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| #include "StdInc.h"#include "AdventureMapClasses.h"#include <SDL.h>#include "MiscWidgets.h"#include "CComponent.h"#include "../CGameInfo.h"#include "../CMusicHandler.h"#include "../CDefHandler.h"#include "../CPlayerInterface.h"#include "../CPreGame.h"#include "../Graphics.h"#include "../CMessage.h"#include "../gui/CGuiHandler.h"#include "../gui/SDL_Pixels.h"#include "../windows/InfoWindows.h"#include "../windows/CAdvmapInterface.h"#include "../windows/GUIClasses.h"#include "../battle/CBattleInterfaceClasses.h"#include "../battle/CBattleInterface.h"#include "../../CCallback.h"#include "../../lib/StartInfo.h"#include "../../lib/CGameState.h"#include "../../lib/CGeneralTextHandler.h"#include "../../lib/CHeroHandler.h"#include "../../lib/CModHandler.h"#include "../../lib/CTownHandler.h"#include "../../lib/filesystem/Filesystem.h"#include "../../lib/JsonNode.h"#include "../../lib/mapObjects/CGHeroInstance.h"#include "../../lib/mapping/CMap.h"#include "../../lib/NetPacksBase.h"#include "../../lib/StringConstants.h"/* * CAdventureMapClasses.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 * */CList::CListItem::CListItem(CList * Parent):	CIntObject(LCLICK | RCLICK | HOVER),	parent(Parent),	selection(nullptr){}CList::CListItem::~CListItem(){	// select() method in this was already destroyed so we can't safely call method in parent	if (parent->selected == this)		parent->selected = nullptr;}void CList::CListItem::clickRight(tribool down, bool previousState){	if (down == true)		showTooltip();}void CList::CListItem::clickLeft(tribool down, bool previousState){	if (down == true)	{		//second click on already selected item		if (parent->selected == this)			open();		else		{			//first click - switch selection			parent->select(this);		}	}}void CList::CListItem::hover(bool on){	if (on)		GH.statusbar->setText(getHoverText());	else		GH.statusbar->clear();}void CList::CListItem::onSelect(bool on){	OBJ_CONSTRUCTION_CAPTURING_ALL;	vstd::clear_pointer(selection);	if (on)		selection = genSelection();	select(on);	GH.totalRedraw();}CList::CList(int Size, Point position, std::string btnUp, std::string btnDown, size_t listAmount,			 int helpUp, int helpDown, CListBox::CreateFunc create, CListBox::DestroyFunc destroy):	CIntObject(0, position),	size(Size),	selected(nullptr){	OBJ_CONSTRUCTION_CAPTURING_ALL;	scrollUp = new CButton(Point(0, 0), btnUp, CGI->generaltexth->zelp[helpUp]);	list = new CListBox(create, destroy, Point(1,scrollUp->pos.h), Point(0, 32), size, listAmount);	//assign callback only after list was created	scrollUp->addCallback(std::bind(&CListBox::moveToPrev, list));	scrollDown = new CButton(Point(0, scrollUp->pos.h + 32*size), btnDown, CGI->generaltexth->zelp[helpDown], std::bind(&CListBox::moveToNext, list));	scrollDown->addCallback(std::bind(&CList::update, this));	scrollUp->addCallback(std::bind(&CList::update, this));	update();}void CList::update(){	bool onTop = list->getPos() == 0;	bool onBottom = list->getPos() + size >= list->size();	scrollUp->block(onTop);	scrollDown->block(onBottom);}void CList::select(CListItem *which){	if (selected == which)		return;	if (selected)		selected->onSelect(false);	selected = which;	if (which)	{		which->onSelect(true);		onSelect();	}}int CList::getSelectedIndex(){	return list->getIndexOf(selected);}void CList::selectIndex(int which){	if (which < 0)	{		if (selected)			select(nullptr);	}	else	{		list->scrollTo(which);		update();		select(dynamic_cast<CListItem*>(list->getItem(which)));	}}void CList::selectNext(){	int index = getSelectedIndex();	if (index < 0)		selectIndex(0);	else if (index + 1 < list->size())		selectIndex(index+1);}void CList::selectPrev(){	int index = getSelectedIndex();	if (index <= 0)		selectIndex(0);	else		selectIndex(index-1);}CHeroList::CEmptyHeroItem::CEmptyHeroItem(){	OBJ_CONSTRUCTION_CAPTURING_ALL;	auto move = new CAnimImage("IMOBIL", 0, 0, 0, 1);	auto img  = new CPicture("HPSXXX", move->pos.w + 1);	auto mana = new CAnimImage("IMANA", 0, 0, move->pos.w + img->pos.w + 2, 1 );	pos.w = mana->pos.w + mana->pos.x - pos.x;	pos.h = std::max(std::max<SDLX_Size>(move->pos.h + 1, mana->pos.h + 1), img->pos.h);}CHeroList::CHeroItem::CHeroItem(CHeroList *parent, const CGHeroInstance * Hero):	CListItem(parent),	hero(Hero){	OBJ_CONSTRUCTION_CAPTURING_ALL;	movement = new CAnimImage("IMOBIL", 0, 0, 0, 1);	portrait = new CAnimImage("PortraitsSmall", hero->portrait, 0, movement->pos.w + 1);	mana     = new CAnimImage("IMANA", 0, 0, movement->pos.w + portrait->pos.w + 2, 1 );	pos.w = mana->pos.w + mana->pos.x - pos.x;	pos.h = std::max(std::max<SDLX_Size>(movement->pos.h + 1, mana->pos.h + 1), portrait->pos.h);	update();}void CHeroList::CHeroItem::update(){	movement->setFrame(std::min<size_t>(movement->size()-1, hero->movement / 100));	mana->setFrame(std::min<size_t>(mana->size()-1, hero->mana / 5));	redraw();}CIntObject * CHeroList::CHeroItem::genSelection(){	return new CPicture("HPSYYY", movement->pos.w + 1);}void CHeroList::CHeroItem::select(bool on){	if (on && adventureInt->selection != hero)			adventureInt->select(hero);}void CHeroList::CHeroItem::open(){	LOCPLINT->openHeroWindow(hero);}void CHeroList::CHeroItem::showTooltip(){	CRClickPopup::createAndPush(hero, GH.current->motion);}std::string CHeroList::CHeroItem::getHoverText(){	return boost::str(boost::format(CGI->generaltexth->allTexts[15]) % hero->name % hero->type->heroClass->name);}CIntObject * CHeroList::createHeroItem(size_t index){	if (LOCPLINT->wanderingHeroes.size() > index)		return new CHeroItem(this, LOCPLINT->wanderingHeroes[index]);	return new CEmptyHeroItem();}CHeroList::CHeroList(int size, Point position, std::string btnUp, std::string btnDown):	CList(size, position, btnUp, btnDown, LOCPLINT->wanderingHeroes.size(), 303, 304, std::bind(&CHeroList::createHeroItem, this, _1)){}void CHeroList::select(const CGHeroInstance * hero){	selectIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));}void CHeroList::update(const CGHeroInstance * hero){	//this hero is already present, update its status	for (auto & elem : list->getItems())	{		auto item = dynamic_cast<CHeroItem*>(elem);		if (item && item->hero == hero && vstd::contains(LOCPLINT->wanderingHeroes, hero))		{			item->update();			return;		}	}	//simplest solution for now: reset list and restore selection	list->resize(LOCPLINT->wanderingHeroes.size());	if (adventureInt->selection)	{		auto hero = dynamic_cast<const CGHeroInstance *>(adventureInt->selection);		if (hero)			select(hero);	}	CList::update();}CIntObject * CTownList::createTownItem(size_t index){	if (LOCPLINT->towns.size() > index)		return new CTownItem(this, LOCPLINT->towns[index]);	return new CAnimImage("ITPA", 0);}CTownList::CTownItem::CTownItem(CTownList *parent, const CGTownInstance *Town):	CListItem(parent),	town(Town){	OBJ_CONSTRUCTION_CAPTURING_ALL;	picture = new CAnimImage("ITPA", 0);	pos = picture->pos;	update();}CIntObject * CTownList::CTownItem::genSelection(){	return new CAnimImage("ITPA", 1);}void CTownList::CTownItem::update(){	size_t iconIndex = town->town->clientInfo.icons[town->hasFort()][town->builded >= CGI->modh->settings.MAX_BUILDING_PER_TURN];	picture->setFrame(iconIndex + 2);	redraw();}void CTownList::CTownItem::select(bool on){	if (on && adventureInt->selection != town)			adventureInt->select(town);}void CTownList::CTownItem::open(){	LOCPLINT->openTownWindow(town);}void CTownList::CTownItem::showTooltip(){	CRClickPopup::createAndPush(town, GH.current->motion);}std::string CTownList::CTownItem::getHoverText(){	return town->getObjectName();}CTownList::CTownList(int size, Point position, std::string btnUp, std::string btnDown):	CList(size, position, btnUp, btnDown, LOCPLINT->towns.size(),  306, 307, std::bind(&CTownList::createTownItem, this, _1)){}void CTownList::select(const CGTownInstance * town){	selectIndex(vstd::find_pos(LOCPLINT->towns, town));}void CTownList::update(const CGTownInstance *){	//simplest solution for now: reset list and restore selection	list->resize(LOCPLINT->towns.size());	if (adventureInt->selection)	{		auto town = dynamic_cast<const CGTownInstance *>(adventureInt->selection);		if (town)			select(town);	}	CList::update();}const SDL_Color & CMinimapInstance::getTileColor(const int3 & pos){	static const SDL_Color fogOfWar = {0, 0, 0, 255};	const TerrainTile * tile = LOCPLINT->cb->getTile(pos, false);	// if tile is not visible it will be black on minimap	if(!tile)		return fogOfWar;	// if object at tile is owned - it will be colored as its owner	for (const CGObjectInstance *obj : tile->blockingObjects)	{		//heroes will be blitted later		switch (obj->ID)		{			case Obj::HERO:			case Obj::PRISON:				continue;		}		PlayerColor player = obj->getOwner();		if(player == PlayerColor::NEUTRAL)			return *graphics->neutralColor;		else		if (player < PlayerColor::PLAYER_LIMIT)			return graphics->playerColors[player.getNum()];	}	// else - use terrain color (blocked version or normal)	if (tile->blocked && (!tile->visitable))		return parent->colors.find(tile->terType)->second.second;	else		return parent->colors.find(tile->terType)->second.first;}void CMinimapInstance::tileToPixels (const int3 &tile, int &x, int &y, int toX, int toY){	int3 mapSizes = LOCPLINT->cb->getMapSize();	double stepX = double(pos.w) / mapSizes.x;	double stepY = double(pos.h) / mapSizes.y;	x = toX + stepX * tile.x;	y = toY + stepY * tile.y;}void CMinimapInstance::blitTileWithColor(const SDL_Color &color, const int3 &tile, SDL_Surface *to, int toX, int toY){	//coordinates of rectangle on minimap representing this tile	// begin - first to blit, end - first NOT to blit	int xBegin, yBegin, xEnd, yEnd;	tileToPixels (tile, xBegin, yBegin, toX, toY);	tileToPixels (int3 (tile.x + 1, tile.y + 1, tile.z), xEnd, yEnd, toX, toY);	for (int y=yBegin; y<yEnd; y++)	{		Uint8 *ptr = (Uint8*)to->pixels + y * to->pitch + xBegin * minimap->format->BytesPerPixel;		for (int x=xBegin; x<xEnd; x++)			ColorPutter<4, 1>::PutColor(ptr, color);	}}void CMinimapInstance::refreshTile(const int3 &tile){	blitTileWithColor(getTileColor(int3(tile.x, tile.y, level)), tile, minimap, 0, 0);}void CMinimapInstance::drawScaled(int level){	int3 mapSizes = LOCPLINT->cb->getMapSize();	//size of one map tile on our minimap	double stepX = double(pos.w) / mapSizes.x;	double stepY = double(pos.h) / mapSizes.y;	double currY = 0;	for (int y=0; y<mapSizes.y; y++, currY += stepY)	{		double currX = 0;		for (int x=0; x<mapSizes.x; x++, currX += stepX)		{			const SDL_Color &color = getTileColor(int3(x,y,level));			//coordinates of rectangle on minimap representing this tile			// begin - first to blit, end - first NOT to blit			int xBegin = currX;			int yBegin = currY;			int xEnd = currX + stepX;			int yEnd = currY + stepY;			for (int y=yBegin; y<yEnd; y++)			{				Uint8 *ptr = (Uint8*)minimap->pixels + y * minimap->pitch + xBegin * minimap->format->BytesPerPixel;				for (int x=xBegin; x<xEnd; x++)					ColorPutter<4, 1>::PutColor(ptr, color);			}		}	}}CMinimapInstance::CMinimapInstance(CMinimap *Parent, int Level):	parent(Parent),	minimap(CSDL_Ext::createSurfaceWithBpp<4>(parent->pos.w, parent->pos.h)),	level(Level){	pos.w = parent->pos.w;	pos.h = parent->pos.h;	drawScaled(level);}CMinimapInstance::~CMinimapInstance(){	SDL_FreeSurface(minimap);}void CMinimapInstance::showAll(SDL_Surface *to){	blitAtLoc(minimap, 0, 0, to);	//draw heroes	std::vector <const CGHeroInstance *> heroes = LOCPLINT->cb->getHeroesInfo(false); //TODO: do we really need separate function for drawing heroes?	for(auto & hero : heroes)	{		int3 position = hero->getPosition(false);		if (position.z == level)		{			const SDL_Color & color = graphics->playerColors[hero->getOwner().getNum()];			blitTileWithColor(color, position, to, pos.x, pos.y);		}	}}std::map<int, std::pair<SDL_Color, SDL_Color> > CMinimap::loadColors(std::string from){	std::map<int, std::pair<SDL_Color, SDL_Color> > ret;	const JsonNode config(ResourceID(from, EResType::TEXT));	for(auto &m : config.Struct())	{		auto index = boost::find(GameConstants::TERRAIN_NAMES, m.first);		if (index == std::end(GameConstants::TERRAIN_NAMES))		{			logGlobal->errorStream() << "Error: unknown terrain in terrains.json: " << m.first;			continue;		}		int terrainID = index - std::begin(GameConstants::TERRAIN_NAMES);		const JsonVector &unblockedVec = m.second["minimapUnblocked"].Vector();		SDL_Color normal =		{			ui8(unblockedVec[0].Float()),			ui8(unblockedVec[1].Float()),			ui8(unblockedVec[2].Float()),			ui8(255)		};		const JsonVector &blockedVec = m.second["minimapBlocked"].Vector();		SDL_Color blocked =		{			ui8(blockedVec[0].Float()),			ui8(blockedVec[1].Float()),			ui8(blockedVec[2].Float()),			ui8(255)		};		ret.insert(std::make_pair(terrainID, std::make_pair(normal, blocked)));	}	return ret;}CMinimap::CMinimap(const Rect &position):	CIntObject(LCLICK | RCLICK | HOVER | MOVE, position.topLeft()),	aiShield(nullptr),	minimap(nullptr),	level(0),	colors(loadColors("config/terrains.json")){	pos.w = position.w;	pos.h = position.h;}int3 CMinimap::translateMousePosition(){	// 0 = top-left corner, 1 = bottom-right corner	double dx = double(GH.current->motion.x - pos.x) / pos.w;	double dy = double(GH.current->motion.y - pos.y) / pos.h;	int3 mapSizes = LOCPLINT->cb->getMapSize();	int3 tile (mapSizes.x * dx, mapSizes.y * dy, level);	return tile;}void CMinimap::moveAdvMapSelection(){	int3 newLocation = translateMousePosition();	adventureInt->centerOn(newLocation);	if (!(adventureInt->active & GENERAL))		GH.totalRedraw(); //redraw this as well as inactive adventure map	else		redraw();//redraw only this}void CMinimap::clickLeft(tribool down, bool previousState){	if (down)		moveAdvMapSelection();}void CMinimap::clickRight(tribool down, bool previousState){	adventureInt->handleRightClick(CGI->generaltexth->zelp[291].second, down);}void CMinimap::hover(bool on){	if (on)		GH.statusbar->setText(CGI->generaltexth->zelp[291].first);	else		GH.statusbar->clear();}void CMinimap::mouseMoved(const SDL_MouseMotionEvent & sEvent){	if (pressedL)		moveAdvMapSelection();}void CMinimap::showAll(SDL_Surface * to){	CIntObject::showAll(to);	if (minimap)	{		int3 mapSizes = LOCPLINT->cb->getMapSize();		int3 tileCountOnScreen = adventureInt->terrain.tileCountOnScreen();		//draw radar		SDL_Rect oldClip;		SDL_Rect radar =		{			si16(adventureInt->position.x * pos.w / mapSizes.x + pos.x),			si16(adventureInt->position.y * pos.h / mapSizes.y + pos.y),			ui16(tileCountOnScreen.x * pos.w / mapSizes.x),			ui16(tileCountOnScreen.y * pos.h / mapSizes.y)		};		if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)		{			// adjusts radar so that it doesn't go out of map in world view mode (since there's no frame)			radar.x = std::min<int>(std::max(pos.x, radar.x), pos.x + pos.w - radar.w);			radar.y = std::min<int>(std::max(pos.y, radar.y), pos.y + pos.h - radar.h);			if (radar.x < pos.x && radar.y < pos.y)				return; // whole map is visible at once, no point in redrawing border		}		SDL_GetClipRect(to, &oldClip);		SDL_SetClipRect(to, &pos);		CSDL_Ext::drawDashedBorder(to, radar, int3(255,75,125));		SDL_SetClipRect(to, &oldClip);	}}void CMinimap::update(){	if (aiShield) //AI turn is going on. There is no need to update minimap		return;	OBJ_CONSTRUCTION_CAPTURING_ALL;	vstd::clear_pointer(minimap);	minimap = new CMinimapInstance(this, level);	redraw();}void CMinimap::setLevel(int newLevel){	level = newLevel;	update();}void CMinimap::setAIRadar(bool on){	if (on)	{		OBJ_CONSTRUCTION_CAPTURING_ALL;		vstd::clear_pointer(minimap);		if (!aiShield)			aiShield = new CPicture("AIShield");	}	else	{		vstd::clear_pointer(aiShield);		update();	}	// this my happen during AI turn when this interface is inactive	// force redraw in order to properly update interface	GH.totalRedraw();}void CMinimap::hideTile(const int3 &pos){	if (minimap)		minimap->refreshTile(pos);}void CMinimap::showTile(const int3 &pos){	if (minimap)		minimap->refreshTile(pos);}CInfoBar::CVisibleInfo::CVisibleInfo(Point position):	CIntObject(0, position),	aiProgress(nullptr){}void CInfoBar::CVisibleInfo::show(SDL_Surface *to){	CIntObject::show(to);	for(auto object : forceRefresh)		object->showAll(to);}void CInfoBar::CVisibleInfo::loadHero(const CGHeroInstance * hero){	assert(children.empty()); // visible info should be re-created to change type	OBJ_CONSTRUCTION_CAPTURING_ALL;	new CPicture("ADSTATHR");	new CHeroTooltip(Point(0,0), hero);}void CInfoBar::CVisibleInfo::loadTown(const CGTownInstance *town){	assert(children.empty()); // visible info should be re-created to change type	OBJ_CONSTRUCTION_CAPTURING_ALL;	new CPicture("ADSTATCS");	new CTownTooltip(Point(0,0), town);}void CInfoBar::CVisibleInfo::playNewDaySound(){	if (LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) != 1) // not first day of the week		CCS->soundh->playSound(soundBase::newDay);	else	if (LOCPLINT->cb->getDate(Date::WEEK) != 1) // not first week in month		CCS->soundh->playSound(soundBase::newWeek);	else	if (LOCPLINT->cb->getDate(Date::MONTH) != 1) // not first month		CCS->soundh->playSound(soundBase::newMonth);	else		CCS->soundh->playSound(soundBase::newDay);}std::string CInfoBar::CVisibleInfo::getNewDayName(){	if (LOCPLINT->cb->getDate(Date::DAY) == 1)		return "NEWDAY";	if (LOCPLINT->cb->getDate(Date::DAY) != 1)		return "NEWDAY";	switch(LOCPLINT->cb->getDate(Date::WEEK))	{	case 1:  return "NEWWEEK1";	case 2:  return "NEWWEEK2";	case 3:  return "NEWWEEK3";	case 4:  return "NEWWEEK4";	default: assert(0); return "";	}}void CInfoBar::CVisibleInfo::loadDay(){	assert(children.empty()); // visible info should be re-created first to change type	playNewDaySound();	OBJ_CONSTRUCTION_CAPTURING_ALL;	new CShowableAnim(1, 0, getNewDayName(), CShowableAnim::PLAY_ONCE);	std::string labelText;	if (LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) == 1 && LOCPLINT->cb->getDate(Date::DAY) != 1) // monday of any week but first - show new week info		labelText = CGI->generaltexth->allTexts[63] + " " + boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK));	else		labelText = CGI->generaltexth->allTexts[64] + " " + boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK));	forceRefresh.push_back(new CLabel(95, 31, FONT_MEDIUM, CENTER, Colors::WHITE, labelText));}void CInfoBar::CVisibleInfo::loadEnemyTurn(PlayerColor player){	assert(children.empty()); // visible info should be re-created to change type	OBJ_CONSTRUCTION_CAPTURING_ALL;	new CPicture("ADSTATNX");	new CAnimImage("CREST58", player.getNum(), 0, 20, 51);	new CShowableAnim(99, 51, "HOURSAND");	// FIXME: currently there is no way to get progress from VCAI	// if this will change at some point switch this ifdef to enable correct code#if 0	//prepare hourglass for updating AI turn	aiProgress = new CAnimImage("HOURGLAS", 0, 0, 99, 51);	forceRefresh.push_back(aiProgress);#else	//create hourglass that will be always animated ignoring AI status	new CShowableAnim(99, 51, "HOURGLAS", CShowableAnim::PLAY_ONCE, 40);#endif}void CInfoBar::CVisibleInfo::loadGameStatus(){	assert(children.empty()); // visible info should be re-created to change type	//get amount of halls of each level	std::vector<int> halls(4, 0);	for(auto town : LOCPLINT->towns)		halls[town->hallLevel()]++;	std::vector<PlayerColor> allies, enemies;	//generate list of allies and enemies	for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)	{		if(LOCPLINT->cb->getPlayerStatus(PlayerColor(i), false) == EPlayerStatus::INGAME)		{			if (LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, PlayerColor(i)) != PlayerRelations::ENEMIES)				allies.push_back(PlayerColor(i));			else				enemies.push_back(PlayerColor(i));		}	}	//generate component	OBJ_CONSTRUCTION_CAPTURING_ALL;	new CPicture("ADSTATIN");	auto allyLabel  = new CLabel(10, 106, FONT_SMALL, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[390] + ":");	auto enemyLabel = new CLabel(10, 136, FONT_SMALL, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[391] + ":");	int posx = allyLabel->pos.w + allyLabel->pos.x - pos.x + 4;	for(PlayerColor & player : allies)	{		auto image = new CAnimImage("ITGFLAGS", player.getNum(), 0, posx, 102);		posx += image->pos.w;	}	posx = enemyLabel->pos.w + enemyLabel->pos.x - pos.x + 4;	for(PlayerColor & player : enemies)	{		auto image = new CAnimImage("ITGFLAGS", player.getNum(), 0, posx, 132);		posx += image->pos.w;	}	for (size_t i=0; i<halls.size(); i++)	{		new CAnimImage("itmtl", i, 0, 6 + 42 * i , 11);		if (halls[i])			new CLabel( 26 + 42 * i, 64, FONT_SMALL, CENTER, Colors::WHITE, boost::lexical_cast<std::string>(halls[i]));	}}void CInfoBar::CVisibleInfo::loadComponent(const Component & compToDisplay, std::string message){	assert(children.empty()); // visible info should be re-created to change type	OBJ_CONSTRUCTION_CAPTURING_ALL;	new CPicture("ADSTATOT", 1);	auto   comp = new CComponent(compToDisplay);	comp->moveTo(Point(pos.x+47, pos.y+50));	new CTextBox(message, Rect(10, 4, 160, 50), 0, FONT_SMALL, CENTER, Colors::WHITE);}void CInfoBar::CVisibleInfo::updateEnemyTurn(double progress){	if (aiProgress)	aiProgress->setFrame((aiProgress->size() - 1) * progress);}void CInfoBar::reset(EState newState = EMPTY){	OBJ_CONSTRUCTION_CAPTURING_ALL;	vstd::clear_pointer(visibleInfo);	currentObject = nullptr;	state = newState;	visibleInfo = new CVisibleInfo(Point(8, 12));}void CInfoBar::showSelection(){	if (adventureInt->selection)	{		auto hero = dynamic_cast<const CGHeroInstance *>(adventureInt->selection);		if (hero)		{			showHeroSelection(hero);			return;		}		auto town = dynamic_cast<const CGTownInstance *>(adventureInt->selection);		if (town)		{			showTownSelection(town);			return;		}	}	showGameStatus();//FIXME: may be incorrect but shouldn't happen in general}void CInfoBar::tick(){	removeUsedEvents(TIME);	showSelection();}void CInfoBar::clickLeft(tribool down, bool previousState){	if (down)	{		if (state == HERO || state == TOWN)			showGameStatus();		else if (state == GAME)			showDate();		else			showSelection();	}}void CInfoBar::clickRight(tribool down, bool previousState){	adventureInt->handleRightClick(CGI->generaltexth->allTexts[109], down);}void CInfoBar::hover(bool on){	if (on)		GH.statusbar->setText(CGI->generaltexth->zelp[292].first);	else		GH.statusbar->clear();}CInfoBar::CInfoBar(const Rect &position):	CIntObject(LCLICK | RCLICK | HOVER, position.topLeft()),	visibleInfo(nullptr),	state(EMPTY),	currentObject(nullptr){	pos.w = position.w;	pos.h = position.h;	//FIXME: enable some mode? Should be done by advMap::select() when game starts but just in case?}void CInfoBar::showDate(){	reset(DATE);	visibleInfo->loadDay();	setTimer(3000);	redraw();}void CInfoBar::showComponent(const Component & comp, std::string message){	reset(COMPONENT);	visibleInfo->loadComponent(comp, message);	setTimer(3000);	redraw();}void CInfoBar::startEnemyTurn(PlayerColor color){	reset(AITURN);	visibleInfo->loadEnemyTurn(color);	redraw();}void CInfoBar::updateEnemyTurn(double progress){	assert(state == AITURN);	visibleInfo->updateEnemyTurn(progress);	redraw();}void CInfoBar::showHeroSelection(const CGHeroInstance * hero){	if (!hero)		return;	reset(HERO);	currentObject = hero;	visibleInfo->loadHero(hero);	redraw();}void CInfoBar::showTownSelection(const CGTownInstance * town){	if (!town)		return;	reset(TOWN);	currentObject = town;	visibleInfo->loadTown(town);	redraw();}void CInfoBar::showGameStatus(){	reset(GAME);	visibleInfo->loadGameStatus();	setTimer(3000);	redraw();}void CInGameConsole::show(SDL_Surface * to){	int number = 0;	std::vector<std::list< std::pair< std::string, int > >::iterator> toDel;	boost::unique_lock<boost::mutex> lock(texts_mx);	for(auto it = texts.begin(); it != texts.end(); ++it, ++number)	{		Point leftBottomCorner(0, screen->h);		if(LOCPLINT->battleInt)		{			leftBottomCorner = LOCPLINT->battleInt->pos.bottomLeft();		}		graphics->fonts[FONT_MEDIUM]->renderTextLeft(to, it->first, Colors::GREEN,			Point(leftBottomCorner.x + 50, leftBottomCorner.y - texts.size() * 20 - 80 + number*20));		if(SDL_GetTicks() - it->second > defaultTimeout)		{			toDel.push_back(it);		}	}	for(auto & elem : toDel)	{		texts.erase(elem);	}}void CInGameConsole::print(const std::string &txt){	boost::unique_lock<boost::mutex> lock(texts_mx);	int lineLen = conf.go()->ac.outputLineLength;	if(txt.size() < lineLen)	{		texts.push_back(std::make_pair(txt, SDL_GetTicks()));		if(texts.size() > maxDisplayedTexts)		{			texts.pop_front();		}	}	else	{		assert(lineLen);		for(int g=0; g<txt.size() / lineLen + 1; ++g)		{			std::string part = txt.substr(g * lineLen, lineLen);			if(part.size() == 0)				break;			texts.push_back(std::make_pair(part, SDL_GetTicks()));			if(texts.size() > maxDisplayedTexts)			{				texts.pop_front();			}		}	}}void CInGameConsole::keyPressed (const SDL_KeyboardEvent & key){	if(key.type != SDL_KEYDOWN) return;	if(!captureAllKeys && key.keysym.sym != SDLK_TAB) return; //because user is not entering any text	switch(key.keysym.sym)	{	case SDLK_TAB:	case SDLK_ESCAPE:		{			if(captureAllKeys)			{				captureAllKeys = false;				endEnteringText(false);			}			else if(SDLK_TAB)			{				captureAllKeys = true;				startEnteringText();			}			break;		}	case SDLK_RETURN: //enter key		{			if(enteredText.size() > 0  &&  captureAllKeys)			{				captureAllKeys = false;				endEnteringText(true);				CCS->soundh->playSound("CHAT");			}			break;		}	case SDLK_BACKSPACE:		{			if(enteredText.size() > 1)			{				Unicode::trimRight(enteredText,2);				enteredText += '_';				refreshEnteredText();			}			break;		}	case SDLK_UP: //up arrow		{			if(previouslyEntered.size() == 0)				break;			if(prevEntDisp == -1)			{				prevEntDisp = previouslyEntered.size() - 1;				enteredText = previouslyEntered[prevEntDisp] + "_";				refreshEnteredText();			}			else if( prevEntDisp > 0)			{				--prevEntDisp;				enteredText = previouslyEntered[prevEntDisp] + "_";				refreshEnteredText();			}			break;		}	case SDLK_DOWN: //down arrow		{			if(prevEntDisp != -1 && prevEntDisp+1 < previouslyEntered.size())			{				++prevEntDisp;				enteredText = previouslyEntered[prevEntDisp] + "_";				refreshEnteredText();			}			else if(prevEntDisp+1 == previouslyEntered.size()) //useful feature			{				prevEntDisp = -1;				enteredText = "_";				refreshEnteredText();			}			break;		}	default:		{			break;		}	}}void CInGameConsole::textInputed(const SDL_TextInputEvent & event){	if(!captureAllKeys || enteredText.size() == 0)		return;	enteredText.resize(enteredText.size()-1);	enteredText += event.text;	enteredText += "_";	refreshEnteredText();}void CInGameConsole::textEdited(const SDL_TextEditingEvent & event){ //do nothing here}void CInGameConsole::startEnteringText(){	CSDL_Ext::startTextInput(&pos);	enteredText = "_";	if(GH.topInt() == adventureInt)	{		GH.statusbar->alignment = TOPLEFT;		GH.statusbar->setText(enteredText);		//Prevent changes to the text from mouse interaction with the adventure map		GH.statusbar->lock(true);	}	else if(LOCPLINT->battleInt)	{		LOCPLINT->battleInt->console->ingcAlter = enteredText;	}}void CInGameConsole::endEnteringText(bool printEnteredText){	CSDL_Ext::stopTextInput();	prevEntDisp = -1;	if(printEnteredText)	{		std::string txt = enteredText.substr(0, enteredText.size()-1);		LOCPLINT->cb->sendMessage(txt, LOCPLINT->getSelection());		previouslyEntered.push_back(txt);		//print(txt);	}	enteredText = "";	if(GH.topInt() == adventureInt)	{		GH.statusbar->alignment = CENTER;		GH.statusbar->lock(false);		GH.statusbar->clear();	}	else if(LOCPLINT->battleInt)	{		LOCPLINT->battleInt->console->ingcAlter = "";	}}void CInGameConsole::refreshEnteredText(){	if(GH.topInt() == adventureInt)	{		GH.statusbar->lock(false);		GH.statusbar->clear();		GH.statusbar->setText(enteredText);		GH.statusbar->lock(true);	}	else if(LOCPLINT->battleInt)	{		LOCPLINT->battleInt->console->ingcAlter = enteredText;	}}CInGameConsole::CInGameConsole() : prevEntDisp(-1), defaultTimeout(10000), maxDisplayedTexts(10){	addUsedEvents(KEYBOARD | TEXTINPUT);}CAdvMapPanel::CAdvMapPanel(SDL_Surface * bg, Point position)	: CIntObject(),	  background(bg){	defActions = 255;	recActions = 255;	pos.x += position.x;	pos.y += position.y;	if (bg)	{		pos.w = bg->w;		pos.h = bg->h;	}}CAdvMapPanel::~CAdvMapPanel(){	if (background)		SDL_FreeSurface(background);}void CAdvMapPanel::addChildColorableButton(CButton * btn){	buttons.push_back(btn);	addChildToPanel(btn, ACTIVATE | DEACTIVATE);}void CAdvMapPanel::setPlayerColor(const PlayerColor & clr){	for (auto &btn : buttons)	{		btn->setPlayerColor(clr);	}}void CAdvMapPanel::showAll(SDL_Surface * to){	if (background)		blitAt(background, pos.x, pos.y, to);	CIntObject::showAll(to);}void CAdvMapPanel::addChildToPanel(CIntObject * obj, ui8 actions /* = 0 */){	obj->recActions |= actions | SHOWALL;	addChild(obj, false);}CAdvMapWorldViewPanel::CAdvMapWorldViewPanel(SDL_Surface * bg, Point position, int spaceBottom, const PlayerColor &color)	: CAdvMapPanel(bg, position)	  {	fillerHeight = bg ? spaceBottom - pos.y - pos.h : 0;		if (fillerHeight > 0)	{		tmpBackgroundFiller = CMessage::drawDialogBox(pos.w, fillerHeight, color);	}	else		tmpBackgroundFiller = nullptr;}CAdvMapWorldViewPanel::~CAdvMapWorldViewPanel(){	if (tmpBackgroundFiller)		SDL_FreeSurface(tmpBackgroundFiller);}void CAdvMapWorldViewPanel::recolorIcons(const PlayerColor &color, const CDefHandler *def, int indexOffset){	for (auto &pic : currentIcons)	{		removeChild(pic);		delete pic;	}	currentIcons.clear();	for (auto &data : iconsData)	{		auto pic = new CPicture(def->ourImages[data.first + indexOffset].bitmap, data.second.x, data.second.y, false);		pic->recActions |= SHOWALL;		currentIcons.push_back(pic);		addChildToPanel(pic);	}		if (fillerHeight > 0)	{		if (tmpBackgroundFiller)			SDL_FreeSurface(tmpBackgroundFiller);		tmpBackgroundFiller = CMessage::drawDialogBox(pos.w, fillerHeight, color);	}}void CAdvMapWorldViewPanel::addChildIcon(std::pair<int, Point> data, const CDefHandler *def, int indexOffset){	iconsData.push_back(data);	auto pic = new CPicture(def->ourImages[data.first + indexOffset].bitmap, data.second.x, data.second.y, false);	currentIcons.push_back(pic);	addChildToPanel(pic);}void CAdvMapWorldViewPanel::showAll(SDL_Surface * to){	if (tmpBackgroundFiller)	{				blitAt(tmpBackgroundFiller, pos.x, pos.y + pos.h, to);	}	CAdvMapPanel::showAll(to);}
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