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| #include "StdInc.h"#include "CAdvmapInterface.h"#include "../CCallback.h"#include "CCastleInterface.h"#include "UIFramework/CCursorHandler.h"#include "CGameInfo.h"#include "CHeroWindow.h"#include "CKingdomInterface.h"#include "CMessage.h"#include "CPlayerInterface.h"#include "UIFramework/SDL_Extensions.h"#include "CBitmapHandler.h"#include "CConfigHandler.h"#include "CSpellWindow.h"#include "Graphics.h"#include "CDefHandler.h"#include "../lib/CGeneralTextHandler.h"#include "../lib/CHeroHandler.h"#include "../lib/CObjectHandler.h"#include "../lib/CTownHandler.h"#include "../lib/map.h"#include "../lib/JsonNode.h"#include "mapHandler.h"#include "CPreGame.h"#include "../lib/VCMI_Lib.h"#include "../lib/CSpellHandler.h"#include "CSoundBase.h"#include "../lib/CGameState.h"#include "CMusicHandler.h"#include "UIFramework/CGuiHandler.h"#include "UIFramework/CIntObjectClasses.h"#include "../lib/UnlockGuard.h"#ifdef _MSC_VER#pragma warning (disable : 4355)#endif/* * CAdvMapInterface.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#define ADVOPT (conf.go()->ac)using namespace boost::logic;using namespace boost::assign;using namespace CSDL_Ext;CAdvMapInt *adventureInt;CMinimap::CMinimap(){	OBJ_CONSTRUCTION_CAPTURING_ALL;	used = LCLICK | RCLICK | HOVER;	int3 mapSizes = LOCPLINT->cb->getMapSize();	statusbarTxt = CGI->generaltexth->zelp[291].first;	rcText = CGI->generaltexth->zelp[291].second;	pos.x=ADVOPT.minimapX;	pos.y=ADVOPT.minimapY;	pos.h=ADVOPT.minimapW;	pos.w=ADVOPT.minimapH;	temps = CSDL_Ext::createSurfaceWithBpp<4>(pos.w,pos.h);	aiShield = new CPicture("AISHIELD.bmp");	const JsonNode config(GameConstants::DATA_DIR + "/config/minimap.json");	const JsonVector &minimap_vec = config["MinimapColors"].Vector();	BOOST_FOREACH(const JsonNode &m, minimap_vec) {		std::pair<int,SDL_Color> vinya;		vinya.first = m["terrain_id"].Float();		const JsonVector &unblocked_vec = m["unblocked"].Vector();		vinya.second.r = unblocked_vec[0].Float();		vinya.second.g = unblocked_vec[1].Float();		vinya.second.b = unblocked_vec[2].Float();		vinya.second.unused = 255;		colors.insert(vinya);		const JsonVector &blocked_vec = m["blocked"].Vector();		vinya.second.r = blocked_vec[0].Float();		vinya.second.g = blocked_vec[1].Float();		vinya.second.b = blocked_vec[2].Float();		vinya.second.unused = 255;		colorsBlocked.insert(vinya);	}}CMinimap::~CMinimap(){	SDL_FreeSurface(temps);	for (std::map<int, CMinimapSurfacesRef>::iterator it = surfs.begin(); it != surfs.end(); ++it)	{		it->second.free();	}}void CMinimap::draw(SDL_Surface * to){	int player = adventureInt->player;	if(LOCPLINT->makingTurn)	{		int3 mapSizes = LOCPLINT->cb->getMapSize();		//draw terrain		blitAt(surfs[player].map()[adventureInt->position.z],0,0,temps);		//draw heroes		std::vector <const CGHeroInstance *> hh = LOCPLINT->cb->getHeroesInfo(false);		int mw = surfs[player].map()[0]->w, mh = surfs[player].map()[0]->h,			wo = mw/mapSizes.x, ho = mh/mapSizes.y;		for (size_t i=0; i < hh.size(); ++i)		{			int3 hpos = hh[i]->getPosition(false);			if(hpos.z!=adventureInt->position.z)				continue;			int3 maplgp ( (hpos.x*mw)/mapSizes.x, (hpos.y*mh)/mapSizes.y, hpos.z );			for (int ii=0; ii<wo; ii++)			{				for (int jj=0; jj<ho; jj++)				{					SDL_PutPixelWithoutRefresh(temps,maplgp.x+ii,maplgp.y+jj,graphics->playerColors[hh[i]->getOwner()].r,						graphics->playerColors[hh[i]->getOwner()].g,graphics->playerColors[hh[i]->getOwner()].b);				}			}		}		blitAt(surfs[player].flObjs()[adventureInt->position.z],0,0,temps);		blitAt(surfs[player].FoW()[adventureInt->position.z],0,0,temps);		//draw radar		const int tilesw=(ADVOPT.advmapW+31)/32;		const int tilesh=(ADVOPT.advmapH+31)/32;		int bx = static_cast<int>((adventureInt->position.x / static_cast<double>(mapSizes.x)) * pos.w),			by = static_cast<int>((adventureInt->position.y / static_cast<double>(mapSizes.y)) * pos.h),			rx = static_cast<int>((tilesw / static_cast<double>(mapSizes.x)) * pos.w), //width			ry = static_cast<int>((tilesh / static_cast<double>(mapSizes.y)) * pos.h); //height		CSDL_Ext::drawDashedBorder(temps, Rect(bx, by, rx, ry), int3(255,75,125));		//blitAt(radar,bx,by,temps);		blitAt(temps,pos.x,pos.y,to);	}	else	{		aiShield->showAll(to);	}}CMinimapSurfacesRef::CMinimapSurfacesRef() : ready(false){}void CMinimapSurfacesRef::redraw(int level){	ready = true;	initMap(level);	//FoW	initFoW(level);	//flaggable objects	initFlaggableObjs(level);	//showing tiles	showVisibleTiles();}void CMinimapSurfacesRef::initMap(int level){	const Rect &minimap_pos = adventureInt->minimap.pos;	std::map<int,SDL_Color> &colors = adventureInt->minimap.colors;	std::map<int,SDL_Color> &colorsBlocked = adventureInt->minimap.colorsBlocked;	int3 mapSizes = LOCPLINT->cb->getMapSize();	for (size_t i=0; i<CGI->mh->sizes.z; i++)	{		SDL_Surface *pom;		if ((level>=0) && (i!=level))			continue;		if (map_.size()<i+1)			pom = CSDL_Ext::newSurface(minimap_pos.w,minimap_pos.h,screen);		else pom = map_[i];		for (int x=0;x<minimap_pos.w;x++)		{			for (int y=0;y<minimap_pos.h;y++)			{				int mx=(mapSizes.x*x)/minimap_pos.w;				int my=(mapSizes.y*y)/minimap_pos.h;				const TerrainTile * tile = LOCPLINT->cb->getTile(int3(mx, my, i), false);				if(tile)				{					if (tile->blocked && (!tile->visitable))						SDL_PutPixelWithoutRefresh(pom, x, y, colorsBlocked[tile->tertype].r, colorsBlocked[tile->tertype].g, colorsBlocked[tile->tertype].b);					else						SDL_PutPixelWithoutRefresh(pom, x, y, colors[tile->tertype].r, colors[tile->tertype].g, colors[tile->tertype].b);				}			}		}		map_.push_back(pom);	}}void CMinimapSurfacesRef::initFoW(int level){	const Rect &minimap_pos = adventureInt->minimap.pos;	int3 mapSizes = LOCPLINT->cb->getMapSize();	int mw = map_[0]->w, mh = map_[0]->h;//,		//wo = mw/mapSizes.x, ho = mh/mapSizes.y; //TODO use me	for(int d=0; d<CGI->mh->map->twoLevel+1; ++d)	{		if(level>=0 && d!=level)			continue;		SDL_Surface * pt = CSDL_Ext::createSurfaceWithBpp<4>(minimap_pos.w, minimap_pos.h);		for (int i=0; i<mw; i++)		{			for (int j=0; j<mh; j++)			{				int3 pp( ((i*mapSizes.x)/mw), ((j*mapSizes.y)/mh), d );				if ( !LOCPLINT->cb->isVisible(pp) )				{					CSDL_Ext::SDL_PutPixelWithoutRefresh(pt,i,j,0,0,0);				}			}		}		FoW_.push_back(pt);	}}void CMinimapSurfacesRef::initFlaggableObjs(int level){	const Rect &minimap_pos = adventureInt->minimap.pos;	int mw = map_[0]->w, mh = map_[0]->h;	for(int d=0; d<CGI->mh->map->twoLevel+1; ++d)	{		if(level>=0 && d!=level)			continue;		SDL_Surface * pt = CSDL_Ext::createSurfaceWithBpp<4>(minimap_pos.w, minimap_pos.h);		for (int i=0; i<mw; i++)		{			for (int j=0; j<mh; j++)			{				CSDL_Ext::SDL_PutPixelWithoutRefresh(pt,i,j,0,0,0,0);			}		}		flObjs_.push_back(pt);	}}void CMinimap::updateRadar(){}void CMinimap::clickRight(tribool down, bool previousState){	adventureInt->handleRightClick(rcText,down);}void CMinimap::clickLeft(tribool down, bool previousState){	if (down && !(used & MOVE))		changeUsedEvents(MOVE, true);	else if (!down	&&	used & MOVE)		changeUsedEvents(MOVE, false);	//ClickableL::clickLeft(down);	if (!((bool)down))		return;	double dx = (GH.current->motion.x - pos.x) / static_cast<double>(pos.w),		dy = (GH.current->motion.y - pos.y) / static_cast<double>(pos.h);	int3 newCPos;	newCPos.x = (CGI->mh->sizes.x*dx);	newCPos.y = (CGI->mh->sizes.y*dy);	newCPos.z = adventureInt->position.z;	adventureInt->centerOn(newCPos);}void CMinimap::hover (bool on){	//Hoverable::hover(on);	if (on)		adventureInt->statusbar.print(statusbarTxt);	else if (adventureInt->statusbar.current==statusbarTxt)		adventureInt->statusbar.clear();}void CMinimap::mouseMoved (const SDL_MouseMotionEvent & sEvent){	if (pressedL)	{		clickLeft(true, true);	}}void CMinimap::activate(){	CIntObject::activate();}void CMinimap::deactivate(){	CIntObject::deactivate();}std::vector<SDL_Surface*> & CMinimapSurfacesRef::map(){	if (!ready) redraw();	return map_;}std::vector<SDL_Surface*> & CMinimapSurfacesRef::FoW(){	if (!ready) redraw();	return FoW_;}std::vector<SDL_Surface*> & CMinimapSurfacesRef::flObjs(){	if (!ready) redraw();	return flObjs_;}void CMinimapSurfacesRef::free(){	if (ready)	{		for (int g = 0; g < map_.size(); ++g)			SDL_FreeSurface(map_[g]);		map_.clear();		for (int g = 0; g < FoW_.size(); ++g)			SDL_FreeSurface(FoW_[g]);		FoW_.clear();		for (int g = 0; g < flObjs_.size(); ++g)			SDL_FreeSurface(flObjs_[g]);		flObjs_.clear();	}}void CMinimap::showTile(const int3 &pos){	const int player = adventureInt->player;	std::vector<SDL_Surface*> &map = surfs[player].map();	std::vector<SDL_Surface*> &FoW = surfs[player].FoW();	std::vector<SDL_Surface*> &flObjs = surfs[player].flObjs();	int3 mapSizes = LOCPLINT->cb->getMapSize();	//drawing terrain	int mw = map[0]->w, mh = map[0]->h;	double wo = ((double)mw)/mapSizes.x, ho = ((double)mh)/mapSizes.y;	for (int ii=0; ii<wo; ii++)	{		for (int jj=0; jj<ho; jj++)		{			if ((pos.x*wo+ii<this->pos.w) && (pos.y*ho+jj<this->pos.h))				CSDL_Ext::SDL_PutPixelWithoutRefresh(FoW[pos.z],pos.x*wo+ii,pos.y*ho+jj,0,0,0,0);			const TerrainTile * tile = LOCPLINT->cb->getTile(pos, false);			if(tile)			{				if (tile->blocked && (!tile->visitable))					SDL_PutPixelWithoutRefresh(surfs[player].map()[pos.z], pos.x*wo+ii, pos.y*ho+jj, colorsBlocked[tile->tertype].r, colorsBlocked[tile->tertype].g, colorsBlocked[tile->tertype].b);				else					SDL_PutPixelWithoutRefresh(surfs[player].map()[pos.z], pos.x*wo+ii, pos.y*ho+jj, colors[tile->tertype].r, colors[tile->tertype].g, colors[tile->tertype].b);			}		}	}	//drawing flaggable objects	int woShifted = wo, hoShifted = ho; //for better minimap rendering on L-sized maps	std::vector < const CGObjectInstance * > oo = LOCPLINT->cb->getFlaggableObjects(pos);	for(size_t v=0; v<oo.size(); ++v)	{		if(!dynamic_cast< const CGHeroInstance * >(oo[v])) //heroes have been printed		{			int3 maplgp ( (pos.x*mw)/mapSizes.x, (pos.y*mh)/mapSizes.y, pos.z );			if(((int)wo) * mapSizes.x != mw   &&   pos.x+1 < mapSizes.x)//minimap size in X is not multiple of map size in X			{				std::vector < const CGObjectInstance * > op1x = LOCPLINT->cb->getFlaggableObjects(int3(pos.x+1, pos.y, pos.z));				if(op1x.size()!=0)				{					woShifted = wo + 1;				}				else				{					woShifted = wo;				}			}			if(((int)ho) * mapSizes.y != mh   &&   pos.y+1 < mapSizes.y) //minimap size in Y is not multiple of map size in Y			{				std::vector < const CGObjectInstance * > op1y = LOCPLINT->cb->getFlaggableObjects(int3(pos.x, pos.y+1, pos.z));				if(op1y.size()!=0)				{					hoShifted = ho + 1;				}				else				{					hoShifted = ho;				}			}			for (int ii=0; ii<woShifted; ii++) //rendering flaggable objects			{				for (int jj=0; jj<hoShifted; jj++)				{					if(oo[v]->tempOwner == 255)						SDL_PutPixelWithoutRefresh(flObjs[pos.z],maplgp.x+ii,maplgp.y+jj,graphics->neutralColor->r,							graphics->neutralColor->g,graphics->neutralColor->b);					else						SDL_PutPixelWithoutRefresh(flObjs[pos.z],maplgp.x+ii,maplgp.y+jj,graphics->playerColors[oo[v]->getOwner()].r,							graphics->playerColors[oo[v]->getOwner()].g,graphics->playerColors[oo[v]->getOwner()].b);				}			}		}	}	//flaggable objects drawn}void CMinimapSurfacesRef::showVisibleTiles(int level){	int3 mapSizes = LOCPLINT->cb->getMapSize();	for(int d=0; d<CGI->mh->map->twoLevel+1; ++d)	{		if(level>=0 && d!=level)			continue;		for(int x=0; x<mapSizes.x; ++x)		{			for(int y=0; y<mapSizes.y; ++y)			{				if(LOCPLINT->cb->isVisible(int3(x, y, d)))				{					adventureInt->minimap.showTile(int3(x, y, d));				}			}		}	}}void CMinimap::hideTile(const int3 &pos){	const int player = adventureInt->player;	std::vector<SDL_Surface*> &map = surfs[player].map();	std::vector<SDL_Surface*> &FoW = surfs[player].FoW();	int3 mapSizes = LOCPLINT->cb->getMapSize();	//drawing terrain	int mw = map[0]->w, mh = map[0]->h;	double wo = ((double)mw)/mapSizes.x, ho = ((double)mh)/mapSizes.y;	for (int ii=0; ii<wo; ii++)	{		for (int jj=0; jj<ho; jj++)		{			if ((pos.x*wo+ii<this->pos.w) && (pos.y*ho+jj<this->pos.h))				CSDL_Ext::SDL_PutPixelWithoutRefresh(FoW[pos.z],pos.x*wo+ii,pos.y*ho+jj,0,0,0);		}	}}CTerrainRect::CTerrainRect()	:curHoveredTile(-1,-1,-1), currentPath(NULL){	tilesw=(ADVOPT.advmapW+31)/32;	tilesh=(ADVOPT.advmapH+31)/32;	pos.x=ADVOPT.advmapX;	pos.y=ADVOPT.advmapY;	pos.w=ADVOPT.advmapW;	pos.h=ADVOPT.advmapH;	moveX = moveY = 0;}CTerrainRect::~CTerrainRect(){}void CTerrainRect::activate(){	activateLClick();	activateRClick();	activateHover();	activateMouseMove();}void CTerrainRect::deactivate(){	deactivateLClick();	deactivateRClick();	deactivateHover();	deactivateMouseMove();	curHoveredTile = int3(-1,-1,-1); //we lost info about hovered tile when disabling}void CTerrainRect::clickLeft(tribool down, bool previousState){	if ((down==false) || indeterminate(down))		return;	int3 mp = whichTileIsIt();	if (mp.x<0 || mp.y<0 || mp.x >= LOCPLINT->cb->getMapSize().x || mp.y >= LOCPLINT->cb->getMapSize().y)		return;	adventureInt->tileLClicked(mp);}void CTerrainRect::clickRight(tribool down, bool previousState){	int3 mp = whichTileIsIt();	if (CGI->mh->map->isInTheMap(mp) && down)		adventureInt->tileRClicked(mp);}void CTerrainRect::mouseMoved (const SDL_MouseMotionEvent & sEvent){	int3 tHovered = whichTileIsIt(sEvent.x,sEvent.y);	int3 pom = adventureInt->verifyPos(tHovered);	if(tHovered != pom) //tile outside the map	{		CCS->curh->changeGraphic(0, 0);		return;	}	if (pom != curHoveredTile)		curHoveredTile=pom;	else		return;	adventureInt->tileHovered(curHoveredTile);}void CTerrainRect::hover(bool on){	if (!on)	{		adventureInt->statusbar.clear();		CCS->curh->changeGraphic(0,0);	}	//Hoverable::hover(on);}void CTerrainRect::showPath(const SDL_Rect * extRect, SDL_Surface * to){	const static int pns[9][9] = {				{16, 17, 18,  7, -1, 19,  6,  5, -1},				{ 8,  9, 18,  7, -1, 19,  6, -1, 20},				{ 8,  1, 10,  7, -1, 19, -1, 21, 20},				{24, 17, 18, 15, -1, -1,  6,  5,  4},				{-1, -1, -1, -1, -1, -1, -1, -1, -1},				{ 8,  1,  2, -1, -1, 11, 22, 21, 20},				{24, 17, -1, 23, -1,  3, 14,  5,  4},				{24, -1,  2, 23, -1,  3, 22, 13,  4},				{-1,  1,  2, 23, -1,  3, 22, 21, 12}			}; //table of magic values TODO meaning, change variable name	for (size_t i=0; i < currentPath->nodes.size()-1; ++i)	{		const int3 &curPos = currentPath->nodes[i].coord, &nextPos = currentPath->nodes[i+1].coord;		if(curPos.z != adventureInt->position.z)			continue;		int pn=-1;//number of picture		if (i==0) //last tile		{			int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,				y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;			if (x<0 || y<0 || x>pos.w || y>pos.h)				continue;			pn=0;		}		else		{			const int3 &prevPos = currentPath->nodes[i-1].coord;			std::vector<CGPathNode> & cv = currentPath->nodes;			/* Vector directions			 *  0   1   2			 *    \ | /			 *  3 - 4 - 5			 *    / | \			 *  6   7  8			 *For example:			 *  |			 *  |__\			 *     /			 * is id1=7, id2=5 (pns[7][5])			*/			bool pathContinuous = curPos.areNeighbours(nextPos) && curPos.areNeighbours(prevPos);			if(pathContinuous && cv[i].land == cv[i+1].land)			{				int id1=(curPos.x-nextPos.x+1)+3*(curPos.y-nextPos.y+1);   //Direction of entering vector				int id2=(cv[i-1].coord.x-curPos.x+1)+3*(cv[i-1].coord.y-curPos.y+1); //Direction of exiting vector				pn=pns[id1][id2];			}			else //path discontinuity or sea/land transition (eg. when moving through Subterranean Gate or Boat)			{				pn = 0;			}		}		if (currentPath->nodes[i].turns)			pn+=25;		if (pn>=0)		{			CDefEssential * arrows = graphics->heroMoveArrows;			int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,				y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;			if (x< -32 || y< -32 || x>pos.w || y>pos.h)				continue;			int hvx = (x+arrows->ourImages[pn].bitmap->w)-(pos.x+pos.w),				hvy = (y+arrows->ourImages[pn].bitmap->h)-(pos.y+pos.h);			SDL_Rect prevClip;			SDL_GetClipRect(to, &prevClip);			SDL_SetClipRect(to, extRect); //preventing blitting outside of that rect			if(ADVOPT.smoothMove) //version for smooth hero move, with pos shifts			{				if (hvx<0 && hvy<0)				{					Rect dstRect = genRect(32, 32, x + moveX, y + moveY);					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, NULL, to, &dstRect);				}				else if(hvx<0)				{					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x + moveX, y + moveY);					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);				}				else if (hvy<0)				{					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);				}				else				{					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);				}			}			else //standard version			{				if (hvx<0 && hvy<0)				{					Rect dstRect = genRect(32, 32, x, y);					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, NULL, to, &dstRect);				}				else if(hvx<0)				{					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x, y);					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);				}				else if (hvy<0)				{					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x, y);					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);				}				else				{					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x, y);					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);				}			}			SDL_SetClipRect(to, &prevClip);		}	} //for (int i=0;i<currentPath->nodes.size()-1;i++)}void CTerrainRect::show(SDL_Surface * to){	if(ADVOPT.smoothMove)		CGI->mh->terrainRect			(adventureInt->position, adventureInt->anim,			 &LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,			 to, &pos, moveX, moveY, false, int3());	else		CGI->mh->terrainRect			(adventureInt->position, adventureInt->anim,			 &LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,			 to, &pos, 0, 0, false, int3());	//SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));	//SDL_FreeSurface(teren);	if (currentPath/* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path	{		showPath(&pos, to);	}}int3 CTerrainRect::whichTileIsIt(const int & x, const int & y){	int3 ret;	ret.x = adventureInt->position.x + ((GH.current->motion.x-CGI->mh->offsetX-pos.x)/32);	ret.y = adventureInt->position.y + ((GH.current->motion.y-CGI->mh->offsetY-pos.y)/32);	ret.z = adventureInt->position.z;	return ret;}int3 CTerrainRect::whichTileIsIt(){	return whichTileIsIt(GH.current->motion.x,GH.current->motion.y);}void CResDataBar::clickRight(tribool down, bool previousState){}void CResDataBar::activate(){	activateRClick();}void CResDataBar::deactivate(){	deactivateRClick();}CResDataBar::CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist){	bg = BitmapHandler::loadBitmap(defname);	SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));	graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);	pos = genRect(bg->h, bg->w, pos.x+x, pos.y+y);	txtpos.resize(8);	for (int i = 0; i < 8 ; i++)	{		txtpos[i].first = pos.x + offx + resdist*i;		txtpos[i].second = pos.y + offy;	}	txtpos[7].first = txtpos[6].first + datedist;	datetext =  CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]	+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";}CResDataBar::CResDataBar(){	bg = BitmapHandler::loadBitmap(ADVOPT.resdatabarG);	SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));	graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);	pos = genRect(bg->h,bg->w,ADVOPT.resdatabarX,ADVOPT.resdatabarY);	txtpos.resize(8);	for (int i = 0; i < 8 ; i++)	{		txtpos[i].first = pos.x + ADVOPT.resOffsetX + ADVOPT.resDist*i;		txtpos[i].second = pos.y + ADVOPT.resOffsetY;	}	txtpos[7].first = txtpos[6].first + ADVOPT.resDateDist;	datetext =  CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]				+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";}CResDataBar::~CResDataBar(){	SDL_FreeSurface(bg);}void CResDataBar::draw(SDL_Surface * to){	blitAt(bg,pos.x,pos.y,to);	char * buf = new char[15];	for (int i=0;i<7;i++)	{		SDL_itoa(LOCPLINT->cb->getResourceAmount(i),buf,10);		printAt(buf,txtpos[i].first,txtpos[i].second,FONT_SMALL,Colors::Cornsilk,to);	}	std::vector<std::string> temp;	SDL_itoa(LOCPLINT->cb->getDate(3),buf,10); temp+=std::string(buf);	SDL_itoa(LOCPLINT->cb->getDate(2),buf,10); temp+=std::string(buf);	SDL_itoa(LOCPLINT->cb->getDate(1),buf,10); temp+=std::string(buf);	printAt(processStr(datetext,temp),txtpos[7].first,txtpos[7].second,FONT_SMALL,Colors::Cornsilk,to);	temp.clear();	//updateRect(&pos,screen);	delete[] buf;}void CResDataBar::show(SDL_Surface * to){}void CResDataBar::showAll(SDL_Surface * to){	draw(to);}CInfoBar::CInfoBar(){	toNextTick = pom = -1;	mode = NOTHING;	pos.x=ADVOPT.infoboxX;	pos.y=ADVOPT.infoboxY;	pos.w=194;	pos.h=186;	day = CDefHandler::giveDef("NEWDAY.DEF");	week1 = CDefHandler::giveDef("NEWWEEK1.DEF");	week2 = CDefHandler::giveDef("NEWWEEK2.DEF");	week3 = CDefHandler::giveDef("NEWWEEK3.DEF");	week4 = CDefHandler::giveDef("NEWWEEK4.DEF");	hourglass = CDefHandler::giveDef("HOURGLAS.DEF");	hourglassSand = CDefHandler::giveDef("HOURSAND.DEF");	selInfoWin = NULL;}CInfoBar::~CInfoBar(){	delete day;	delete week1;	delete week2;	delete week3;	delete week4;	if(selInfoWin)		SDL_FreeSurface(selInfoWin);}void CInfoBar::showAll(SDL_Surface * to){	if (mode >= NEW_DAY  &&  mode <= NEW_WEEK4)	{		blitAnim(mode);	}	else if(mode == ENEMY_TURN)	{		CPicture bg("ADSTATOT.bmp");		bg.convertToScreenBPP();		CAnimImage ai("CREST58", enemyTurnInfo.color, 0, 20, 51);		ai.showAll(&*bg);		int hourglassFrame = enemyTurnInfo.progress * hourglass->ourImages.size();		static int sandFrame = 0;		vstd::amin(hourglassFrame, hourglass->ourImages.size()-1);		blitAt(hourglassSand->ourImages[sandFrame++ % hourglassSand->ourImages.size()].bitmap, 99, 51, bg);		blitAt(hourglass->ourImages[hourglassFrame].bitmap, 99, 51, bg);		blitAtLoc(bg, 8, 11, to);	}	else if(selInfoWin)	{		blitAt(selInfoWin, pos.x, pos.y, to);	}}CDefHandler * CInfoBar::getAnim(EMode mode){	switch(mode)	{	case NEW_DAY:		return day;	case NEW_WEEK1:		return week1;	case NEW_WEEK2:		return week2;	case NEW_WEEK3:		return week3;	case NEW_WEEK4:		return week4;	default:		return NULL;	}}void CInfoBar::blitAnim(EMode mode)//0 - day, 1 - week{	CDefHandler * anim = NULL;	std::ostringstream txt;	anim = getAnim(mode);	if(mode > NEW_DAY) //new week animation	{		txt << CGI->generaltexth->allTexts[63] << " " << LOCPLINT->cb->getDate(2);	}	else if(mode == NEW_DAY) //new day	{		txt << CGI->generaltexth->allTexts[64] << " " << LOCPLINT->cb->getDate(1);	}	blitAt(anim->ourImages[pom].bitmap,pos.x+9,pos.y+10);	printAtMiddle(txt.str(),pos.x+95,pos.y+31,FONT_MEDIUM,Colors::Cornsilk);	if (pom == anim->ourImages.size()-1)		toNextTick+=750;}void CInfoBar::newDay(int Day){	if(LOCPLINT->cb->getDate(1) != 1)	{		mode = NEW_DAY; //showing day	}	else	{		switch(LOCPLINT->cb->getDate(2))		{		case 1:			mode = NEW_WEEK1;			break;		case 2:			mode = NEW_WEEK2;			break;		case 3:			mode = NEW_WEEK3;			break;		case 4:			mode = NEW_WEEK4;			break;		default:			mode = NOTHING;			break;		}	}	pom = 0;	if(!(active & TIME))		activateTimer();	toNextTick = 500;	blitAnim(mode);}void CInfoBar::showComp(const CComponent * comp, int time/*=5000*/){	if(comp->type != CComponent::hero)	{		curSel = NULL;	}	SDL_Surface * b = BitmapHandler::loadBitmap("ADSTATOT.bmp");	blitAt(b,pos.x+8,pos.y+11);	CComponent* tempComp = (CComponent*)comp; //evil. TODO: remove need to move component	tempComp->moveTo(Point(pos.x+52, pos.y+54));	tempComp->showAll(screen);	printAtMiddle(comp->subtitle,pos.x+91,pos.y+158,FONT_SMALL,Colors::Cornsilk);	printAtMiddleWB(comp->description,pos.x+94,pos.y+31,FONT_SMALL,26,Colors::Cornsilk);	SDL_FreeSurface(b);	if(!(active & TIME))		activateTimer();	mode = SHOW_COMPONENT;	toNextTick = time;}void CInfoBar::tick(){	if(mode >= NEW_DAY  &&  mode <= NEW_WEEK4) //animation	{		pom++;		if (pom >= getAnim(mode)->ourImages.size())		{			deactivateTimer();			toNextTick = -1;			mode = NOTHING;		}		toNextTick = 150;	}	else if(mode == SHOW_COMPONENT)	{		deactivateTimer();		toNextTick = -1;		mode = NOTHING;	}	if(adventureInt == GH.topInt())		redraw();}void CInfoBar::show(SDL_Surface * to){}void CInfoBar::activate(){	//CIntObject::activate();}void CInfoBar::deactivate(){	//CIntObject::deactivate();	if(active & TIME)		deactivateTimer();	toNextTick = -1;	mode = NOTHING;}void CInfoBar::updateSelection(const CGObjectInstance *obj){	if(obj->ID == GameConstants::HEROI_TYPE)		curSel = static_cast<const CGHeroInstance*>(obj);	else		curSel = NULL;	if(selInfoWin)		SDL_FreeSurface(selInfoWin);	selInfoWin = LOCPLINT->infoWin(obj);}void CInfoBar::enemyTurn(ui8 color, double progress){	mode = ENEMY_TURN;	enemyTurnInfo.color = color;	enemyTurnInfo.progress = progress;	redraw();	if(!(active & TIME))		activateTimer();	toNextTick = 250;}CAdvMapInt::CAdvMapInt():statusbar(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG),kingOverview(CGI->generaltexth->zelp[293].first,CGI->generaltexth->zelp[293].second,			 boost::bind(&CAdvMapInt::fshowOverview,this),&ADVOPT.kingOverview, SDLK_k),underground(CGI->generaltexth->zelp[294].first,CGI->generaltexth->zelp[294].second,			boost::bind(&CAdvMapInt::fswitchLevel,this),&ADVOPT.underground, SDLK_u),questlog(CGI->generaltexth->zelp[295].first,CGI->generaltexth->zelp[295].second,		 boost::bind(&CAdvMapInt::fshowQuestlog,this),&ADVOPT.questlog, SDLK_q),sleepWake(CGI->generaltexth->zelp[296].first,CGI->generaltexth->zelp[296].second,		  boost::bind(&CAdvMapInt::fsleepWake,this), &ADVOPT.sleepWake, SDLK_w),moveHero(CGI->generaltexth->zelp[297].first,CGI->generaltexth->zelp[297].second,		  boost::bind(&CAdvMapInt::fmoveHero,this), &ADVOPT.moveHero, SDLK_m),spellbook(CGI->generaltexth->zelp[298].first,CGI->generaltexth->zelp[298].second,		  boost::bind(&CAdvMapInt::fshowSpellbok,this), &ADVOPT.spellbook, SDLK_c),advOptions(CGI->generaltexth->zelp[299].first,CGI->generaltexth->zelp[299].second,		  boost::bind(&CAdvMapInt::fadventureOPtions,this), &ADVOPT.advOptions, SDLK_a),sysOptions(CGI->generaltexth->zelp[300].first,CGI->generaltexth->zelp[300].second,		  boost::bind(&CAdvMapInt::fsystemOptions,this), &ADVOPT.sysOptions, SDLK_o),nextHero(CGI->generaltexth->zelp[301].first,CGI->generaltexth->zelp[301].second,		  boost::bind(&CAdvMapInt::fnextHero,this), &ADVOPT.nextHero, SDLK_h),endTurn(CGI->generaltexth->zelp[302].first,CGI->generaltexth->zelp[302].second,		  boost::bind(&CAdvMapInt::fendTurn,this), &ADVOPT.endTurn, SDLK_e),heroList(ADVOPT.hlistSize),townList(ADVOPT.tlistSize,ADVOPT.tlistX,ADVOPT.tlistY,ADVOPT.tlistAU,ADVOPT.tlistAD)//(5,&genRect(192,48,747,196),747,196,747,372),{	duringAITurn = false;	state = NA;	spellBeingCasted = NULL;	pos.x = pos.y = 0;	pos.w = screen->w;	pos.h = screen->h;	selection = NULL;	townList.fun = boost::bind(&CAdvMapInt::selectionChanged,this);	adventureInt=this;	bg = BitmapHandler::loadBitmap(ADVOPT.mainGraphic);	scrollingDir = 0;	updateScreen  = false;	anim=0;	animValHitCount=0; //animation frame	heroAnim=0;	heroAnimValHitCount=0; // hero animation frame	heroList.init();	heroList.genList();	//townList.init();	//townList.genList();	for (int g=0; g<ADVOPT.gemG.size(); ++g)	{		gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[g]));	}	setPlayer(LOCPLINT->playerID);	underground.block(!CGI->mh->map->twoLevel);}CAdvMapInt::~CAdvMapInt(){	SDL_FreeSurface(bg);	for(int i=0; i<gems.size(); i++)		delete gems[i];}void CAdvMapInt::fshowOverview(){	GH.pushInt(new CKingdomInterface);}void CAdvMapInt::fswitchLevel(){	if(!CGI->mh->map->twoLevel)		return;	if (position.z)	{		position.z--;		underground.setIndex(0,true);		underground.showAll(screenBuf);	}	else	{		underground.setIndex(1,true);		position.z++;		underground.showAll(screenBuf);	}	updateScreen = true;	minimap.draw(screenBuf);}void CAdvMapInt::fshowQuestlog(){}void CAdvMapInt::fsleepWake(){	const CGHeroInstance *h = curHero();	if (!h)		return;	bool newSleep = !isHeroSleeping(h);	setHeroSleeping(h, newSleep);	updateSleepWake(h);	if (newSleep)	{		fnextHero();		//moveHero.block(true);		//uncomment to enable original HoMM3 behaviour:		//move button is disabled for hero going to sleep, even though it's enabled when you reselect him	}}void CAdvMapInt::fmoveHero(){	const CGHeroInstance *h = curHero();	if (!h || !terrain.currentPath)		return;	LOCPLINT->moveHero(h, *terrain.currentPath);}void CAdvMapInt::fshowSpellbok(){	if (!curHero()) //checking necessary values		return;	centerOn(selection);	CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), curHero(), LOCPLINT, false);	GH.pushInt(spellWindow);}void CAdvMapInt::fadventureOPtions(){	GH.pushInt(new CAdventureOptions);}void CAdvMapInt::fsystemOptions(){	CSystemOptionsWindow * sysopWindow = new CSystemOptionsWindow(Rect::createCentered(487, 481), LOCPLINT);	GH.pushInt(sysopWindow);}void CAdvMapInt::fnextHero(){	int next = getNextHeroIndex(heroList.selected);	if (next < 0)		return;	heroList.select(next);}void CAdvMapInt::fendTurn(){	if(!LOCPLINT->makingTurn)		return;	if ( settings["adventure"]["heroReminder"].Bool())	{		for (int i = 0; i < LOCPLINT->wanderingHeroes.size(); i++)			if (!isHeroSleeping(LOCPLINT->wanderingHeroes[i]) && (LOCPLINT->wanderingHeroes[i]->movement > 0))			{				LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[55], boost::bind(&CAdvMapInt::endingTurn, this), 0, false);				return;			}	}	endingTurn();}void CAdvMapInt::updateSleepWake(const CGHeroInstance *h){	sleepWake.block(!h);	if (!h)		return;	bool state = isHeroSleeping(h);	sleepWake.setIndex(state ? 1 : 0, true);	sleepWake.assignedKeys.clear();	sleepWake.assignedKeys.insert(state ? SDLK_w : SDLK_z);	sleepWake.update();}void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath){	//default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately	if (hasPath == tribool::indeterminate_value)		 hasPath = LOCPLINT->paths[h].nodes.size() ? true : false;	if (!h)	{		moveHero.block(true);		return;	}	moveHero.block(!hasPath || (h->movement == 0));}int CAdvMapInt::getNextHeroIndex(int startIndex){	if (LOCPLINT->wanderingHeroes.size() == 0)		return -1;	if (startIndex < 0)		startIndex = 0;	int i = startIndex;	do	{		i++;		if (i >= LOCPLINT->wanderingHeroes.size())			i = 0;	}	while (((LOCPLINT->wanderingHeroes[i]->movement == 0) || isHeroSleeping(LOCPLINT->wanderingHeroes[i])) && (i != startIndex));	if ((LOCPLINT->wanderingHeroes[i]->movement != 0) && !isHeroSleeping(LOCPLINT->wanderingHeroes[i]))		return i;	else		return -1;}void CAdvMapInt::updateNextHero(const CGHeroInstance *h){	int start = heroList.getPosOfHero(h);	int next = getNextHeroIndex(start);	if (next < 0)	{		nextHero.block(true);		return;	}	const CGHeroInstance *nextH = LOCPLINT->wanderingHeroes[next];	bool noActiveHeroes = (next == start) && ((nextH->movement == 0) || isHeroSleeping(nextH));	nextHero.block(noActiveHeroes);}void CAdvMapInt::activate(){	if(isActive())	{		tlog1 << "Error: advmapint already active...\n";		return;	}	active |= GENERAL;	screenBuf = screen;	GH.statusbar = &statusbar;	if(!duringAITurn)	{		//assert(selection);		activateMouseMove();		kingOverview.activate();		underground.activate();		questlog.activate();		sleepWake.activate();		moveHero.activate();		spellbook.activate();		sysOptions.activate();		advOptions.activate();		nextHero.activate();		endTurn.activate();		minimap.activate();		heroList.activate();		townList.activate();		terrain.activate();		infoBar.activate();		if(!LOCPLINT->cingconsole->active)			LOCPLINT->cingconsole->activate();		GH.fakeMouseMove(); //to restore the cursor	}}void CAdvMapInt::deactivate(){	active &= ~GENERAL;	if(!duringAITurn)	{		deactivateMouseMove();		scrollingDir = 0;		CCS->curh->changeGraphic(0,0);		kingOverview.deactivate();		underground.deactivate();		questlog.deactivate();		sleepWake.deactivate();		moveHero.deactivate();		spellbook.deactivate();		advOptions.deactivate();		sysOptions.deactivate();		nextHero.deactivate();		endTurn.deactivate();		minimap.deactivate();		heroList.deactivate();		townList.deactivate();		terrain.deactivate();		infoBar.deactivate();		if(LOCPLINT->cingconsole->active) //TODO			LOCPLINT->cingconsole->deactivate();	}}void CAdvMapInt::showAll(SDL_Surface * to){	blitAt(bg,0,0,to);	if(state != INGAME)		return;	kingOverview.showAll(to);	underground.showAll(to);	questlog.showAll(to);	sleepWake.showAll(to);	moveHero.showAll(to);	spellbook.showAll(to);	advOptions.showAll(to);	sysOptions.showAll(to);	nextHero.showAll(to);	endTurn.showAll(to);	minimap.draw(to);	heroList.draw(to);	townList.draw(to);	updateScreen = true;	show(to);	resdatabar.draw(to);	statusbar.show(to);	infoBar.showAll(to);	LOCPLINT->cingconsole->show(to);}bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero){	if (!hero)		return false;	return vstd::contains(LOCPLINT->sleepingHeroes, hero);}void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep){	if (sleep)		LOCPLINT->sleepingHeroes += hero;	else		LOCPLINT->sleepingHeroes -= hero;	updateNextHero(NULL);}void CAdvMapInt::show(SDL_Surface * to){	if(state != INGAME)		return;	++animValHitCount; //for animations	if(animValHitCount == 8)	{		CGI->mh->updateWater();		animValHitCount = 0;		++anim;		updateScreen = true;	}	++heroAnim;	int scrollSpeed = settings["adventure"]["scrollSpeed"].Float();	//if advmap needs updating AND (no dialog is shown OR ctrl is pressed)	if((animValHitCount % (4/scrollSpeed)) == 0		&&  (			(GH.topInt() == this)			|| SDL_GetKeyState(NULL)[SDLK_LCTRL]			|| SDL_GetKeyState(NULL)[SDLK_RCTRL])	)	{		if( (scrollingDir & LEFT)   &&  (position.x>-CGI->mh->frameW) )			position.x--;		if( (scrollingDir & RIGHT)  &&  (position.x   <   CGI->mh->map->width - CGI->mh->tilesW + CGI->mh->frameW) )			position.x++;		if( (scrollingDir & UP)  &&  (position.y>-CGI->mh->frameH) )			position.y--;		if( (scrollingDir & DOWN)  &&  (position.y  <  CGI->mh->map->height - CGI->mh->tilesH + CGI->mh->frameH) )			position.y++;		if(scrollingDir)		{			updateScreen = true;			updateMinimap=true;		}	}	if(updateScreen)	{		terrain.show(to);		for(int i=0;i<4;i++)			blitAt(gems[i]->ourImages[LOCPLINT->playerID].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);		updateScreen=false;		LOCPLINT->cingconsole->show(to);	}	if (updateMinimap)	{		minimap.draw(to);		updateMinimap=false;	}}void CAdvMapInt::selectionChanged(){	const CGTownInstance *to = LOCPLINT->towns[townList.selected];	select(to);}void CAdvMapInt::centerOn(int3 on){	on.x -= CGI->mh->frameW;	on.y -= CGI->mh->frameH;	on = LOCPLINT->repairScreenPos(on);	adventureInt->position = on;	adventureInt->updateScreen=true;	updateMinimap=true;	underground.setIndex(on.z,true); //change underground switch button image	if(GH.topInt() == this)		underground.redraw();}void CAdvMapInt::centerOn(const CGObjectInstance *obj){	centerOn(obj->getSightCenter());}void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key){	ui8 Dir = 0;	int k = key.keysym.sym;	const CGHeroInstance *h = curHero(); //selected hero	const CGTownInstance *t = curTown(); //selected town	switch(k)	{	case SDLK_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, boost::bind(&CGTownInstance::hasBuilt, _1, EBuilding::TAVERN));			if(itr != LOCPLINT->towns.end())				LOCPLINT->showThievesGuildWindow(*itr);			else				LOCPLINT->showInfoDialog("No available town with tavern!");		}		return;	case SDLK_i:		if(isActive())			CAdventureOptions::showScenarioInfo();		return;	case SDLK_l:		if(isActive())			LOCPLINT->proposeLoadingGame();		return;	case SDLK_s:		if(isActive())			GH.pushInt(new CSavingScreen(CPlayerInterface::howManyPeople > 1));		return;	case SDLK_d:		{			if(h && isActive() && key.state == SDL_PRESSED)				LOCPLINT->tryDiggging(h);			return;		}	case SDLK_p:		if(isActive())			LOCPLINT->showPuzzleMap();		return;	case SDLK_r:		if(isActive() && LOCPLINT->ctrlPressed())		{			LOCPLINT->showYesNoDialog("Are you sure you want to restart game?",				[]{ LOCPLINT->sendCustomEvent(RESTART_GAME); },				[]{}, true);		}		return;	case SDLK_SPACE: //space - try to revisit current object with selected hero		{			if(!isActive())				return;			if(h && key.state == SDL_PRESSED)			{				auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);				LOCPLINT->cb->moveHero(h,h->pos);			}		}		return;	case SDLK_RETURN:		{			if(!isActive() || !selection || key.state != SDL_PRESSED)				return;			if(h)				LOCPLINT->openHeroWindow(h);			else if(t)				LOCPLINT->openTownWindow(t);			return;		}	case SDLK_ESCAPE:		{			if(isActive() || GH.topInt() != this || !spellBeingCasted || key.state != SDL_PRESSED)				return;			leaveCastingMode();			return;		}	case SDLK_t:		{			//act on key down if marketplace windows is not already opened			if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)				return;			if(LOCPLINT->ctrlPressed()) //CTRL + T => open marketplace			{				//check if we have any marketplace				const CGTownInstance *townWithMarket = NULL;				BOOST_FOREACH(const CGTownInstance *t, LOCPLINT->cb->getTownsInfo())				{					if(vstd::contains(t->builtBuildings, 14))					{						townWithMarket = t;						break;					}				}				if(townWithMarket) //if any town has marketplace, open window					GH.pushInt(new CMarketplaceWindow(townWithMarket));				else //if not - complain					LOCPLINT->showInfoDialog("No available marketplace!");			}			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(SDLKey(k)))				k = CGuiHandler::arrowToNum(SDLKey(k));			k -= SDLK_KP0 + 1;			if(k < 0 || k > 8)				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;			if(!LOCPLINT->cb->getPath2(h->getPosition(false) + dir, path))			{				terrain.currentPath = NULL;				return;			}			if (path.nodes.size() > 2)				updateMoveHero(h);			else			if(!path.nodes[0].turns)				LOCPLINT->moveHero(h, path);		}		return;	}	if(Dir && key.state == SDL_PRESSED //arrow is pressed		&& LOCPLINT->ctrlPressed()	)		scrollingDir |= Dir;	else		scrollingDir &= ~Dir;}void CAdvMapInt::handleRightClick(std::string text, tribool down){	if(down)	{		CRClickPopup::createAndPush(text);	}}int3 CAdvMapInt::verifyPos(int3 ver){	if (ver.x<0)		ver.x=0;	if (ver.y<0)		ver.y=0;	if (ver.z<0)		ver.z=0;	if (ver.x>=CGI->mh->sizes.x)		ver.x=CGI->mh->sizes.x-1;	if (ver.y>=CGI->mh->sizes.y)		ver.y=CGI->mh->sizes.y-1;	if (ver.z>=CGI->mh->sizes.z)		ver.z=CGI->mh->sizes.z-1;	return ver;}void CAdvMapInt::select(const CArmedInstance *sel, bool centerView /*= true*/){	assert(sel);	LOCPLINT->cb->setSelection(sel);	selection = sel;	if (LOCPLINT->battleInt == NULL)		CCS->musich->playMusic(CCS->musich->terrainMusics[LOCPLINT->cb->getTile(sel->visitablePos())->tertype], -1);	if(centerView)		centerOn(sel);	terrain.currentPath = NULL;	if(sel->ID==GameConstants::TOWNI_TYPE)	{		int pos = vstd::find_pos(LOCPLINT->towns,sel);		townList.selected = pos;		townList.fixPos();		updateSleepWake(NULL);		updateMoveHero(NULL);	}	else //hero selected	{		const CGHeroInstance *h = static_cast<const CGHeroInstance*>(sel);		if(LOCPLINT->getWHero(heroList.selected) != h)		{			heroList.selected = heroList.getPosOfHero(h);			heroList.fixPos();		}		terrain.currentPath = LOCPLINT->getAndVerifyPath(h);		updateSleepWake(h);		updateMoveHero(h);	}	townList.draw(screen);	heroList.draw(screen);	infoBar.updateSelection(sel);	infoBar.showAll(screen);}void CAdvMapInt::mouseMoved( const SDL_MouseMotionEvent & sEvent ){	//adventure map scrolling with mouse	if(!SDL_GetKeyState(NULL)[SDLK_LCTRL]  &&  isActive())	{		if(sEvent.x<15)		{			scrollingDir |= LEFT;		}		else		{			scrollingDir &= ~LEFT;		}		if(sEvent.x>screen->w-15)		{			scrollingDir |= RIGHT;		}		else		{			scrollingDir &= ~RIGHT;		}		if(sEvent.y<15)		{			scrollingDir |= UP;		}		else		{			scrollingDir &= ~UP;		}		if(sEvent.y>screen->h-15)		{			scrollingDir |= DOWN;		}		else		{			scrollingDir &= ~DOWN;		}	}}bool CAdvMapInt::isActive(){	return active & ~CIntObject::KEYBOARD;}void CAdvMapInt::startHotSeatWait(int Player){	state = WAITING;}void CAdvMapInt::setPlayer(int Player){	player = Player;	graphics->blueToPlayersAdv(bg,player);	kingOverview.setPlayerColor(player);	underground.setPlayerColor(player);	questlog.setPlayerColor(player);	sleepWake.setPlayerColor(player);	moveHero.setPlayerColor(player);	spellbook.setPlayerColor(player);	sysOptions.setPlayerColor(player);	advOptions.setPlayerColor(player);	nextHero.setPlayerColor(player);	endTurn.setPlayerColor(player);	graphics->blueToPlayersAdv(resdatabar.bg,player);	//heroList.updateHList();	//townList.genList();}void CAdvMapInt::startTurn(){	state = INGAME;	if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID)	{		adjustActiveness(false);	}}void CAdvMapInt::endingTurn(){	if(LOCPLINT->cingconsole->active)		LOCPLINT->cingconsole->deactivate();	LOCPLINT->makingTurn = false;	LOCPLINT->cb->endTurn();}const CGObjectInstance* CAdvMapInt::getBlockingObject(const int3 &mapPos){	std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos);  //blocking objects at tile	if (bobjs.empty())		return nullptr;	if (bobjs.back()->ID == GameConstants::HEROI_TYPE)		return bobjs.back();	else		return bobjs.front();}void CAdvMapInt::tileLClicked(const int3 &mapPos){	if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn)		return;	std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos);//blocking objects at tile	const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);	const CGObjectInstance *topBlocking = getBlockingObject(mapPos);	int3 selPos = selection->getSightCenter();	if(spellBeingCasted && isInScreenRange(selPos, mapPos))	{		const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);		switch(spellBeingCasted->id)		{		case Spells::SCUTTLE_BOAT: //Scuttle Boat			if(topBlocking && topBlocking->ID == 8)				leaveCastingMode(true, mapPos);			break;		case Spells::DIMENSION_DOOR:			if(!tile || tile->isClear(heroTile))				leaveCastingMode(true, mapPos);			break;		}		return;	}	//check if we can select this object	bool canSelect = topBlocking && topBlocking->ID == GameConstants::HEROI_TYPE && topBlocking->tempOwner == LOCPLINT->playerID;	canSelect |= topBlocking && topBlocking->ID == GameConstants::TOWNI_TYPE && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);	if (selection->ID != GameConstants::HEROI_TYPE) //hero is not selected (presumably town)	{		assert(!terrain.currentPath); //path can be active only when hero is selected		if(selection == topBlocking) //selected town clicked			LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));		else if ( canSelect )				select(static_cast<const CArmedInstance*>(topBlocking), false);		return;	}	else if(const CGHeroInstance * currentHero = curHero()) //hero is selected	{		const CGPathNode *pn = LOCPLINT->cb->getPathInfo(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			{				LOCPLINT->moveHero(currentHero,*terrain.currentPath);				return;			}			else/* if(mp.z == currentHero->pos.z)*/ //remove old path and find a new one if we clicked on the map level on which hero is present			{				CGPath &path = LOCPLINT->paths[currentHero];				terrain.currentPath = &path;				bool gotPath = LOCPLINT->cb->getPath2(mapPos, path); //try getting path, erase if failed				updateMoveHero(currentHero);				if (!gotPath)					LOCPLINT->eraseCurrentPathOf(currentHero);				else					return;			}		}	} //end of hero is selected "case"	else	{		throw std::runtime_error("Nothing is selected...");	}	if(const IShipyard *shipyard = ourInaccessibleShipyard(topBlocking))	{		LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);	}}void CAdvMapInt::tileHovered(const int3 &mapPos){	if(!LOCPLINT->cb->isVisible(mapPos))	{		CCS->curh->changeGraphic(0, 0);		statusbar.clear();		return;	}	const CGObjectInstance *objAtTile = getBlockingObject(mapPos);	//std::vector<std::string> temp = LOCPLINT->cb->getObjDescriptions(mapPos);	if (objAtTile)	{		std::string text = objAtTile->getHoverText();		boost::replace_all(text,"\n"," ");		statusbar.print(text);	}	else	{		std::string hlp;		CGI->mh->getTerrainDescr(mapPos, hlp, false);		statusbar.print(hlp);	}	const CGPathNode *pnode = LOCPLINT->cb->getPathInfo(mapPos);	bool accessible  =  pnode->turns < 255;	int turns = pnode->turns;	vstd::amin(turns, 3);	if(!selection) //may occur just at the start of game (fake move before full intiialization)		return;	if(spellBeingCasted)	{		switch(spellBeingCasted->id)		{		case Spells::SCUTTLE_BOAT:			if(objAtTile && objAtTile->ID == 8)				CCS->curh->changeGraphic(0, 42);			else				CCS->curh->changeGraphic(0, 0);			return;		case Spells::DIMENSION_DOOR:			{				const TerrainTile *t = LOCPLINT->cb->getTile(mapPos, false);				int3 hpos = selection->getSightCenter();				if((!t  ||  t->isClear(LOCPLINT->cb->getTile(hpos)))   &&   isInScreenRange(hpos, mapPos))					CCS->curh->changeGraphic(0, 41);				else					CCS->curh->changeGraphic(0, 0);				return;			}		}	}	const bool guardingCreature = CGI->mh->map->isInTheMap(LOCPLINT->cb->guardingCreaturePosition(mapPos));	if(selection->ID == GameConstants::TOWNI_TYPE)	{		if(objAtTile)		{			if(objAtTile->ID == GameConstants::TOWNI_TYPE && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner))				CCS->curh->changeGraphic(0, 3);			else if(objAtTile->ID == GameConstants::HEROI_TYPE && objAtTile->tempOwner == LOCPLINT->playerID)				CCS->curh->changeGraphic(0, 2);			else				CCS->curh->changeGraphic(0, 0);		}		else			CCS->curh->changeGraphic(0, 0);	}	else if(const CGHeroInstance *h = curHero())	{		if(objAtTile)		{			if(objAtTile->ID == GameConstants::HEROI_TYPE)			{				if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy hero				{					if(accessible)						CCS->curh->changeGraphic(0, 5 + turns*6);					else						CCS->curh->changeGraphic(0, 0);				}				else //our or ally hero				{					if(selection == objAtTile)						CCS->curh->changeGraphic(0, 2);					else if(accessible)						CCS->curh->changeGraphic(0, 8 + turns*6);					else						CCS->curh->changeGraphic(0, 2);				}			}			else if(objAtTile->ID == GameConstants::TOWNI_TYPE)			{				if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy town				{					if(accessible)					{						const CGTownInstance* townObj = dynamic_cast<const CGTownInstance*>(objAtTile);						// Show movement cursor for unguarded enemy towns, otherwise attack cursor.						if (townObj && !townObj->armedGarrison())							CCS->curh->changeGraphic(0, 9 + turns*6);						else							CCS->curh->changeGraphic(0, 5 + turns*6);					}					else					{						CCS->curh->changeGraphic(0, 0);					}				}				else //our or ally town				{					if(accessible)						CCS->curh->changeGraphic(0, 9 + turns*6);					else						CCS->curh->changeGraphic(0, 3);				}			}			else if(objAtTile->ID == 8) //boat			{				if(accessible)					CCS->curh->changeGraphic(0, 6 + turns*6);				else					CCS->curh->changeGraphic(0, 0);			}			else if (objAtTile->ID == 33 || objAtTile->ID == 219) // Garrison			{				if (accessible)				{					const CGGarrison* garrObj = dynamic_cast<const CGGarrison*>(objAtTile); //TODO evil evil cast!					// Show battle cursor for guarded enemy garrisons, otherwise movement cursor.					if (garrObj  &&  garrObj->stacksCount()						&& !LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, garrObj->tempOwner) )						CCS->curh->changeGraphic(0, 5 + turns*6);					else						CCS->curh->changeGraphic(0, 9 + turns*6);				}				else					CCS->curh->changeGraphic(0, 0);			}			else if (guardingCreature && accessible) //(objAtTile->ID == 54) //monster			{				CCS->curh->changeGraphic(0, 5 + turns*6);			}			else			{				if(accessible)				{					if(pnode->land)						CCS->curh->changeGraphic(0, 9 + turns*6);					else						CCS->curh->changeGraphic(0, 28 + turns);				}				else					CCS->curh->changeGraphic(0, 0);			}		}		else //no objs		{			if(accessible/* && pnode->accessible != CGPathNode::FLYABLE*/)			{				if (guardingCreature)				{					CCS->curh->changeGraphic(0, 5 + turns*6);				} else				{					if(pnode->land)					{						if(LOCPLINT->cb->getTile(h->getPosition(false))->tertype != TerrainTile::water)							CCS->curh->changeGraphic(0, 4 + turns*6);						else							CCS->curh->changeGraphic(0, 7 + turns*6); //anchor					}					else						CCS->curh->changeGraphic(0, 6 + turns*6);				}			}			else				CCS->curh->changeGraphic(0, 0);		}	}	if(ourInaccessibleShipyard(objAtTile))	{		CCS->curh->changeGraphic(0, 6);	}}void CAdvMapInt::tileRClicked(const int3 &mapPos){	if(spellBeingCasted)	{		leaveCastingMode();		return;	}	if(!LOCPLINT->cb->isVisible(mapPos))	{		CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory		return;	}	const CGObjectInstance * obj = getBlockingObject(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){	using namespace Spells;	assert(sp->id == SCUTTLE_BOAT  ||  sp->id == DIMENSION_DOOR);	spellBeingCasted = sp;	deactivate();	terrain.activate();	GH.fakeMouseMove();}void CAdvMapInt::leaveCastingMode(bool cast /*= false*/, int3 dest /*= int3(-1, -1, -1)*/){	assert(spellBeingCasted);	int id = spellBeingCasted->id;	spellBeingCasted = NULL;	terrain.deactivate();	activate();	if(cast)		LOCPLINT->cb->castSpell(curHero(), id, dest);	else		LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled}const CGHeroInstance * CAdvMapInt::curHero() const{	if(selection && selection->ID == GameConstants::HEROI_TYPE)		return static_cast<const CGHeroInstance *>(selection);	else		return NULL;}const CGTownInstance * CAdvMapInt::curTown() const{	if(selection && selection->ID == GameConstants::TOWNI_TYPE)		return static_cast<const CGTownInstance *>(selection);	else		return NULL;}const IShipyard * CAdvMapInt::ourInaccessibleShipyard(const CGObjectInstance *obj) const{	const IShipyard *ret = IShipyard::castFrom(obj);	if(!ret || obj->tempOwner != player || CCS->curh->mode || (CCS->curh->number != 6 && CCS->curh->number != 0))		return NULL;	return ret;}void CAdvMapInt::aiTurnStarted(){	adjustActiveness(true);	CCS->musich->playMusicFromSet(CCS->musich->aiMusics);	adventureInt->minimap.redraw();	adventureInt->infoBar.enemyTurn(LOCPLINT->cb->getCurrentPlayer(), 0.5);}void CAdvMapInt::adjustActiveness(bool aiTurnStart){	bool wasActive = isActive();	if(wasActive) 		deactivate();	adventureInt->duringAITurn = aiTurnStart;	if(wasActive) 		activate();}CAdventureOptions::CAdventureOptions(){	OBJ_CONSTRUCTION_CAPTURING_ALL;	bg = new CPicture("ADVOPTS.bmp");	graphics->blueToPlayersAdv(bg->bg, LOCPLINT->playerID);	pos = bg->center();	exit = new CAdventureMapButton("","",boost::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);	exit->assignedKeys.insert(SDLK_ESCAPE);	//scenInfo = new CAdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 24, "ADVINFO.DEF",SDLK_i);	scenInfo = new CAdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 198, "ADVINFO.DEF",SDLK_i);	scenInfo->callback += CAdventureOptions::showScenarioInfo;	//viewWorld = new CAdventureMapButton("","",boost::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);	puzzle = new CAdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 81, "ADVPUZ.DEF");	puzzle->callback += boost::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT);	dig = new CAdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 139, "ADVDIG.DEF");	if(const CGHeroInstance *h = adventureInt->curHero())		dig->callback += boost::bind(&CPlayerInterface::tryDiggging, LOCPLINT, h);	else		dig->block(true);}CAdventureOptions::~CAdventureOptions(){}void CAdventureOptions::showScenarioInfo(){	GH.pushInt(new CScenarioInfo(LOCPLINT->cb->getMapHeader(), LOCPLINT->cb->getStartInfo()));}
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