactivate();
+			spellbook->deactivate();
+			sysOptions->deactivate();
+			advOptions->deactivate();
+			nextHero->deactivate();
+			endTurn->deactivate();
+			townList.deactivate();
+			heroList.deactivate();
+			infoBar.showSelection(); // to prevent new day animation interfering world view mode
+			infoBar.deactivate();
+
+			for (auto &uiElem : worldViewUIObjects)
+				uiElem->activate();
+			break;
+		}
+		worldViewScale = newScale;
+		redraw();
+	}
+	else if (worldViewScale != newScale) // still in world view mode, but the scale changed
+	{
+		worldViewScale = newScale;
+		terrain.redraw();
+		minimap.redraw(); // to recalculate radar rect on minimap
+	}
+}
+
 CAdventureOptions::CAdventureOptions():
 	CWindowObject(PLAYER_COLORED, "ADVOPTS")
 {
 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
+	viewWorld = new CButton(Point(24, 23), "ADVVIEW.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_x);
+	viewWorld->addCallback(std::bind(&CPlayerInterface::viewWorldMap, LOCPLINT));
+
 	exit = new CButton(Point(204, 313), "IOK6432.DEF", CButton::tooltip(), std::bind(&CAdventureOptions::close, this), SDLK_RETURN);
 	exit->assignedKeys.insert(SDLK_ESCAPE);
 
 	scenInfo = new CButton(Point(24, 198), "ADVINFO.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_i);
 	scenInfo->addCallback(CAdventureOptions::showScenarioInfo);
 
-	//viewWorld = new CButton("","",std::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
-
 	puzzle = new CButton(Point(24, 81), "ADVPUZ.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_p);
 	puzzle->addCallback(std::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT));
 

+ 31 - 4
client/windows/CAdvmapInterface.h

@@ -1,5 +1,6 @@
 #pragma once
 
+#include <client/CDefHandler.h>
 #include "../widgets/AdventureMapClasses.h"
 #include "CWindowObject.h"
 
@@ -28,6 +29,12 @@ class IShipyard;
  *
  */
 
+enum class EAdvMapMode
+{
+	NORMAL,
+	WORLD_VIEW
+};
+
 /// Adventure options dialogue where you can view the world, dig, play the replay of the last turn,...
 class CAdventureOptions : public CWindowObject
 {
@@ -55,9 +62,12 @@ public:
 	void hover(bool on);
 	void mouseMoved (const SDL_MouseMotionEvent & sEvent);
 	void show(SDL_Surface * to);
+	void showAll(SDL_Surface * to);
 	void showPath(const SDL_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();
 };
 
 /// Resources bar which shows information about how many gold, crystals,... you have
@@ -79,9 +89,9 @@ public:
 	void showAll(SDL_Surface * to);
 };
 
-/// 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. 
+/// 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)
@@ -105,7 +115,11 @@ public:
 	ui8 anim, animValHitCount; //animation frame
 	ui8 heroAnim, heroAnimValHitCount; //animation frame
 
+	EAdvMapMode mode;
+	float worldViewScale;
+
 	SDL_Surface * bg;
+	SDL_Surface * bgWorldView;
 	std::vector<CDefHandler *> gems;
 	CMinimap minimap;
 	CGStatusBar statusbar;
@@ -121,18 +135,28 @@ public:
 	CButton * nextHero;
 	CButton * endTurn;
 
+	CButton * worldViewUnderground;
+	std::vector<CIntObject *> worldViewUIObjects; // all ui objects visible in the right panel in world view mode
+
 	CTerrainRect terrain; //visible terrain
 	CResDataBar resdatabar;
 	CHeroList heroList;
 	CTownList townList;
 	CInfoBar infoBar;
 
+	CDefHandler * worldViewIconsDef; // 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 fworldViewSwitchLevel();
 	void fswitchLevel();
 	void fshowQuestlog();
 	void fsleepWake();
@@ -179,9 +203,12 @@ public:
 	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 updateSleepWake(const CGHeroInstance *h);
 	void updateMoveHero(const CGHeroInstance *h, tribool hasPath = boost::logic::indeterminate);
 	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 = 0.4f);
 };
 
 extern CAdvMapInt *adventureInt;

+ 1 - 0
config/resolutions.json

@@ -11,6 +11,7 @@
 			"gem2": { "x": 6, "y": 6, "graphic": "agemUL.def" },
 			"gem3": { "x": 556, "y": 6, "graphic": "agemUR.def" },
 			"background": "AdvMap.bmp",
+			"backgroundWorldView": "VWorld.bmp",
 			"HeroList": { "size": 5, "x": 609, "y": 196, "movePoints": "IMOBIL.DEF", "manaPoints": "IMANA.DEF", "arrowUp": "IAM012.DEF", "arrowDown": "IAM013.DEF" },
 			"TownList": { "size": 5, "x": 747, "y": 196, "arrowUp": "IAM014.DEF", "arrowDown": "IAM015.DEF" },
 			"Minimap": { "width": 144, "height": 144, "x": 630, "y": 26 },

+ 1 - 0
lib/CConfigHandler.cpp

@@ -238,6 +238,7 @@ void config::CConfigHandler::init()
 		setGem(current->ac, 3, g["gem3"]);
 
 		current->ac.mainGraphic = g["background"].String();
+		current->ac.worldViewGraphic = g["backgroundWorldView"].String();
 
 		current->ac.hlistX = g["HeroList"]["x"].Float();
 		current->ac.hlistY = g["HeroList"]["y"].Float();

+ 1 - 0
lib/CConfigHandler.h

@@ -135,6 +135,7 @@ namespace config
 		bool puzzleSepia;
 		//general properties
 		std::string mainGraphic;
+		std::string worldViewGraphic;
 		//buttons
 		ButtonInfo kingOverview, underground, questlog,	sleepWake, moveHero, spellbook,	advOptions,
 			sysOptions,	nextHero, endTurn;

+ 1 - 0
lib/IGameEventsReceiver.h

@@ -109,6 +109,7 @@ public:
 	virtual void showShipyardDialog(const IShipyard *obj){} //obj may be town or shipyard; state: 0 - can buid, 1 - lack of resources, 2 - dest tile is blocked, 3 - no water
 
 	virtual void showPuzzleMap(){};
+	virtual void viewWorldMap(){};
 	virtual void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor){};
 	virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor){};
 	virtual void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor){};