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- #include "StdInc.h"
- #include "CAdvmapInterface.h"
- #include "AdventureMapButton.h"
- #include "../CCallback.h"
- #include "CCastleInterface.h"
- #include "CCursorHandler.h"
- #include "CGameInfo.h"
- #include "CHeroWindow.h"
- #include "CKingdomInterface.h"
- #include "CMessage.h"
- #include "CPlayerInterface.h"
- #include "SDL_Extensions.h"
- #include "CBitmapHandler.h"
- #include "CConfigHandler.h"
- #include "CSpellWindow.h"
- #include "Graphics.h"
- #include "CDefHandler.h"
- #include "../lib/CGeneralTextHandler.h"
- #include "../lib/CHeroHandler.h"
- #include "../lib/CObjectHandler.h"
- #include "../lib/CTownHandler.h"
- #include "../lib/map.h"
- #include "../lib/JsonNode.h"
- #include "mapHandler.h"
- #include "CPreGame.h"
- #include "../lib/VCMI_Lib.h"
- #include "../lib/CSpellHandler.h"
- #include "CSoundBase.h"
- #include "../lib/CGameState.h"
- #include "CMusicHandler.h"
- #include "UIFramework/CGuiHandler.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 boost::logic;
- using namespace boost::assign;
- using namespace CSDL_Ext;
- CAdvMapInt *adventureInt;
- CMinimap::CMinimap()
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- used = LCLICK | RCLICK | HOVER;
- int3 mapSizes = LOCPLINT->cb->getMapSize();
- statusbarTxt = CGI->generaltexth->zelp[291].first;
- rcText = CGI->generaltexth->zelp[291].second;
- pos.x=ADVOPT.minimapX;
- pos.y=ADVOPT.minimapY;
- pos.h=ADVOPT.minimapW;
- pos.w=ADVOPT.minimapH;
- temps = newSurface(pos.w,pos.h);
- aiShield = new CPicture("AISHIELD.bmp");
- const JsonNode config(GameConstants::DATA_DIR + "/config/minimap.json");
- const JsonVector &minimap_vec = config["MinimapColors"].Vector();
- BOOST_FOREACH(const JsonNode &m, minimap_vec) {
- std::pair<int,SDL_Color> vinya;
- vinya.first = m["terrain_id"].Float();
- const JsonVector &unblocked_vec = m["unblocked"].Vector();
- vinya.second.r = unblocked_vec[0].Float();
- vinya.second.g = unblocked_vec[1].Float();
- vinya.second.b = unblocked_vec[2].Float();
- vinya.second.unused = 255;
- colors.insert(vinya);
- const JsonVector &blocked_vec = m["blocked"].Vector();
- vinya.second.r = blocked_vec[0].Float();
- vinya.second.g = blocked_vec[1].Float();
- vinya.second.b = blocked_vec[2].Float();
- vinya.second.unused = 255;
- colorsBlocked.insert(vinya);
- }
- }
- CMinimap::~CMinimap()
- {
- SDL_FreeSurface(temps);
- for (std::map<int, CMinimapSurfacesRef>::iterator it = surfs.begin(); it != surfs.end(); ++it)
- {
- it->second.free();
- }
- }
- void CMinimap::draw(SDL_Surface * to)
- {
- int player = adventureInt->player;
- if(LOCPLINT->makingTurn)
- {
- int3 mapSizes = LOCPLINT->cb->getMapSize();
- //draw terrain
- blitAt(surfs[player].map()[adventureInt->position.z],0,0,temps);
- //draw heroes
- std::vector <const CGHeroInstance *> hh = LOCPLINT->cb->getHeroesInfo(false);
- int mw = surfs[player].map()[0]->w, mh = surfs[player].map()[0]->h,
- wo = mw/mapSizes.x, ho = mh/mapSizes.y;
- for (size_t i=0; i < hh.size(); ++i)
- {
- int3 hpos = hh[i]->getPosition(false);
- if(hpos.z!=adventureInt->position.z)
- continue;
- int3 maplgp ( (hpos.x*mw)/mapSizes.x, (hpos.y*mh)/mapSizes.y, hpos.z );
- for (int ii=0; ii<wo; ii++)
- {
- for (int jj=0; jj<ho; jj++)
- {
- SDL_PutPixelWithoutRefresh(temps,maplgp.x+ii,maplgp.y+jj,graphics->playerColors[hh[i]->getOwner()].r,
- graphics->playerColors[hh[i]->getOwner()].g,graphics->playerColors[hh[i]->getOwner()].b);
- }
- }
- }
- blitAt(surfs[player].flObjs()[adventureInt->position.z],0,0,temps);
- blitAt(surfs[player].FoW()[adventureInt->position.z],0,0,temps);
- //draw radar
- const int tilesw=(ADVOPT.advmapW+31)/32;
- const int tilesh=(ADVOPT.advmapH+31)/32;
- int bx = static_cast<int>((adventureInt->position.x / static_cast<double>(mapSizes.x)) * pos.w),
- by = static_cast<int>((adventureInt->position.y / static_cast<double>(mapSizes.y)) * pos.h),
- rx = static_cast<int>((tilesw / static_cast<double>(mapSizes.x)) * pos.w), //width
- ry = static_cast<int>((tilesh / static_cast<double>(mapSizes.y)) * pos.h); //height
- CSDL_Ext::drawDashedBorder(temps, SRect(bx, by, rx, ry), int3(255,75,125));
- //blitAt(radar,bx,by,temps);
- blitAt(temps,pos.x,pos.y,to);
- }
- else
- {
- aiShield->showAll(to);
- }
- }
- CMinimapSurfacesRef::CMinimapSurfacesRef() : ready(false)
- {
- }
- void CMinimapSurfacesRef::redraw(int level)
- {
- ready = true;
- initMap(level);
- //FoW
- initFoW(level);
- //flaggable objects
- initFlaggableObjs(level);
- //showing tiles
- showVisibleTiles();
- }
- void CMinimapSurfacesRef::initMap(int level)
- {
- /*for(int g=0; g<map.size(); ++g)
- {
- SDL_FreeSurface(map[g]);
- }
- map.clear();*/
- const SRect &minimap_pos = adventureInt->minimap.pos;
- std::map<int,SDL_Color> &colors = adventureInt->minimap.colors;
- std::map<int,SDL_Color> &colorsBlocked = adventureInt->minimap.colorsBlocked;
- int3 mapSizes = LOCPLINT->cb->getMapSize();
- for (size_t i=0; i<CGI->mh->sizes.z; i++)
- {
- SDL_Surface *pom;
- if ((level>=0) && (i!=level))
- continue;
- if (map_.size()<i+1)
- pom = CSDL_Ext::newSurface(minimap_pos.w,minimap_pos.h,screen);
- else pom = map_[i];
- for (int x=0;x<minimap_pos.w;x++)
- {
- for (int y=0;y<minimap_pos.h;y++)
- {
- int mx=(mapSizes.x*x)/minimap_pos.w;
- int my=(mapSizes.y*y)/minimap_pos.h;
- const TerrainTile * tile = LOCPLINT->cb->getTile(int3(mx, my, i), false);
- if(tile)
- {
- if (tile->blocked && (!tile->visitable))
- SDL_PutPixelWithoutRefresh(pom, x, y, colorsBlocked[tile->tertype].r, colorsBlocked[tile->tertype].g, colorsBlocked[tile->tertype].b);
- else SDL_PutPixelWithoutRefresh(pom, x, y, colors[tile->tertype].r, colors[tile->tertype].g, colors[tile->tertype].b);
- }
- }
- }
- map_.push_back(pom);
- }
- }
- void CMinimapSurfacesRef::initFoW(int level)
- {
- /*for(int g=0; g<FoW.size(); ++g)
- {
- SDL_FreeSurface(FoW[g]);
- }
- FoW.clear();*/
- const SRect &minimap_pos = adventureInt->minimap.pos;
- int3 mapSizes = LOCPLINT->cb->getMapSize();
- int mw = map_[0]->w, mh = map_[0]->h;//,
- //wo = mw/mapSizes.x, ho = mh/mapSizes.y; //TODO use me
- for(int d=0; d<CGI->mh->map->twoLevel+1; ++d)
- {
- if(level>=0 && d!=level)
- continue;
- SDL_Surface * pt = CSDL_Ext::newSurface(minimap_pos.w, minimap_pos.h, CSDL_Ext::std32bppSurface);
- for (int i=0; i<mw; i++)
- {
- for (int j=0; j<mh; j++)
- {
- int3 pp( ((i*mapSizes.x)/mw), ((j*mapSizes.y)/mh), d );
- if ( !LOCPLINT->cb->isVisible(pp) )
- {
- CSDL_Ext::SDL_PutPixelWithoutRefresh(pt,i,j,0,0,0);
- }
- }
- }
- FoW_.push_back(pt);
- }
- }
- void CMinimapSurfacesRef::initFlaggableObjs(int level)
- {
- /*for(int g=0; g<flObjs.size(); ++g)
- {
- SDL_FreeSurface(flObjs[g]);
- }
- flObjs.clear();*/
- const SRect &minimap_pos = adventureInt->minimap.pos;
- int3 mapSizes = LOCPLINT->cb->getMapSize();
- int mw = map_[0]->w, mh = map_[0]->h;
- for(int d=0; d<CGI->mh->map->twoLevel+1; ++d)
- {
- if(level>=0 && d!=level)
- continue;
- SDL_Surface * pt = CSDL_Ext::newSurface(minimap_pos.w, minimap_pos.h, CSDL_Ext::std32bppSurface);
- for (int i=0; i<mw; i++)
- {
- for (int j=0; j<mh; j++)
- {
- CSDL_Ext::SDL_PutPixelWithoutRefresh(pt,i,j,0,0,0,0);
- }
- }
- flObjs_.push_back(pt);
- }
- }
- void CMinimap::updateRadar()
- {}
- void CMinimap::clickRight(tribool down, bool previousState)
- {
- adventureInt->handleRightClick(rcText,down);
- }
- void CMinimap::clickLeft(tribool down, bool previousState)
- {
- if (down && !(used & MOVE))
- changeUsedEvents(MOVE, true);
- else if (!down && used & MOVE)
- changeUsedEvents(MOVE, false);
- //ClickableL::clickLeft(down);
- if (!((bool)down))
- return;
- double dx = (GH.current->motion.x - pos.x) / static_cast<double>(pos.w),
- dy = (GH.current->motion.y - pos.y) / static_cast<double>(pos.h);
- int3 newCPos;
- newCPos.x = (CGI->mh->sizes.x*dx);
- newCPos.y = (CGI->mh->sizes.y*dy);
- newCPos.z = adventureInt->position.z;
- adventureInt->centerOn(newCPos);
- }
- void CMinimap::hover (bool on)
- {
- //Hoverable::hover(on);
- if (on)
- adventureInt->statusbar.print(statusbarTxt);
- else if (adventureInt->statusbar.current==statusbarTxt)
- adventureInt->statusbar.clear();
- }
- void CMinimap::mouseMoved (const SDL_MouseMotionEvent & sEvent)
- {
- if (pressedL)
- {
- clickLeft(true, true);
- }
- }
- void CMinimap::activate()
- {
- CIntObject::activate();
- }
- void CMinimap::deactivate()
- {
- CIntObject::deactivate();
- }
- std::vector<SDL_Surface*> & CMinimapSurfacesRef::map()
- {
- if (!ready) redraw();
- return map_;
- }
- std::vector<SDL_Surface*> & CMinimapSurfacesRef::FoW()
- {
- if (!ready) redraw();
- return FoW_;
- }
- std::vector<SDL_Surface*> & CMinimapSurfacesRef::flObjs()
- {
- if (!ready) redraw();
- return flObjs_;
- }
- void CMinimapSurfacesRef::free()
- {
- if (ready)
- {
- for (int g = 0; g < map_.size(); ++g)
- SDL_FreeSurface(map_[g]);
- map_.clear();
-
- for (int g = 0; g < FoW_.size(); ++g)
- SDL_FreeSurface(FoW_[g]);
- FoW_.clear();
-
- for (int g = 0; g < flObjs_.size(); ++g)
- SDL_FreeSurface(flObjs_[g]);
- flObjs_.clear();
- }
- }
- void CMinimap::showTile(const int3 &pos)
- {
- const int player = adventureInt->player;
- std::vector<SDL_Surface*> &map = surfs[player].map();
- std::vector<SDL_Surface*> &FoW = surfs[player].FoW();
- std::vector<SDL_Surface*> &flObjs = surfs[player].flObjs();
- int3 mapSizes = LOCPLINT->cb->getMapSize();
- //drawing terrain
- int mw = map[0]->w, mh = map[0]->h;
- double wo = ((double)mw)/mapSizes.x, ho = ((double)mh)/mapSizes.y;
- for (int ii=0; ii<wo; ii++)
- {
- for (int jj=0; jj<ho; jj++)
- {
- if ((pos.x*wo+ii<this->pos.w) && (pos.y*ho+jj<this->pos.h))
- CSDL_Ext::SDL_PutPixelWithoutRefresh(FoW[pos.z],pos.x*wo+ii,pos.y*ho+jj,0,0,0,0);
- const TerrainTile * tile = LOCPLINT->cb->getTile(pos, false);
- if(tile)
- {
- if (tile->blocked && (!tile->visitable))
- SDL_PutPixelWithoutRefresh(surfs[player].map()[pos.z], pos.x*wo+ii, pos.y*ho+jj, colorsBlocked[tile->tertype].r, colorsBlocked[tile->tertype].g, colorsBlocked[tile->tertype].b);
- else SDL_PutPixelWithoutRefresh(surfs[player].map()[pos.z], pos.x*wo+ii, pos.y*ho+jj, colors[tile->tertype].r, colors[tile->tertype].g, colors[tile->tertype].b);
- }
- }
- }
- //drawing flaggable objects
- int woShifted = wo, hoShifted = ho; //for better minimap rendering on L-sized maps
- std::vector < const CGObjectInstance * > oo = LOCPLINT->cb->getFlaggableObjects(pos);
- for(size_t v=0; v<oo.size(); ++v)
- {
- if(!dynamic_cast< const CGHeroInstance * >(oo[v])) //heroes have been printed
- {
- int3 maplgp ( (pos.x*mw)/mapSizes.x, (pos.y*mh)/mapSizes.y, pos.z );
- if(((int)wo) * mapSizes.x != mw && pos.x+1 < mapSizes.x)//minimap size in X is not multiple of map size in X
-
- {
- std::vector < const CGObjectInstance * > op1x = LOCPLINT->cb->getFlaggableObjects(int3(pos.x+1, pos.y, pos.z));
- if(op1x.size()!=0)
- {
- woShifted = wo + 1;
- }
- else
- {
- woShifted = wo;
- }
- }
- if(((int)ho) * mapSizes.y != mh && pos.y+1 < mapSizes.y) //minimap size in Y is not multiple of map size in Y
- {
- std::vector < const CGObjectInstance * > op1y = LOCPLINT->cb->getFlaggableObjects(int3(pos.x, pos.y+1, pos.z));
- if(op1y.size()!=0)
- {
- hoShifted = ho + 1;
- }
- else
- {
- hoShifted = ho;
- }
- }
- for (int ii=0; ii<woShifted; ii++) //rendering flaggable objects
- {
- for (int jj=0; jj<hoShifted; jj++)
- {
- if(oo[v]->tempOwner == 255)
- SDL_PutPixelWithoutRefresh(flObjs[pos.z],maplgp.x+ii,maplgp.y+jj,graphics->neutralColor->b,
- graphics->neutralColor->g,graphics->neutralColor->r);
- else
- SDL_PutPixelWithoutRefresh(flObjs[pos.z],maplgp.x+ii,maplgp.y+jj,graphics->playerColors[oo[v]->getOwner()].b,
- graphics->playerColors[oo[v]->getOwner()].g,graphics->playerColors[oo[v]->getOwner()].r);
- }
- }
- }
- }
- //flaggable objects drawn
- }
- void CMinimapSurfacesRef::showVisibleTiles(int level)
- {
- int3 mapSizes = LOCPLINT->cb->getMapSize();
- for(int d=0; d<CGI->mh->map->twoLevel+1; ++d)
- {
- if(level>=0 && d!=level)
- continue;
- for(int x=0; x<mapSizes.x; ++x)
- {
- for(int y=0; y<mapSizes.y; ++y)
- {
- if(LOCPLINT->cb->isVisible(int3(x, y, d)))
- {
- adventureInt->minimap.showTile(int3(x, y, d));
- }
- }
- }
- }
- }
- void CMinimap::hideTile(const int3 &pos)
- {
- const int player = adventureInt->player;
- std::vector<SDL_Surface*> &map = surfs[player].map();
- std::vector<SDL_Surface*> &FoW = surfs[player].FoW();
- int3 mapSizes = LOCPLINT->cb->getMapSize();
- //drawing terrain
- int mw = map[0]->w, mh = map[0]->h;
- double wo = ((double)mw)/mapSizes.x, ho = ((double)mh)/mapSizes.y;
- for (int ii=0; ii<wo; ii++)
- {
- for (int jj=0; jj<ho; jj++)
- {
- if ((pos.x*wo+ii<this->pos.w) && (pos.y*ho+jj<this->pos.h))
- CSDL_Ext::SDL_PutPixelWithoutRefresh(FoW[pos.z],pos.x*wo+ii,pos.y*ho+jj,0,0,0,0);
- }
- }
- }
- CTerrainRect::CTerrainRect()
- :curHoveredTile(-1,-1,-1), currentPath(NULL)
- {
- 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;
- }
- CTerrainRect::~CTerrainRect()
- {
- }
- void CTerrainRect::activate()
- {
- activateLClick();
- activateRClick();
- activateHover();
- activateMouseMove();
- }
- void CTerrainRect::deactivate()
- {
- deactivateLClick();
- deactivateRClick();
- deactivateHover();
- deactivateMouseMove();
- curHoveredTile = int3(-1,-1,-1); //we lost info about hovered tile when disabling
- }
- void CTerrainRect::clickLeft(tribool down, bool previousState)
- {
- 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)
- {
- 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(0, 0);
- return;
- }
- if (pom != curHoveredTile)
- curHoveredTile=pom;
- else
- return;
- adventureInt->tileHovered(curHoveredTile);
- }
- void CTerrainRect::hover(bool on)
- {
- if (!on)
- {
- adventureInt->statusbar.clear();
- CCS->curh->changeGraphic(0,0);
- }
- //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 (size_t i=0; i < 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].land == cv[i+1].land)
- {
- 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<0 || y<0 || 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)
- {
- SRect dstRect = genRect(32, 32, x + moveX, y + moveY);
- CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, NULL, to, &dstRect);
- }
- else if(hvx<0)
- {
- SRect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
- SRect 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)
- {
- SRect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
- SRect 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
- {
- SRect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
- SRect 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)
- {
- SRect dstRect = genRect(32, 32, x, y);
- CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, NULL, to, &dstRect);
- }
- else if(hvx<0)
- {
- SRect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
- SRect 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)
- {
- SRect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
- SRect 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
- {
- SRect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
- SRect 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(ADVOPT.smoothMove)
- CGI->mh->terrainRect
- (adventureInt->position, adventureInt->anim,
- &LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,
- to, &pos, moveX, moveY, false, int3());
- else
- CGI->mh->terrainRect
- (adventureInt->position, adventureInt->anim,
- &LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,
- to, &pos, 0, 0, false, int3());
-
- //SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));
- //SDL_FreeSurface(teren);
- if (currentPath/* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path
- {
- showPath(&pos, to);
- }
- }
- int3 CTerrainRect::whichTileIsIt(const int & x, const int & y)
- {
- int3 ret;
- ret.x = adventureInt->position.x + ((GH.current->motion.x-CGI->mh->offsetX-pos.x)/32);
- ret.y = adventureInt->position.y + ((GH.current->motion.y-CGI->mh->offsetY-pos.y)/32);
- ret.z = adventureInt->position.z;
- return ret;
- }
- int3 CTerrainRect::whichTileIsIt()
- {
- return whichTileIsIt(GH.current->motion.x,GH.current->motion.y);
- }
- void CResDataBar::clickRight(tribool down, bool previousState)
- {
- }
- void CResDataBar::activate()
- {
- activateRClick();
- }
- void CResDataBar::deactivate()
- {
- deactivateRClick();
- }
- CResDataBar::CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist)
- {
- bg = BitmapHandler::loadBitmap(defname);
- SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
- 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";
- }
- CResDataBar::CResDataBar()
- {
- bg = BitmapHandler::loadBitmap(ADVOPT.resdatabarG);
- SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
- 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);
- char * buf = new char[15];
- for (int i=0;i<7;i++)
- {
- SDL_itoa(LOCPLINT->cb->getResourceAmount(i),buf,10);
- printAt(buf,txtpos[i].first,txtpos[i].second,FONT_SMALL,zwykly,to);
- }
- std::vector<std::string> temp;
- SDL_itoa(LOCPLINT->cb->getDate(3),buf,10); temp+=std::string(buf);
- SDL_itoa(LOCPLINT->cb->getDate(2),buf,10); temp+=std::string(buf);
- SDL_itoa(LOCPLINT->cb->getDate(1),buf,10); temp+=std::string(buf);
- printAt(processStr(datetext,temp),txtpos[7].first,txtpos[7].second,FONT_SMALL,zwykly,to);
- temp.clear();
- //updateRect(&pos,screen);
- delete[] buf;
- }
- void CResDataBar::show( SDL_Surface * to )
- {
- }
- void CResDataBar::showAll( SDL_Surface * to )
- {
- draw(to);
- }
- CInfoBar::CInfoBar()
- {
- toNextTick = mode = pom = -1;
- pos.x=ADVOPT.infoboxX;
- pos.y=ADVOPT.infoboxY;
- pos.w=194;
- pos.h=186;
- day = CDefHandler::giveDef("NEWDAY.DEF");
- week1 = CDefHandler::giveDef("NEWWEEK1.DEF");
- week2 = CDefHandler::giveDef("NEWWEEK2.DEF");
- week3 = CDefHandler::giveDef("NEWWEEK3.DEF");
- week4 = CDefHandler::giveDef("NEWWEEK4.DEF");
- selInfoWin = NULL;
- }
- CInfoBar::~CInfoBar()
- {
- delete day;
- delete week1;
- delete week2;
- delete week3;
- delete week4;
- if(selInfoWin)
- SDL_FreeSurface(selInfoWin);
- }
- void CInfoBar::showAll(SDL_Surface * to)
- {
- if ((mode>=0) && mode<5)
- {
- blitAnim(mode);
- return;
- }
- else if (mode==5)
- {
- mode = -1;
- }
- if(selInfoWin)
- {
- blitAt(selInfoWin, pos.x, pos.y, to);
- }
- }
- CDefHandler * CInfoBar::getAnim(int mode)
- {
- switch(mode)
- {
- case 0:
- return day;
- case 1:
- return week1;
- case 2:
- return week2;
- case 3:
- return week3;
- case 4:
- return week4;
- default:
- return NULL;
- }
- }
- void CInfoBar::blitAnim(int mode)//0 - day, 1 - week
- {
- CDefHandler * anim = NULL;
- std::ostringstream txt;
- anim = getAnim(mode);
- if(mode) //new week animation
- {
- txt << CGI->generaltexth->allTexts[63] << " " << LOCPLINT->cb->getDate(2);
- }
- else //new day
- {
- txt << CGI->generaltexth->allTexts[64] << " " << LOCPLINT->cb->getDate(1);
- }
- blitAt(anim->ourImages[pom].bitmap,pos.x+9,pos.y+10);
- printAtMiddle(txt.str(),pos.x+95,pos.y+31,FONT_MEDIUM,zwykly);
- if (pom == anim->ourImages.size()-1)
- toNextTick+=750;
- }
- void CInfoBar::newDay(int Day)
- {
- if(LOCPLINT->cb->getDate(1) != 1)
- {
- mode = 0; //showing day
- }
- else
- {
- switch(LOCPLINT->cb->getDate(2))
- {
- case 1:
- mode = 1;
- break;
- case 2:
- mode = 2;
- break;
- case 3:
- mode = 3;
- break;
- case 4:
- mode = 4;
- break;
- default:
- mode = -1;
- break;
- }
- }
- pom = 0;
- if(!(active & TIME))
- activateTimer();
- toNextTick = 500;
- blitAnim(mode);
- }
- void CInfoBar::showComp(SComponent * comp, int time)
- {
- if(comp->type != SComponent::hero)
- {
- curSel = NULL;
- }
- SDL_Surface * b = BitmapHandler::loadBitmap("ADSTATOT.bmp");
- blitAt(b,pos.x+8,pos.y+11);
- blitAt(comp->getImg(),pos.x+52,pos.y+54);
- printAtMiddle(comp->subtitle,pos.x+91,pos.y+158,FONT_SMALL,zwykly);
- printAtMiddleWB(comp->description,pos.x+94,pos.y+31,FONT_SMALL,26,zwykly);
- SDL_FreeSurface(b);
- if(!(active & TIME))
- activateTimer();
- mode = 6;
- toNextTick = time;
- }
- void CInfoBar::tick()
- {
- if(mode >= 0 && mode < 5)
- {
- pom++;
- if (pom >= getAnim(mode)->ourImages.size())
- {
- deactivateTimer();
- toNextTick = -1;
- mode = 5;
- showAll(screen2);
- return;
- }
- toNextTick = 150;
- blitAnim(mode);
- }
- else if(mode == 6)
- {
- deactivateTimer();
- toNextTick = -1;
- mode = 5;
- showAll(screen2);
- }
- }
- void CInfoBar::show( SDL_Surface * to )
- {
- }
- void CInfoBar::activate()
- {
- //CIntObject::activate();
- }
- void CInfoBar::deactivate()
- {
- //CIntObject::deactivate();
- if(active & TIME)
- deactivateTimer();
- }
- void CInfoBar::updateSelection(const CGObjectInstance *obj)
- {
- if(obj->ID == GameConstants::HEROI_TYPE)
- curSel = static_cast<const CGHeroInstance*>(obj);
- else
- curSel = NULL;
- if(selInfoWin)
- SDL_FreeSurface(selInfoWin);
- selInfoWin = LOCPLINT->infoWin(obj);
- }
- CAdvMapInt::CAdvMapInt()
- :statusbar(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG),
- kingOverview(CGI->generaltexth->zelp[293].first,CGI->generaltexth->zelp[293].second,
- boost::bind(&CAdvMapInt::fshowOverview,this),&ADVOPT.kingOverview, SDLK_k),
- underground(CGI->generaltexth->zelp[294].first,CGI->generaltexth->zelp[294].second,
- boost::bind(&CAdvMapInt::fswitchLevel,this),&ADVOPT.underground, SDLK_u),
- questlog(CGI->generaltexth->zelp[295].first,CGI->generaltexth->zelp[295].second,
- boost::bind(&CAdvMapInt::fshowQuestlog,this),&ADVOPT.questlog, SDLK_q),
- sleepWake(CGI->generaltexth->zelp[296].first,CGI->generaltexth->zelp[296].second,
- boost::bind(&CAdvMapInt::fsleepWake,this), &ADVOPT.sleepWake, SDLK_w),
- moveHero(CGI->generaltexth->zelp[297].first,CGI->generaltexth->zelp[297].second,
- boost::bind(&CAdvMapInt::fmoveHero,this), &ADVOPT.moveHero, SDLK_m),
- spellbook(CGI->generaltexth->zelp[298].first,CGI->generaltexth->zelp[298].second,
- boost::bind(&CAdvMapInt::fshowSpellbok,this), &ADVOPT.spellbook, SDLK_c),
- advOptions(CGI->generaltexth->zelp[299].first,CGI->generaltexth->zelp[299].second,
- boost::bind(&CAdvMapInt::fadventureOPtions,this), &ADVOPT.advOptions, SDLK_a),
- sysOptions(CGI->generaltexth->zelp[300].first,CGI->generaltexth->zelp[300].second,
- boost::bind(&CAdvMapInt::fsystemOptions,this), &ADVOPT.sysOptions, SDLK_o),
- nextHero(CGI->generaltexth->zelp[301].first,CGI->generaltexth->zelp[301].second,
- boost::bind(&CAdvMapInt::fnextHero,this), &ADVOPT.nextHero, SDLK_h),
- endTurn(CGI->generaltexth->zelp[302].first,CGI->generaltexth->zelp[302].second,
- boost::bind(&CAdvMapInt::fendTurn,this), &ADVOPT.endTurn, SDLK_e),
- heroList(ADVOPT.hlistSize),
- townList(ADVOPT.tlistSize,ADVOPT.tlistX,ADVOPT.tlistY,ADVOPT.tlistAU,ADVOPT.tlistAD)//(5,&genRect(192,48,747,196),747,196,747,372),
- {
- state = NA;
- spellBeingCasted = NULL;
- pos.x = pos.y = 0;
- pos.w = screen->w;
- pos.h = screen->h;
- selection = NULL;
- townList.fun = boost::bind(&CAdvMapInt::selectionChanged,this);
- adventureInt=this;
- bg = BitmapHandler::loadBitmap(ADVOPT.mainGraphic);
- scrollingDir = 0;
- updateScreen = false;
- anim=0;
- animValHitCount=0; //animation frame
- heroAnim=0;
- heroAnimValHitCount=0; // hero animation frame
- heroList.init();
- heroList.genList();
- //townList.init();
- //townList.genList();
- for (int g=0; g<ADVOPT.gemG.size(); ++g)
- {
- gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[g]));
- }
- setPlayer(LOCPLINT->playerID);
- }
- CAdvMapInt::~CAdvMapInt()
- {
- SDL_FreeSurface(bg);
- for(int i=0; i<gems.size(); i++)
- delete gems[i];
- }
- void CAdvMapInt::fshowOverview()
- {
- GH.pushInt(new CKingdomInterface);
- }
- void CAdvMapInt::fswitchLevel()
- {
- if(!CGI->mh->map->twoLevel)
- return;
- if (position.z)
- {
- position.z--;
- underground.setIndex(0,true);
- underground.showAll(screenBuf);
- }
- else
- {
- underground.setIndex(1,true);
- position.z++;
- underground.showAll(screenBuf);
- }
- updateScreen = true;
- minimap.draw(screenBuf);
- }
- void CAdvMapInt::fshowQuestlog()
- {
- }
- 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)
- return;
- LOCPLINT->moveHero(h, *terrain.currentPath);
- }
- void CAdvMapInt::fshowSpellbok()
- {
- if (!curHero()) //checking necessary values
- return;
- centerOn(selection);
- CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), curHero(), LOCPLINT, false);
- GH.pushInt(spellWindow);
- }
- void CAdvMapInt::fadventureOPtions()
- {
- GH.pushInt(new CAdventureOptions);
- }
- void CAdvMapInt::fsystemOptions()
- {
- CSystemOptionsWindow * sysopWindow = new CSystemOptionsWindow(SRect::createCentered(487, 481), LOCPLINT);
- GH.pushInt(sysopWindow);
- }
- void CAdvMapInt::fnextHero()
- {
- int next = getNextHeroIndex(heroList.selected);
- if (next < 0)
- return;
- heroList.select(next);
- }
- void CAdvMapInt::fendTurn()
- {
- if(!LOCPLINT->makingTurn)
- return;
- 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::vector<SComponent*>(), boost::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);
- sleepWake.update();
- }
- void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath)
- {
- //default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately
- if (hasPath == tribool::indeterminate_value)
- hasPath = LOCPLINT->paths[h].nodes.size() ? true : false;
- if (!h)
- {
- moveHero.block(true);
- return;
- }
- moveHero.block(!hasPath || (h->movement == 0));
- }
- 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 = heroList.getPosOfHero(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()
- {
- if(isActive())
- {
- tlog1 << "Error: advmapint already active...\n";
- return;
- }
- screenBuf = screen;
- GH.statusbar = &statusbar;
- activateMouseMove();
- kingOverview.activate();
- underground.activate();
- questlog.activate();
- sleepWake.activate();
- moveHero.activate();
- spellbook.activate();
- sysOptions.activate();
- advOptions.activate();
- nextHero.activate();
- endTurn.activate();
- minimap.activate();
- heroList.activate();
- townList.activate();
- terrain.activate();
- infoBar.activate();
- if(!LOCPLINT->cingconsole->active)
- LOCPLINT->cingconsole->activate();
- GH.fakeMouseMove(); //to restore the cursor
- }
- void CAdvMapInt::deactivate()
- {
- deactivateMouseMove();
- scrollingDir = 0;
- CCS->curh->changeGraphic(0,0);
- kingOverview.deactivate();
- underground.deactivate();
- questlog.deactivate();
- sleepWake.deactivate();
- moveHero.deactivate();
- spellbook.deactivate();
- advOptions.deactivate();
- sysOptions.deactivate();
- nextHero.deactivate();
- endTurn.deactivate();
- minimap.deactivate();
- heroList.deactivate();
- townList.deactivate();
- terrain.deactivate();
- infoBar.deactivate();
- infoBar.mode=-1;
- if(LOCPLINT->cingconsole->active) //TODO
- LOCPLINT->cingconsole->deactivate();
- }
- void CAdvMapInt::showAll(SDL_Surface *to)
- {
- blitAt(bg,0,0,to);
- if(state != INGAME)
- return;
- kingOverview.showAll(to);
- underground.showAll(to);
- questlog.showAll(to);
- sleepWake.showAll(to);
- moveHero.showAll(to);
- spellbook.showAll(to);
- advOptions.showAll(to);
- sysOptions.showAll(to);
- nextHero.showAll(to);
- endTurn.showAll(to);
- minimap.draw(to);
- heroList.draw(to);
- townList.draw(to);
- updateScreen = true;
- show(to);
- resdatabar.draw(to);
- statusbar.show(to);
- infoBar.showAll(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 += hero;
- else
- LOCPLINT->sleepingHeroes -= hero;
- updateNextHero(NULL);
- }
- 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;
- //if advmap needs updating AND (no dialog is shown OR ctrl is pressed)
- if((animValHitCount % (4/LOCPLINT->sysOpts.mapScrollingSpeed)) == 0
- && (
- (GH.topInt() == this)
- || SDL_GetKeyState(NULL)[SDLK_LCTRL]
- || SDL_GetKeyState(NULL)[SDLK_RCTRL]
- )
- )
- {
- 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;
- updateMinimap=true;
- }
- }
- if(updateScreen)
- {
- terrain.show(to);
- for(int i=0;i<4;i++)
- blitAt(gems[i]->ourImages[LOCPLINT->playerID].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);
- updateScreen=false;
- LOCPLINT->cingconsole->show(to);
- }
- if (updateMinimap)
- {
- minimap.draw(to);
- updateMinimap=false;
- }
- }
- void CAdvMapInt::selectionChanged()
- {
- const CGTownInstance *to = LOCPLINT->towns[townList.selected];
- select(to);
- }
- void CAdvMapInt::centerOn(int3 on)
- {
- on.x -= CGI->mh->frameW;
- on.y -= CGI->mh->frameH;
-
- on = LOCPLINT->repairScreenPos(on);
- adventureInt->position = on;
- adventureInt->updateScreen=true;
- updateMinimap=true;
- underground.setIndex(on.z,true); //change underground switch button image
- if(GH.topInt() == this)
- underground.redraw();
- }
- void CAdvMapInt::centerOn(const CGObjectInstance *obj)
- {
- centerOn(obj->getSightCenter());
- }
- void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
- {
- ui8 Dir = 0;
- int k = key.keysym.sym;
- const CGHeroInstance *h = curHero(); //selected hero
- const CGTownInstance *t = curTown(); //selected town
- switch(k)
- {
- case SDLK_i:
- if(isActive())
- CAdventureOptions::showScenarioInfo();
- return;
- case SDLK_s:
- if(isActive())
- 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_SPACE: //space - try to revisit current object with selected hero
- {
- if(!isActive())
- return;
- if(h && key.state == SDL_PRESSED)
- {
- LOCPLINT->pim->unlock();
- LOCPLINT->cb->moveHero(h,h->pos);
- LOCPLINT->pim->lock();
- }
- }
- 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;
- //check if we have any marketplace
- const CGTownInstance *townWithMarket = NULL;
- BOOST_FOREACH(const CGTownInstance *t, LOCPLINT->cb->getTownsInfo())
- {
- if(vstd::contains(t->builtBuildings, 14))
- {
- 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!", std::vector<SComponent*>(), soundBase::sound_todo);
- 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(SDLKey(k)))
- {
- switch(k)
- {
- case SDLK_UP:
- Dir = UP;
- break;
- case SDLK_LEFT:
- Dir = LEFT;
- break;
- case SDLK_RIGHT:
- Dir = RIGHT;
- break;
- case SDLK_DOWN:
- Dir = DOWN;
- break;
- }
- k = CGuiHandler::arrowToNum(SDLKey(k));
- }
- if(!isActive() || LOCPLINT->ctrlPressed())//ctrl makes arrow move screen, not hero
- break;
- k -= SDLK_KP0 + 1;
- if(k < 0 || k > 8 || key.state != SDL_PRESSED)
- return;
- if(!h)
- break;
- if(k == 4)
- {
- centerOn(h);
- return;
- }
- int3 dir = directions[k];
- CGPath &path = LOCPLINT->paths[h];
- terrain.currentPath = &path;
- if(!LOCPLINT->cb->getPath2(h->getPosition(false) + dir, path))
- {
- terrain.currentPath = NULL;
- return;
- }
- 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->cb->setSelection(sel);
- selection = sel;
- if (LOCPLINT->battleInt == NULL)
- CCS->musich->playMusic(CCS->musich->terrainMusics[LOCPLINT->cb->getTile(sel->visitablePos())->tertype]);
- if(centerView)
- centerOn(sel);
- terrain.currentPath = NULL;
- if(sel->ID==GameConstants::TOWNI_TYPE)
- {
- int pos = vstd::find_pos(LOCPLINT->towns,sel);
- townList.selected = pos;
- townList.fixPos();
- updateSleepWake(NULL);
- updateMoveHero(NULL);
- }
- else //hero selected
- {
- const CGHeroInstance *h = static_cast<const CGHeroInstance*>(sel);
- if(LOCPLINT->getWHero(heroList.selected) != h)
- {
- heroList.selected = heroList.getPosOfHero(h);
- heroList.fixPos();
- }
- terrain.currentPath = LOCPLINT->getAndVerifyPath(h);
- updateSleepWake(h);
- updateMoveHero(h);
- }
- townList.draw(screen);
- heroList.draw(screen);
- infoBar.updateSelection(sel);
- infoBar.showAll(screen);
- }
- void CAdvMapInt::mouseMoved( const SDL_MouseMotionEvent & sEvent )
- {
- //adventure map scrolling with mouse
- if(!SDL_GetKeyState(NULL)[SDLK_LCTRL] && isActive())
- {
- 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(int Player)
- {
- state = WAITING;
- }
- void CAdvMapInt::setPlayer(int Player)
- {
- player = Player;
- graphics->blueToPlayersAdv(bg,player);
- kingOverview.setPlayerColor(player);
- underground.setPlayerColor(player);
- questlog.setPlayerColor(player);
- sleepWake.setPlayerColor(player);
- moveHero.setPlayerColor(player);
- spellbook.setPlayerColor(player);
- sysOptions.setPlayerColor(player);
- advOptions.setPlayerColor(player);
- nextHero.setPlayerColor(player);
- endTurn.setPlayerColor(player);
- graphics->blueToPlayersAdv(resdatabar.bg,player);
- //heroList.updateHList();
- //townList.genList();
- }
- void CAdvMapInt::startTurn()
- {
- state = INGAME;
- }
- void CAdvMapInt::endingTurn()
- {
- if(LOCPLINT->cingconsole->active)
- LOCPLINT->cingconsole->deactivate();
- LOCPLINT->makingTurn = false;
- LOCPLINT->cb->endTurn();
- }
- void CAdvMapInt::tileLClicked(const int3 &mp)
- {
- if(!LOCPLINT->cb->isVisible(mp) || !LOCPLINT->makingTurn)
- return;
- std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mp), //blocking objects at tile
- vobjs = LOCPLINT->cb->getVisitableObjs(mp); //visitable objects
- const TerrainTile *tile = LOCPLINT->cb->getTile(mp);
- const CGObjectInstance *topBlocking = bobjs.size() ? bobjs.back() : NULL;
- int3 selPos = selection->getSightCenter();
- if(spellBeingCasted && isInScreenRange(selPos, mp))
- {
- const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
- switch(spellBeingCasted->id)
- {
- case Spells::SCUTTLE_BOAT: //Scuttle Boat
- if(topBlocking && topBlocking->ID == 8)
- leaveCastingMode(true, mp);
- break;
- case Spells::DIMENSION_DOOR:
- if(!tile || tile->isClear(heroTile))
- leaveCastingMode(true, mp);
- break;
- }
- return;
- }
- //check if we can select this object
- bool canSelect = topBlocking && topBlocking->ID == GameConstants::HEROI_TYPE && topBlocking->tempOwner == LOCPLINT->playerID;
- canSelect |= topBlocking && topBlocking->ID == GameConstants::TOWNI_TYPE && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
- if (selection->ID != GameConstants::HEROI_TYPE) //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->getPathInfo(mp);
- 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() == mp)//we'll be moving
- {
- LOCPLINT->moveHero(currentHero,*terrain.currentPath);
- return;
- }
- 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
- {
- CGPath &path = LOCPLINT->paths[currentHero];
- terrain.currentPath = &path;
- bool gotPath = LOCPLINT->cb->getPath2(mp, path); //try getting path, erase if failed
- updateMoveHero(currentHero);
- if (!gotPath)
- LOCPLINT->eraseCurrentPathOf(currentHero);
- else
- return;
- }
- }
- } //end of hero is selected "case"
- else
- {
- throw std::string("Nothing is selected...");
- }
- if(const IShipyard *shipyard = ourInaccessibleShipyard(topBlocking))
- {
- LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
- }
- }
- void CAdvMapInt::tileHovered(const int3 &tile)
- {
- if(!LOCPLINT->cb->isVisible(tile))
- {
- CCS->curh->changeGraphic(0, 0);
- statusbar.clear();
- return;
- }
- std::vector<std::string> temp = LOCPLINT->cb->getObjDescriptions(tile);
- if (temp.size())
- {
- boost::replace_all(temp.back(),"\n"," ");
- statusbar.print(temp.back());
- }
- else
- {
- std::string hlp;
- CGI->mh->getTerrainDescr(tile, hlp, false);
- statusbar.print(hlp);
- }
- const CGPathNode *pnode = LOCPLINT->cb->getPathInfo(tile);
- std::vector<const CGObjectInstance *> objs = LOCPLINT->cb->getBlockingObjs(tile);
- const CGObjectInstance *objAtTile = objs.size() ? objs.back() : NULL;
- bool accessible = pnode->turns < 255;
- int turns = pnode->turns;
- vstd::amin(turns, 3);
- if(!selection) //may occur just at the start of game (fake move before full intiialization)
- return;
- if(spellBeingCasted)
- {
- switch(spellBeingCasted->id)
- {
- case Spells::SCUTTLE_BOAT:
- if(objAtTile && objAtTile->ID == 8)
- CCS->curh->changeGraphic(0, 42);
- else
- CCS->curh->changeGraphic(0, 0);
- return;
- case Spells::DIMENSION_DOOR:
- {
- const TerrainTile *t = LOCPLINT->cb->getTile(tile, false);
- int3 hpos = selection->getSightCenter();
- if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, tile))
- CCS->curh->changeGraphic(0, 41);
- else
- CCS->curh->changeGraphic(0, 0);
- return;
- }
- }
- }
- const bool guardingCreature = CGI->mh->map->isInTheMap(LOCPLINT->cb->guardingCreaturePosition(tile));
- if(selection->ID == GameConstants::TOWNI_TYPE)
- {
- if(objAtTile)
- {
- if(objAtTile->ID == GameConstants::TOWNI_TYPE && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner))
- CCS->curh->changeGraphic(0, 3);
- else if(objAtTile->ID == GameConstants::HEROI_TYPE && objAtTile->tempOwner == LOCPLINT->playerID)
- CCS->curh->changeGraphic(0, 2);
- }
- else
- CCS->curh->changeGraphic(0, 0);
- }
- else if(const CGHeroInstance *h = curHero())
- {
- if(objAtTile)
- {
- if(objAtTile->ID == GameConstants::HEROI_TYPE)
- {
- if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy hero
- {
- if(accessible)
- CCS->curh->changeGraphic(0, 5 + turns*6);
- else
- CCS->curh->changeGraphic(0, 0);
- }
- else //our or ally hero
- {
- if(selection == objAtTile)
- CCS->curh->changeGraphic(0, 2);
- else if(accessible)
- CCS->curh->changeGraphic(0, 8 + turns*6);
- else
- CCS->curh->changeGraphic(0, 2);
- }
- }
- else if(objAtTile->ID == GameConstants::TOWNI_TYPE)
- {
- if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy town
- {
- if(accessible)
- {
- const CGTownInstance* townObj = dynamic_cast<const CGTownInstance*>(objAtTile);
- // Show movement cursor for unguarded enemy towns, otherwise attack cursor.
- if (townObj && !townObj->armedGarrison())
- CCS->curh->changeGraphic(0, 9 + turns*6);
- else
- CCS->curh->changeGraphic(0, 5 + turns*6);
- }
- else
- {
- CCS->curh->changeGraphic(0, 0);
- }
- }
- else //our or ally town
- {
- if(accessible)
- CCS->curh->changeGraphic(0, 9 + turns*6);
- else
- CCS->curh->changeGraphic(0, 3);
- }
- }
- else if(objAtTile->ID == 8) //boat
- {
- if(accessible)
- CCS->curh->changeGraphic(0, 6 + turns*6);
- else
- CCS->curh->changeGraphic(0, 0);
- }
- else if (objAtTile->ID == 33 || objAtTile->ID == 219) // Garrison
- {
- if (accessible)
- {
- const CGGarrison* garrObj = dynamic_cast<const CGGarrison*>(objAtTile); //TODO evil evil cast!
- // Show battle cursor for guarded enemy garrisons, otherwise movement cursor.
- if (garrObj && garrObj->stacksCount()
- && !LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, garrObj->tempOwner) )
- CCS->curh->changeGraphic(0, 5 + turns*6);
- else
- CCS->curh->changeGraphic(0, 9 + turns*6);
- }
- else
- CCS->curh->changeGraphic(0, 0);
- }
- else if (guardingCreature && accessible) //(objAtTile->ID == 54) //monster
- {
- CCS->curh->changeGraphic(0, 5 + turns*6);
- }
- else
- {
- if(accessible)
- {
- if(pnode->land)
- CCS->curh->changeGraphic(0, 9 + turns*6);
- else
- CCS->curh->changeGraphic(0, 28 + turns);
- }
- else
- CCS->curh->changeGraphic(0, 0);
- }
- }
- else //no objs
- {
- if(accessible/* && pnode->accessible != CGPathNode::FLYABLE*/)
- {
- if (guardingCreature)
- {
- CCS->curh->changeGraphic(0, 5 + turns*6);
- } else
- {
- if(pnode->land)
- {
- if(LOCPLINT->cb->getTile(h->getPosition(false))->tertype != TerrainTile::water)
- CCS->curh->changeGraphic(0, 4 + turns*6);
- else
- CCS->curh->changeGraphic(0, 7 + turns*6); //anchor
- }
- else
- CCS->curh->changeGraphic(0, 6 + turns*6);
- }
- }
- else
- CCS->curh->changeGraphic(0, 0);
- }
- }
- if(ourInaccessibleShipyard(objAtTile))
- {
- CCS->curh->changeGraphic(0, 6);
- }
- }
- void CAdvMapInt::tileRClicked(const int3 &mp)
- {
- if(spellBeingCasted)
- {
- leaveCastingMode();
- return;
- }
- if(!LOCPLINT->cb->isVisible(mp))
- {
- CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
- return;
- }
- std::vector < const CGObjectInstance * > objs = LOCPLINT->cb->getBlockingObjs(mp);
- if(!objs.size())
- {
- // Bare or undiscovered terrain
- const TerrainTile * tile = LOCPLINT->cb->getTile(mp);
- if (tile)
- {
- std::string hlp;
- CGI->mh->getTerrainDescr(mp, hlp, true);
- CRClickPopup::createAndPush(hlp);
- }
- return;
- }
- const CGObjectInstance * obj = objs.back();
- CRClickPopup::createAndPush(obj, GH.current->motion, CENTER);
- }
- void CAdvMapInt::enterCastingMode(const CSpell * sp)
- {
- using namespace Spells;
- assert(sp->id == SCUTTLE_BOAT || sp->id == DIMENSION_DOOR);
- spellBeingCasted = sp;
- deactivate();
- terrain.activate();
- GH.fakeMouseMove();
- }
- void CAdvMapInt::leaveCastingMode(bool cast /*= false*/, int3 dest /*= int3(-1, -1, -1)*/)
- {
- assert(spellBeingCasted);
- int id = spellBeingCasted->id;
- spellBeingCasted = NULL;
- 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 == GameConstants::HEROI_TYPE)
- return static_cast<const CGHeroInstance *>(selection);
- else
- return NULL;
- }
- const CGTownInstance * CAdvMapInt::curTown() const
- {
- if(selection && selection->ID == GameConstants::TOWNI_TYPE)
- return static_cast<const CGTownInstance *>(selection);
- else
- return NULL;
- }
- const IShipyard * CAdvMapInt::ourInaccessibleShipyard(const CGObjectInstance *obj) const
- {
- const IShipyard *ret = IShipyard::castFrom(obj);
- if(!ret || obj->tempOwner != player || CCS->curh->mode || (CCS->curh->number != 6 && CCS->curh->number != 0))
- return NULL;
- return ret;
- }
- CAdventureOptions::CAdventureOptions()
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- bg = new CPicture("ADVOPTS.bmp");
- graphics->blueToPlayersAdv(bg->bg, LOCPLINT->playerID);
- pos = bg->center();
- exit = new AdventureMapButton("","",boost::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
- exit->assignedKeys.insert(SDLK_ESCAPE);
- //scenInfo = new AdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 24, "ADVINFO.DEF",SDLK_i);
- scenInfo = new AdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 198, "ADVINFO.DEF",SDLK_i);
- scenInfo->callback += CAdventureOptions::showScenarioInfo;
- //viewWorld = new AdventureMapButton("","",boost::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
- puzzle = new AdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 81, "ADVPUZ.DEF");
- puzzle->callback += boost::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT);
- dig = new AdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 139, "ADVDIG.DEF");
- if(const CGHeroInstance *h = adventureInt->curHero())
- dig->callback += boost::bind(&CPlayerInterface::tryDiggging, LOCPLINT, h);
- else
- dig->block(true);
- }
- CAdventureOptions::~CAdventureOptions()
- {
- }
- void CAdventureOptions::showScenarioInfo()
- {
- GH.pushInt(new CScenarioInfo(LOCPLINT->cb->getMapHeader(), LOCPLINT->cb->getStartInfo()));
- }
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