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| /* * 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 * */#include "StdInc.h"#include "CAdvmapInterface.h"#include "CCastleInterface.h"#include "CHeroWindow.h"#include "CKingdomInterface.h"#include "CSpellWindow.h"#include "CTradeWindow.h"#include "GUIClasses.h"#include "InfoWindows.h"#include "../CBitmapHandler.h"#include "../CGameInfo.h"#include "../CMessage.h"#include "../CMusicHandler.h"#include "../CPlayerInterface.h"#include "../mainmenu/CMainMenu.h"#include "../lobby/CSelectionBase.h"#include "../lobby/CCampaignInfoScreen.h"#include "../lobby/CSavingScreen.h"#include "../lobby/CScenarioInfoScreen.h"#include "../Graphics.h"#include "../mapHandler.h"#include "../gui/CAnimation.h"#include "../gui/CCursorHandler.h"#include "../gui/CGuiHandler.h"#include "../gui/SDL_Extensions.h"#include "../widgets/MiscWidgets.h"#include "../../CCallback.h"#include "../../lib/CConfigHandler.h"#include "../../lib/CGameState.h"#include "../../lib/CGeneralTextHandler.h"#include "../../lib/CHeroHandler.h"#include "../../lib/CSoundBase.h"#include "../../lib/spells/CSpellHandler.h"#include "../../lib/CTownHandler.h"#include "../../lib/JsonNode.h"#include "../../lib/mapObjects/CGHeroInstance.h"#include "../../lib/mapping/CMap.h"#include "../../lib/UnlockGuard.h"#include "../../lib/VCMI_Lib.h"#include "../../lib/StartInfo.h"#include "../../lib/mapping/CMapInfo.h"#ifdef _MSC_VER#pragma warning (disable : 4355)#endif#define ADVOPT (conf.go()->ac)using namespace CSDL_Ext;std::shared_ptr<CAdvMapInt> adventureInt;static void setScrollingCursor(ui8 direction){	if(direction & CAdvMapInt::RIGHT)	{		if(direction & CAdvMapInt::UP)			CCS->curh->changeGraphic(ECursor::ADVENTURE, 33);		else if(direction & CAdvMapInt::DOWN)			CCS->curh->changeGraphic(ECursor::ADVENTURE, 35);		else			CCS->curh->changeGraphic(ECursor::ADVENTURE, 34);	}	else if(direction & CAdvMapInt::LEFT)	{		if(direction & CAdvMapInt::UP)			CCS->curh->changeGraphic(ECursor::ADVENTURE, 39);		else if(direction & CAdvMapInt::DOWN)			CCS->curh->changeGraphic(ECursor::ADVENTURE, 37);		else			CCS->curh->changeGraphic(ECursor::ADVENTURE, 38);	}	else if(direction & CAdvMapInt::UP)		CCS->curh->changeGraphic(ECursor::ADVENTURE, 32);	else if(direction & CAdvMapInt::DOWN)		CCS->curh->changeGraphic(ECursor::ADVENTURE, 36);}CTerrainRect::CTerrainRect()	: fadeSurface(nullptr),	  lastRedrawStatus(EMapAnimRedrawStatus::OK),	  fadeAnim(std::make_shared<CFadeAnimation>()),	  curHoveredTile(-1,-1,-1),	  currentPath(nullptr){	tilesw=(ADVOPT.advmapW+31)/32;	tilesh=(ADVOPT.advmapH+31)/32;	pos.x=ADVOPT.advmapX;	pos.y=ADVOPT.advmapY;	pos.w=ADVOPT.advmapW;	pos.h=ADVOPT.advmapH;	moveX = moveY = 0;	addUsedEvents(LCLICK | RCLICK | MCLICK | HOVER | MOVE);}CTerrainRect::~CTerrainRect(){	if(fadeSurface)		SDL_FreeSurface(fadeSurface);}void CTerrainRect::deactivate(){	CIntObject::deactivate();	curHoveredTile = int3(-1,-1,-1); //we lost info about hovered tile when disabling}void CTerrainRect::clickLeft(tribool down, bool previousState){	if(adventureInt->mode == EAdvMapMode::WORLD_VIEW)		return;	if(indeterminate(down))		return;#ifdef VCMI_ANDROID	if(adventureInt->swipeEnabled)	{		if(handleSwipeStateChange((bool)down == true))		{			return; // if swipe is enabled, we don't process "down" events and wait for "up" (to make sure this wasn't a swiping gesture)		}	}	else	{#endif		if(down == false)			return;#ifdef VCMI_ANDROID	}#endif	int3 mp = whichTileIsIt();	if(mp.x < 0 || mp.y < 0 || mp.x >= LOCPLINT->cb->getMapSize().x || mp.y >= LOCPLINT->cb->getMapSize().y)		return;	adventureInt->tileLClicked(mp);}void CTerrainRect::clickRight(tribool down, bool previousState){#ifdef VCMI_ANDROID	if(adventureInt->swipeEnabled && isSwiping)		return;#endif	if(adventureInt->mode == EAdvMapMode::WORLD_VIEW)		return;	int3 mp = whichTileIsIt();	if(CGI->mh->map->isInTheMap(mp) && down)		adventureInt->tileRClicked(mp);}void CTerrainRect::clickMiddle(tribool down, bool previousState){	handleSwipeStateChange((bool)down == true);}void CTerrainRect::mouseMoved(const SDL_MouseMotionEvent & sEvent){	handleHover(sEvent);	if(!adventureInt->swipeEnabled)		return;	handleSwipeMove(sEvent);}void CTerrainRect::handleSwipeMove(const SDL_MouseMotionEvent & sEvent){#ifdef VCMI_ANDROID	if(sEvent.state == 0) // any "button" is enough on android#else //!VCMI_ANDROID	if((sEvent.state & SDL_BUTTON_MMASK) == 0) // swipe only works with middle mouse on other platforms#endif //!VCMI_ANDROID	{		return;	}	if(!isSwiping)	{		// try to distinguish if this touch was meant to be a swipe or just fat-fingering press		if(abs(sEvent.x - swipeInitialRealPos.x) > SwipeTouchSlop ||		   abs(sEvent.y - swipeInitialRealPos.y) > SwipeTouchSlop)		{			isSwiping = true;		}	}	if(isSwiping)	{		adventureInt->swipeTargetPosition.x =			swipeInitialMapPos.x + static_cast<si32>(swipeInitialRealPos.x - sEvent.x) / 32;		adventureInt->swipeTargetPosition.y =			swipeInitialMapPos.y + static_cast<si32>(swipeInitialRealPos.y - sEvent.y) / 32;		adventureInt->swipeMovementRequested = true;	}}bool CTerrainRect::handleSwipeStateChange(bool btnPressed){	if(btnPressed)	{		swipeInitialRealPos = int3(GH.current->motion.x, GH.current->motion.y, 0);		swipeInitialMapPos = int3(adventureInt->position);		return true;	}	else if(isSwiping) // only accept this touch if it wasn't a swipe	{		isSwiping = false;		return true;	}	return false;}void CTerrainRect::handleHover(const SDL_MouseMotionEvent &sEvent){	int3 tHovered = whichTileIsIt(sEvent.x, sEvent.y);	int3 pom = adventureInt->verifyPos(tHovered);	if(tHovered != pom) //tile outside the map	{		CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);		return;	}	if (pom != curHoveredTile)	{		curHoveredTile = pom;		adventureInt->tileHovered(pom);	}}void CTerrainRect::hover(bool on){	if (!on)	{		adventureInt->statusbar->clear();		CCS->curh->changeGraphic(ECursor::ADVENTURE,0);	}	//Hoverable::hover(on);}void CTerrainRect::showPath(const SDL_Rect * extRect, SDL_Surface * to){	const static int pns[9][9] = {				{16, 17, 18,  7, -1, 19,  6,  5, -1},				{ 8,  9, 18,  7, -1, 19,  6, -1, 20},				{ 8,  1, 10,  7, -1, 19, -1, 21, 20},				{24, 17, 18, 15, -1, -1,  6,  5,  4},				{-1, -1, -1, -1, -1, -1, -1, -1, -1},				{ 8,  1,  2, -1, -1, 11, 22, 21, 20},				{24, 17, -1, 23, -1,  3, 14,  5,  4},				{24, -1,  2, 23, -1,  3, 22, 13,  4},				{-1,  1,  2, 23, -1,  3, 22, 21, 12}			}; //table of magic values TODO meaning, change variable name	for (int i = 0; i < -1 + (int)currentPath->nodes.size(); ++i)	{		const int3 &curPos = currentPath->nodes[i].coord, &nextPos = currentPath->nodes[i+1].coord;		if(curPos.z != adventureInt->position.z)			continue;		int pn=-1;//number of picture		if (i==0) //last tile		{			int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,				y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;			if (x<0 || y<0 || x>pos.w || y>pos.h)				continue;			pn=0;		}		else		{			const int3 &prevPos = currentPath->nodes[i-1].coord;			std::vector<CGPathNode> & cv = currentPath->nodes;			/* Vector directions			 *  0   1   2			 *    \ | /			 *  3 - 4 - 5			 *    / | \			 *  6   7  8			 *For example:			 *  |			 *  |__\			 *     /			 * is id1=7, id2=5 (pns[7][5])			*/			bool pathContinuous = curPos.areNeighbours(nextPos) && curPos.areNeighbours(prevPos);			if(pathContinuous && cv[i].action != CGPathNode::EMBARK && cv[i].action != CGPathNode::DISEMBARK)			{				int id1=(curPos.x-nextPos.x+1)+3*(curPos.y-nextPos.y+1);   //Direction of entering vector				int id2=(cv[i-1].coord.x-curPos.x+1)+3*(cv[i-1].coord.y-curPos.y+1); //Direction of exiting vector				pn=pns[id1][id2];			}			else //path discontinuity or sea/land transition (eg. when moving through Subterranean Gate or Boat)			{				pn = 0;			}		}		if (currentPath->nodes[i].turns)			pn+=25;		if (pn>=0)		{			const auto arrow = graphics->heroMoveArrows->getImage(pn);			int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,				y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;			if (x< -32 || y< -32 || x>pos.w || y>pos.h)				continue;			int hvx = (x + arrow->width())  - (pos.x + pos.w),				hvy = (y + arrow->height()) - (pos.y + pos.h);			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)				{					arrow->draw(to, x + moveX, y + moveY);				}				else if(hvx<0)				{					Rect srcRect = genRect(arrow->height() - hvy, arrow->width(), 0, 0);					arrow->draw(to, x + moveX, y + moveY, &srcRect);				}				else if (hvy<0)				{					Rect srcRect = genRect(arrow->height(), arrow->width() - hvx, 0, 0);					arrow->draw(to, x + moveX, y + moveY, &srcRect);				}				else				{					Rect srcRect = genRect(arrow->height() - hvy, arrow->width() - hvx, 0, 0);					arrow->draw(to, x + moveX, y + moveY, &srcRect);				}			}			else //standard version			{				if (hvx<0 && hvy<0)				{					arrow->draw(to, x, y);				}				else if(hvx<0)				{					Rect srcRect = genRect(arrow->height() - hvy, arrow->width(), 0, 0);					arrow->draw(to, x, y, &srcRect);				}				else if (hvy<0)				{					Rect srcRect = genRect(arrow->height(), arrow->width() - hvx, 0, 0);					arrow->draw(to, x, y, &srcRect);				}				else				{					Rect srcRect = genRect(arrow->height() - hvy, arrow->width() - hvx, 0, 0);					arrow->draw(to, x, y, &srcRect);				}			}			SDL_SetClipRect(to, &prevClip);		}	} //for (int i=0;i<currentPath->nodes.size()-1;i++)}void CTerrainRect::show(SDL_Surface * to){	if (adventureInt->mode == EAdvMapMode::NORMAL)	{		MapDrawingInfo info(adventureInt->position, LOCPLINT->cb->getVisibilityMap(), &pos);		info.otherheroAnim = true;		info.anim = adventureInt->anim;		info.heroAnim = adventureInt->heroAnim;		if (ADVOPT.smoothMove)			info.movement = int3(moveX, moveY, 0);		lastRedrawStatus = CGI->mh->drawTerrainRectNew(to, &info);		if (fadeAnim->isFading())		{			Rect r(pos);			fadeAnim->update();			fadeAnim->draw(to, nullptr, &r);		}		if (currentPath/* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path		{			showPath(&pos, to);		}	}}void CTerrainRect::showAll(SDL_Surface * to){	// world view map is static and doesn't need redraw every frame	if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)	{		MapDrawingInfo info(adventureInt->position, LOCPLINT->cb->getVisibilityMap(), &pos, adventureInt->worldViewIcons);		info.scaled = true;		info.scale = adventureInt->worldViewScale;		adventureInt->worldViewOptions.adjustDrawingInfo(info);		CGI->mh->drawTerrainRectNew(to, &info);	}}void CTerrainRect::showAnim(SDL_Surface * to){	if (fadeAnim->isFading())		show(to);	else if (lastRedrawStatus == EMapAnimRedrawStatus::REDRAW_REQUESTED)		show(to); // currently the same; maybe we should pass some flag to map handler so it redraws ONLY tiles that need redraw instead of full}int3 CTerrainRect::whichTileIsIt(const int x, const int y){	int3 ret;	ret.x = adventureInt->position.x + ((x-CGI->mh->offsetX-pos.x)/32);	ret.y = adventureInt->position.y + ((y-CGI->mh->offsetY-pos.y)/32);	ret.z = adventureInt->position.z;	return ret;}int3 CTerrainRect::whichTileIsIt(){	if(GH.current)		return whichTileIsIt(GH.current->motion.x,GH.current->motion.y);	else		return int3(-1);}int3 CTerrainRect::tileCountOnScreen(){	switch (adventureInt->mode)	{	default:		logGlobal->error("Unknown map mode %d", (int)adventureInt->mode);		return int3();	case EAdvMapMode::NORMAL:		return int3(tilesw, tilesh, 1);	case EAdvMapMode::WORLD_VIEW:		return int3((si32)(tilesw / adventureInt->worldViewScale), (si32)(tilesh / adventureInt->worldViewScale), 1);	}}void CTerrainRect::fadeFromCurrentView(){	if (!ADVOPT.screenFading)		return;	if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)		return;	if (!fadeSurface)		fadeSurface = CSDL_Ext::newSurface(pos.w, pos.h);	SDL_BlitSurface(screen, &pos, fadeSurface, nullptr);	fadeAnim->init(CFadeAnimation::EMode::OUT, fadeSurface);}bool CTerrainRect::needsAnimUpdate(){	return fadeAnim->isFading() || lastRedrawStatus == EMapAnimRedrawStatus::REDRAW_REQUESTED;}void CResDataBar::clickRight(tribool down, bool previousState){}CResDataBar::CResDataBar(const std::string & defname, int x, int y, int offx, int offy, int resdist, int datedist){	pos.x += x;	pos.y += y;	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	background = std::make_shared<CPicture>(defname, 0, 0);	background->colorize(LOCPLINT->playerID);	pos.w = background->bg->w;	pos.h = background->bg->h;	txtpos.resize(8);	for (int i = 0; i < 8 ; i++)	{		txtpos[i].first = pos.x + offx + resdist*i;		txtpos[i].second = pos.y + offy;	}	txtpos[7].first = txtpos[6].first + datedist;	datetext =  CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]	+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";	addUsedEvents(RCLICK);}CResDataBar::CResDataBar(){	pos.x += ADVOPT.resdatabarX;	pos.y += ADVOPT.resdatabarY;	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	background = std::make_shared<CPicture>(ADVOPT.resdatabarG, 0, 0);	background->colorize(LOCPLINT->playerID);	pos.w = background->bg->w;	pos.h = background->bg->h;	txtpos.resize(8);	for (int i = 0; i < 8 ; i++)	{		txtpos[i].first = pos.x + ADVOPT.resOffsetX + ADVOPT.resDist*i;		txtpos[i].second = pos.y + ADVOPT.resOffsetY;	}	txtpos[7].first = txtpos[6].first + ADVOPT.resDateDist;	datetext =  CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]				+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";}CResDataBar::~CResDataBar() = default;void CResDataBar::draw(SDL_Surface * to){	//TODO: all this should be labels, but they require proper text update on change	for (auto i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))	{		std::string text = boost::lexical_cast<std::string>(LOCPLINT->cb->getResourceAmount(i));		graphics->fonts[FONT_SMALL]->renderTextLeft(to, text, Colors::WHITE, Point(txtpos[i].first,txtpos[i].second));	}	std::vector<std::string> temp;	temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::MONTH)));	temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK)));	temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK)));	graphics->fonts[FONT_SMALL]->renderTextLeft(to, processStr(datetext,temp), Colors::WHITE, Point(txtpos[7].first,txtpos[7].second));}void CResDataBar::show(SDL_Surface * to){}void CResDataBar::showAll(SDL_Surface * to){	CIntObject::showAll(to);	draw(to);}CAdvMapInt::CAdvMapInt():	mode(EAdvMapMode::NORMAL),	worldViewScale(0.0f), //actual init later in changeMode	minimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH)),	statusbar(CGStatusBar::create(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG)),	heroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD),	townList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD),	infoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192)), state(NA),	spellBeingCasted(nullptr), position(int3(0, 0, 0)), selection(nullptr),	updateScreen(false), anim(0), animValHitCount(0), heroAnim(0), heroAnimValHitCount(0),	activeMapPanel(nullptr), duringAITurn(false), scrollingDir(0), scrollingState(false),	swipeEnabled(settings["general"]["swipe"].Bool()), swipeMovementRequested(false),	swipeTargetPosition(int3(-1, -1, -1)){	pos.x = pos.y = 0;	pos.w = screen->w;	pos.h = screen->h;	strongInterest = true; // handle all mouse move events to prevent dead mouse move space in fullscreen mode	townList.onSelect = std::bind(&CAdvMapInt::selectionChanged,this);	bg = BitmapHandler::loadBitmap(ADVOPT.mainGraphic);	if (ADVOPT.worldViewGraphic != "")	{		bgWorldView = BitmapHandler::loadBitmap(ADVOPT.worldViewGraphic);	}	else	{		bgWorldView = nullptr;		logGlobal->warn("ADVOPT.worldViewGraphic is empty => bitmap not loaded");	}	if (!bgWorldView)	{		logGlobal->warn("bgWorldView not defined in resolution config; fallback to VWorld.bmp");		bgWorldView = BitmapHandler::loadBitmap("VWorld.bmp");	}	worldViewIcons = std::make_shared<CAnimation>("VwSymbol");//todo: customize with ADVOPT	worldViewIcons->preload();	for(int g = 0; g < ADVOPT.gemG.size(); ++g)	{		gems.push_back(std::make_shared<CAnimImage>(ADVOPT.gemG[g], 0, 0, ADVOPT.gemX[g], ADVOPT.gemY[g]));	}	auto makeButton = [&](int textID, std::function<void()> callback, config::ButtonInfo info, int key) -> std::shared_ptr<CButton>	{		auto button = std::make_shared<CButton>(Point(info.x, info.y), info.defName, CGI->generaltexth->zelp[textID], callback, key, info.playerColoured);		for(auto image : info.additionalDefs)			button->addImage(image);		return button;	};	kingOverview = makeButton(293, std::bind(&CAdvMapInt::fshowOverview,this),     ADVOPT.kingOverview, SDLK_k);	underground  = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this),      ADVOPT.underground,  SDLK_u);	questlog     = makeButton(295, std::bind(&CAdvMapInt::fshowQuestlog,this),     ADVOPT.questlog,     SDLK_q);	sleepWake    = makeButton(296, std::bind(&CAdvMapInt::fsleepWake,this),        ADVOPT.sleepWake,    SDLK_w);	moveHero     = makeButton(297, std::bind(&CAdvMapInt::fmoveHero,this),         ADVOPT.moveHero,     SDLK_m);	spellbook    = makeButton(298, std::bind(&CAdvMapInt::fshowSpellbok,this),     ADVOPT.spellbook,    SDLK_c);	advOptions   = makeButton(299, std::bind(&CAdvMapInt::fadventureOPtions,this), ADVOPT.advOptions,   SDLK_a);	sysOptions   = makeButton(300, std::bind(&CAdvMapInt::fsystemOptions,this),    ADVOPT.sysOptions,   SDLK_o);	nextHero     = makeButton(301, std::bind(&CAdvMapInt::fnextHero,this),         ADVOPT.nextHero,     SDLK_h);	endTurn      = makeButton(302, std::bind(&CAdvMapInt::fendTurn,this),          ADVOPT.endTurn,      SDLK_e);	int panelSpaceBottom = screen->h - resdatabar.pos.h - 4;	panelMain = std::make_shared<CAdvMapPanel>(nullptr, Point(0, 0));	// TODO correct drawing position	panelWorldView = std::make_shared<CAdvMapWorldViewPanel>(worldViewIcons, bgWorldView, Point(heroList.pos.x - 2, 195), panelSpaceBottom, LOCPLINT->playerID);	panelMain->addChildColorableButton(kingOverview);	panelMain->addChildColorableButton(underground);	panelMain->addChildColorableButton(questlog);	panelMain->addChildColorableButton(sleepWake);	panelMain->addChildColorableButton(moveHero);	panelMain->addChildColorableButton(spellbook);	panelMain->addChildColorableButton(advOptions);	panelMain->addChildColorableButton(sysOptions);	panelMain->addChildColorableButton(nextHero);	panelMain->addChildColorableButton(endTurn);	// TODO move configs to resolutions.json, similarly to previous buttons	config::ButtonInfo worldViewBackConfig = config::ButtonInfo();	worldViewBackConfig.defName = "IOK6432.DEF";	worldViewBackConfig.x = screen->w - 73;	worldViewBackConfig.y = 343 + 195;	worldViewBackConfig.playerColoured = false;	panelWorldView->addChildToPanel(		makeButton(288, std::bind(&CAdvMapInt::fworldViewBack,this), worldViewBackConfig, SDLK_ESCAPE), ACTIVATE | DEACTIVATE);	config::ButtonInfo worldViewPuzzleConfig = config::ButtonInfo();	worldViewPuzzleConfig.defName = "VWPUZ.DEF";	worldViewPuzzleConfig.x = screen->w - 188;	worldViewPuzzleConfig.y = 343 + 195;	worldViewPuzzleConfig.playerColoured = false;	panelWorldView->addChildToPanel( // no help text for this one		std::make_shared<CButton>(Point(worldViewPuzzleConfig.x, worldViewPuzzleConfig.y), worldViewPuzzleConfig.defName, std::pair<std::string, std::string>(),				std::bind(&CPlayerInterface::showPuzzleMap,LOCPLINT), SDLK_p, worldViewPuzzleConfig.playerColoured), ACTIVATE | DEACTIVATE);	config::ButtonInfo worldViewScale1xConfig = config::ButtonInfo();	worldViewScale1xConfig.defName = "VWMAG1.DEF";	worldViewScale1xConfig.x = screen->w - 191;	worldViewScale1xConfig.y = 23 + 195;	worldViewScale1xConfig.playerColoured = false;	panelWorldView->addChildToPanel( // help text is wrong for this button		makeButton(291, std::bind(&CAdvMapInt::fworldViewScale1x,this), worldViewScale1xConfig, SDLK_1), ACTIVATE | DEACTIVATE);	config::ButtonInfo worldViewScale2xConfig = config::ButtonInfo();	worldViewScale2xConfig.defName = "VWMAG2.DEF";	worldViewScale2xConfig.x = screen->w - 191 + 63;	worldViewScale2xConfig.y = 23 + 195;	worldViewScale2xConfig.playerColoured = false;	panelWorldView->addChildToPanel( // help text is wrong for this button		makeButton(291, std::bind(&CAdvMapInt::fworldViewScale2x,this), worldViewScale2xConfig, SDLK_2), ACTIVATE | DEACTIVATE);	config::ButtonInfo worldViewScale4xConfig = config::ButtonInfo();	worldViewScale4xConfig.defName = "VWMAG4.DEF";	worldViewScale4xConfig.x = screen->w - 191 + 126;	worldViewScale4xConfig.y = 23 + 195;	worldViewScale4xConfig.playerColoured = false;	panelWorldView->addChildToPanel( // help text is wrong for this button		makeButton(291, std::bind(&CAdvMapInt::fworldViewScale4x,this), worldViewScale4xConfig, SDLK_4), ACTIVATE | DEACTIVATE);	config::ButtonInfo worldViewUndergroundConfig = config::ButtonInfo();	worldViewUndergroundConfig.defName = "IAM010.DEF";	worldViewUndergroundConfig.additionalDefs.push_back("IAM003.DEF");	worldViewUndergroundConfig.x = screen->w - 115;	worldViewUndergroundConfig.y = 343 + 195;	worldViewUndergroundConfig.playerColoured = true;	worldViewUnderground = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this), worldViewUndergroundConfig, SDLK_u);	panelWorldView->addChildColorableButton(worldViewUnderground);	setPlayer(LOCPLINT->playerID);	int iconColorMultiplier = player.getNum() * 19;	int wvLeft = heroList.pos.x - 2; // TODO correct drawing position	//int wvTop = 195;	for (int i = 0; i < 5; ++i)	{		panelWorldView->addChildIcon(std::pair<int, Point>(i, Point(5, 58 + i * 20)), iconColorMultiplier);		panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 263 + i * 20, EFonts::FONT_SMALL, EAlignment::TOPLEFT,												Colors::WHITE, CGI->generaltexth->allTexts[612 + i]));	}	for (int i = 0; i < 7; ++i)	{		panelWorldView->addChildIcon(std::pair<int, Point>(i +  5, Point(5, 182 + i * 20)), iconColorMultiplier);		panelWorldView->addChildIcon(std::pair<int, Point>(i + 12, Point(160, 182 + i * 20)), iconColorMultiplier);		panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 387 + i * 20, EFonts::FONT_SMALL, EAlignment::TOPLEFT,												Colors::WHITE, CGI->generaltexth->allTexts[619 + i]));	}	panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft +   5, 367, EFonts::FONT_SMALL, EAlignment::TOPLEFT,											Colors::WHITE, CGI->generaltexth->allTexts[617]));	panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 367, EFonts::FONT_SMALL, EAlignment::TOPLEFT,											Colors::WHITE, CGI->generaltexth->allTexts[618]));	activeMapPanel = panelMain;	changeMode(EAdvMapMode::NORMAL);	underground->block(!CGI->mh->map->twoLevel);	questlog->block(!CGI->mh->map->quests.size());	worldViewUnderground->block(!CGI->mh->map->twoLevel);	addUsedEvents(MOVE);}CAdvMapInt::~CAdvMapInt(){	SDL_FreeSurface(bg);}void CAdvMapInt::fshowOverview(){	GH.pushIntT<CKingdomInterface>();}void CAdvMapInt::fworldViewBack(){	changeMode(EAdvMapMode::NORMAL);	CGI->mh->discardWorldViewCache();	auto hero = curHero();	if (hero)		centerOn(hero);}void CAdvMapInt::fworldViewScale1x(){	// TODO set corresponding scale button to "selected" mode	changeMode(EAdvMapMode::WORLD_VIEW, 0.22f);}void CAdvMapInt::fworldViewScale2x(){	changeMode(EAdvMapMode::WORLD_VIEW, 0.36f);}void CAdvMapInt::fworldViewScale4x(){	changeMode(EAdvMapMode::WORLD_VIEW, 0.5f);}void CAdvMapInt::fswitchLevel(){	// with support for future multi-level maps :)	int maxLevels = CGI->mh->map->levels();	if (maxLevels < 2)		return;	position.z = (position.z + 1) % maxLevels;	underground->setIndex(position.z, true);	underground->redraw();	worldViewUnderground->setIndex(position.z, true);	worldViewUnderground->redraw();	updateScreen = true;	minimap.setLevel(position.z);	if (mode == EAdvMapMode::WORLD_VIEW)		terrain.redraw();}void CAdvMapInt::fshowQuestlog(){	LOCPLINT->showQuestLog();}void CAdvMapInt::fsleepWake(){	const CGHeroInstance *h = curHero();	if (!h)		return;	bool newSleep = !isHeroSleeping(h);	setHeroSleeping(h, newSleep);	updateSleepWake(h);	if (newSleep)	{		fnextHero();		//moveHero.block(true);		//uncomment to enable original HoMM3 behaviour:		//move button is disabled for hero going to sleep, even though it's enabled when you reselect him	}}void CAdvMapInt::fmoveHero(){	const CGHeroInstance *h = curHero();	if (!h || !terrain.currentPath || !CGI->mh->canStartHeroMovement())		return;	LOCPLINT->moveHero(h, *terrain.currentPath);}void CAdvMapInt::fshowSpellbok(){	if (!curHero()) //checking necessary values		return;	centerOn(selection);	GH.pushIntT<CSpellWindow>(curHero(), LOCPLINT, false);}void CAdvMapInt::fadventureOPtions(){	GH.pushIntT<CAdventureOptions>();}void CAdvMapInt::fsystemOptions(){	GH.pushIntT<CSystemOptionsWindow>();}void CAdvMapInt::fnextHero(){	auto hero = dynamic_cast<const CGHeroInstance*>(selection);	int next = getNextHeroIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));	if (next < 0)		return;	select(LOCPLINT->wanderingHeroes[next], true);}void CAdvMapInt::fendTurn(){	if(!LOCPLINT->makingTurn)		return;	if(settings["adventure"]["heroReminder"].Bool())	{		for(auto hero : LOCPLINT->wanderingHeroes)		{			if(!isHeroSleeping(hero) && hero->movement > 0)			{				// Only show hero reminder if conditions met:				// - There still movement points				// - Hero don't have a path or there not points for first step on path				auto path = LOCPLINT->getAndVerifyPath(hero);				if(!path || path->nodes.size() < 2 || !path->nodes[path->nodes.size()-2].turns)				{					LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[55], std::bind(&CAdvMapInt::endingTurn, this), nullptr);					return;				}			}		}	}	endingTurn();}void CAdvMapInt::updateSleepWake(const CGHeroInstance *h){	sleepWake->block(!h);	if (!h)		return;	bool state = isHeroSleeping(h);	sleepWake->setIndex(state ? 1 : 0, true);	sleepWake->assignedKeys.clear();	sleepWake->assignedKeys.insert(state ? SDLK_w : SDLK_z);}void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath){	if(!h)	{		moveHero->block(true);		return;	}	//default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately	if(boost::logic::indeterminate(hasPath))		hasPath = LOCPLINT->paths[h].nodes.size() ? true : false;	moveHero->block(!(bool)hasPath || (h->movement == 0));}void CAdvMapInt::updateSpellbook(const CGHeroInstance *h){	spellbook->block(!h);}int CAdvMapInt::getNextHeroIndex(int startIndex){	if (LOCPLINT->wanderingHeroes.size() == 0)		return -1;	if (startIndex < 0)		startIndex = 0;	int i = startIndex;	do	{		i++;		if (i >= LOCPLINT->wanderingHeroes.size())			i = 0;	}	while (((LOCPLINT->wanderingHeroes[i]->movement == 0) || isHeroSleeping(LOCPLINT->wanderingHeroes[i])) && (i != startIndex));	if ((LOCPLINT->wanderingHeroes[i]->movement != 0) && !isHeroSleeping(LOCPLINT->wanderingHeroes[i]))		return i;	else		return -1;}void CAdvMapInt::updateNextHero(const CGHeroInstance *h){	int start = vstd::find_pos(LOCPLINT->wanderingHeroes, h);	int next = getNextHeroIndex(start);	if (next < 0)	{		nextHero->block(true);		return;	}	const CGHeroInstance *nextH = LOCPLINT->wanderingHeroes[next];	bool noActiveHeroes = (next == start) && ((nextH->movement == 0) || isHeroSleeping(nextH));	nextHero->block(noActiveHeroes);}void CAdvMapInt::activate(){	CIntObject::activate();	if (!(active & KEYBOARD))		CIntObject::activate(KEYBOARD);	screenBuf = screen;	GH.statusbar = statusbar;	if(!duringAITurn)	{		activeMapPanel->activate();		if (mode == EAdvMapMode::NORMAL)		{			heroList.activate();			townList.activate();			infoBar.activate();		}		minimap.activate();		terrain.activate();		if(LOCPLINT)			LOCPLINT->cingconsole->activate();		GH.fakeMouseMove(); //to restore the cursor	}}void CAdvMapInt::deactivate(){	CIntObject::deactivate();	if(!duringAITurn)	{		scrollingDir = 0;		CCS->curh->changeGraphic(ECursor::ADVENTURE,0);		activeMapPanel->deactivate();		if (mode == EAdvMapMode::NORMAL)		{			heroList.deactivate();			townList.deactivate();			infoBar.deactivate();		}		minimap.deactivate();		terrain.deactivate();		if(LOCPLINT)			LOCPLINT->cingconsole->deactivate();	}}void CAdvMapInt::showAll(SDL_Surface * to){	blitAt(bg,0,0,to);	if(state != INGAME)		return;	switch (mode)	{	case EAdvMapMode::NORMAL:		heroList.showAll(to);		townList.showAll(to);		infoBar.showAll(to);		break;	case EAdvMapMode::WORLD_VIEW:		terrain.showAll(to);		break;	}	activeMapPanel->showAll(to);	updateScreen = true;	minimap.showAll(to);	show(to);	resdatabar.showAll(to);	statusbar->show(to);	LOCPLINT->cingconsole->show(to);}bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero){	if (!hero)		return false;	return vstd::contains(LOCPLINT->sleepingHeroes, hero);}void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep){	if (sleep)		LOCPLINT->sleepingHeroes.push_back(hero); //FIXME: should we check for existence?	else		LOCPLINT->sleepingHeroes -= hero;	updateNextHero(nullptr);}void CAdvMapInt::show(SDL_Surface * to){	if(state != INGAME)		return;	++animValHitCount; //for animations	if(animValHitCount % 2 == 0)	{		++heroAnim;	}	if(animValHitCount == 8)	{		CGI->mh->updateWater();		animValHitCount = 0;		++anim;		updateScreen = true;	}	if(swipeEnabled)	{		handleSwipeUpdate();	}#ifdef VCMI_ANDROID // on android, map-moving mode is exclusive (TODO technically it might work with both enabled; to be checked)	else#endif // VCMI_ANDROID	{		handleMapScrollingUpdate();	}	for(int i = 0; i < 4; i++)	{		if(settings["session"]["spectate"].Bool())			gems[i]->setFrame(PlayerColor(1).getNum());		else			gems[i]->setFrame(LOCPLINT->playerID.getNum());	}	if(updateScreen)	{		int3 betterPos = LOCPLINT->repairScreenPos(position);		if (betterPos != position)		{			logGlobal->warn("Incorrect position for adventure map!");			position = betterPos;		}		terrain.show(to);		for(int i = 0; i < 4; i++)			gems[i]->showAll(to);		updateScreen=false;		LOCPLINT->cingconsole->show(to);	}	else if (terrain.needsAnimUpdate())	{		terrain.showAnim(to);		for(int i = 0; i < 4; i++)			gems[i]->showAll(to);	}	infoBar.show(to);	statusbar->showAll(to);}void CAdvMapInt::handleMapScrollingUpdate(){	int scrollSpeed = static_cast<int>(settings["adventure"]["scrollSpeed"].Float());	//if advmap needs updating AND (no dialog is shown OR ctrl is pressed)	if((animValHitCount % (4 / scrollSpeed)) == 0	   && ((GH.topInt().get() == this) || isCtrlKeyDown()))	{		if((scrollingDir & LEFT) && (position.x > -CGI->mh->frameW))			position.x--;		if((scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - CGI->mh->tilesW + CGI->mh->frameW))			position.x++;		if((scrollingDir & UP) && (position.y > -CGI->mh->frameH))			position.y--;		if((scrollingDir & DOWN) && (position.y < CGI->mh->map->height - CGI->mh->tilesH + CGI->mh->frameH))			position.y++;		if(scrollingDir)		{			setScrollingCursor(scrollingDir);			scrollingState = true;			updateScreen = true;			minimap.redraw();			if(mode == EAdvMapMode::WORLD_VIEW)				terrain.redraw();		}		else if(scrollingState)		{			CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);			scrollingState = false;		}	}}void CAdvMapInt::handleSwipeUpdate(){	if(swipeMovementRequested)	{		auto fixedPos = LOCPLINT->repairScreenPos(swipeTargetPosition);		position.x = fixedPos.x;		position.y = fixedPos.y;		CCS->curh->changeGraphic(ECursor::DEFAULT, 0);		updateScreen = true;		minimap.redraw();		swipeMovementRequested = false;	}}void CAdvMapInt::selectionChanged(){	const CGTownInstance *to = LOCPLINT->towns[townList.getSelectedIndex()];	if (selection != to)		select(to);}void CAdvMapInt::centerOn(int3 on, bool fade){	bool switchedLevels = on.z != position.z;	if (fade)	{		terrain.fadeFromCurrentView();	}	switch (mode)	{	default:	case EAdvMapMode::NORMAL:		on.x -= CGI->mh->frameW; // is this intentional? frame size doesn't really have to correspond to camera size...		on.y -= CGI->mh->frameH;		break;	case EAdvMapMode::WORLD_VIEW:		on.x -= static_cast<si32>(CGI->mh->tilesW / 2 / worldViewScale);		on.y -= static_cast<si32>(CGI->mh->tilesH / 2 / worldViewScale);		break;	}	on = LOCPLINT->repairScreenPos(on);	position = on;	updateScreen=true;	underground->setIndex(on.z,true); //change underground switch button image	underground->redraw();	worldViewUnderground->setIndex(on.z, true);	worldViewUnderground->redraw();	if (switchedLevels)		minimap.setLevel(position.z);	minimap.redraw();	if (mode == EAdvMapMode::WORLD_VIEW)		terrain.redraw();}void CAdvMapInt::centerOn(const CGObjectInstance * obj, bool fade){	centerOn(obj->getSightCenter(), fade);}void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key){	if (mode == EAdvMapMode::WORLD_VIEW)		return;	ui8 Dir = 0;	SDL_Keycode k = key.keysym.sym;	const CGHeroInstance *h = curHero(); //selected hero	const CGTownInstance *t = curTown(); //selected town	switch(k)	{	case SDLK_g:		if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)			return;		{			//find first town with tavern			auto itr = range::find_if(LOCPLINT->towns, [](const CGTownInstance * town)			{				return town->hasBuilt(BuildingID::TAVERN);			});			if(itr != LOCPLINT->towns.end())				LOCPLINT->showThievesGuildWindow(*itr);			else				LOCPLINT->showInfoDialog(CGI->generaltexth->localizedTexts["adventureMap"]["noTownWithTavern"].String());		}		return;	case SDLK_i:		if(isActive())			CAdventureOptions::showScenarioInfo();		return;	case SDLK_l:		if(isActive())			LOCPLINT->proposeLoadingGame();		return;	case SDLK_s:		if(isActive() && key.type == SDL_KEYUP)			GH.pushIntT<CSavingScreen>();		return;	case SDLK_d:		{			if(h && isActive() && key.state == SDL_PRESSED)				LOCPLINT->tryDiggging(h);			return;		}	case SDLK_p:		if(isActive())			LOCPLINT->showPuzzleMap();		return;	case SDLK_v:		if(isActive())			LOCPLINT->viewWorldMap();		return;	case SDLK_r:		if(isActive() && LOCPLINT->ctrlPressed())		{			LOCPLINT->showYesNoDialog(CGI->generaltexth->localizedTexts["adventureMap"]["confirmRestartGame"].String(),				[](){ LOCPLINT->sendCustomEvent(EUserEvent::RESTART_GAME); }, nullptr);		}		return;	case SDLK_SPACE: //space - try to revisit current object with selected hero		{			if(!isActive())				return;			if(h && key.state == SDL_PRESSED)			{				auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);				//TODO!!!!!!! possible freeze, when GS mutex is locked and network thread can't apply package				//this thread leaves scope and tries to lock pim while holding gs,				//network thread tries to lock gs (appluy cl) while holding pim				//this thread should first lock pim, however gs locking/unlocking is done inside cb				LOCPLINT->cb->moveHero(h,h->pos);			}		}		return;	case SDLK_RETURN:		{			if(!isActive() || !selection || key.state != SDL_PRESSED)				return;			if(h)				LOCPLINT->openHeroWindow(h);			else if(t)				LOCPLINT->openTownWindow(t);			return;		}	case SDLK_ESCAPE:		{			if(isActive() || GH.topInt().get() != this || !spellBeingCasted || key.state != SDL_PRESSED)				return;			leaveCastingMode();			return;		}	case SDLK_t:		{			//act on key down if marketplace windows is not already opened			if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)				return;			if(LOCPLINT->ctrlPressed()) //CTRL + T => open marketplace			{				//check if we have any marketplace				const CGTownInstance *townWithMarket = nullptr;				for(const CGTownInstance *t : LOCPLINT->cb->getTownsInfo())				{					if(t->hasBuilt(BuildingID::MARKETPLACE))					{						townWithMarket = t;						break;					}				}				if(townWithMarket) //if any town has marketplace, open window					GH.pushIntT<CMarketplaceWindow>(townWithMarket);				else //if not - complain					LOCPLINT->showInfoDialog(CGI->generaltexth->localizedTexts["adventureMap"]["noTownWithMarket"].String());			}			else if(isActive()) //no ctrl, advmapint is on the top => switch to town			{				townList.selectNext();			}			return;		}	default:		{			static const int3 directions[] = {  int3(-1, +1, 0), int3(0, +1, 0), int3(+1, +1, 0),												int3(-1, 0, 0),  int3(0, 0, 0),  int3(+1, 0, 0),												int3(-1, -1, 0), int3(0, -1, 0), int3(+1, -1, 0) };			//numpad arrow			if(CGuiHandler::isArrowKey(k))				k = CGuiHandler::arrowToNum(k);			k -= SDLK_KP_1;			if(k < 0 || k > 8)				return;			if (!CGI->mh->canStartHeroMovement())				return;			int3 dir = directions[k];			if(!isActive() || LOCPLINT->ctrlPressed())//ctrl makes arrow move screen, not hero			{				Dir = (dir.x<0 ? LEFT  : 0) |					  (dir.x>0 ? RIGHT : 0) |					  (dir.y<0 ? UP    : 0) |					  (dir.y>0 ? DOWN  : 0) ;				break;			}			if(!h || key.state != SDL_PRESSED)				break;			if(k == 4)			{				centerOn(h);				return;			}			CGPath &path = LOCPLINT->paths[h];			terrain.currentPath = &path;			int3 dst = h->getPosition(false) + dir;			if(dst != verifyPos(dst) || !LOCPLINT->cb->getPathsInfo(h)->getPath(path, dst))			{				terrain.currentPath = nullptr;				return;			}			if (path.nodes.size() > 2)				updateMoveHero(h);			else			if(!path.nodes[0].turns)				LOCPLINT->moveHero(h, path);		}		return;	}	if(Dir && key.state == SDL_PRESSED //arrow is pressed		&& LOCPLINT->ctrlPressed()	)		scrollingDir |= Dir;	else		scrollingDir &= ~Dir;}void CAdvMapInt::handleRightClick(std::string text, tribool down){	if(down)	{		CRClickPopup::createAndPush(text);	}}int3 CAdvMapInt::verifyPos(int3 ver){	if (ver.x<0)		ver.x=0;	if (ver.y<0)		ver.y=0;	if (ver.z<0)		ver.z=0;	if (ver.x>=CGI->mh->sizes.x)		ver.x=CGI->mh->sizes.x-1;	if (ver.y>=CGI->mh->sizes.y)		ver.y=CGI->mh->sizes.y-1;	if (ver.z>=CGI->mh->sizes.z)		ver.z=CGI->mh->sizes.z-1;	return ver;}void CAdvMapInt::select(const CArmedInstance *sel, bool centerView){	assert(sel);	LOCPLINT->setSelection(sel);	selection = sel;	if (LOCPLINT->battleInt == nullptr && LOCPLINT->makingTurn)	{		auto pos = sel->visitablePos();		auto tile = LOCPLINT->cb->getTile(pos);		if(tile)			CCS->musich->playMusicFromSet("terrain", tile->terType, true);	}	if(centerView)		centerOn(sel);	terrain.currentPath = nullptr;	if(sel->ID==Obj::TOWN)	{		auto town = dynamic_cast<const CGTownInstance*>(sel);		infoBar.showTownSelection(town);		townList.select(town);		heroList.select(nullptr);		updateSleepWake(nullptr);		updateMoveHero(nullptr);		updateSpellbook(nullptr);	}	else //hero selected	{		auto hero = dynamic_cast<const CGHeroInstance*>(sel);		infoBar.showHeroSelection(hero);		heroList.select(hero);		townList.select(nullptr);		terrain.currentPath = LOCPLINT->getAndVerifyPath(hero);		updateSleepWake(hero);		updateMoveHero(hero);		updateSpellbook(hero);	}	townList.redraw();	heroList.redraw();}void CAdvMapInt::mouseMoved( const SDL_MouseMotionEvent & sEvent ){#ifdef VCMI_ANDROID	if(swipeEnabled)		return;#endif	// adventure map scrolling with mouse	// currently disabled in world view mode (as it is in OH3), but should work correctly if mode check is removed	// don't scroll if there is no window in focus - these events don't seem to correspond to the actual mouse movement	if(!isCtrlKeyDown() && isActive() && sEvent.windowID != 0 && mode == EAdvMapMode::NORMAL)	{		if(sEvent.x<15)		{			scrollingDir |= LEFT;		}		else		{			scrollingDir &= ~LEFT;		}		if(sEvent.x>screen->w-15)		{			scrollingDir |= RIGHT;		}		else		{			scrollingDir &= ~RIGHT;		}		if(sEvent.y<15)		{			scrollingDir |= UP;		}		else		{			scrollingDir &= ~UP;		}		if(sEvent.y>screen->h-15)		{			scrollingDir |= DOWN;		}		else		{			scrollingDir &= ~DOWN;		}	}}bool CAdvMapInt::isActive(){	return active & ~CIntObject::KEYBOARD;}void CAdvMapInt::startHotSeatWait(PlayerColor Player){	state = WAITING;}void CAdvMapInt::setPlayer(PlayerColor Player){	player = Player;	graphics->blueToPlayersAdv(bg,player);	panelMain->setPlayerColor(player);	panelWorldView->setPlayerColor(player);	panelWorldView->recolorIcons(player, player.getNum() * 19);	resdatabar.background->colorize(player);}void CAdvMapInt::startTurn(){	state = INGAME;	if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID		|| settings["session"]["spectate"].Bool())	{		adjustActiveness(false);		minimap.setAIRadar(false);	}}void CAdvMapInt::endingTurn(){	if(settings["session"]["spectate"].Bool())		return;	if(LOCPLINT->cingconsole->active)		LOCPLINT->cingconsole->deactivate();	LOCPLINT->makingTurn = false;	LOCPLINT->cb->endTurn();	CCS->soundh->ambientStopAllChannels();}const CGObjectInstance* CAdvMapInt::getActiveObject(const int3 &mapPos){	std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos);  //blocking objects at tile	if (bobjs.empty())		return nullptr;	return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);/*	if (bobjs.back()->ID == Obj::HERO)		return bobjs.back();	else		return bobjs.front();*/}void CAdvMapInt::tileLClicked(const int3 &mapPos){	if(mode != EAdvMapMode::NORMAL)		return;	if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn)		return;	const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);	const CGObjectInstance *topBlocking = getActiveObject(mapPos);	int3 selPos = selection->getSightCenter();	if(spellBeingCasted && isInScreenRange(selPos, mapPos))	{		const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);		switch(spellBeingCasted->id)		{		case SpellID::SCUTTLE_BOAT: //Scuttle Boat			if(topBlocking && topBlocking->ID == Obj::BOAT)				leaveCastingMode(true, mapPos);			break;		case SpellID::DIMENSION_DOOR:			if(!tile || tile->isClear(heroTile))				leaveCastingMode(true, mapPos);			break;		}		return;	}	//check if we can select this object	bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;	canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);	if(selection->ID != Obj::HERO) //hero is not selected (presumably town)	{		assert(!terrain.currentPath); //path can be active only when hero is selected		if(selection == topBlocking) //selected town clicked			LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));		else if(canSelect)			select(static_cast<const CArmedInstance*>(topBlocking), false);		return;	}	else if(const CGHeroInstance * currentHero = curHero()) //hero is selected	{		const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);		if(currentHero == topBlocking) //clicked selected hero		{			LOCPLINT->openHeroWindow(currentHero);			return;		}		else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile		{			select(static_cast<const CArmedInstance*>(topBlocking), false);			return;		}		else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise		{			if(terrain.currentPath && terrain.currentPath->endPos() == mapPos)//we'll be moving			{				if(CGI->mh->canStartHeroMovement())					LOCPLINT->moveHero(currentHero, *terrain.currentPath);				return;			}			else //remove old path and find a new one if we clicked on accessible tile			{				CGPath &path = LOCPLINT->paths[currentHero];				CGPath newpath;				bool gotPath = LOCPLINT->cb->getPathsInfo(currentHero)->getPath(newpath, mapPos); //try getting path, erase if failed				if(gotPath && newpath.nodes.size())					path = newpath;				if(path.nodes.size())					terrain.currentPath = &path;				else					LOCPLINT->eraseCurrentPathOf(currentHero);				updateMoveHero(currentHero);			}		}	} //end of hero is selected "case"	else	{		throw std::runtime_error("Nothing is selected...");	}	if(const IShipyard *shipyard = ourInaccessibleShipyard(topBlocking))	{		LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);	}}void CAdvMapInt::tileHovered(const int3 &mapPos){	if(mode != EAdvMapMode::NORMAL //disable in world view		|| !selection) //may occur just at the start of game (fake move before full intiialization)		return;	if(!LOCPLINT->cb->isVisible(mapPos))	{		CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);		statusbar->clear();		return;	}	auto objRelations = PlayerRelations::ALLIES;	const CGObjectInstance *objAtTile = getActiveObject(mapPos);	if(objAtTile)	{		objRelations = LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner);		std::string text = curHero() ? objAtTile->getHoverText(curHero()) : objAtTile->getHoverText(LOCPLINT->playerID);		boost::replace_all(text,"\n"," ");		statusbar->setText(text);	}	else	{		std::string hlp;		CGI->mh->getTerrainDescr(mapPos, hlp, false);		statusbar->setText(hlp);	}	if(spellBeingCasted)	{		switch(spellBeingCasted->id)		{		case SpellID::SCUTTLE_BOAT:			if(objAtTile && objAtTile->ID == Obj::BOAT)				CCS->curh->changeGraphic(ECursor::ADVENTURE, 42);			else				CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);			return;		case SpellID::DIMENSION_DOOR:			{				const TerrainTile * t = LOCPLINT->cb->getTile(mapPos, false);				int3 hpos = selection->getSightCenter();				if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos))					CCS->curh->changeGraphic(ECursor::ADVENTURE, 41);				else					CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);				return;			}		}	}	if(selection->ID == Obj::TOWN)	{		if(objAtTile)		{			if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)				CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);			else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)				CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);			else				CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);		}		else			CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);	}	else if(const CGHeroInstance * h = curHero())	{		int3 mapPosCopy = mapPos;		const CGPathNode * pnode = LOCPLINT->cb->getPathsInfo(h)->getPathInfo(mapPosCopy);		assert(pnode);		int turns = pnode->turns;		vstd::amin(turns, 3);		switch(pnode->action)		{		case CGPathNode::NORMAL:		case CGPathNode::TELEPORT_NORMAL:			if(pnode->layer == EPathfindingLayer::LAND)				CCS->curh->changeGraphic(ECursor::ADVENTURE, 4 + turns*6);			else				CCS->curh->changeGraphic(ECursor::ADVENTURE, 28 + turns);			break;		case CGPathNode::VISIT:		case CGPathNode::BLOCKING_VISIT:		case CGPathNode::TELEPORT_BLOCKING_VISIT:			if(objAtTile && objAtTile->ID == Obj::HERO)			{				if(selection == objAtTile)					CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);				else					CCS->curh->changeGraphic(ECursor::ADVENTURE, 8 + turns*6);			}			else if(pnode->layer == EPathfindingLayer::LAND)				CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);			else				CCS->curh->changeGraphic(ECursor::ADVENTURE, 28 + turns);			break;		case CGPathNode::BATTLE:		case CGPathNode::TELEPORT_BATTLE:			CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);			break;		case CGPathNode::EMBARK:			CCS->curh->changeGraphic(ECursor::ADVENTURE, 6 + turns*6);			break;		case CGPathNode::DISEMBARK:			CCS->curh->changeGraphic(ECursor::ADVENTURE, 7 + turns*6);			break;		default:			if(objAtTile && objRelations != PlayerRelations::ENEMIES)			{				if(objAtTile->ID == Obj::TOWN)					CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);				else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)					CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);				else					CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);			}			else				CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);			break;		}	}	if(ourInaccessibleShipyard(objAtTile))	{		CCS->curh->changeGraphic(ECursor::ADVENTURE, 6);	}}void CAdvMapInt::tileRClicked(const int3 &mapPos){	if(mode != EAdvMapMode::NORMAL)		return;	if(spellBeingCasted)	{		leaveCastingMode();		return;	}	if(!LOCPLINT->cb->isVisible(mapPos))	{		CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory		return;	}	const CGObjectInstance * obj = getActiveObject(mapPos);	if(!obj)	{		// Bare or undiscovered terrain		const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);		if (tile)		{			std::string hlp;			CGI->mh->getTerrainDescr(mapPos, hlp, true);			CRClickPopup::createAndPush(hlp);		}		return;	}	CRClickPopup::createAndPush(obj, GH.current->motion, CENTER);}void CAdvMapInt::enterCastingMode(const CSpell * sp){	assert(sp->id == SpellID::SCUTTLE_BOAT  ||  sp->id == SpellID::DIMENSION_DOOR);	spellBeingCasted = sp;	deactivate();	terrain.activate();	GH.fakeMouseMove();}void CAdvMapInt::leaveCastingMode(bool cast, int3 dest){	assert(spellBeingCasted);	SpellID id = spellBeingCasted->id;	spellBeingCasted = nullptr;	terrain.deactivate();	activate();	if(cast)		LOCPLINT->cb->castSpell(curHero(), id, dest);	else		LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled}const CGHeroInstance * CAdvMapInt::curHero() const{	if(selection && selection->ID == Obj::HERO)		return static_cast<const CGHeroInstance *>(selection);	else		return nullptr;}const CGTownInstance * CAdvMapInt::curTown() const{	if(selection && selection->ID == Obj::TOWN)		return static_cast<const CGTownInstance *>(selection);	else		return nullptr;}const IShipyard * CAdvMapInt::ourInaccessibleShipyard(const CGObjectInstance *obj) const{	const IShipyard *ret = IShipyard::castFrom(obj);	if(!ret || obj->tempOwner != player || CCS->curh->type || (CCS->curh->frame != 6 && CCS->curh->frame != 0))		return nullptr;	return ret;}void CAdvMapInt::aiTurnStarted(){	if(settings["session"]["spectate"].Bool())		return;	adjustActiveness(true);	CCS->musich->playMusicFromSet("enemy-turn", true);	adventureInt->minimap.setAIRadar(true);	adventureInt->infoBar.startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());	adventureInt->infoBar.showAll(screen);//force refresh on inactive object}void CAdvMapInt::adjustActiveness(bool aiTurnStart){	bool wasActive = isActive();	if(wasActive)		deactivate();	adventureInt->duringAITurn = aiTurnStart;	if(wasActive)		activate();}void CAdvMapInt::quickCombatLock(){	if(!duringAITurn)		deactivate();}void CAdvMapInt::quickCombatUnlock(){	if(!duringAITurn)		activate();}void CAdvMapInt::changeMode(EAdvMapMode newMode, float newScale){	if (mode != newMode)	{		mode = newMode;		switch (mode)		{		case EAdvMapMode::NORMAL:			panelMain->activate();			panelWorldView->deactivate();			activeMapPanel = panelMain;			townList.activate();			heroList.activate();			infoBar.activate();			worldViewOptions.clear();			break;		case EAdvMapMode::WORLD_VIEW:			panelMain->deactivate();			panelWorldView->activate();			activeMapPanel = panelWorldView;			townList.deactivate();			heroList.deactivate();			infoBar.showSelection(); // to prevent new day animation interfering world view mode			infoBar.deactivate();			break;		}		worldViewScale = newScale;		redraw();	}	else if (worldViewScale != newScale) // still in world view mode, but the scale changed	{		worldViewScale = newScale;		redraw();	}}CAdventureOptions::CAdventureOptions()	: CWindowObject(PLAYER_COLORED, "ADVOPTS"){	OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);	viewWorld = std::make_shared<CButton>(Point(24, 23), "ADVVIEW.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_v);	viewWorld->addCallback(std::bind(&CPlayerInterface::viewWorldMap, LOCPLINT));	exit = std::make_shared<CButton>(Point(204, 313), "IOK6432.DEF", CButton::tooltip(), std::bind(&CAdventureOptions::close, this), SDLK_RETURN);	exit->assignedKeys.insert(SDLK_ESCAPE);	scenInfo = std::make_shared<CButton>(Point(24, 198), "ADVINFO.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_i);	scenInfo->addCallback(CAdventureOptions::showScenarioInfo);	puzzle = std::make_shared<CButton>(Point(24, 81), "ADVPUZ.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_p);	puzzle->addCallback(std::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT));	dig = std::make_shared<CButton>(Point(24, 139), "ADVDIG.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_d);	if(const CGHeroInstance *h = adventureInt->curHero())		dig->addCallback(std::bind(&CPlayerInterface::tryDiggging, LOCPLINT, h));	else		dig->block(true);}void CAdventureOptions::showScenarioInfo(){	if(LOCPLINT->cb->getStartInfo()->campState)	{		GH.pushIntT<CCampaignInfoScreen>();	}	else	{		GH.pushIntT<CScenarioInfoScreen>();	}}CAdvMapInt::WorldViewOptions::WorldViewOptions(){	clear();}void CAdvMapInt::WorldViewOptions::clear(){	showAllTerrain = false;	iconPositions.clear();}void CAdvMapInt::WorldViewOptions::adjustDrawingInfo(MapDrawingInfo& info){	info.showAllTerrain = showAllTerrain;	info.additionalIcons = &iconPositions;}
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