CAdvmapInterface.cpp 52 KB

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  1. #include "StdInc.h"
  2. #include "CAdvmapInterface.h"
  3. #include "CCastleInterface.h"
  4. #include "CHeroWindow.h"
  5. #include "CKingdomInterface.h"
  6. #include "CSpellWindow.h"
  7. #include "GUIClasses.h"
  8. #include "CTradeWindow.h"
  9. #include "../CBitmapHandler.h"
  10. #include "../CDefHandler.h"
  11. #include "../CGameInfo.h"
  12. #include "../CMessage.h"
  13. #include "../CMusicHandler.h"
  14. #include "../CPlayerInterface.h"
  15. #include "../CPreGame.h"
  16. #include "../Graphics.h"
  17. #include "../mapHandler.h"
  18. #include "../gui/CAnimation.h"
  19. #include "../gui/CCursorHandler.h"
  20. #include "../gui/CGuiHandler.h"
  21. #include "../gui/SDL_Extensions.h"
  22. #include "../widgets/MiscWidgets.h"
  23. #include "../windows/InfoWindows.h"
  24. #include "../../CCallback.h"
  25. #include "../../lib/CConfigHandler.h"
  26. #include "../../lib/CGameState.h"
  27. #include "../../lib/CGeneralTextHandler.h"
  28. #include "../../lib/CHeroHandler.h"
  29. #include "../../lib/CSoundBase.h"
  30. #include "../../lib/CSpellHandler.h"
  31. #include "../../lib/CTownHandler.h"
  32. #include "../../lib/JsonNode.h"
  33. #include "../../lib/mapObjects/CGHeroInstance.h"
  34. #include "../../lib/mapping/CMap.h"
  35. #include "../../lib/UnlockGuard.h"
  36. #include "../../lib/VCMI_Lib.h"
  37. #ifdef _MSC_VER
  38. #pragma warning (disable : 4355)
  39. #endif
  40. /*
  41. * CAdvMapInterface.cpp, part of VCMI engine
  42. *
  43. * Authors: listed in file AUTHORS in main folder
  44. *
  45. * License: GNU General Public License v2.0 or later
  46. * Full text of license available in license.txt file, in main folder
  47. *
  48. */
  49. #define ADVOPT (conf.go()->ac)
  50. using namespace boost::logic;
  51. using namespace CSDL_Ext;
  52. CAdvMapInt *adventureInt;
  53. CTerrainRect::CTerrainRect()
  54. : fadeSurface(nullptr),
  55. fadeAnim(new CFadeAnimation()),
  56. curHoveredTile(-1,-1,-1),
  57. currentPath(nullptr)
  58. {
  59. tilesw=(ADVOPT.advmapW+31)/32;
  60. tilesh=(ADVOPT.advmapH+31)/32;
  61. pos.x=ADVOPT.advmapX;
  62. pos.y=ADVOPT.advmapY;
  63. pos.w=ADVOPT.advmapW;
  64. pos.h=ADVOPT.advmapH;
  65. moveX = moveY = 0;
  66. addUsedEvents(LCLICK | RCLICK | HOVER | MOVE);
  67. }
  68. CTerrainRect::~CTerrainRect()
  69. {
  70. if (fadeSurface)
  71. SDL_FreeSurface(fadeSurface);
  72. delete fadeAnim;
  73. }
  74. void CTerrainRect::deactivate()
  75. {
  76. CIntObject::deactivate();
  77. curHoveredTile = int3(-1,-1,-1); //we lost info about hovered tile when disabling
  78. }
  79. void CTerrainRect::clickLeft(tribool down, bool previousState)
  80. {
  81. if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
  82. return;
  83. if ((down==false) || indeterminate(down))
  84. return;
  85. int3 mp = whichTileIsIt();
  86. if (mp.x<0 || mp.y<0 || mp.x >= LOCPLINT->cb->getMapSize().x || mp.y >= LOCPLINT->cb->getMapSize().y)
  87. return;
  88. adventureInt->tileLClicked(mp);
  89. }
  90. void CTerrainRect::clickRight(tribool down, bool previousState)
  91. {
  92. if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
  93. return;
  94. int3 mp = whichTileIsIt();
  95. if (CGI->mh->map->isInTheMap(mp) && down)
  96. adventureInt->tileRClicked(mp);
  97. }
  98. void CTerrainRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
  99. {
  100. int3 tHovered = whichTileIsIt(sEvent.x,sEvent.y);
  101. int3 pom = adventureInt->verifyPos(tHovered);
  102. if(tHovered != pom) //tile outside the map
  103. {
  104. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  105. return;
  106. }
  107. if (pom != curHoveredTile)
  108. curHoveredTile=pom;
  109. else
  110. return;
  111. adventureInt->tileHovered(curHoveredTile);
  112. }
  113. void CTerrainRect::hover(bool on)
  114. {
  115. if (!on)
  116. {
  117. adventureInt->statusbar.clear();
  118. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  119. }
  120. //Hoverable::hover(on);
  121. }
  122. void CTerrainRect::showPath(const SDL_Rect * extRect, SDL_Surface * to)
  123. {
  124. const static int pns[9][9] = {
  125. {16, 17, 18, 7, -1, 19, 6, 5, -1},
  126. { 8, 9, 18, 7, -1, 19, 6, -1, 20},
  127. { 8, 1, 10, 7, -1, 19, -1, 21, 20},
  128. {24, 17, 18, 15, -1, -1, 6, 5, 4},
  129. {-1, -1, -1, -1, -1, -1, -1, -1, -1},
  130. { 8, 1, 2, -1, -1, 11, 22, 21, 20},
  131. {24, 17, -1, 23, -1, 3, 14, 5, 4},
  132. {24, -1, 2, 23, -1, 3, 22, 13, 4},
  133. {-1, 1, 2, 23, -1, 3, 22, 21, 12}
  134. }; //table of magic values TODO meaning, change variable name
  135. for (int i=0; i < (int)currentPath->nodes.size()-1; ++i)
  136. {
  137. const int3 &curPos = currentPath->nodes[i].coord, &nextPos = currentPath->nodes[i+1].coord;
  138. if(curPos.z != adventureInt->position.z)
  139. continue;
  140. int pn=-1;//number of picture
  141. if (i==0) //last tile
  142. {
  143. int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
  144. y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
  145. if (x<0 || y<0 || x>pos.w || y>pos.h)
  146. continue;
  147. pn=0;
  148. }
  149. else
  150. {
  151. const int3 &prevPos = currentPath->nodes[i-1].coord;
  152. std::vector<CGPathNode> & cv = currentPath->nodes;
  153. /* Vector directions
  154. * 0 1 2
  155. * \ | /
  156. * 3 - 4 - 5
  157. * / | \
  158. * 6 7 8
  159. *For example:
  160. * |
  161. * |__\
  162. * /
  163. * is id1=7, id2=5 (pns[7][5])
  164. */
  165. bool pathContinuous = curPos.areNeighbours(nextPos) && curPos.areNeighbours(prevPos);
  166. if(pathContinuous && cv[i].land == cv[i+1].land)
  167. {
  168. int id1=(curPos.x-nextPos.x+1)+3*(curPos.y-nextPos.y+1); //Direction of entering vector
  169. int id2=(cv[i-1].coord.x-curPos.x+1)+3*(cv[i-1].coord.y-curPos.y+1); //Direction of exiting vector
  170. pn=pns[id1][id2];
  171. }
  172. else //path discontinuity or sea/land transition (eg. when moving through Subterranean Gate or Boat)
  173. {
  174. pn = 0;
  175. }
  176. }
  177. if (currentPath->nodes[i].turns)
  178. pn+=25;
  179. if (pn>=0)
  180. {
  181. CDefEssential * arrows = graphics->heroMoveArrows;
  182. int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
  183. y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
  184. if (x< -32 || y< -32 || x>pos.w || y>pos.h)
  185. continue;
  186. int hvx = (x+arrows->ourImages[pn].bitmap->w)-(pos.x+pos.w),
  187. hvy = (y+arrows->ourImages[pn].bitmap->h)-(pos.y+pos.h);
  188. SDL_Rect prevClip;
  189. SDL_GetClipRect(to, &prevClip);
  190. SDL_SetClipRect(to, extRect); //preventing blitting outside of that rect
  191. if(ADVOPT.smoothMove) //version for smooth hero move, with pos shifts
  192. {
  193. if (hvx<0 && hvy<0)
  194. {
  195. Rect dstRect = genRect(32, 32, x + moveX, y + moveY);
  196. CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, nullptr, to, &dstRect);
  197. }
  198. else if(hvx<0)
  199. {
  200. Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
  201. Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x + moveX, y + moveY);
  202. CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
  203. }
  204. else if (hvy<0)
  205. {
  206. Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
  207. Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);
  208. CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
  209. }
  210. else
  211. {
  212. Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
  213. Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);
  214. CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
  215. }
  216. }
  217. else //standard version
  218. {
  219. if (hvx<0 && hvy<0)
  220. {
  221. Rect dstRect = genRect(32, 32, x, y);
  222. CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, nullptr, to, &dstRect);
  223. }
  224. else if(hvx<0)
  225. {
  226. Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
  227. Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x, y);
  228. CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
  229. }
  230. else if (hvy<0)
  231. {
  232. Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
  233. Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x, y);
  234. CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
  235. }
  236. else
  237. {
  238. Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
  239. Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x, y);
  240. CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
  241. }
  242. }
  243. SDL_SetClipRect(to, &prevClip);
  244. }
  245. } //for (int i=0;i<currentPath->nodes.size()-1;i++)
  246. }
  247. void CTerrainRect::show(SDL_Surface * to)
  248. {
  249. if (adventureInt->mode == EAdvMapMode::NORMAL)
  250. {
  251. MapDrawingInfo info(adventureInt->position, &LOCPLINT->cb->getVisibilityMap(), &pos);
  252. info.otherheroAnim = true;
  253. info.anim = adventureInt->anim;
  254. info.heroAnim = adventureInt->heroAnim;
  255. if (ADVOPT.smoothMove)
  256. info.movement = int3(moveX, moveY, 0);
  257. lastRedrawStatus = CGI->mh->drawTerrainRectNew(to, &info);
  258. if (fadeAnim->isFading())
  259. {
  260. Rect r(pos);
  261. fadeAnim->update();
  262. fadeAnim->draw(to, nullptr, &r);
  263. }
  264. if (currentPath/* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path
  265. {
  266. showPath(&pos, to);
  267. }
  268. }
  269. //SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));
  270. //SDL_FreeSurface(teren);
  271. }
  272. void CTerrainRect::showAll(SDL_Surface * to)
  273. {
  274. // world view map is static and doesn't need redraw every frame
  275. if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
  276. {
  277. MapDrawingInfo info(adventureInt->position, &LOCPLINT->cb->getVisibilityMap(), &pos, adventureInt->worldViewIconsDef);
  278. info.scaled = true;
  279. info.scale = adventureInt->worldViewScale;
  280. CGI->mh->drawTerrainRectNew(to, &info);
  281. }
  282. }
  283. void CTerrainRect::showAnim(SDL_Surface * to)
  284. {
  285. if (fadeAnim->isFading())
  286. show(to);
  287. else if (lastRedrawStatus == EMapAnimRedrawStatus::REDRAW_REQUESTED)
  288. show(to); // currently the same; maybe we should pass some flag to map handler so it redraws ONLY tiles that need redraw instead of full
  289. }
  290. int3 CTerrainRect::whichTileIsIt(const int & x, const int & y)
  291. {
  292. int3 ret;
  293. ret.x = adventureInt->position.x + ((GH.current->motion.x-CGI->mh->offsetX-pos.x)/32);
  294. ret.y = adventureInt->position.y + ((GH.current->motion.y-CGI->mh->offsetY-pos.y)/32);
  295. ret.z = adventureInt->position.z;
  296. return ret;
  297. }
  298. int3 CTerrainRect::whichTileIsIt()
  299. {
  300. return whichTileIsIt(GH.current->motion.x,GH.current->motion.y);
  301. }
  302. int3 CTerrainRect::tileCountOnScreen()
  303. {
  304. switch (adventureInt->mode)
  305. {
  306. default:
  307. logGlobal->errorStream() << "Unhandled map mode " << (int)adventureInt->mode;
  308. return int3();
  309. case EAdvMapMode::NORMAL:
  310. return int3(tilesw, tilesh, 1);
  311. case EAdvMapMode::WORLD_VIEW:
  312. return int3(tilesw / adventureInt->worldViewScale, tilesh / adventureInt->worldViewScale, 1);
  313. }
  314. }
  315. void CTerrainRect::fadeFromCurrentView()
  316. {
  317. if (!ADVOPT.screenFading)
  318. return;
  319. if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
  320. return;
  321. if (!fadeSurface)
  322. fadeSurface = CSDL_Ext::newSurface(pos.w, pos.h);
  323. SDL_BlitSurface(screen, &pos, fadeSurface, nullptr);
  324. fadeAnim->init(CFadeAnimation::EMode::OUT, fadeSurface);
  325. }
  326. bool CTerrainRect::needsAnimUpdate()
  327. {
  328. return fadeAnim->isFading() || lastRedrawStatus == EMapAnimRedrawStatus::REDRAW_REQUESTED;
  329. }
  330. void CResDataBar::clickRight(tribool down, bool previousState)
  331. {
  332. }
  333. CResDataBar::CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist)
  334. {
  335. bg = BitmapHandler::loadBitmap(defname);
  336. CSDL_Ext::setDefaultColorKey(bg);
  337. graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
  338. pos = genRect(bg->h, bg->w, pos.x+x, pos.y+y);
  339. txtpos.resize(8);
  340. for (int i = 0; i < 8 ; i++)
  341. {
  342. txtpos[i].first = pos.x + offx + resdist*i;
  343. txtpos[i].second = pos.y + offy;
  344. }
  345. txtpos[7].first = txtpos[6].first + datedist;
  346. datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
  347. + ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
  348. addUsedEvents(RCLICK);
  349. }
  350. CResDataBar::CResDataBar()
  351. {
  352. bg = BitmapHandler::loadBitmap(ADVOPT.resdatabarG);
  353. CSDL_Ext::setDefaultColorKey(bg);
  354. graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
  355. pos = genRect(bg->h,bg->w,ADVOPT.resdatabarX,ADVOPT.resdatabarY);
  356. txtpos.resize(8);
  357. for (int i = 0; i < 8 ; i++)
  358. {
  359. txtpos[i].first = pos.x + ADVOPT.resOffsetX + ADVOPT.resDist*i;
  360. txtpos[i].second = pos.y + ADVOPT.resOffsetY;
  361. }
  362. txtpos[7].first = txtpos[6].first + ADVOPT.resDateDist;
  363. datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
  364. + ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
  365. }
  366. CResDataBar::~CResDataBar()
  367. {
  368. SDL_FreeSurface(bg);
  369. }
  370. void CResDataBar::draw(SDL_Surface * to)
  371. {
  372. blitAt(bg,pos.x,pos.y,to);
  373. for (auto i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))
  374. {
  375. std::string text = boost::lexical_cast<std::string>(LOCPLINT->cb->getResourceAmount(i));
  376. graphics->fonts[FONT_SMALL]->renderTextLeft(to, text, Colors::WHITE, Point(txtpos[i].first,txtpos[i].second));
  377. }
  378. std::vector<std::string> temp;
  379. temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::MONTH)));
  380. temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK)));
  381. temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK)));
  382. graphics->fonts[FONT_SMALL]->renderTextLeft(to, processStr(datetext,temp), Colors::WHITE, Point(txtpos[7].first,txtpos[7].second));
  383. }
  384. void CResDataBar::show(SDL_Surface * to)
  385. {
  386. }
  387. void CResDataBar::showAll(SDL_Surface * to)
  388. {
  389. draw(to);
  390. }
  391. CAdvMapInt::CAdvMapInt():
  392. mode(EAdvMapMode::NORMAL),
  393. minimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH)),
  394. statusbar(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG),
  395. heroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD),
  396. townList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD),
  397. infoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192) ),
  398. activeMapPanel(nullptr)
  399. {
  400. duringAITurn = false;
  401. state = NA;
  402. spellBeingCasted = nullptr;
  403. pos.x = pos.y = 0;
  404. pos.w = screen->w;
  405. pos.h = screen->h;
  406. position = int3(0,0,0);
  407. selection = nullptr;
  408. townList.onSelect = std::bind(&CAdvMapInt::selectionChanged,this);
  409. adventureInt=this;
  410. bg = BitmapHandler::loadBitmap(ADVOPT.mainGraphic);
  411. bgWorldView = BitmapHandler::loadBitmap(ADVOPT.worldViewGraphic);
  412. scrollingDir = 0;
  413. updateScreen = false;
  414. anim=0;
  415. animValHitCount=0; //animation frame
  416. heroAnim=0;
  417. heroAnimValHitCount=0; // hero animation frame
  418. if (!bgWorldView)
  419. {
  420. logGlobal->warn("bgWorldView not defined in resolution config; fallback to VWorld.bmp");
  421. bgWorldView = BitmapHandler::loadBitmap("VWorld.bmp");
  422. }
  423. worldViewIconsDef = CDefHandler::giveDef("VwSymbol.def");
  424. for (int g=0; g<ADVOPT.gemG.size(); ++g)
  425. {
  426. gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[g]));
  427. }
  428. auto makeButton = [&] (int textID, std::function<void()> callback, config::ButtonInfo info, int key) -> CButton *
  429. {
  430. auto button = new CButton(Point(info.x, info.y), info.defName, CGI->generaltexth->zelp[textID], callback, key, info.playerColoured);
  431. for (auto image : info.additionalDefs)
  432. button->addImage(image);
  433. return button;
  434. };
  435. kingOverview = makeButton(293, std::bind(&CAdvMapInt::fshowOverview,this), ADVOPT.kingOverview, SDLK_k);
  436. underground = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this), ADVOPT.underground, SDLK_u);
  437. questlog = makeButton(295, std::bind(&CAdvMapInt::fshowQuestlog,this), ADVOPT.questlog, SDLK_q);
  438. sleepWake = makeButton(296, std::bind(&CAdvMapInt::fsleepWake,this), ADVOPT.sleepWake, SDLK_w);
  439. moveHero = makeButton(297, std::bind(&CAdvMapInt::fmoveHero,this), ADVOPT.moveHero, SDLK_m);
  440. spellbook = makeButton(298, std::bind(&CAdvMapInt::fshowSpellbok,this), ADVOPT.spellbook, SDLK_c);
  441. advOptions = makeButton(299, std::bind(&CAdvMapInt::fadventureOPtions,this), ADVOPT.advOptions, SDLK_a);
  442. sysOptions = makeButton(300, std::bind(&CAdvMapInt::fsystemOptions,this), ADVOPT.sysOptions, SDLK_o);
  443. nextHero = makeButton(301, std::bind(&CAdvMapInt::fnextHero,this), ADVOPT.nextHero, SDLK_h);
  444. endTurn = makeButton(302, std::bind(&CAdvMapInt::fendTurn,this), ADVOPT.endTurn, SDLK_e);
  445. int panelSpaceBottom = screen->h - resdatabar.pos.h - 4;
  446. panelMain = new CAdvMapPanel(nullptr, Point(0, 0));
  447. // TODO correct drawing position
  448. panelWorldView = new CAdvMapWorldViewPanel(bgWorldView, Point(heroList.pos.x - 2, 195), panelSpaceBottom, LOCPLINT->playerID);
  449. panelMain->addChildColorableButton(kingOverview);
  450. panelMain->addChildColorableButton(underground);
  451. panelMain->addChildColorableButton(questlog);
  452. panelMain->addChildColorableButton(sleepWake);
  453. panelMain->addChildColorableButton(moveHero);
  454. panelMain->addChildColorableButton(spellbook);
  455. panelMain->addChildColorableButton(advOptions);
  456. panelMain->addChildColorableButton(sysOptions);
  457. panelMain->addChildColorableButton(nextHero);
  458. panelMain->addChildColorableButton(endTurn);
  459. // TODO move configs to resolutions.json, similarly to previous buttons
  460. config::ButtonInfo worldViewBackConfig = config::ButtonInfo();
  461. worldViewBackConfig.defName = "IOK6432.DEF";
  462. worldViewBackConfig.x = screen->w - 73;
  463. worldViewBackConfig.y = 343 + 195;
  464. worldViewBackConfig.playerColoured = false;
  465. panelWorldView->addChildToPanel(
  466. makeButton(288, std::bind(&CAdvMapInt::fworldViewBack,this), worldViewBackConfig, SDLK_ESCAPE), ACTIVATE | DEACTIVATE);
  467. config::ButtonInfo worldViewPuzzleConfig = config::ButtonInfo();
  468. worldViewPuzzleConfig.defName = "VWPUZ.DEF";
  469. worldViewPuzzleConfig.x = screen->w - 188;
  470. worldViewPuzzleConfig.y = 343 + 195;
  471. worldViewPuzzleConfig.playerColoured = false;
  472. panelWorldView->addChildToPanel( // no help text for this one
  473. new CButton(Point(worldViewPuzzleConfig.x, worldViewPuzzleConfig.y), worldViewPuzzleConfig.defName, std::pair<std::string, std::string>(),
  474. std::bind(&CPlayerInterface::showPuzzleMap,LOCPLINT), SDLK_p, worldViewPuzzleConfig.playerColoured), ACTIVATE | DEACTIVATE);
  475. config::ButtonInfo worldViewScale1xConfig = config::ButtonInfo();
  476. worldViewScale1xConfig.defName = "VWMAG1.DEF";
  477. worldViewScale1xConfig.x = screen->w - 191;
  478. worldViewScale1xConfig.y = 23 + 195;
  479. worldViewScale1xConfig.playerColoured = false;
  480. panelWorldView->addChildToPanel( // help text is wrong for this button
  481. makeButton(291, std::bind(&CAdvMapInt::fworldViewScale1x,this), worldViewScale1xConfig, SDLK_1), ACTIVATE | DEACTIVATE);
  482. config::ButtonInfo worldViewScale2xConfig = config::ButtonInfo();
  483. worldViewScale2xConfig.defName = "VWMAG2.DEF";
  484. worldViewScale2xConfig.x = screen->w - 191 + 63;
  485. worldViewScale2xConfig.y = 23 + 195;
  486. worldViewScale2xConfig.playerColoured = false;
  487. panelWorldView->addChildToPanel( // help text is wrong for this button
  488. makeButton(291, std::bind(&CAdvMapInt::fworldViewScale2x,this), worldViewScale2xConfig, SDLK_2), ACTIVATE | DEACTIVATE);
  489. config::ButtonInfo worldViewScale4xConfig = config::ButtonInfo();
  490. worldViewScale4xConfig.defName = "VWMAG4.DEF";
  491. worldViewScale4xConfig.x = screen->w - 191 + 126;
  492. worldViewScale4xConfig.y = 23 + 195;
  493. worldViewScale4xConfig.playerColoured = false;
  494. panelWorldView->addChildToPanel( // help text is wrong for this button
  495. makeButton(291, std::bind(&CAdvMapInt::fworldViewScale4x,this), worldViewScale4xConfig, SDLK_4), ACTIVATE | DEACTIVATE);
  496. config::ButtonInfo worldViewUndergroundConfig = config::ButtonInfo();
  497. worldViewUndergroundConfig.defName = "IAM010.DEF";
  498. worldViewUndergroundConfig.additionalDefs.push_back("IAM003.DEF");
  499. worldViewUndergroundConfig.x = screen->w - 115;
  500. worldViewUndergroundConfig.y = 343 + 195;
  501. worldViewUndergroundConfig.playerColoured = true;
  502. worldViewUnderground = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this), worldViewUndergroundConfig, SDLK_u);
  503. panelWorldView->addChildColorableButton(worldViewUnderground);
  504. setPlayer(LOCPLINT->playerID);
  505. int iconColorMultiplier = player.getNum() * 19;
  506. int wvLeft = heroList.pos.x - 2; // TODO correct drawing position
  507. for (int i = 0; i < 5; ++i)
  508. {
  509. panelWorldView->addChildIcon(std::pair<int, Point>(i, Point(wvLeft + 5, 253 + i * 20)), worldViewIconsDef, iconColorMultiplier);
  510. panelWorldView->addChildToPanel(new CLabel(wvLeft + 45, 263 + i * 20, EFonts::FONT_SMALL, EAlignment::TOPLEFT,
  511. Colors::WHITE, CGI->generaltexth->allTexts[612 + i]));
  512. }
  513. for (int i = 0; i < 7; ++i)
  514. {
  515. panelWorldView->addChildIcon(std::pair<int, Point>(i + 5, Point(wvLeft + 5, 377 + i * 20)), worldViewIconsDef, iconColorMultiplier);
  516. panelWorldView->addChildIcon(std::pair<int, Point>(i + 12, Point(wvLeft + 160, 377 + i * 20)), worldViewIconsDef, iconColorMultiplier);
  517. panelWorldView->addChildToPanel(new CLabel(wvLeft + 45, 387 + i * 20, EFonts::FONT_SMALL, EAlignment::TOPLEFT,
  518. Colors::WHITE, CGI->generaltexth->allTexts[619 + i]));
  519. }
  520. panelWorldView->addChildToPanel(new CLabel(wvLeft + 5, 367, EFonts::FONT_SMALL, EAlignment::TOPLEFT,
  521. Colors::WHITE, CGI->generaltexth->allTexts[617]));
  522. panelWorldView->addChildToPanel(new CLabel(wvLeft + 185, 387, EFonts::FONT_SMALL, EAlignment::BOTTOMRIGHT,
  523. Colors::WHITE, CGI->generaltexth->allTexts[618]));
  524. activeMapPanel = panelMain;
  525. restoreState();
  526. addUsedEvents(MOVE);
  527. }
  528. void CAdvMapInt::restoreState()
  529. {
  530. changeMode(EAdvMapMode::NORMAL);
  531. underground->block(!CGI->mh->map->twoLevel);
  532. worldViewUnderground->block(!CGI->mh->map->twoLevel);
  533. }
  534. CAdvMapInt::~CAdvMapInt()
  535. {
  536. SDL_FreeSurface(bg);
  537. for(int i=0; i<gems.size(); i++)
  538. delete gems[i];
  539. delete worldViewIconsDef;
  540. }
  541. void CAdvMapInt::fshowOverview()
  542. {
  543. GH.pushInt(new CKingdomInterface);
  544. }
  545. void CAdvMapInt::fworldViewBack()
  546. {
  547. changeMode(EAdvMapMode::NORMAL);
  548. CGI->mh->discardWorldViewCache();
  549. auto hero = curHero();
  550. if (hero)
  551. centerOn(hero);
  552. }
  553. void CAdvMapInt::fworldViewScale1x()
  554. {
  555. // TODO set corresponding scale button to "selected" mode
  556. changeMode(EAdvMapMode::WORLD_VIEW, 0.22f);
  557. }
  558. void CAdvMapInt::fworldViewScale2x()
  559. {
  560. changeMode(EAdvMapMode::WORLD_VIEW, 0.36f);
  561. }
  562. void CAdvMapInt::fworldViewScale4x()
  563. {
  564. changeMode(EAdvMapMode::WORLD_VIEW, 0.5f);
  565. }
  566. void CAdvMapInt::fswitchLevel()
  567. {
  568. // with support for future multi-level maps :)
  569. int maxLevels = CGI->mh->map->twoLevel ? 2 : 1;
  570. if (maxLevels < 2)
  571. return;
  572. position.z = (position.z + 1) % maxLevels;
  573. underground->setIndex(position.z, true);
  574. underground->redraw();
  575. worldViewUnderground->setIndex(position.z, true);
  576. worldViewUnderground->redraw();
  577. updateScreen = true;
  578. minimap.setLevel(position.z);
  579. if (mode == EAdvMapMode::WORLD_VIEW)
  580. terrain.redraw();
  581. }
  582. void CAdvMapInt::fshowQuestlog()
  583. {
  584. LOCPLINT->showQuestLog();
  585. }
  586. void CAdvMapInt::fsleepWake()
  587. {
  588. const CGHeroInstance *h = curHero();
  589. if (!h)
  590. return;
  591. bool newSleep = !isHeroSleeping(h);
  592. setHeroSleeping(h, newSleep);
  593. updateSleepWake(h);
  594. if (newSleep)
  595. {
  596. fnextHero();
  597. //moveHero.block(true);
  598. //uncomment to enable original HoMM3 behaviour:
  599. //move button is disabled for hero going to sleep, even though it's enabled when you reselect him
  600. }
  601. }
  602. void CAdvMapInt::fmoveHero()
  603. {
  604. const CGHeroInstance *h = curHero();
  605. if (!h || !terrain.currentPath)
  606. return;
  607. LOCPLINT->moveHero(h, *terrain.currentPath);
  608. }
  609. void CAdvMapInt::fshowSpellbok()
  610. {
  611. if (!curHero()) //checking necessary values
  612. return;
  613. centerOn(selection);
  614. auto spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), curHero(), LOCPLINT, false);
  615. GH.pushInt(spellWindow);
  616. }
  617. void CAdvMapInt::fadventureOPtions()
  618. {
  619. GH.pushInt(new CAdventureOptions);
  620. }
  621. void CAdvMapInt::fsystemOptions()
  622. {
  623. GH.pushInt(new CSystemOptionsWindow());
  624. }
  625. void CAdvMapInt::fnextHero()
  626. {
  627. auto hero = dynamic_cast<const CGHeroInstance*>(selection);
  628. int next = getNextHeroIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));
  629. if (next < 0)
  630. return;
  631. select(LOCPLINT->wanderingHeroes[next], true);
  632. }
  633. void CAdvMapInt::fendTurn()
  634. {
  635. if(!LOCPLINT->makingTurn)
  636. return;
  637. if ( settings["adventure"]["heroReminder"].Bool())
  638. {
  639. for (int i = 0; i < LOCPLINT->wanderingHeroes.size(); i++)
  640. if (!isHeroSleeping(LOCPLINT->wanderingHeroes[i]) && (LOCPLINT->wanderingHeroes[i]->movement > 0))
  641. {
  642. LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[55], std::bind(&CAdvMapInt::endingTurn, this), 0, false);
  643. return;
  644. }
  645. }
  646. endingTurn();
  647. }
  648. void CAdvMapInt::updateSleepWake(const CGHeroInstance *h)
  649. {
  650. sleepWake->block(!h);
  651. if (!h)
  652. return;
  653. bool state = isHeroSleeping(h);
  654. sleepWake->setIndex(state ? 1 : 0, true);
  655. sleepWake->assignedKeys.clear();
  656. sleepWake->assignedKeys.insert(state ? SDLK_w : SDLK_z);
  657. }
  658. void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath)
  659. {
  660. //default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately
  661. if (hasPath == boost::indeterminate)
  662. hasPath = LOCPLINT->paths[h].nodes.size() ? true : false;
  663. if (!h)
  664. {
  665. moveHero->block(true);
  666. return;
  667. }
  668. moveHero->block(!hasPath || (h->movement == 0));
  669. }
  670. int CAdvMapInt::getNextHeroIndex(int startIndex)
  671. {
  672. if (LOCPLINT->wanderingHeroes.size() == 0)
  673. return -1;
  674. if (startIndex < 0)
  675. startIndex = 0;
  676. int i = startIndex;
  677. do
  678. {
  679. i++;
  680. if (i >= LOCPLINT->wanderingHeroes.size())
  681. i = 0;
  682. }
  683. while (((LOCPLINT->wanderingHeroes[i]->movement == 0) || isHeroSleeping(LOCPLINT->wanderingHeroes[i])) && (i != startIndex));
  684. if ((LOCPLINT->wanderingHeroes[i]->movement != 0) && !isHeroSleeping(LOCPLINT->wanderingHeroes[i]))
  685. return i;
  686. else
  687. return -1;
  688. }
  689. void CAdvMapInt::updateNextHero(const CGHeroInstance *h)
  690. {
  691. int start = vstd::find_pos(LOCPLINT->wanderingHeroes, h);
  692. int next = getNextHeroIndex(start);
  693. if (next < 0)
  694. {
  695. nextHero->block(true);
  696. return;
  697. }
  698. const CGHeroInstance *nextH = LOCPLINT->wanderingHeroes[next];
  699. bool noActiveHeroes = (next == start) && ((nextH->movement == 0) || isHeroSleeping(nextH));
  700. nextHero->block(noActiveHeroes);
  701. }
  702. void CAdvMapInt::activate()
  703. {
  704. CIntObject::activate();
  705. if (!(active & KEYBOARD))
  706. CIntObject::activate(KEYBOARD);
  707. screenBuf = screen;
  708. GH.statusbar = &statusbar;
  709. if(!duringAITurn)
  710. {
  711. activeMapPanel->activate();
  712. if (mode == EAdvMapMode::NORMAL)
  713. {
  714. heroList.activate();
  715. townList.activate();
  716. infoBar.activate();
  717. }
  718. minimap.activate();
  719. terrain.activate();
  720. LOCPLINT->cingconsole->activate();
  721. GH.fakeMouseMove(); //to restore the cursor
  722. }
  723. }
  724. void CAdvMapInt::deactivate()
  725. {
  726. CIntObject::deactivate();
  727. if(!duringAITurn)
  728. {
  729. scrollingDir = 0;
  730. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  731. activeMapPanel->deactivate();
  732. if (mode == EAdvMapMode::NORMAL)
  733. {
  734. heroList.deactivate();
  735. townList.deactivate();
  736. infoBar.deactivate();
  737. }
  738. minimap.deactivate();
  739. terrain.deactivate();
  740. if(LOCPLINT)
  741. LOCPLINT->cingconsole->deactivate();
  742. }
  743. }
  744. void CAdvMapInt::showAll(SDL_Surface * to)
  745. {
  746. blitAt(bg,0,0,to);
  747. if(state != INGAME)
  748. return;
  749. switch (mode)
  750. {
  751. case EAdvMapMode::NORMAL:
  752. heroList.showAll(to);
  753. townList.showAll(to);
  754. infoBar.showAll(to);
  755. break;
  756. case EAdvMapMode::WORLD_VIEW:
  757. terrain.showAll(to);
  758. break;
  759. }
  760. activeMapPanel->showAll(to);
  761. updateScreen = true;
  762. minimap.showAll(to);
  763. show(to);
  764. resdatabar.draw(to);
  765. statusbar.show(to);
  766. LOCPLINT->cingconsole->showAll(to);
  767. }
  768. bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero)
  769. {
  770. if (!hero)
  771. return false;
  772. return vstd::contains(LOCPLINT->sleepingHeroes, hero);
  773. }
  774. void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep)
  775. {
  776. if (sleep)
  777. LOCPLINT->sleepingHeroes.push_back(hero); //FIXME: should we check for existence?
  778. else
  779. LOCPLINT->sleepingHeroes -= hero;
  780. updateNextHero(nullptr);
  781. }
  782. void CAdvMapInt::show(SDL_Surface * to)
  783. {
  784. if(state != INGAME)
  785. return;
  786. ++animValHitCount; //for animations
  787. if(animValHitCount == 8)
  788. {
  789. CGI->mh->updateWater();
  790. animValHitCount = 0;
  791. ++anim;
  792. updateScreen = true;
  793. }
  794. ++heroAnim;
  795. int scrollSpeed = settings["adventure"]["scrollSpeed"].Float();
  796. //if advmap needs updating AND (no dialog is shown OR ctrl is pressed)
  797. if((animValHitCount % (4/scrollSpeed)) == 0
  798. && (
  799. (GH.topInt() == this)
  800. || isCtrlKeyDown()
  801. )
  802. )
  803. {
  804. if( (scrollingDir & LEFT) && (position.x>-CGI->mh->frameW) )
  805. position.x--;
  806. if( (scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - CGI->mh->tilesW + CGI->mh->frameW) )
  807. position.x++;
  808. if( (scrollingDir & UP) && (position.y>-CGI->mh->frameH) )
  809. position.y--;
  810. if( (scrollingDir & DOWN) && (position.y < CGI->mh->map->height - CGI->mh->tilesH + CGI->mh->frameH) )
  811. position.y++;
  812. if(scrollingDir)
  813. {
  814. updateScreen = true;
  815. minimap.redraw();
  816. if (mode == EAdvMapMode::WORLD_VIEW)
  817. terrain.redraw();
  818. }
  819. }
  820. if(updateScreen)
  821. {
  822. int3 betterPos = LOCPLINT->repairScreenPos(position);
  823. if (betterPos != position)
  824. {
  825. logGlobal->warnStream() << "Incorrect position for adventure map!";
  826. position = betterPos;
  827. }
  828. terrain.show(to);
  829. for(int i=0;i<4;i++)
  830. blitAt(gems[i]->ourImages[LOCPLINT->playerID.getNum()].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);
  831. updateScreen=false;
  832. LOCPLINT->cingconsole->showAll(to);
  833. }
  834. else if (terrain.needsAnimUpdate())
  835. {
  836. terrain.showAnim(to);
  837. for(int i=0;i<4;i++)
  838. blitAt(gems[i]->ourImages[LOCPLINT->playerID.getNum()].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);
  839. }
  840. infoBar.show(to);
  841. statusbar.showAll(to);
  842. }
  843. void CAdvMapInt::selectionChanged()
  844. {
  845. const CGTownInstance *to = LOCPLINT->towns[townList.getSelectedIndex()];
  846. if (selection != to)
  847. select(to);
  848. }
  849. void CAdvMapInt::centerOn(int3 on, bool fade /* = false */)
  850. {
  851. bool switchedLevels = on.z != position.z;
  852. if (fade)
  853. {
  854. terrain.fadeFromCurrentView();
  855. }
  856. switch (mode)
  857. {
  858. default:
  859. case EAdvMapMode::NORMAL:
  860. on.x -= CGI->mh->frameW; // is this intentional? frame size doesn't really have to correspond to camera size...
  861. on.y -= CGI->mh->frameH;
  862. break;
  863. case EAdvMapMode::WORLD_VIEW:
  864. on.x -= CGI->mh->tilesW / 2 / worldViewScale;
  865. on.y -= CGI->mh->tilesH / 2 / worldViewScale;
  866. break;
  867. }
  868. on = LOCPLINT->repairScreenPos(on);
  869. position = on;
  870. updateScreen=true;
  871. underground->setIndex(on.z,true); //change underground switch button image
  872. underground->redraw();
  873. worldViewUnderground->setIndex(on.z, true);
  874. worldViewUnderground->redraw();
  875. if (switchedLevels)
  876. minimap.setLevel(position.z);
  877. minimap.redraw();
  878. if (mode == EAdvMapMode::WORLD_VIEW)
  879. terrain.redraw();
  880. }
  881. void CAdvMapInt::centerOn(const CGObjectInstance *obj, bool fade /* = false */)
  882. {
  883. centerOn(obj->getSightCenter(), fade);
  884. }
  885. void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
  886. {
  887. if (mode == EAdvMapMode::WORLD_VIEW)
  888. return;
  889. ui8 Dir = 0;
  890. int k = key.keysym.sym;
  891. const CGHeroInstance *h = curHero(); //selected hero
  892. const CGTownInstance *t = curTown(); //selected town
  893. switch(k)
  894. {
  895. case SDLK_g:
  896. if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)
  897. return;
  898. {
  899. //find first town with tavern
  900. auto itr = range::find_if(LOCPLINT->towns, [](const CGTownInstance * town)
  901. {
  902. return town->hasBuilt(BuildingID::TAVERN);
  903. });
  904. if(itr != LOCPLINT->towns.end())
  905. LOCPLINT->showThievesGuildWindow(*itr);
  906. else
  907. LOCPLINT->showInfoDialog("No available town with tavern!");
  908. }
  909. return;
  910. case SDLK_i:
  911. if(isActive())
  912. CAdventureOptions::showScenarioInfo();
  913. return;
  914. case SDLK_l:
  915. if(isActive())
  916. LOCPLINT->proposeLoadingGame();
  917. return;
  918. case SDLK_s:
  919. if(isActive())
  920. GH.pushInt(new CSavingScreen(CPlayerInterface::howManyPeople > 1));
  921. return;
  922. case SDLK_d:
  923. {
  924. if(h && isActive() && key.state == SDL_PRESSED)
  925. LOCPLINT->tryDiggging(h);
  926. return;
  927. }
  928. case SDLK_p:
  929. if(isActive())
  930. LOCPLINT->showPuzzleMap();
  931. return;
  932. case SDLK_v:
  933. if(isActive())
  934. LOCPLINT->viewWorldMap();
  935. return;
  936. case SDLK_r:
  937. if(isActive() && LOCPLINT->ctrlPressed())
  938. {
  939. LOCPLINT->showYesNoDialog("Are you sure you want to restart game?",
  940. []{ LOCPLINT->sendCustomEvent(RESTART_GAME); },
  941. []{}, true);
  942. }
  943. return;
  944. case SDLK_SPACE: //space - try to revisit current object with selected hero
  945. {
  946. if(!isActive())
  947. return;
  948. if(h && key.state == SDL_PRESSED)
  949. {
  950. auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
  951. //TODO!!!!!!! possible freeze, when GS mutex is locked and network thread can't apply package
  952. //this thread leaves scope and tries to lock pim while holding gs,
  953. //network thread tries to lock gs (appluy cl) while holding pim
  954. //this thread should first lock pim, however gs locking/unlocking is done inside cb
  955. LOCPLINT->cb->moveHero(h,h->pos);
  956. }
  957. }
  958. return;
  959. case SDLK_RETURN:
  960. {
  961. if(!isActive() || !selection || key.state != SDL_PRESSED)
  962. return;
  963. if(h)
  964. LOCPLINT->openHeroWindow(h);
  965. else if(t)
  966. LOCPLINT->openTownWindow(t);
  967. return;
  968. }
  969. case SDLK_ESCAPE:
  970. {
  971. if(isActive() || GH.topInt() != this || !spellBeingCasted || key.state != SDL_PRESSED)
  972. return;
  973. leaveCastingMode();
  974. return;
  975. }
  976. case SDLK_t:
  977. {
  978. //act on key down if marketplace windows is not already opened
  979. if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)
  980. return;
  981. if(LOCPLINT->ctrlPressed()) //CTRL + T => open marketplace
  982. {
  983. //check if we have any marketplace
  984. const CGTownInstance *townWithMarket = nullptr;
  985. for(const CGTownInstance *t : LOCPLINT->cb->getTownsInfo())
  986. {
  987. if(t->hasBuilt(BuildingID::MARKETPLACE))
  988. {
  989. townWithMarket = t;
  990. break;
  991. }
  992. }
  993. if(townWithMarket) //if any town has marketplace, open window
  994. GH.pushInt(new CMarketplaceWindow(townWithMarket));
  995. else //if not - complain
  996. LOCPLINT->showInfoDialog("No available marketplace!");
  997. }
  998. else if(isActive()) //no ctrl, advmapint is on the top => switch to town
  999. {
  1000. townList.selectNext();
  1001. }
  1002. return;
  1003. }
  1004. default:
  1005. {
  1006. static const int3 directions[] = { int3(-1, +1, 0), int3(0, +1, 0), int3(+1, +1, 0),
  1007. int3(-1, 0, 0), int3(0, 0, 0), int3(+1, 0, 0),
  1008. int3(-1, -1, 0), int3(0, -1, 0), int3(+1, -1, 0) };
  1009. //numpad arrow
  1010. if(CGuiHandler::isArrowKey(SDLKey(k)))
  1011. k = CGuiHandler::arrowToNum(SDLKey(k));
  1012. #ifdef VCMI_SDL1
  1013. k -= SDLK_KP0 + 1;
  1014. #else
  1015. k -= SDLK_KP_1;
  1016. #endif // VCMI_SDL1
  1017. if(k < 0 || k > 8)
  1018. return;
  1019. int3 dir = directions[k];
  1020. if(!isActive() || LOCPLINT->ctrlPressed())//ctrl makes arrow move screen, not hero
  1021. {
  1022. Dir = (dir.x<0 ? LEFT : 0) |
  1023. (dir.x>0 ? RIGHT : 0) |
  1024. (dir.y<0 ? UP : 0) |
  1025. (dir.y>0 ? DOWN : 0) ;
  1026. break;
  1027. }
  1028. if(!h || key.state != SDL_PRESSED)
  1029. break;
  1030. if(k == 4)
  1031. {
  1032. centerOn(h);
  1033. return;
  1034. }
  1035. CGPath &path = LOCPLINT->paths[h];
  1036. terrain.currentPath = &path;
  1037. if(!LOCPLINT->cb->getPathsInfo(h)->getPath(h->getPosition(false) + dir, path))
  1038. {
  1039. terrain.currentPath = nullptr;
  1040. return;
  1041. }
  1042. if (path.nodes.size() > 2)
  1043. updateMoveHero(h);
  1044. else
  1045. if(!path.nodes[0].turns)
  1046. LOCPLINT->moveHero(h, path);
  1047. }
  1048. return;
  1049. }
  1050. if(Dir && key.state == SDL_PRESSED //arrow is pressed
  1051. && LOCPLINT->ctrlPressed()
  1052. )
  1053. scrollingDir |= Dir;
  1054. else
  1055. scrollingDir &= ~Dir;
  1056. }
  1057. void CAdvMapInt::handleRightClick(std::string text, tribool down)
  1058. {
  1059. if(down)
  1060. {
  1061. CRClickPopup::createAndPush(text);
  1062. }
  1063. }
  1064. int3 CAdvMapInt::verifyPos(int3 ver)
  1065. {
  1066. if (ver.x<0)
  1067. ver.x=0;
  1068. if (ver.y<0)
  1069. ver.y=0;
  1070. if (ver.z<0)
  1071. ver.z=0;
  1072. if (ver.x>=CGI->mh->sizes.x)
  1073. ver.x=CGI->mh->sizes.x-1;
  1074. if (ver.y>=CGI->mh->sizes.y)
  1075. ver.y=CGI->mh->sizes.y-1;
  1076. if (ver.z>=CGI->mh->sizes.z)
  1077. ver.z=CGI->mh->sizes.z-1;
  1078. return ver;
  1079. }
  1080. void CAdvMapInt::select(const CArmedInstance *sel, bool centerView /*= true*/)
  1081. {
  1082. assert(sel);
  1083. LOCPLINT->setSelection(sel);
  1084. selection = sel;
  1085. if (LOCPLINT->battleInt == nullptr && LOCPLINT->makingTurn)
  1086. {
  1087. auto pos = sel->visitablePos();
  1088. auto tile = LOCPLINT->cb->getTile(pos);
  1089. if(tile)
  1090. CCS->musich->playMusicFromSet("terrain", tile->terType, true);
  1091. }
  1092. if(centerView)
  1093. centerOn(sel);
  1094. terrain.currentPath = nullptr;
  1095. if(sel->ID==Obj::TOWN)
  1096. {
  1097. auto town = dynamic_cast<const CGTownInstance*>(sel);
  1098. infoBar.showTownSelection(town);
  1099. townList.select(town);
  1100. heroList.select(nullptr);
  1101. updateSleepWake(nullptr);
  1102. updateMoveHero(nullptr);
  1103. }
  1104. else //hero selected
  1105. {
  1106. auto hero = dynamic_cast<const CGHeroInstance*>(sel);
  1107. infoBar.showHeroSelection(hero);
  1108. heroList.select(hero);
  1109. townList.select(nullptr);
  1110. terrain.currentPath = LOCPLINT->getAndVerifyPath(hero);
  1111. updateSleepWake(hero);
  1112. updateMoveHero(hero);
  1113. }
  1114. townList.redraw();
  1115. heroList.redraw();
  1116. }
  1117. void CAdvMapInt::mouseMoved( const SDL_MouseMotionEvent & sEvent )
  1118. {
  1119. // adventure map scrolling with mouse
  1120. // currently disabled in world view mode (as it is in OH3), but should work correctly if mode check is removed
  1121. if(!isCtrlKeyDown() && isActive() && mode == EAdvMapMode::NORMAL)
  1122. {
  1123. if(sEvent.x<15)
  1124. {
  1125. scrollingDir |= LEFT;
  1126. }
  1127. else
  1128. {
  1129. scrollingDir &= ~LEFT;
  1130. }
  1131. if(sEvent.x>screen->w-15)
  1132. {
  1133. scrollingDir |= RIGHT;
  1134. }
  1135. else
  1136. {
  1137. scrollingDir &= ~RIGHT;
  1138. }
  1139. if(sEvent.y<15)
  1140. {
  1141. scrollingDir |= UP;
  1142. }
  1143. else
  1144. {
  1145. scrollingDir &= ~UP;
  1146. }
  1147. if(sEvent.y>screen->h-15)
  1148. {
  1149. scrollingDir |= DOWN;
  1150. }
  1151. else
  1152. {
  1153. scrollingDir &= ~DOWN;
  1154. }
  1155. }
  1156. }
  1157. bool CAdvMapInt::isActive()
  1158. {
  1159. return active & ~CIntObject::KEYBOARD;
  1160. }
  1161. void CAdvMapInt::startHotSeatWait(PlayerColor Player)
  1162. {
  1163. state = WAITING;
  1164. }
  1165. void CAdvMapInt::setPlayer(PlayerColor Player)
  1166. {
  1167. player = Player;
  1168. graphics->blueToPlayersAdv(bg,player);
  1169. panelMain->setPlayerColor(player);
  1170. panelWorldView->setPlayerColor(player);
  1171. panelWorldView->recolorIcons(player, worldViewIconsDef, player.getNum() * 19);
  1172. graphics->blueToPlayersAdv(resdatabar.bg,player);
  1173. //heroList.updateHList();
  1174. //townList.genList();
  1175. }
  1176. void CAdvMapInt::startTurn()
  1177. {
  1178. state = INGAME;
  1179. if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID)
  1180. {
  1181. adjustActiveness(false);
  1182. minimap.setAIRadar(false);
  1183. }
  1184. }
  1185. void CAdvMapInt::endingTurn()
  1186. {
  1187. if(LOCPLINT->cingconsole->active)
  1188. LOCPLINT->cingconsole->deactivate();
  1189. LOCPLINT->makingTurn = false;
  1190. LOCPLINT->cb->endTurn();
  1191. }
  1192. const CGObjectInstance* CAdvMapInt::getActiveObject(const int3 &mapPos)
  1193. {
  1194. std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile
  1195. if (bobjs.empty())
  1196. return nullptr;
  1197. return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);
  1198. /*
  1199. if (bobjs.back()->ID == Obj::HERO)
  1200. return bobjs.back();
  1201. else
  1202. return bobjs.front();*/
  1203. }
  1204. void CAdvMapInt::tileLClicked(const int3 &mapPos)
  1205. {
  1206. if(mode != EAdvMapMode::NORMAL)
  1207. return;
  1208. if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn)
  1209. return;
  1210. const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
  1211. const CGObjectInstance *topBlocking = getActiveObject(mapPos);
  1212. int3 selPos = selection->getSightCenter();
  1213. if(spellBeingCasted && isInScreenRange(selPos, mapPos))
  1214. {
  1215. const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
  1216. switch(spellBeingCasted->id)
  1217. {
  1218. case SpellID::SCUTTLE_BOAT: //Scuttle Boat
  1219. if(topBlocking && topBlocking->ID == Obj::BOAT)
  1220. leaveCastingMode(true, mapPos);
  1221. break;
  1222. case SpellID::DIMENSION_DOOR:
  1223. if(!tile || tile->isClear(heroTile))
  1224. leaveCastingMode(true, mapPos);
  1225. break;
  1226. }
  1227. return;
  1228. }
  1229. //check if we can select this object
  1230. bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
  1231. canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
  1232. if (selection->ID != Obj::HERO) //hero is not selected (presumably town)
  1233. {
  1234. assert(!terrain.currentPath); //path can be active only when hero is selected
  1235. if(selection == topBlocking) //selected town clicked
  1236. LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
  1237. else if ( canSelect )
  1238. select(static_cast<const CArmedInstance*>(topBlocking), false);
  1239. return;
  1240. }
  1241. else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
  1242. {
  1243. const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);
  1244. if(currentHero == topBlocking) //clicked selected hero
  1245. {
  1246. LOCPLINT->openHeroWindow(currentHero);
  1247. return;
  1248. }
  1249. else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
  1250. {
  1251. select(static_cast<const CArmedInstance*>(topBlocking), false);
  1252. return;
  1253. }
  1254. else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
  1255. {
  1256. if (terrain.currentPath && terrain.currentPath->endPos() == mapPos)//we'll be moving
  1257. {
  1258. LOCPLINT->moveHero(currentHero,*terrain.currentPath);
  1259. return;
  1260. }
  1261. 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
  1262. {
  1263. CGPath &path = LOCPLINT->paths[currentHero];
  1264. terrain.currentPath = &path;
  1265. bool gotPath = LOCPLINT->cb->getPathsInfo(currentHero)->getPath(mapPos, path); //try getting path, erase if failed
  1266. updateMoveHero(currentHero);
  1267. if (!gotPath)
  1268. LOCPLINT->eraseCurrentPathOf(currentHero);
  1269. else
  1270. return;
  1271. }
  1272. }
  1273. } //end of hero is selected "case"
  1274. else
  1275. {
  1276. throw std::runtime_error("Nothing is selected...");
  1277. }
  1278. if(const IShipyard *shipyard = ourInaccessibleShipyard(topBlocking))
  1279. {
  1280. LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
  1281. }
  1282. }
  1283. void CAdvMapInt::tileHovered(const int3 &mapPos)
  1284. {
  1285. if(mode != EAdvMapMode::NORMAL)
  1286. return;
  1287. if(!LOCPLINT->cb->isVisible(mapPos))
  1288. {
  1289. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1290. statusbar.clear();
  1291. return;
  1292. }
  1293. const CGObjectInstance *objAtTile = getActiveObject(mapPos);
  1294. if (objAtTile)
  1295. {
  1296. std::string text = curHero() ? objAtTile->getHoverText(curHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
  1297. boost::replace_all(text,"\n"," ");
  1298. statusbar.setText(text);
  1299. }
  1300. else
  1301. {
  1302. std::string hlp;
  1303. CGI->mh->getTerrainDescr(mapPos, hlp, false);
  1304. statusbar.setText(hlp);
  1305. }
  1306. if(!selection) //may occur just at the start of game (fake move before full intiialization)
  1307. return;
  1308. if(spellBeingCasted)
  1309. {
  1310. switch(spellBeingCasted->id)
  1311. {
  1312. case SpellID::SCUTTLE_BOAT:
  1313. if(objAtTile && objAtTile->ID == Obj::BOAT)
  1314. CCS->curh->changeGraphic(ECursor::ADVENTURE, 42);
  1315. else
  1316. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1317. return;
  1318. case SpellID::DIMENSION_DOOR:
  1319. {
  1320. const TerrainTile *t = LOCPLINT->cb->getTile(mapPos, false);
  1321. int3 hpos = selection->getSightCenter();
  1322. if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos))
  1323. CCS->curh->changeGraphic(ECursor::ADVENTURE, 41);
  1324. else
  1325. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1326. return;
  1327. }
  1328. }
  1329. }
  1330. const bool guardingCreature = CGI->mh->map->isInTheMap(LOCPLINT->cb->getGuardingCreaturePosition(mapPos));
  1331. if(selection->ID == Obj::TOWN)
  1332. {
  1333. if(objAtTile)
  1334. {
  1335. if(objAtTile->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner) != PlayerRelations::ENEMIES)
  1336. CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);
  1337. else if(objAtTile->ID == Obj::HERO && objAtTile->tempOwner == LOCPLINT->playerID)
  1338. CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
  1339. else
  1340. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1341. }
  1342. else
  1343. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1344. }
  1345. else if(const CGHeroInstance *h = curHero())
  1346. {
  1347. const CGPathNode *pnode = LOCPLINT->cb->getPathsInfo(h)->getPathInfo(mapPos);
  1348. int turns = pnode->turns;
  1349. vstd::amin(turns, 3);
  1350. bool accessible = pnode->turns < 255;
  1351. if(objAtTile)
  1352. {
  1353. if(objAtTile->ID == Obj::HERO)
  1354. {
  1355. if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy hero
  1356. {
  1357. if(accessible)
  1358. CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
  1359. else
  1360. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1361. }
  1362. else //our or ally hero
  1363. {
  1364. if(selection == objAtTile)
  1365. CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
  1366. else if(accessible)
  1367. CCS->curh->changeGraphic(ECursor::ADVENTURE, 8 + turns*6);
  1368. else
  1369. CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
  1370. }
  1371. }
  1372. else if(objAtTile->ID == Obj::TOWN)
  1373. {
  1374. if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy town
  1375. {
  1376. if(accessible)
  1377. {
  1378. const CGTownInstance* townObj = dynamic_cast<const CGTownInstance*>(objAtTile);
  1379. // Show movement cursor for unguarded enemy towns, otherwise attack cursor.
  1380. if (townObj && !townObj->armedGarrison())
  1381. CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
  1382. else
  1383. CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
  1384. }
  1385. else
  1386. {
  1387. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1388. }
  1389. }
  1390. else //our or ally town
  1391. {
  1392. if(accessible)
  1393. CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
  1394. else
  1395. CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);
  1396. }
  1397. }
  1398. else if(objAtTile->ID == Obj::BOAT)
  1399. {
  1400. if(accessible)
  1401. CCS->curh->changeGraphic(ECursor::ADVENTURE, 6 + turns*6);
  1402. else
  1403. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1404. }
  1405. else if (objAtTile->ID == Obj::GARRISON || objAtTile->ID == Obj::GARRISON2)
  1406. {
  1407. if (accessible)
  1408. {
  1409. const CGGarrison* garrObj = dynamic_cast<const CGGarrison*>(objAtTile); //TODO evil evil cast!
  1410. // Show battle cursor for guarded enemy garrisons, otherwise movement cursor.
  1411. if (garrObj && garrObj->stacksCount()
  1412. && !LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, garrObj->tempOwner) )
  1413. CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
  1414. else
  1415. CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
  1416. }
  1417. else
  1418. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1419. }
  1420. else if (guardingCreature && accessible) //(objAtTile->ID == 54) //monster
  1421. {
  1422. CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
  1423. }
  1424. else
  1425. {
  1426. if(accessible)
  1427. {
  1428. if(pnode->land)
  1429. CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
  1430. else
  1431. CCS->curh->changeGraphic(ECursor::ADVENTURE, 28 + turns);
  1432. }
  1433. else
  1434. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1435. }
  1436. }
  1437. else //no objs
  1438. {
  1439. if(accessible/* && pnode->accessible != CGPathNode::FLYABLE*/)
  1440. {
  1441. if (guardingCreature)
  1442. {
  1443. CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
  1444. }
  1445. else
  1446. {
  1447. if(pnode->land)
  1448. {
  1449. if(LOCPLINT->cb->getTile(h->getPosition(false))->terType != ETerrainType::WATER)
  1450. CCS->curh->changeGraphic(ECursor::ADVENTURE, 4 + turns*6);
  1451. else
  1452. CCS->curh->changeGraphic(ECursor::ADVENTURE, 7 + turns*6); //anchor
  1453. }
  1454. else
  1455. CCS->curh->changeGraphic(ECursor::ADVENTURE, 6 + turns*6);
  1456. }
  1457. }
  1458. else
  1459. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1460. }
  1461. }
  1462. if(ourInaccessibleShipyard(objAtTile))
  1463. {
  1464. CCS->curh->changeGraphic(ECursor::ADVENTURE, 6);
  1465. }
  1466. }
  1467. void CAdvMapInt::tileRClicked(const int3 &mapPos)
  1468. {
  1469. if(mode != EAdvMapMode::NORMAL)
  1470. return;
  1471. if(spellBeingCasted)
  1472. {
  1473. leaveCastingMode();
  1474. return;
  1475. }
  1476. if(!LOCPLINT->cb->isVisible(mapPos))
  1477. {
  1478. CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
  1479. return;
  1480. }
  1481. const CGObjectInstance * obj = getActiveObject(mapPos);
  1482. if(!obj)
  1483. {
  1484. // Bare or undiscovered terrain
  1485. const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
  1486. if (tile)
  1487. {
  1488. std::string hlp;
  1489. CGI->mh->getTerrainDescr(mapPos, hlp, true);
  1490. CRClickPopup::createAndPush(hlp);
  1491. }
  1492. return;
  1493. }
  1494. CRClickPopup::createAndPush(obj, GH.current->motion, CENTER);
  1495. }
  1496. void CAdvMapInt::enterCastingMode(const CSpell * sp)
  1497. {
  1498. assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
  1499. spellBeingCasted = sp;
  1500. deactivate();
  1501. terrain.activate();
  1502. GH.fakeMouseMove();
  1503. }
  1504. void CAdvMapInt::leaveCastingMode(bool cast /*= false*/, int3 dest /*= int3(-1, -1, -1)*/)
  1505. {
  1506. assert(spellBeingCasted);
  1507. SpellID id = spellBeingCasted->id;
  1508. spellBeingCasted = nullptr;
  1509. terrain.deactivate();
  1510. activate();
  1511. if(cast)
  1512. LOCPLINT->cb->castSpell(curHero(), id, dest);
  1513. else
  1514. LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
  1515. }
  1516. const CGHeroInstance * CAdvMapInt::curHero() const
  1517. {
  1518. if(selection && selection->ID == Obj::HERO)
  1519. return static_cast<const CGHeroInstance *>(selection);
  1520. else
  1521. return nullptr;
  1522. }
  1523. const CGTownInstance * CAdvMapInt::curTown() const
  1524. {
  1525. if(selection && selection->ID == Obj::TOWN)
  1526. return static_cast<const CGTownInstance *>(selection);
  1527. else
  1528. return nullptr;
  1529. }
  1530. const IShipyard * CAdvMapInt::ourInaccessibleShipyard(const CGObjectInstance *obj) const
  1531. {
  1532. const IShipyard *ret = IShipyard::castFrom(obj);
  1533. if(!ret || obj->tempOwner != player || CCS->curh->type || (CCS->curh->frame != 6 && CCS->curh->frame != 0))
  1534. return nullptr;
  1535. return ret;
  1536. }
  1537. void CAdvMapInt::aiTurnStarted()
  1538. {
  1539. adjustActiveness(true);
  1540. CCS->musich->playMusicFromSet("enemy-turn", true);
  1541. adventureInt->minimap.setAIRadar(true);
  1542. adventureInt->infoBar.startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());
  1543. adventureInt->infoBar.showAll(screen);//force refresh on inactive object
  1544. }
  1545. void CAdvMapInt::adjustActiveness(bool aiTurnStart)
  1546. {
  1547. bool wasActive = isActive();
  1548. if(wasActive)
  1549. deactivate();
  1550. adventureInt->duringAITurn = aiTurnStart;
  1551. if(wasActive)
  1552. activate();
  1553. }
  1554. void CAdvMapInt::changeMode(EAdvMapMode newMode, float newScale /* = 0.4f */)
  1555. {
  1556. if (mode != newMode)
  1557. {
  1558. mode = newMode;
  1559. switch (mode)
  1560. {
  1561. case EAdvMapMode::NORMAL:
  1562. panelMain->activate();
  1563. panelWorldView->deactivate();
  1564. activeMapPanel = panelMain;
  1565. townList.activate();
  1566. heroList.activate();
  1567. infoBar.activate();
  1568. break;
  1569. case EAdvMapMode::WORLD_VIEW:
  1570. panelMain->deactivate();
  1571. panelWorldView->activate();
  1572. activeMapPanel = panelWorldView;
  1573. townList.deactivate();
  1574. heroList.deactivate();
  1575. infoBar.showSelection(); // to prevent new day animation interfering world view mode
  1576. infoBar.deactivate();
  1577. break;
  1578. }
  1579. worldViewScale = newScale;
  1580. redraw();
  1581. }
  1582. else if (worldViewScale != newScale) // still in world view mode, but the scale changed
  1583. {
  1584. worldViewScale = newScale;
  1585. redraw();
  1586. }
  1587. }
  1588. CAdventureOptions::CAdventureOptions():
  1589. CWindowObject(PLAYER_COLORED, "ADVOPTS")
  1590. {
  1591. OBJ_CONSTRUCTION_CAPTURING_ALL;
  1592. viewWorld = new CButton(Point(24, 23), "ADVVIEW.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_v);
  1593. viewWorld->addCallback(std::bind(&CPlayerInterface::viewWorldMap, LOCPLINT));
  1594. exit = new CButton(Point(204, 313), "IOK6432.DEF", CButton::tooltip(), std::bind(&CAdventureOptions::close, this), SDLK_RETURN);
  1595. exit->assignedKeys.insert(SDLK_ESCAPE);
  1596. scenInfo = new CButton(Point(24, 198), "ADVINFO.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_i);
  1597. scenInfo->addCallback(CAdventureOptions::showScenarioInfo);
  1598. puzzle = new CButton(Point(24, 81), "ADVPUZ.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_p);
  1599. puzzle->addCallback(std::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT));
  1600. dig = new CButton(Point(24, 139), "ADVDIG.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_d);
  1601. if(const CGHeroInstance *h = adventureInt->curHero())
  1602. dig->addCallback(std::bind(&CPlayerInterface::tryDiggging, LOCPLINT, h));
  1603. else
  1604. dig->block(true);
  1605. }
  1606. void CAdventureOptions::showScenarioInfo()
  1607. {
  1608. auto campState = LOCPLINT->cb->getStartInfo()->campState;
  1609. if(campState)
  1610. {
  1611. GH.pushInt(new CBonusSelection(campState));
  1612. }
  1613. else
  1614. {
  1615. GH.pushInt(new CScenarioInfo(LOCPLINT->cb->getMapHeader(), LOCPLINT->cb->getStartInfo()));
  1616. }
  1617. }