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							- #include "StdInc.h"
 
- #include "CAdvmapInterface.h"
 
- #include "CCastleInterface.h"
 
- #include "CHeroWindow.h"
 
- #include "CKingdomInterface.h"
 
- #include "CSpellWindow.h"
 
- #include "GUIClasses.h"
 
- #include "CTradeWindow.h"
 
- #include "../CBitmapHandler.h"
 
- #include "../CDefHandler.h"
 
- #include "../CGameInfo.h"
 
- #include "../CMessage.h"
 
- #include "../CMusicHandler.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../CPreGame.h"
 
- #include "../Graphics.h"
 
- #include "../mapHandler.h"
 
- #include "../gui/CAnimation.h"
 
- #include "../gui/CCursorHandler.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../gui/SDL_Extensions.h"
 
- #include "../widgets/MiscWidgets.h"
 
- #include "../windows/InfoWindows.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/CConfigHandler.h"
 
- #include "../../lib/CGameState.h"
 
- #include "../../lib/CGeneralTextHandler.h"
 
- #include "../../lib/CHeroHandler.h"
 
- #include "../../lib/CSoundBase.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- #include "../../lib/CTownHandler.h"
 
- #include "../../lib/JsonNode.h"
 
- #include "../../lib/mapObjects/CGHeroInstance.h"
 
- #include "../../lib/mapping/CMap.h"
 
- #include "../../lib/UnlockGuard.h"
 
- #include "../../lib/VCMI_Lib.h"
 
- #ifdef _MSC_VER
 
- #pragma warning (disable : 4355)
 
- #endif
 
- /*
 
-  * CAdvMapInterface.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #define ADVOPT (conf.go()->ac)
 
- using namespace CSDL_Ext;
 
- CAdvMapInt *adventureInt;
 
- CTerrainRect::CTerrainRect()
 
- 	: fadeSurface(nullptr),
 
- 	  fadeAnim(new 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 | HOVER | MOVE);
 
- }
 
- CTerrainRect::~CTerrainRect()
 
- {
 
- 	if (fadeSurface)
 
- 		SDL_FreeSurface(fadeSurface);
 
- 	delete fadeAnim;
 
- }
 
- 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 ((down==false) || indeterminate(down))
 
- 		return;
 
- 	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 (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
 
- 		return;
 
- 	int3 mp = whichTileIsIt();
 
- 	if (CGI->mh->map->isInTheMap(mp) && down)
 
- 		adventureInt->tileRClicked(mp);
 
- }
 
- void CTerrainRect::mouseMoved(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->changeGraphic(ECursor::ADVENTURE, 0);
 
- 		return;
 
- 	}
 
- 	if (pom != curHoveredTile)
 
- 		curHoveredTile = pom;
 
- 	else
 
- 		return;
 
- 	adventureInt->tileHovered(pom);
 
- }
 
- void CTerrainRect::hover(bool on)
 
- {
 
- 	if (!on)
 
- 	{
 
- 		adventureInt->statusbar.clear();
 
- 		CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
 
- 	}
 
- 	//Hoverable::hover(on);
 
- }
 
- void CTerrainRect::showPath(const SDL_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 < (int)currentPath->nodes.size()-1; ++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)
 
- 		{
 
- 			CDefEssential * arrows = graphics->heroMoveArrows;
 
- 			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+arrows->ourImages[pn].bitmap->w)-(pos.x+pos.w),
 
- 				hvy = (y+arrows->ourImages[pn].bitmap->h)-(pos.y+pos.h);
 
- 			SDL_Rect prevClip;
 
- 			SDL_GetClipRect(to, &prevClip);
 
- 			SDL_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)
 
- 				{
 
- 					Rect dstRect = genRect(32, 32, x + moveX, y + moveY);
 
- 					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, nullptr, to, &dstRect);
 
- 				}
 
- 				else if(hvx<0)
 
- 				{
 
- 					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
 
- 					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x + moveX, y + moveY);
 
- 					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
 
- 				}
 
- 				else if (hvy<0)
 
- 				{
 
- 					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
 
- 					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);
 
- 					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
 
- 				}
 
- 				else
 
- 				{
 
- 					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
 
- 					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);
 
- 					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
 
- 				}
 
- 			}
 
- 			else //standard version
 
- 			{
 
- 				if (hvx<0 && hvy<0)
 
- 				{
 
- 					Rect dstRect = genRect(32, 32, x, y);
 
- 					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, nullptr, to, &dstRect);
 
- 				}
 
- 				else if(hvx<0)
 
- 				{
 
- 					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
 
- 					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x, y);
 
- 					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
 
- 				}
 
- 				else if (hvy<0)
 
- 				{
 
- 					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
 
- 					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x, y);
 
- 					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
 
- 				}
 
- 				else
 
- 				{
 
- 					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
 
- 					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x, y);
 
- 					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
 
- 				}
 
- 			}
 
- 			SDL_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, nullptr, &r);
 
- 		}
 
- 		if (currentPath/* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path
 
- 		{
 
- 			showPath(&pos, to);
 
- 		}
 
- 	}
 
- 	//SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));
 
- 	//SDL_FreeSurface(teren);
 
- }
 
- 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->worldViewIconsDef);
 
- 		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()
 
- {
 
- 	if(GH.current)
 
- 		return whichTileIsIt(GH.current->motion.x,GH.current->motion.y);
 
- 	else
 
- 		return int3(-1);
 
- }
 
- int3 CTerrainRect::tileCountOnScreen()
 
- {
 
- 	switch (adventureInt->mode)
 
- 	{
 
- 	default:
 
- 		logGlobal->errorStream() << "Unhandled map mode " << (int)adventureInt->mode;
 
- 		return int3();
 
- 	case EAdvMapMode::NORMAL:
 
- 		return int3(tilesw, tilesh, 1);
 
- 	case EAdvMapMode::WORLD_VIEW:
 
- 		return int3(tilesw / adventureInt->worldViewScale, tilesh / adventureInt->worldViewScale, 1);
 
- 	}
 
- }
 
- void CTerrainRect::fadeFromCurrentView()
 
- {
 
- 	if (!ADVOPT.screenFading)
 
- 		return;
 
- 	if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
 
- 		return;
 
- 	if (!fadeSurface)
 
- 		fadeSurface = CSDL_Ext::newSurface(pos.w, pos.h);
 
- 	SDL_BlitSurface(screen, &pos, fadeSurface, nullptr);
 
- 	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)
 
- {
 
- 	bg = BitmapHandler::loadBitmap(defname);
 
- 	CSDL_Ext::setDefaultColorKey(bg);
 
- 	graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
 
- 	pos = genRect(bg->h, bg->w, pos.x+x, pos.y+y);
 
- 	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()
 
- {
 
- 	bg = BitmapHandler::loadBitmap(ADVOPT.resdatabarG);
 
- 	CSDL_Ext::setDefaultColorKey(bg);
 
- 	graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
 
- 	pos = genRect(bg->h,bg->w,ADVOPT.resdatabarX,ADVOPT.resdatabarY);
 
- 	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()
 
- {
 
- 	SDL_FreeSurface(bg);
 
- }
 
- void CResDataBar::draw(SDL_Surface * to)
 
- {
 
- 	blitAt(bg,pos.x,pos.y,to);
 
- 	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)
 
- {
 
- 	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(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) ),
 
- 	activeMapPanel(nullptr)
 
- {
 
- 	duringAITurn = false;
 
- 	state = NA;
 
- 	spellBeingCasted = nullptr;
 
- 	pos.x = pos.y = 0;
 
- 	pos.w = screen->w;
 
- 	pos.h = screen->h;
 
- 	position = int3(0,0,0);
 
- 	selection = nullptr;
 
- 	townList.onSelect = std::bind(&CAdvMapInt::selectionChanged,this);
 
- 	adventureInt=this;
 
- 	bg = BitmapHandler::loadBitmap(ADVOPT.mainGraphic);
 
- 	bgWorldView = BitmapHandler::loadBitmap(ADVOPT.worldViewGraphic);
 
- 	scrollingDir = 0;
 
- 	updateScreen  = false;
 
- 	anim=0;
 
- 	animValHitCount=0; //animation frame
 
- 	heroAnim=0;
 
- 	heroAnimValHitCount=0; // hero animation frame
 
- 	if (!bgWorldView)
 
- 	{
 
- 		logGlobal->warn("bgWorldView not defined in resolution config; fallback to VWorld.bmp");
 
- 		bgWorldView = BitmapHandler::loadBitmap("VWorld.bmp");
 
- 	}
 
- 	worldViewIconsDef = CDefHandler::giveDef("VwSymbol.def");
 
- 	for (int g=0; g<ADVOPT.gemG.size(); ++g)
 
- 	{
 
- 		gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[g]));
 
- 	}
 
- 	auto makeButton = [&] (int textID, std::function<void()> callback, config::ButtonInfo info, int key) -> CButton *
 
- 	{
 
- 		auto button = new 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 = new CAdvMapPanel(nullptr, Point(0, 0));
 
- 	// TODO correct drawing position
 
- 	panelWorldView = new CAdvMapWorldViewPanel(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
 
- 		new 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
 
- 	for (int i = 0; i < 5; ++i)
 
- 	{
 
- 		panelWorldView->addChildIcon(std::pair<int, Point>(i, Point(wvLeft + 5, 253 + i * 20)), worldViewIconsDef, iconColorMultiplier);
 
- 		panelWorldView->addChildToPanel(new CLabel(wvLeft + 45, 263 + i * 20, EFonts::FONT_SMALL, EAlignment::TOPLEFT,
 
- 												Colors::WHITE, CGI->generaltexth->allTexts[612 + i]));
 
- 	}
 
- 	for (int i = 0; i < 7; ++i)
 
- 	{
 
- 		panelWorldView->addChildIcon(std::pair<int, Point>(i +  5, Point(wvLeft +   5, 377 + i * 20)), worldViewIconsDef, iconColorMultiplier);
 
- 		panelWorldView->addChildIcon(std::pair<int, Point>(i + 12, Point(wvLeft + 160, 377 + i * 20)), worldViewIconsDef, iconColorMultiplier);
 
- 		panelWorldView->addChildToPanel(new CLabel(wvLeft + 45, 387 + i * 20, EFonts::FONT_SMALL, EAlignment::TOPLEFT,
 
- 												Colors::WHITE, CGI->generaltexth->allTexts[619 + i]));
 
- 	}
 
- 	panelWorldView->addChildToPanel(new CLabel(wvLeft +   5, 367, EFonts::FONT_SMALL, EAlignment::TOPLEFT,
 
- 											Colors::WHITE, CGI->generaltexth->allTexts[617]));
 
- 	panelWorldView->addChildToPanel(new CLabel(wvLeft + 185, 387, EFonts::FONT_SMALL, EAlignment::BOTTOMRIGHT,
 
- 											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);
 
- }
 
- CAdvMapInt::~CAdvMapInt()
 
- {
 
- 	SDL_FreeSurface(bg);
 
- 	for(int i=0; i<gems.size(); i++)
 
- 		delete gems[i];
 
- 	delete worldViewIconsDef;
 
- }
 
- void CAdvMapInt::fshowOverview()
 
- {
 
- 	GH.pushInt(new CKingdomInterface);
 
- }
 
- void CAdvMapInt::fworldViewBack()
 
- {
 
- 	changeMode(EAdvMapMode::NORMAL);
 
- 	CGI->mh->discardWorldViewCache();
 
- 	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->twoLevel ? 2 : 1;
 
- 	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);
 
- 	auto   spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), curHero(), LOCPLINT, false);
 
- 	GH.pushInt(spellWindow);
 
- }
 
- void CAdvMapInt::fadventureOPtions()
 
- {
 
- 	GH.pushInt(new CAdventureOptions);
 
- }
 
- void CAdvMapInt::fsystemOptions()
 
- {
 
- 	GH.pushInt(new 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 (int i = 0; i < LOCPLINT->wanderingHeroes.size(); i++)
 
- 			if (!isHeroSleeping(LOCPLINT->wanderingHeroes[i]) && (LOCPLINT->wanderingHeroes[i]->movement > 0))
 
- 			{
 
- 				LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[55], std::bind(&CAdvMapInt::endingTurn, this), 0, false);
 
- 				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(!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(!duringAITurn)
 
- 	{
 
- 		activeMapPanel->activate();
 
- 		if (mode == EAdvMapMode::NORMAL)
 
- 		{
 
- 			heroList.activate();
 
- 			townList.activate();
 
- 			infoBar.activate();
 
- 		}
 
- 		minimap.activate();
 
- 		terrain.activate();
 
- 		LOCPLINT->cingconsole->activate();
 
- 		GH.fakeMouseMove(); //to restore the cursor
 
- 	}
 
- }
 
- void CAdvMapInt::deactivate()
 
- {
 
- 	CIntObject::deactivate();
 
- 	if(!duringAITurn)
 
- 	{
 
- 		scrollingDir = 0;
 
- 		CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
 
- 		activeMapPanel->deactivate();
 
- 		if (mode == EAdvMapMode::NORMAL)
 
- 		{
 
- 			heroList.deactivate();
 
- 			townList.deactivate();
 
- 			infoBar.deactivate();
 
- 		}
 
- 		minimap.deactivate();
 
- 		terrain.deactivate();
 
- 		if(LOCPLINT)
 
- 			LOCPLINT->cingconsole->deactivate();
 
- 	}
 
- }
 
- void CAdvMapInt::showAll(SDL_Surface * to)
 
- {
 
- 	blitAt(bg,0,0,to);
 
- 	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.draw(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 == 8)
 
- 	{
 
- 		CGI->mh->updateWater();
 
- 		animValHitCount = 0;
 
- 		++anim;
 
- 		updateScreen = true;
 
- 	}
 
- 	++heroAnim;
 
- 	int scrollSpeed = settings["adventure"]["scrollSpeed"].Float();
 
- 	//if advmap needs updating AND (no dialog is shown OR ctrl is pressed)
 
- 	if((animValHitCount % (4/scrollSpeed)) == 0
 
- 		&&  (
 
- 			(GH.topInt() == 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)
 
- 		{
 
- 			updateScreen = true;
 
- 			minimap.redraw();
 
- 			if (mode == EAdvMapMode::WORLD_VIEW)
 
- 				terrain.redraw();
 
- 		}
 
- 	}
 
- 	if(updateScreen)
 
- 	{
 
- 		int3 betterPos = LOCPLINT->repairScreenPos(position);
 
- 		if (betterPos != position)
 
- 		{
 
- 			logGlobal->warnStream() << "Incorrect position for adventure map!";
 
- 			position = betterPos;
 
- 		}
 
- 		terrain.show(to);
 
- 		for(int i=0;i<4;i++)
 
- 			blitAt(gems[i]->ourImages[LOCPLINT->playerID.getNum()].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);
 
- 		updateScreen=false;
 
- 		LOCPLINT->cingconsole->show(to);
 
- 	}
 
- 	else if (terrain.needsAnimUpdate())
 
- 	{
 
- 		terrain.showAnim(to);
 
- 		for(int i=0;i<4;i++)
 
- 			blitAt(gems[i]->ourImages[LOCPLINT->playerID.getNum()].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);
 
- 	}
 
- 	infoBar.show(to);
 
- 	statusbar.showAll(to);
 
- }
 
- void CAdvMapInt::selectionChanged()
 
- {
 
- 	const CGTownInstance *to = LOCPLINT->towns[townList.getSelectedIndex()];
 
- 	if (selection != to)
 
- 		select(to);
 
- }
 
- void CAdvMapInt::centerOn(int3 on, bool fade /* = false */)
 
- {
 
- 	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 -= CGI->mh->tilesW / 2 / worldViewScale;
 
- 		on.y -= 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 /* = false */)
 
- {
 
- 	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("No available town with tavern!");
 
- 		}
 
- 		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.pushInt(new CSavingScreen(CPlayerInterface::howManyPeople > 1));
 
- 		return;
 
- 	case SDLK_d:
 
- 		{
 
- 			if(h && isActive() && 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("Are you sure you want to restart game?",
 
- 				[]{ LOCPLINT->sendCustomEvent(RESTART_GAME); },
 
- 				[]{}, true);
 
- 		}
 
- 		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(*LOCPLINT->pim);
 
- 				//TODO!!!!!!! possible freeze, when GS mutex is locked and network thread can't apply package
 
- 				//this thread leaves scope and tries to lock pim while holding gs,
 
- 				//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() != 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.pushInt(new CMarketplaceWindow(townWithMarket));
 
- 				else //if not - complain
 
- 					LOCPLINT->showInfoDialog("No available marketplace!");
 
- 			}
 
- 			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->getPosition(false) + 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 /*= true*/)
 
- {
 
- 	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, true);
 
- 	}
 
- 	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 )
 
- {
 
- 	// 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
 
- 	if(!isCtrlKeyDown() &&  isActive() && 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;
 
- 	graphics->blueToPlayersAdv(bg,player);
 
- 	panelMain->setPlayerColor(player);
 
- 	panelWorldView->setPlayerColor(player);
 
- 	panelWorldView->recolorIcons(player, worldViewIconsDef, player.getNum() * 19);
 
- 	graphics->blueToPlayersAdv(resdatabar.bg,player);
 
- 	//heroList.updateHList();
 
- 	//townList.genList();
 
- }
 
- void CAdvMapInt::startTurn()
 
- {
 
- 	state = INGAME;
 
- 	if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID)
 
- 	{
 
- 		adjustActiveness(false);
 
- 		minimap.setAIRadar(false);
 
- 	}
 
- }
 
- void CAdvMapInt::endingTurn()
 
- {
 
- 	if(LOCPLINT->cingconsole->active)
 
- 		LOCPLINT->cingconsole->deactivate();
 
- 	LOCPLINT->makingTurn = false;
 
- 	LOCPLINT->cb->endTurn();
 
- }
 
- 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);
 
- 	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);
 
- 		return;
 
- 	}
 
- 	else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
 
- 	{
 
- 		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...");
 
- 	}
 
- 	if(const IShipyard *shipyard = ourInaccessibleShipyard(topBlocking))
 
- 	{
 
- 		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->changeGraphic(ECursor::ADVENTURE, 0);
 
- 		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.setText(text);
 
- 	}
 
- 	else
 
- 	{
 
- 		std::string hlp;
 
- 		CGI->mh->getTerrainDescr(mapPos, hlp, false);
 
- 		statusbar.setText(hlp);
 
- 	}
 
- 	if(spellBeingCasted)
 
- 	{
 
- 		switch(spellBeingCasted->id)
 
- 		{
 
- 		case SpellID::SCUTTLE_BOAT:
 
- 			if(objAtTile && objAtTile->ID == Obj::BOAT)
 
- 				CCS->curh->changeGraphic(ECursor::ADVENTURE, 42);
 
- 			else
 
- 				CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- 			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->changeGraphic(ECursor::ADVENTURE, 41);
 
- 				else
 
- 					CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- 				return;
 
- 			}
 
- 		}
 
- 	}
 
- 	if(selection->ID == Obj::TOWN)
 
- 	{
 
- 		if(objAtTile)
 
- 		{
 
- 			if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
 
- 				CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);
 
- 			else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
 
- 				CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
 
- 			else
 
- 				CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- 		}
 
- 		else
 
- 			CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- 	}
 
- 	else if(const CGHeroInstance * h = curHero())
 
- 	{
 
- 		int3 mapPosCopy = mapPos;
 
- 		const CGPathNode * pnode = LOCPLINT->cb->getPathsInfo(h)->getPathInfo(mapPosCopy);
 
- 		assert(pnode);
 
- 		int turns = pnode->turns;
 
- 		vstd::amin(turns, 3);
 
- 		switch(pnode->action)
 
- 		{
 
- 		case CGPathNode::NORMAL:
 
- 		case CGPathNode::TELEPORT_NORMAL:
 
- 			if(pnode->layer == EPathfindingLayer::LAND)
 
- 				CCS->curh->changeGraphic(ECursor::ADVENTURE, 4 + turns*6);
 
- 			else
 
- 				CCS->curh->changeGraphic(ECursor::ADVENTURE, 28 + 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->changeGraphic(ECursor::ADVENTURE, 2);
 
- 				else
 
- 					CCS->curh->changeGraphic(ECursor::ADVENTURE, 8 + turns*6);
 
- 			}
 
- 			else if(pnode->layer == EPathfindingLayer::LAND)
 
- 				CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
 
- 			else
 
- 				CCS->curh->changeGraphic(ECursor::ADVENTURE, 28 + turns);
 
- 			break;
 
- 		case CGPathNode::BATTLE:
 
- 		case CGPathNode::TELEPORT_BATTLE:
 
- 			CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
 
- 			break;
 
- 		case CGPathNode::EMBARK:
 
- 			CCS->curh->changeGraphic(ECursor::ADVENTURE, 6 + turns*6);
 
- 			break;
 
- 		case CGPathNode::DISEMBARK:
 
- 			CCS->curh->changeGraphic(ECursor::ADVENTURE, 7 + turns*6);
 
- 			break;
 
- 		default:
 
- 			if(objAtTile && objRelations != PlayerRelations::ENEMIES)
 
- 			{
 
- 				if(objAtTile->ID == Obj::TOWN)
 
- 					CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);
 
- 				else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
 
- 					CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
 
- 			}
 
- 			else
 
- 				CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(ourInaccessibleShipyard(objAtTile))
 
- 	{
 
- 		CCS->curh->changeGraphic(ECursor::ADVENTURE, 6);
 
- 	}
 
- }
 
- 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.current->motion, 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 /*= false*/, int3 dest /*= int3(-1, -1, -1)*/)
 
- {
 
- 	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->type || (CCS->curh->frame != 6 && CCS->curh->frame != 0))
 
- 		return nullptr;
 
- 	return ret;
 
- }
 
- void CAdvMapInt::aiTurnStarted()
 
- {
 
- 	adjustActiveness(true);
 
- 	CCS->musich->playMusicFromSet("enemy-turn", true);
 
- 	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 /* = 0.4f */)
 
- {
 
- 	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")
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	viewWorld = new CButton(Point(24, 23), "ADVVIEW.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_v);
 
- 	viewWorld->addCallback(std::bind(&CPlayerInterface::viewWorldMap, LOCPLINT));
 
- 	exit = new CButton(Point(204, 313), "IOK6432.DEF", CButton::tooltip(), std::bind(&CAdventureOptions::close, this), SDLK_RETURN);
 
- 	exit->assignedKeys.insert(SDLK_ESCAPE);
 
- 	scenInfo = new CButton(Point(24, 198), "ADVINFO.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_i);
 
- 	scenInfo->addCallback(CAdventureOptions::showScenarioInfo);
 
- 	puzzle = new CButton(Point(24, 81), "ADVPUZ.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_p);
 
- 	puzzle->addCallback(std::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT));
 
- 	dig = new 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()
 
- {
 
- 	auto campState = LOCPLINT->cb->getStartInfo()->campState;
 
- 	if(campState)
 
- 	{
 
- 		GH.pushInt(new CBonusSelection(campState));
 
- 	}
 
- 	else
 
- 	{
 
- 		GH.pushInt(new CScenarioInfo(LOCPLINT->cb->getMapHeader(), LOCPLINT->cb->getStartInfo()));
 
- 	}
 
- }
 
- CAdvMapInt::WorldViewOptions::WorldViewOptions()
 
- {
 
- 	clear();
 
- }
 
- void CAdvMapInt::WorldViewOptions::clear()
 
- {
 
- 	showAllTerrain = false;
 
- 	iconPositions.clear();
 
- }
 
- void CAdvMapInt::WorldViewOptions::adjustDrawingInfo(MapDrawingInfo& info)
 
- {
 
- 	info.showAllTerrain = showAllTerrain;
 
- 	info.additionalIcons = &iconPositions;
 
- }
 
 
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