CAdvmapInterface.cpp 42 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530
  1. #include "StdInc.h"
  2. #include "CAdvmapInterface.h"
  3. #include "../CCallback.h"
  4. #include "CCastleInterface.h"
  5. #include "UIFramework/CCursorHandler.h"
  6. #include "CGameInfo.h"
  7. #include "CHeroWindow.h"
  8. #include "CKingdomInterface.h"
  9. #include "CMessage.h"
  10. #include "CPlayerInterface.h"
  11. #include "UIFramework/SDL_Extensions.h"
  12. #include "CBitmapHandler.h"
  13. #include "../lib/CConfigHandler.h"
  14. #include "CSpellWindow.h"
  15. #include "Graphics.h"
  16. #include "CDefHandler.h"
  17. #include "../lib/CGeneralTextHandler.h"
  18. #include "../lib/CHeroHandler.h"
  19. #include "../lib/CObjectHandler.h"
  20. #include "../lib/CTownHandler.h"
  21. #include "../lib/Mapping/CMap.h"
  22. #include "../lib/JsonNode.h"
  23. #include "mapHandler.h"
  24. #include "CPreGame.h"
  25. #include "../lib/VCMI_Lib.h"
  26. #include "../lib/CSpellHandler.h"
  27. #include "CSoundBase.h"
  28. #include "../lib/CGameState.h"
  29. #include "CMusicHandler.h"
  30. #include "UIFramework/CGuiHandler.h"
  31. #include "UIFramework/CIntObjectClasses.h"
  32. #include "../lib/UnlockGuard.h"
  33. #ifdef _MSC_VER
  34. #pragma warning (disable : 4355)
  35. #endif
  36. /*
  37. * CAdvMapInterface.cpp, part of VCMI engine
  38. *
  39. * Authors: listed in file AUTHORS in main folder
  40. *
  41. * License: GNU General Public License v2.0 or later
  42. * Full text of license available in license.txt file, in main folder
  43. *
  44. */
  45. #define ADVOPT (conf.go()->ac)
  46. using namespace boost::logic;
  47. using namespace boost::assign;
  48. using namespace CSDL_Ext;
  49. CAdvMapInt *adventureInt;
  50. CTerrainRect::CTerrainRect()
  51. :curHoveredTile(-1,-1,-1), currentPath(NULL)
  52. {
  53. tilesw=(ADVOPT.advmapW+31)/32;
  54. tilesh=(ADVOPT.advmapH+31)/32;
  55. pos.x=ADVOPT.advmapX;
  56. pos.y=ADVOPT.advmapY;
  57. pos.w=ADVOPT.advmapW;
  58. pos.h=ADVOPT.advmapH;
  59. moveX = moveY = 0;
  60. addUsedEvents(LCLICK | RCLICK | HOVER | MOVE);
  61. }
  62. void CTerrainRect::deactivate()
  63. {
  64. CIntObject::deactivate();
  65. curHoveredTile = int3(-1,-1,-1); //we lost info about hovered tile when disabling
  66. }
  67. void CTerrainRect::clickLeft(tribool down, bool previousState)
  68. {
  69. if ((down==false) || indeterminate(down))
  70. return;
  71. int3 mp = whichTileIsIt();
  72. if (mp.x<0 || mp.y<0 || mp.x >= LOCPLINT->cb->getMapSize().x || mp.y >= LOCPLINT->cb->getMapSize().y)
  73. return;
  74. adventureInt->tileLClicked(mp);
  75. }
  76. void CTerrainRect::clickRight(tribool down, bool previousState)
  77. {
  78. int3 mp = whichTileIsIt();
  79. if (CGI->mh->map->isInTheMap(mp) && down)
  80. adventureInt->tileRClicked(mp);
  81. }
  82. void CTerrainRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
  83. {
  84. int3 tHovered = whichTileIsIt(sEvent.x,sEvent.y);
  85. int3 pom = adventureInt->verifyPos(tHovered);
  86. if(tHovered != pom) //tile outside the map
  87. {
  88. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  89. return;
  90. }
  91. if (pom != curHoveredTile)
  92. curHoveredTile=pom;
  93. else
  94. return;
  95. adventureInt->tileHovered(curHoveredTile);
  96. }
  97. void CTerrainRect::hover(bool on)
  98. {
  99. if (!on)
  100. {
  101. adventureInt->statusbar.clear();
  102. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  103. }
  104. //Hoverable::hover(on);
  105. }
  106. void CTerrainRect::showPath(const SDL_Rect * extRect, SDL_Surface * to)
  107. {
  108. const static int pns[9][9] = {
  109. {16, 17, 18, 7, -1, 19, 6, 5, -1},
  110. { 8, 9, 18, 7, -1, 19, 6, -1, 20},
  111. { 8, 1, 10, 7, -1, 19, -1, 21, 20},
  112. {24, 17, 18, 15, -1, -1, 6, 5, 4},
  113. {-1, -1, -1, -1, -1, -1, -1, -1, -1},
  114. { 8, 1, 2, -1, -1, 11, 22, 21, 20},
  115. {24, 17, -1, 23, -1, 3, 14, 5, 4},
  116. {24, -1, 2, 23, -1, 3, 22, 13, 4},
  117. {-1, 1, 2, 23, -1, 3, 22, 21, 12}
  118. }; //table of magic values TODO meaning, change variable name
  119. for (size_t i=0; i < currentPath->nodes.size()-1; ++i)
  120. {
  121. const int3 &curPos = currentPath->nodes[i].coord, &nextPos = currentPath->nodes[i+1].coord;
  122. if(curPos.z != adventureInt->position.z)
  123. continue;
  124. int pn=-1;//number of picture
  125. if (i==0) //last tile
  126. {
  127. int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
  128. y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
  129. if (x<0 || y<0 || x>pos.w || y>pos.h)
  130. continue;
  131. pn=0;
  132. }
  133. else
  134. {
  135. const int3 &prevPos = currentPath->nodes[i-1].coord;
  136. std::vector<CGPathNode> & cv = currentPath->nodes;
  137. /* Vector directions
  138. * 0 1 2
  139. * \ | /
  140. * 3 - 4 - 5
  141. * / | \
  142. * 6 7 8
  143. *For example:
  144. * |
  145. * |__\
  146. * /
  147. * is id1=7, id2=5 (pns[7][5])
  148. */
  149. bool pathContinuous = curPos.areNeighbours(nextPos) && curPos.areNeighbours(prevPos);
  150. if(pathContinuous && cv[i].land == cv[i+1].land)
  151. {
  152. int id1=(curPos.x-nextPos.x+1)+3*(curPos.y-nextPos.y+1); //Direction of entering vector
  153. int id2=(cv[i-1].coord.x-curPos.x+1)+3*(cv[i-1].coord.y-curPos.y+1); //Direction of exiting vector
  154. pn=pns[id1][id2];
  155. }
  156. else //path discontinuity or sea/land transition (eg. when moving through Subterranean Gate or Boat)
  157. {
  158. pn = 0;
  159. }
  160. }
  161. if (currentPath->nodes[i].turns)
  162. pn+=25;
  163. if (pn>=0)
  164. {
  165. CDefEssential * arrows = graphics->heroMoveArrows;
  166. int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
  167. y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
  168. if (x< -32 || y< -32 || x>pos.w || y>pos.h)
  169. continue;
  170. int hvx = (x+arrows->ourImages[pn].bitmap->w)-(pos.x+pos.w),
  171. hvy = (y+arrows->ourImages[pn].bitmap->h)-(pos.y+pos.h);
  172. SDL_Rect prevClip;
  173. SDL_GetClipRect(to, &prevClip);
  174. SDL_SetClipRect(to, extRect); //preventing blitting outside of that rect
  175. if(ADVOPT.smoothMove) //version for smooth hero move, with pos shifts
  176. {
  177. if (hvx<0 && hvy<0)
  178. {
  179. Rect dstRect = genRect(32, 32, x + moveX, y + moveY);
  180. //* CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, NULL, to, &dstRect);
  181. }
  182. else if(hvx<0)
  183. {
  184. Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
  185. Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x + moveX, y + moveY);
  186. //* CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
  187. }
  188. else if (hvy<0)
  189. {
  190. Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
  191. Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);
  192. //* CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
  193. }
  194. else
  195. {
  196. Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
  197. Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);
  198. //* CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
  199. }
  200. }
  201. else //standard version
  202. {
  203. if (hvx<0 && hvy<0)
  204. {
  205. Rect dstRect = genRect(32, 32, x, y);
  206. //* CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, NULL, to, &dstRect);
  207. }
  208. else if(hvx<0)
  209. {
  210. Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
  211. Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x, y);
  212. //* CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
  213. }
  214. else if (hvy<0)
  215. {
  216. Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
  217. Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x, y);
  218. //* CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
  219. }
  220. else
  221. {
  222. Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
  223. Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x, y);
  224. //* CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
  225. }
  226. }
  227. SDL_SetClipRect(to, &prevClip);
  228. }
  229. } //for (int i=0;i<currentPath->nodes.size()-1;i++)
  230. }
  231. void CTerrainRect::show()
  232. {
  233. if(ADVOPT.smoothMove)
  234. CGI->mh->terrainRect(
  235. adventureInt->position, adventureInt->anim,
  236. &LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,
  237. nullptr, &pos, moveX, moveY, false, int3());
  238. else
  239. CGI->mh->terrainRect(
  240. adventureInt->position, adventureInt->anim,
  241. &LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,
  242. nullptr, &pos, 0, 0, false, int3());
  243. //SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));
  244. //SDL_FreeSurface(teren);
  245. if (currentPath/* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path
  246. {
  247. //* showPath(&pos, to);
  248. }
  249. }
  250. int3 CTerrainRect::whichTileIsIt(const int & x, const int & y)
  251. {
  252. int3 ret;
  253. ret.x = adventureInt->position.x + ((GH.current->motion.x-CGI->mh->offsetX-pos.x)/32);
  254. ret.y = adventureInt->position.y + ((GH.current->motion.y-CGI->mh->offsetY-pos.y)/32);
  255. ret.z = adventureInt->position.z;
  256. return ret;
  257. }
  258. int3 CTerrainRect::whichTileIsIt()
  259. {
  260. return whichTileIsIt(GH.current->motion.x,GH.current->motion.y);
  261. }
  262. void CResDataBar::clickRight(tribool down, bool previousState)
  263. {
  264. }
  265. CResDataBar::CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist)
  266. {
  267. bg = BitmapHandler::loadBitmap(defname);
  268. SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
  269. graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
  270. pos = genRect(bg->h, bg->w, pos.x+x, pos.y+y);
  271. txtpos.resize(8);
  272. for (int i = 0; i < 8 ; i++)
  273. {
  274. txtpos[i].first = pos.x + offx + resdist*i;
  275. txtpos[i].second = pos.y + offy;
  276. }
  277. txtpos[7].first = txtpos[6].first + datedist;
  278. datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
  279. + ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
  280. addUsedEvents(RCLICK);
  281. }
  282. CResDataBar::CResDataBar()
  283. {
  284. bg = BitmapHandler::loadBitmap(ADVOPT.resdatabarG);
  285. SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
  286. graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
  287. pos = genRect(bg->h,bg->w,ADVOPT.resdatabarX,ADVOPT.resdatabarY);
  288. txtpos.resize(8);
  289. for (int i = 0; i < 8 ; i++)
  290. {
  291. txtpos[i].first = pos.x + ADVOPT.resOffsetX + ADVOPT.resDist*i;
  292. txtpos[i].second = pos.y + ADVOPT.resOffsetY;
  293. }
  294. txtpos[7].first = txtpos[6].first + ADVOPT.resDateDist;
  295. datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
  296. + ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
  297. }
  298. CResDataBar::~CResDataBar()
  299. {
  300. SDL_FreeSurface(bg);
  301. }
  302. void CResDataBar::draw(SDL_Surface * to)
  303. {
  304. blitAt(bg,pos.x,pos.y,to);
  305. for (auto i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))
  306. {
  307. std::string text = boost::lexical_cast<std::string>(LOCPLINT->cb->getResourceAmount(i));
  308. graphics->fonts[FONT_SMALL]->renderTextLeft(to, text, Colors::WHITE, Point(txtpos[i].first,txtpos[i].second));
  309. }
  310. std::vector<std::string> temp;
  311. temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::MONTH)));
  312. temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK)));
  313. temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK)));
  314. graphics->fonts[FONT_SMALL]->renderTextLeft(to, processStr(datetext,temp), Colors::WHITE, Point(txtpos[7].first,txtpos[7].second));
  315. }
  316. void CResDataBar::show()
  317. {
  318. }
  319. void CResDataBar::showAll()
  320. {
  321. draw(nullptr);
  322. }
  323. CAdvMapInt::CAdvMapInt():
  324. minimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH)),
  325. statusbar(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG),
  326. kingOverview(CGI->generaltexth->zelp[293].first,CGI->generaltexth->zelp[293].second,
  327. boost::bind(&CAdvMapInt::fshowOverview,this),&ADVOPT.kingOverview, SDLK_k),
  328. underground(CGI->generaltexth->zelp[294].first,CGI->generaltexth->zelp[294].second,
  329. boost::bind(&CAdvMapInt::fswitchLevel,this),&ADVOPT.underground, SDLK_u),
  330. questlog(CGI->generaltexth->zelp[295].first,CGI->generaltexth->zelp[295].second,
  331. boost::bind(&CAdvMapInt::fshowQuestlog,this),&ADVOPT.questlog, SDLK_q),
  332. sleepWake(CGI->generaltexth->zelp[296].first,CGI->generaltexth->zelp[296].second,
  333. boost::bind(&CAdvMapInt::fsleepWake,this), &ADVOPT.sleepWake, SDLK_w),
  334. moveHero(CGI->generaltexth->zelp[297].first,CGI->generaltexth->zelp[297].second,
  335. boost::bind(&CAdvMapInt::fmoveHero,this), &ADVOPT.moveHero, SDLK_m),
  336. spellbook(CGI->generaltexth->zelp[298].first,CGI->generaltexth->zelp[298].second,
  337. boost::bind(&CAdvMapInt::fshowSpellbok,this), &ADVOPT.spellbook, SDLK_c),
  338. advOptions(CGI->generaltexth->zelp[299].first,CGI->generaltexth->zelp[299].second,
  339. boost::bind(&CAdvMapInt::fadventureOPtions,this), &ADVOPT.advOptions, SDLK_a),
  340. sysOptions(CGI->generaltexth->zelp[300].first,CGI->generaltexth->zelp[300].second,
  341. boost::bind(&CAdvMapInt::fsystemOptions,this), &ADVOPT.sysOptions, SDLK_o),
  342. nextHero(CGI->generaltexth->zelp[301].first,CGI->generaltexth->zelp[301].second,
  343. boost::bind(&CAdvMapInt::fnextHero,this), &ADVOPT.nextHero, SDLK_h),
  344. endTurn(CGI->generaltexth->zelp[302].first,CGI->generaltexth->zelp[302].second,
  345. boost::bind(&CAdvMapInt::fendTurn,this), &ADVOPT.endTurn, SDLK_e),
  346. heroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD),
  347. townList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD),
  348. infoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192) )
  349. {
  350. duringAITurn = false;
  351. state = NA;
  352. spellBeingCasted = NULL;
  353. pos.x = pos.y = 0;
  354. pos.w = screen->w;
  355. pos.h = screen->h;
  356. selection = NULL;
  357. townList.onSelect = boost::bind(&CAdvMapInt::selectionChanged,this);
  358. adventureInt=this;
  359. bg = BitmapHandler::loadBitmap(ADVOPT.mainGraphic);
  360. scrollingDir = 0;
  361. updateScreen = false;
  362. anim=0;
  363. animValHitCount=0; //animation frame
  364. heroAnim=0;
  365. heroAnimValHitCount=0; // hero animation frame
  366. for (size_t g=0; g<ADVOPT.gemG.size(); ++g)
  367. {
  368. gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[g]));
  369. }
  370. setPlayer(LOCPLINT->playerID);
  371. underground.block(!CGI->mh->map->twoLevel);
  372. addUsedEvents(MOVE);
  373. }
  374. CAdvMapInt::~CAdvMapInt()
  375. {
  376. SDL_FreeSurface(bg);
  377. for(size_t i=0; i<gems.size(); ++i) delete gems[i];
  378. }
  379. void CAdvMapInt::fshowOverview()
  380. {
  381. GH.pushInt(new CKingdomInterface);
  382. }
  383. void CAdvMapInt::fswitchLevel()
  384. {
  385. if(!CGI->mh->map->twoLevel)
  386. return;
  387. if (position.z)
  388. {
  389. position.z--;
  390. underground.setIndex(0,true);
  391. underground.showAll();
  392. }
  393. else
  394. {
  395. underground.setIndex(1,true);
  396. position.z++;
  397. underground.showAll();
  398. }
  399. updateScreen = true;
  400. minimap.setLevel(position.z);
  401. }
  402. void CAdvMapInt::fshowQuestlog()
  403. {
  404. LOCPLINT->showQuestLog();
  405. }
  406. void CAdvMapInt::fsleepWake()
  407. {
  408. const CGHeroInstance *h = curHero();
  409. if (!h)
  410. return;
  411. bool newSleep = !isHeroSleeping(h);
  412. setHeroSleeping(h, newSleep);
  413. updateSleepWake(h);
  414. if (newSleep)
  415. {
  416. fnextHero();
  417. //moveHero.block(true);
  418. //uncomment to enable original HoMM3 behaviour:
  419. //move button is disabled for hero going to sleep, even though it's enabled when you reselect him
  420. }
  421. }
  422. void CAdvMapInt::fmoveHero()
  423. {
  424. const CGHeroInstance *h = curHero();
  425. if (!h || !terrain.currentPath)
  426. return;
  427. LOCPLINT->moveHero(h, *terrain.currentPath);
  428. }
  429. void CAdvMapInt::fshowSpellbok()
  430. {
  431. if (!curHero()) //checking necessary values
  432. return;
  433. centerOn(selection);
  434. CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), curHero(), LOCPLINT, false);
  435. GH.pushInt(spellWindow);
  436. }
  437. void CAdvMapInt::fadventureOPtions()
  438. {
  439. GH.pushInt(new CAdventureOptions);
  440. }
  441. void CAdvMapInt::fsystemOptions()
  442. {
  443. GH.pushInt(new CSystemOptionsWindow());
  444. }
  445. void CAdvMapInt::fnextHero()
  446. {
  447. auto hero = dynamic_cast<const CGHeroInstance*>(selection);
  448. int next = getNextHeroIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));
  449. if (next < 0)
  450. return;
  451. select(LOCPLINT->wanderingHeroes[next], true);
  452. }
  453. void CAdvMapInt::fendTurn()
  454. {
  455. if(!LOCPLINT->makingTurn)
  456. return;
  457. if ( settings["adventure"]["heroReminder"].Bool())
  458. {
  459. for (size_t i = 0; i < LOCPLINT->wanderingHeroes.size(); ++i)
  460. if (!isHeroSleeping(LOCPLINT->wanderingHeroes[i]) && (LOCPLINT->wanderingHeroes[i]->movement > 0))
  461. {
  462. LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[55], boost::bind(&CAdvMapInt::endingTurn, this), 0, false);
  463. return;
  464. }
  465. }
  466. endingTurn();
  467. }
  468. void CAdvMapInt::updateSleepWake(const CGHeroInstance *h)
  469. {
  470. sleepWake.block(!h);
  471. if (!h)
  472. return;
  473. bool state = isHeroSleeping(h);
  474. sleepWake.setIndex(state ? 1 : 0, true);
  475. sleepWake.assignedKeys.clear();
  476. sleepWake.assignedKeys.insert(state ? SDLK_w : SDLK_z);
  477. }
  478. void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath)
  479. {
  480. //default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately
  481. if (hasPath == tribool::indeterminate_value)
  482. hasPath = LOCPLINT->paths[h].nodes.size() ? true : false;
  483. if (!h)
  484. {
  485. moveHero.block(true);
  486. return;
  487. }
  488. moveHero.block(!hasPath || (h->movement == 0));
  489. }
  490. int CAdvMapInt::getNextHeroIndex(int startIndex)
  491. {
  492. if (LOCPLINT->wanderingHeroes.size() == 0)
  493. return -1;
  494. if (startIndex < 0)
  495. startIndex = 0;
  496. int i = startIndex;
  497. do
  498. {
  499. i++;
  500. if (i >= LOCPLINT->wanderingHeroes.size())
  501. i = 0;
  502. }
  503. while (((LOCPLINT->wanderingHeroes[i]->movement == 0) || isHeroSleeping(LOCPLINT->wanderingHeroes[i])) && (i != startIndex));
  504. if ((LOCPLINT->wanderingHeroes[i]->movement != 0) && !isHeroSleeping(LOCPLINT->wanderingHeroes[i]))
  505. return i;
  506. else
  507. return -1;
  508. }
  509. void CAdvMapInt::updateNextHero(const CGHeroInstance *h)
  510. {
  511. int start = vstd::find_pos(LOCPLINT->wanderingHeroes, h);
  512. int next = getNextHeroIndex(start);
  513. if (next < 0)
  514. {
  515. nextHero.block(true);
  516. return;
  517. }
  518. const CGHeroInstance *nextH = LOCPLINT->wanderingHeroes[next];
  519. bool noActiveHeroes = (next == start) && ((nextH->movement == 0) || isHeroSleeping(nextH));
  520. nextHero.block(noActiveHeroes);
  521. }
  522. void CAdvMapInt::activate()
  523. {
  524. CIntObject::activate();
  525. if (!(active & KEYBOARD))
  526. CIntObject::activate(KEYBOARD);
  527. screenBuf = screen;
  528. GH.statusbar = &statusbar;
  529. if(!duringAITurn)
  530. {
  531. kingOverview.activate();
  532. underground.activate();
  533. questlog.activate();
  534. sleepWake.activate();
  535. moveHero.activate();
  536. spellbook.activate();
  537. sysOptions.activate();
  538. advOptions.activate();
  539. nextHero.activate();
  540. endTurn.activate();
  541. minimap.activate();
  542. heroList.activate();
  543. townList.activate();
  544. terrain.activate();
  545. infoBar.activate();
  546. LOCPLINT->cingconsole->activate();
  547. GH.fakeMouseMove(); //to restore the cursor
  548. }
  549. }
  550. void CAdvMapInt::deactivate()
  551. {
  552. CIntObject::deactivate();
  553. if(!duringAITurn)
  554. {
  555. scrollingDir = 0;
  556. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  557. kingOverview.deactivate();
  558. underground.deactivate();
  559. questlog.deactivate();
  560. sleepWake.deactivate();
  561. moveHero.deactivate();
  562. spellbook.deactivate();
  563. advOptions.deactivate();
  564. sysOptions.deactivate();
  565. nextHero.deactivate();
  566. endTurn.deactivate();
  567. minimap.deactivate();
  568. heroList.deactivate();
  569. townList.deactivate();
  570. terrain.deactivate();
  571. infoBar.deactivate();
  572. LOCPLINT->cingconsole->deactivate();
  573. }
  574. }
  575. void CAdvMapInt::showAll()
  576. {
  577. //* blitAt(bg,0,0,to);
  578. if(state != INGAME)
  579. return;
  580. kingOverview.showAll();
  581. underground.showAll();
  582. questlog.showAll();
  583. sleepWake.showAll();
  584. moveHero.showAll();
  585. spellbook.showAll();
  586. advOptions.showAll();
  587. sysOptions.showAll();
  588. nextHero.showAll();
  589. endTurn.showAll();
  590. minimap.showAll();
  591. heroList.showAll();
  592. townList.showAll();
  593. updateScreen = true;
  594. show();
  595. //* resdatabar.draw(to);
  596. statusbar.show();
  597. infoBar.showAll();
  598. LOCPLINT->cingconsole->showAll();
  599. }
  600. bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero)
  601. {
  602. if (!hero)
  603. return false;
  604. return vstd::contains(LOCPLINT->sleepingHeroes, hero);
  605. }
  606. void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep)
  607. {
  608. if (sleep)
  609. LOCPLINT->sleepingHeroes += hero;
  610. else
  611. LOCPLINT->sleepingHeroes -= hero;
  612. updateNextHero(NULL);
  613. }
  614. void CAdvMapInt::show()
  615. {
  616. if(state != INGAME)
  617. return;
  618. ++animValHitCount; //for animations
  619. if(animValHitCount == 8)
  620. {
  621. CGI->mh->updateWater();
  622. animValHitCount = 0;
  623. ++anim;
  624. updateScreen = true;
  625. }
  626. ++heroAnim;
  627. int scrollSpeed = settings["adventure"]["scrollSpeed"].Float();
  628. //if advmap needs updating AND (no dialog is shown OR ctrl is pressed)
  629. if((animValHitCount % (4/scrollSpeed)) == 0
  630. && (
  631. (GH.topInt() == this)
  632. || SDL_GetKeyState(NULL)[SDLK_LCTRL]
  633. || SDL_GetKeyState(NULL)[SDLK_RCTRL]
  634. )
  635. )
  636. {
  637. if( (scrollingDir & LEFT) && (position.x>-CGI->mh->frameW) )
  638. position.x--;
  639. if( (scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - CGI->mh->tilesW + CGI->mh->frameW) )
  640. position.x++;
  641. if( (scrollingDir & UP) && (position.y>-CGI->mh->frameH) )
  642. position.y--;
  643. if( (scrollingDir & DOWN) && (position.y < CGI->mh->map->height - CGI->mh->tilesH + CGI->mh->frameH) )
  644. position.y++;
  645. if(scrollingDir)
  646. {
  647. updateScreen = true;
  648. minimap.redraw();
  649. }
  650. }
  651. if(updateScreen)
  652. {
  653. terrain.show();
  654. //* for(int i=0;i<4;i++)
  655. //* blitAt(gems[i]->ourImages[LOCPLINT->playerID.getNum()].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);
  656. updateScreen=false;
  657. LOCPLINT->cingconsole->showAll();
  658. }
  659. infoBar.show();
  660. statusbar.showAll();
  661. }
  662. void CAdvMapInt::selectionChanged()
  663. {
  664. const CGTownInstance *to = LOCPLINT->towns[townList.getSelectedIndex()];
  665. if (selection != to)
  666. select(to);
  667. }
  668. void CAdvMapInt::centerOn(int3 on)
  669. {
  670. bool switchedLevels = on.z != position.z;
  671. on.x -= CGI->mh->frameW;
  672. on.y -= CGI->mh->frameH;
  673. on = LOCPLINT->repairScreenPos(on);
  674. position = on;
  675. updateScreen=true;
  676. underground.setIndex(on.z,true); //change underground switch button image
  677. underground.redraw();
  678. if (switchedLevels)
  679. minimap.setLevel(position.z);
  680. }
  681. void CAdvMapInt::centerOn(const CGObjectInstance *obj)
  682. {
  683. centerOn(obj->getSightCenter());
  684. }
  685. void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
  686. {
  687. ui8 Dir = 0;
  688. int k = key.keysym.sym;
  689. const CGHeroInstance *h = curHero(); //selected hero
  690. const CGTownInstance *t = curTown(); //selected town
  691. switch(k)
  692. {
  693. case SDLK_g:
  694. if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)
  695. return;
  696. {
  697. //find first town with tavern
  698. auto itr = range::find_if(LOCPLINT->towns, boost::bind(&CGTownInstance::hasBuilt, _1, BuildingID::TAVERN));
  699. if(itr != LOCPLINT->towns.end())
  700. LOCPLINT->showThievesGuildWindow(*itr);
  701. else
  702. LOCPLINT->showInfoDialog("No available town with tavern!");
  703. }
  704. return;
  705. case SDLK_i:
  706. if(isActive())
  707. CAdventureOptions::showScenarioInfo();
  708. return;
  709. case SDLK_l:
  710. if(isActive())
  711. LOCPLINT->proposeLoadingGame();
  712. return;
  713. case SDLK_s:
  714. if(isActive())
  715. GH.pushInt(new CSavingScreen(CPlayerInterface::howManyPeople > 1));
  716. return;
  717. case SDLK_d:
  718. {
  719. if(h && isActive() && key.state == SDL_PRESSED)
  720. LOCPLINT->tryDiggging(h);
  721. return;
  722. }
  723. case SDLK_p:
  724. if(isActive())
  725. LOCPLINT->showPuzzleMap();
  726. return;
  727. case SDLK_r:
  728. if(isActive() && LOCPLINT->ctrlPressed())
  729. {
  730. LOCPLINT->showYesNoDialog("Are you sure you want to restart game?",
  731. []{ LOCPLINT->sendCustomEvent(RESTART_GAME); },
  732. []{}, true);
  733. }
  734. return;
  735. case SDLK_SPACE: //space - try to revisit current object with selected hero
  736. {
  737. if(!isActive())
  738. return;
  739. if(h && key.state == SDL_PRESSED)
  740. {
  741. auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
  742. LOCPLINT->cb->moveHero(h,h->pos);
  743. }
  744. }
  745. return;
  746. case SDLK_RETURN:
  747. {
  748. if(!isActive() || !selection || key.state != SDL_PRESSED)
  749. return;
  750. if(h)
  751. LOCPLINT->openHeroWindow(h);
  752. else if(t)
  753. LOCPLINT->openTownWindow(t);
  754. return;
  755. }
  756. case SDLK_ESCAPE:
  757. {
  758. if(isActive() || GH.topInt() != this || !spellBeingCasted || key.state != SDL_PRESSED)
  759. return;
  760. leaveCastingMode();
  761. return;
  762. }
  763. case SDLK_t:
  764. {
  765. //act on key down if marketplace windows is not already opened
  766. if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)
  767. return;
  768. if(LOCPLINT->ctrlPressed()) //CTRL + T => open marketplace
  769. {
  770. //check if we have any marketplace
  771. const CGTownInstance *townWithMarket = NULL;
  772. BOOST_FOREACH(const CGTownInstance *t, LOCPLINT->cb->getTownsInfo())
  773. {
  774. if(t->hasBuilt(BuildingID::MARKETPLACE))
  775. {
  776. townWithMarket = t;
  777. break;
  778. }
  779. }
  780. if(townWithMarket) //if any town has marketplace, open window
  781. GH.pushInt(new CMarketplaceWindow(townWithMarket));
  782. else //if not - complain
  783. LOCPLINT->showInfoDialog("No available marketplace!");
  784. }
  785. else if(isActive()) //no ctrl, advmapint is on the top => switch to town
  786. {
  787. townList.selectNext();
  788. }
  789. return;
  790. }
  791. default:
  792. {
  793. static const int3 directions[] = { int3(-1, +1, 0), int3(0, +1, 0), int3(+1, +1, 0),
  794. int3(-1, 0, 0), int3(0, 0, 0), int3(+1, 0, 0),
  795. int3(-1, -1, 0), int3(0, -1, 0), int3(+1, -1, 0) };
  796. //numpad arrow
  797. if(CGuiHandler::isArrowKey(SDLKey(k)))
  798. k = CGuiHandler::arrowToNum(SDLKey(k));
  799. k -= SDLK_KP0 + 1;
  800. if(k < 0 || k > 8)
  801. return;
  802. int3 dir = directions[k];
  803. if(!isActive() || LOCPLINT->ctrlPressed())//ctrl makes arrow move screen, not hero
  804. {
  805. Dir = (dir.x<0 ? LEFT : 0) |
  806. (dir.x>0 ? RIGHT : 0) |
  807. (dir.y<0 ? UP : 0) |
  808. (dir.y>0 ? DOWN : 0) ;
  809. break;
  810. }
  811. if(!h || key.state != SDL_PRESSED)
  812. break;
  813. if(k == 4)
  814. {
  815. centerOn(h);
  816. return;
  817. }
  818. CGPath &path = LOCPLINT->paths[h];
  819. terrain.currentPath = &path;
  820. if(!LOCPLINT->cb->getPath2(h->getPosition(false) + dir, path))
  821. {
  822. terrain.currentPath = NULL;
  823. return;
  824. }
  825. if (path.nodes.size() > 2)
  826. updateMoveHero(h);
  827. else
  828. if(!path.nodes[0].turns)
  829. LOCPLINT->moveHero(h, path);
  830. }
  831. return;
  832. }
  833. if(Dir && key.state == SDL_PRESSED //arrow is pressed
  834. && LOCPLINT->ctrlPressed()
  835. )
  836. scrollingDir |= Dir;
  837. else
  838. scrollingDir &= ~Dir;
  839. }
  840. void CAdvMapInt::handleRightClick(std::string text, tribool down)
  841. {
  842. if(down)
  843. {
  844. CRClickPopup::createAndPush(text);
  845. }
  846. }
  847. int3 CAdvMapInt::verifyPos(int3 ver)
  848. {
  849. if (ver.x<0)
  850. ver.x=0;
  851. if (ver.y<0)
  852. ver.y=0;
  853. if (ver.z<0)
  854. ver.z=0;
  855. if (ver.x>=CGI->mh->sizes.x)
  856. ver.x=CGI->mh->sizes.x-1;
  857. if (ver.y>=CGI->mh->sizes.y)
  858. ver.y=CGI->mh->sizes.y-1;
  859. if (ver.z>=CGI->mh->sizes.z)
  860. ver.z=CGI->mh->sizes.z-1;
  861. return ver;
  862. }
  863. void CAdvMapInt::select(const CArmedInstance *sel, bool centerView /*= true*/)
  864. {
  865. assert(sel);
  866. LOCPLINT->cb->setSelection(sel);
  867. selection = sel;
  868. if (LOCPLINT->battleInt == NULL && LOCPLINT->makingTurn)
  869. {
  870. auto pos = sel->visitablePos();
  871. auto tile = LOCPLINT->cb->getTile(pos);
  872. if(tile)
  873. CCS->musich->playMusicFromSet("terrain", tile->terType, true);
  874. }
  875. if(centerView)
  876. centerOn(sel);
  877. terrain.currentPath = NULL;
  878. if(sel->ID==Obj::TOWN)
  879. {
  880. auto town = dynamic_cast<const CGTownInstance*>(sel);
  881. infoBar.showTownSelection(town);
  882. townList.select(town);
  883. heroList.select(nullptr);
  884. updateSleepWake(NULL);
  885. updateMoveHero(NULL);
  886. }
  887. else //hero selected
  888. {
  889. auto hero = dynamic_cast<const CGHeroInstance*>(sel);
  890. infoBar.showHeroSelection(hero);
  891. heroList.select(hero);
  892. townList.select(nullptr);
  893. terrain.currentPath = LOCPLINT->getAndVerifyPath(hero);
  894. updateSleepWake(hero);
  895. updateMoveHero(hero);
  896. }
  897. townList.redraw();
  898. heroList.redraw();
  899. }
  900. void CAdvMapInt::mouseMoved( const SDL_MouseMotionEvent & sEvent )
  901. {
  902. //adventure map scrolling with mouse
  903. if(!SDL_GetKeyState(NULL)[SDLK_LCTRL] && isActive())
  904. {
  905. if(sEvent.x<15)
  906. {
  907. scrollingDir |= LEFT;
  908. }
  909. else
  910. {
  911. scrollingDir &= ~LEFT;
  912. }
  913. if(sEvent.x>screen->w-15)
  914. {
  915. scrollingDir |= RIGHT;
  916. }
  917. else
  918. {
  919. scrollingDir &= ~RIGHT;
  920. }
  921. if(sEvent.y<15)
  922. {
  923. scrollingDir |= UP;
  924. }
  925. else
  926. {
  927. scrollingDir &= ~UP;
  928. }
  929. if(sEvent.y>screen->h-15)
  930. {
  931. scrollingDir |= DOWN;
  932. }
  933. else
  934. {
  935. scrollingDir &= ~DOWN;
  936. }
  937. }
  938. }
  939. bool CAdvMapInt::isActive()
  940. {
  941. return active & ~CIntObject::KEYBOARD;
  942. }
  943. void CAdvMapInt::startHotSeatWait(PlayerColor Player)
  944. {
  945. state = WAITING;
  946. }
  947. void CAdvMapInt::setPlayer(PlayerColor Player)
  948. {
  949. player = Player;
  950. graphics->blueToPlayersAdv(bg,player);
  951. kingOverview.setPlayerColor(player);
  952. underground.setPlayerColor(player);
  953. questlog.setPlayerColor(player);
  954. sleepWake.setPlayerColor(player);
  955. moveHero.setPlayerColor(player);
  956. spellbook.setPlayerColor(player);
  957. sysOptions.setPlayerColor(player);
  958. advOptions.setPlayerColor(player);
  959. nextHero.setPlayerColor(player);
  960. endTurn.setPlayerColor(player);
  961. graphics->blueToPlayersAdv(resdatabar.bg,player);
  962. //heroList.updateHList();
  963. //townList.genList();
  964. }
  965. void CAdvMapInt::startTurn()
  966. {
  967. state = INGAME;
  968. if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID)
  969. {
  970. adjustActiveness(false);
  971. minimap.setAIRadar(false);
  972. }
  973. }
  974. void CAdvMapInt::endingTurn()
  975. {
  976. if(LOCPLINT->cingconsole->active)
  977. LOCPLINT->cingconsole->deactivate();
  978. LOCPLINT->makingTurn = false;
  979. LOCPLINT->cb->endTurn();
  980. }
  981. const CGObjectInstance* CAdvMapInt::getBlockingObject(const int3 &mapPos)
  982. {
  983. std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile
  984. if (bobjs.empty())
  985. return nullptr;
  986. if (bobjs.back()->ID == Obj::HERO)
  987. return bobjs.back();
  988. else
  989. return bobjs.front();
  990. }
  991. void CAdvMapInt::tileLClicked(const int3 &mapPos)
  992. {
  993. if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn)
  994. return;
  995. std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos);//blocking objects at tile
  996. const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
  997. const CGObjectInstance *topBlocking = getBlockingObject(mapPos);
  998. int3 selPos = selection->getSightCenter();
  999. if(spellBeingCasted && isInScreenRange(selPos, mapPos))
  1000. {
  1001. const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
  1002. switch(spellBeingCasted->id)
  1003. {
  1004. case SpellID::SCUTTLE_BOAT: //Scuttle Boat
  1005. if(topBlocking && topBlocking->ID == Obj::BOAT)
  1006. leaveCastingMode(true, mapPos);
  1007. break;
  1008. case SpellID::DIMENSION_DOOR:
  1009. if(!tile || tile->isClear(heroTile))
  1010. leaveCastingMode(true, mapPos);
  1011. break;
  1012. }
  1013. return;
  1014. }
  1015. //check if we can select this object
  1016. bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
  1017. canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
  1018. if (selection->ID != Obj::HERO) //hero is not selected (presumably town)
  1019. {
  1020. assert(!terrain.currentPath); //path can be active only when hero is selected
  1021. if(selection == topBlocking) //selected town clicked
  1022. LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
  1023. else if ( canSelect )
  1024. select(static_cast<const CArmedInstance*>(topBlocking), false);
  1025. return;
  1026. }
  1027. else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
  1028. {
  1029. const CGPathNode *pn = LOCPLINT->cb->getPathInfo(mapPos);
  1030. if(currentHero == topBlocking) //clicked selected hero
  1031. {
  1032. LOCPLINT->openHeroWindow(currentHero);
  1033. return;
  1034. }
  1035. else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
  1036. {
  1037. select(static_cast<const CArmedInstance*>(topBlocking), false);
  1038. return;
  1039. }
  1040. else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
  1041. {
  1042. if (terrain.currentPath && terrain.currentPath->endPos() == mapPos)//we'll be moving
  1043. {
  1044. LOCPLINT->moveHero(currentHero,*terrain.currentPath);
  1045. return;
  1046. }
  1047. else/* if(mp.z == currentHero->pos.z)*/ //remove old path and find a new one if we clicked on the map level on which hero is present
  1048. {
  1049. CGPath &path = LOCPLINT->paths[currentHero];
  1050. terrain.currentPath = &path;
  1051. bool gotPath = LOCPLINT->cb->getPath2(mapPos, path); //try getting path, erase if failed
  1052. updateMoveHero(currentHero);
  1053. if (!gotPath)
  1054. LOCPLINT->eraseCurrentPathOf(currentHero);
  1055. else
  1056. return;
  1057. }
  1058. }
  1059. } //end of hero is selected "case"
  1060. else
  1061. {
  1062. throw std::runtime_error("Nothing is selected...");
  1063. }
  1064. if(const IShipyard *shipyard = ourInaccessibleShipyard(topBlocking))
  1065. {
  1066. LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
  1067. }
  1068. }
  1069. void CAdvMapInt::tileHovered(const int3 &mapPos)
  1070. {
  1071. if(!LOCPLINT->cb->isVisible(mapPos))
  1072. {
  1073. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1074. statusbar.clear();
  1075. return;
  1076. }
  1077. const CGObjectInstance *objAtTile = getBlockingObject(mapPos);
  1078. //std::vector<std::string> temp = LOCPLINT->cb->getObjDescriptions(mapPos);
  1079. if (objAtTile)
  1080. {
  1081. std::string text = objAtTile->getHoverText();
  1082. boost::replace_all(text,"\n"," ");
  1083. statusbar.print(text);
  1084. }
  1085. else
  1086. {
  1087. std::string hlp;
  1088. CGI->mh->getTerrainDescr(mapPos, hlp, false);
  1089. statusbar.print(hlp);
  1090. }
  1091. const CGPathNode *pnode = LOCPLINT->cb->getPathInfo(mapPos);
  1092. int turns = pnode->turns;
  1093. vstd::amin(turns, 3);
  1094. if(!selection) //may occur just at the start of game (fake move before full intiialization)
  1095. return;
  1096. if(spellBeingCasted)
  1097. {
  1098. switch(spellBeingCasted->id)
  1099. {
  1100. case SpellID::SCUTTLE_BOAT:
  1101. if(objAtTile && objAtTile->ID == Obj::BOAT)
  1102. CCS->curh->changeGraphic(ECursor::ADVENTURE, 42);
  1103. else
  1104. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1105. return;
  1106. case SpellID::DIMENSION_DOOR:
  1107. {
  1108. const TerrainTile *t = LOCPLINT->cb->getTile(mapPos, false);
  1109. int3 hpos = selection->getSightCenter();
  1110. if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos))
  1111. CCS->curh->changeGraphic(ECursor::ADVENTURE, 41);
  1112. else
  1113. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1114. return;
  1115. }
  1116. }
  1117. }
  1118. const bool guardingCreature = CGI->mh->map->isInTheMap(LOCPLINT->cb->guardingCreaturePosition(mapPos));
  1119. if(selection->ID == Obj::TOWN)
  1120. {
  1121. if(objAtTile)
  1122. {
  1123. if(objAtTile->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner) != PlayerRelations::ENEMIES)
  1124. CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);
  1125. else if(objAtTile->ID == Obj::HERO && objAtTile->tempOwner == LOCPLINT->playerID)
  1126. CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
  1127. else
  1128. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1129. }
  1130. else
  1131. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1132. }
  1133. else if(const CGHeroInstance *h = curHero())
  1134. {
  1135. bool accessible = pnode->turns < 255;
  1136. if(objAtTile)
  1137. {
  1138. if(objAtTile->ID == Obj::HERO)
  1139. {
  1140. if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy hero
  1141. {
  1142. if(accessible)
  1143. CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
  1144. else
  1145. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1146. }
  1147. else //our or ally hero
  1148. {
  1149. if(selection == objAtTile)
  1150. CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
  1151. else if(accessible)
  1152. CCS->curh->changeGraphic(ECursor::ADVENTURE, 8 + turns*6);
  1153. else
  1154. CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
  1155. }
  1156. }
  1157. else if(objAtTile->ID == Obj::TOWN)
  1158. {
  1159. if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy town
  1160. {
  1161. if(accessible)
  1162. {
  1163. const CGTownInstance* townObj = dynamic_cast<const CGTownInstance*>(objAtTile);
  1164. // Show movement cursor for unguarded enemy towns, otherwise attack cursor.
  1165. if (townObj && !townObj->armedGarrison())
  1166. CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
  1167. else
  1168. CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
  1169. }
  1170. else
  1171. {
  1172. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1173. }
  1174. }
  1175. else //our or ally town
  1176. {
  1177. if(accessible)
  1178. CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
  1179. else
  1180. CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);
  1181. }
  1182. }
  1183. else if(objAtTile->ID == Obj::BOAT)
  1184. {
  1185. if(accessible)
  1186. CCS->curh->changeGraphic(ECursor::ADVENTURE, 6 + turns*6);
  1187. else
  1188. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1189. }
  1190. else if (objAtTile->ID == Obj::GARRISON || objAtTile->ID == Obj::GARRISON2)
  1191. {
  1192. if (accessible)
  1193. {
  1194. const CGGarrison* garrObj = dynamic_cast<const CGGarrison*>(objAtTile); //TODO evil evil cast!
  1195. // Show battle cursor for guarded enemy garrisons, otherwise movement cursor.
  1196. if (garrObj && garrObj->stacksCount()
  1197. && !LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, garrObj->tempOwner) )
  1198. CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
  1199. else
  1200. CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
  1201. }
  1202. else
  1203. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1204. }
  1205. else if (guardingCreature && accessible) //(objAtTile->ID == 54) //monster
  1206. {
  1207. CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
  1208. }
  1209. else
  1210. {
  1211. if(accessible)
  1212. {
  1213. if(pnode->land)
  1214. CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
  1215. else
  1216. CCS->curh->changeGraphic(ECursor::ADVENTURE, 28 + turns);
  1217. }
  1218. else
  1219. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1220. }
  1221. }
  1222. else //no objs
  1223. {
  1224. if(accessible/* && pnode->accessible != CGPathNode::FLYABLE*/)
  1225. {
  1226. if (guardingCreature)
  1227. {
  1228. CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
  1229. }
  1230. else
  1231. {
  1232. if(pnode->land)
  1233. {
  1234. if(LOCPLINT->cb->getTile(h->getPosition(false))->terType != ETerrainType::WATER)
  1235. CCS->curh->changeGraphic(ECursor::ADVENTURE, 4 + turns*6);
  1236. else
  1237. CCS->curh->changeGraphic(ECursor::ADVENTURE, 7 + turns*6); //anchor
  1238. }
  1239. else
  1240. CCS->curh->changeGraphic(ECursor::ADVENTURE, 6 + turns*6);
  1241. }
  1242. }
  1243. else
  1244. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1245. }
  1246. }
  1247. if(ourInaccessibleShipyard(objAtTile))
  1248. {
  1249. CCS->curh->changeGraphic(ECursor::ADVENTURE, 6);
  1250. }
  1251. }
  1252. void CAdvMapInt::tileRClicked(const int3 &mapPos)
  1253. {
  1254. if(spellBeingCasted)
  1255. {
  1256. leaveCastingMode();
  1257. return;
  1258. }
  1259. if(!LOCPLINT->cb->isVisible(mapPos))
  1260. {
  1261. CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
  1262. return;
  1263. }
  1264. const CGObjectInstance * obj = getBlockingObject(mapPos);
  1265. if(!obj)
  1266. {
  1267. // Bare or undiscovered terrain
  1268. const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
  1269. if (tile)
  1270. {
  1271. std::string hlp;
  1272. CGI->mh->getTerrainDescr(mapPos, hlp, true);
  1273. CRClickPopup::createAndPush(hlp);
  1274. }
  1275. return;
  1276. }
  1277. auto &motion = GH.current->motion;
  1278. CRClickPopup::createAndPush(obj, Point(motion.x, motion.y), CENTER);
  1279. }
  1280. void CAdvMapInt::enterCastingMode(const CSpell * sp)
  1281. {
  1282. assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
  1283. spellBeingCasted = sp;
  1284. deactivate();
  1285. terrain.activate();
  1286. GH.fakeMouseMove();
  1287. }
  1288. void CAdvMapInt::leaveCastingMode(bool cast /*= false*/, int3 dest /*= int3(-1, -1, -1)*/)
  1289. {
  1290. assert(spellBeingCasted);
  1291. SpellID id = spellBeingCasted->id;
  1292. spellBeingCasted = NULL;
  1293. terrain.deactivate();
  1294. activate();
  1295. if(cast)
  1296. LOCPLINT->cb->castSpell(curHero(), id, dest);
  1297. else
  1298. LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
  1299. }
  1300. const CGHeroInstance * CAdvMapInt::curHero() const
  1301. {
  1302. if(selection && selection->ID == Obj::HERO)
  1303. return static_cast<const CGHeroInstance *>(selection);
  1304. else
  1305. return NULL;
  1306. }
  1307. const CGTownInstance * CAdvMapInt::curTown() const
  1308. {
  1309. if(selection && selection->ID == Obj::TOWN)
  1310. return static_cast<const CGTownInstance *>(selection);
  1311. else
  1312. return NULL;
  1313. }
  1314. const IShipyard * CAdvMapInt::ourInaccessibleShipyard(const CGObjectInstance *obj) const
  1315. {
  1316. const IShipyard *ret = IShipyard::castFrom(obj);
  1317. if(!ret || obj->tempOwner != player || CCS->curh->type || (CCS->curh->frame != 6 && CCS->curh->frame != 0))
  1318. return NULL;
  1319. return ret;
  1320. }
  1321. void CAdvMapInt::aiTurnStarted()
  1322. {
  1323. adjustActiveness(true);
  1324. CCS->musich->playMusicFromSet("enemy-turn", true);
  1325. adventureInt->minimap.setAIRadar(true);
  1326. adventureInt->infoBar.startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());
  1327. adventureInt->infoBar.showAll(); //force refresh on inactive object
  1328. }
  1329. void CAdvMapInt::adjustActiveness(bool aiTurnStart)
  1330. {
  1331. bool wasActive = isActive();
  1332. if(wasActive)
  1333. deactivate();
  1334. adventureInt->duringAITurn = aiTurnStart;
  1335. if(wasActive)
  1336. activate();
  1337. }
  1338. CAdventureOptions::CAdventureOptions():
  1339. CWindowObject(PLAYER_COLORED, "ADVOPTS")
  1340. {
  1341. OBJ_CONSTRUCTION_CAPTURING_ALL;
  1342. exit = new CAdventureMapButton("","",boost::bind(&CAdventureOptions::close, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
  1343. exit->assignedKeys.insert(SDLK_ESCAPE);
  1344. scenInfo = new CAdventureMapButton("","", boost::bind(&CAdventureOptions::close, this), 24, 198, "ADVINFO.DEF",SDLK_i);
  1345. scenInfo->callback += CAdventureOptions::showScenarioInfo;
  1346. //viewWorld = new CAdventureMapButton("","",boost::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
  1347. puzzle = new CAdventureMapButton("","", boost::bind(&CAdventureOptions::close, this), 24, 81, "ADVPUZ.DEF");
  1348. puzzle->callback += boost::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT);
  1349. dig = new CAdventureMapButton("","", boost::bind(&CAdventureOptions::close, this), 24, 139, "ADVDIG.DEF");
  1350. if(const CGHeroInstance *h = adventureInt->curHero())
  1351. dig->callback += boost::bind(&CPlayerInterface::tryDiggging, LOCPLINT, h);
  1352. else
  1353. dig->block(true);
  1354. }
  1355. void CAdventureOptions::showScenarioInfo()
  1356. {
  1357. GH.pushInt(new CScenarioInfo(LOCPLINT->cb->getMapHeader(), LOCPLINT->cb->getStartInfo()));
  1358. }