Browse Source

Remove duplicated code from changed files

Ivan Savenko 2 years ago
parent
commit
bfea28b2b5

File diff suppressed because it is too large
+ 0 - 1876
client/adventureMap/CAdventureOptions.cpp


+ 0 - 222
client/adventureMap/CAdventureOptions.h

@@ -36,13 +36,6 @@ 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
@@ -59,218 +52,3 @@ public:
 	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;

+ 1 - 497
client/adventureMap/CAdvmapInterface.cpp

@@ -89,467 +89,6 @@ static void setScrollingCursor(ui8 direction)
 		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
@@ -1965,42 +1504,6 @@ void CAdvMapInt::changeMode(EAdvMapMode newMode, float newScale)
 	}
 }
 
-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();
@@ -2019,3 +1522,4 @@ void CAdvMapInt::WorldViewOptions::adjustDrawingInfo(MapDrawingInfo& info)
 
 	info.additionalIcons = &iconPositions;
 }
+

+ 0 - 78
client/adventureMap/CAdvmapInterface.h

@@ -44,84 +44,6 @@ enum class EAdvMapMode
 	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.

+ 0 - 1849
client/adventureMap/CResDataBar.cpp

@@ -89,386 +89,6 @@ static void setScrollingCursor(ui8 direction)
 		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)
 {
 }
@@ -550,1472 +170,3 @@ void CResDataBar::showAll(SDL_Surface * 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;
-}

+ 0 - 218
client/adventureMap/CResDataBar.h

@@ -36,72 +36,6 @@ 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
@@ -122,155 +56,3 @@ public:
 	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;

+ 0 - 1550
client/adventureMap/CTerrainRect.cpp

@@ -469,1553 +469,3 @@ 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;
-}

+ 0 - 195
client/adventureMap/CTerrainRect.h

@@ -36,29 +36,6 @@ 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
 {
@@ -102,175 +79,3 @@ public:
 	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;

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