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							- #include "StdInc.h"
 
- #include "CAdvmapInterface.h"
 
- #include "../CCallback.h"
 
- #include "CCastleInterface.h"
 
- #include "gui/CCursorHandler.h"
 
- #include "CGameInfo.h"
 
- #include "CHeroWindow.h"
 
- #include "CKingdomInterface.h"
 
- #include "CMessage.h"
 
- #include "CPlayerInterface.h"
 
- #include "gui/SDL_Extensions.h"
 
- #include "CBitmapHandler.h"
 
- #include "../lib/CConfigHandler.h"
 
- #include "CSpellWindow.h"
 
- #include "Graphics.h"
 
- #include "CDefHandler.h"
 
- #include "../lib/CGeneralTextHandler.h"
 
- #include "../lib/CHeroHandler.h"
 
- #include "../lib/mapObjects/CGHeroInstance.h"
 
- #include "../lib/CTownHandler.h"
 
- #include "../lib/mapping/CMap.h"
 
- #include "../lib/JsonNode.h"
 
- #include "mapHandler.h"
 
- #include "CPreGame.h"
 
- #include "../lib/VCMI_Lib.h"
 
- #include "../lib/CSpellHandler.h"
 
- #include "../lib/CSoundBase.h"
 
- #include "../lib/CGameState.h"
 
- #include "CMusicHandler.h"
 
- #include "gui/CGuiHandler.h"
 
- #include "gui/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;
 
- CTerrainRect::CTerrainRect()
 
- 	: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 | HOVER | MOVE);
 
- }
 
- 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 ((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(ECursor::ADVENTURE, 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(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 < (int)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, nullptr, 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, nullptr, 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)
 
- {
 
- }
 
- 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";
 
- 	addUsedEvents(RCLICK);
 
- }
 
- 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);
 
- 	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)
 
- {
 
- 	draw(to);
 
- }
 
- CAdvMapInt::CAdvMapInt():
 
-     minimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH)),
 
- 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, 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) )
 
- {
 
- 	duringAITurn = false;
 
- 	state = NA;
 
- 	spellBeingCasted = nullptr;
 
- 	pos.x = pos.y = 0;
 
- 	pos.w = screen->w;
 
- 	pos.h = screen->h;
 
- 	position = int3(0,0,0);
 
- 	selection = nullptr;
 
- 	townList.onSelect = 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
 
- 	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);
 
- 	addUsedEvents(MOVE);
 
- }
 
- 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.setLevel(position.z);
 
- }
 
- 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)
 
- 		return;
 
- 	LOCPLINT->moveHero(h, *terrain.currentPath);
 
- }
 
- void CAdvMapInt::fshowSpellbok()
 
- {
 
- 	if (!curHero()) //checking necessary values
 
- 		return;
 
- 	centerOn(selection);
 
- 	auto   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()
 
- {
 
- 	GH.pushInt(new 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 (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 == boost::indeterminate)
 
- 		 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 = 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)
 
- 	{
 
- 		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();
 
- 		LOCPLINT->cingconsole->activate();
 
- 		GH.fakeMouseMove(); //to restore the cursor
 
- 	}
 
- }
 
- void CAdvMapInt::deactivate()
 
- {
 
- 	CIntObject::deactivate();
 
- 	if(!duringAITurn)
 
- 	{
 
- 		scrollingDir = 0;
 
- 		CCS->curh->changeGraphic(ECursor::ADVENTURE,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)
 
- 			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.showAll(to);
 
- 	heroList.showAll(to);
 
- 	townList.showAll(to);
 
- 	updateScreen = true;
 
- 	show(to);
 
- 	resdatabar.draw(to);
 
- 	statusbar.show(to);
 
- 	infoBar.showAll(to);
 
- 	LOCPLINT->cingconsole->showAll(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(nullptr);
 
- }
 
- 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(nullptr)[SDLK_LCTRL]
 
- 			|| SDL_GetKeyState(nullptr)[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;
 
- 			minimap.redraw();
 
- 		}
 
- 	}
 
- 	if(updateScreen)
 
- 	{
 
- 		int3 betterPos = LOCPLINT->repairScreenPos(position);
 
- 		if (betterPos != position)
 
- 		{
 
- 			logGlobal->warnStream() << "Incorrect position for adventure map!";
 
- 			position = betterPos;
 
- 		}
 
- 		terrain.show(to);
 
- 		for(int i=0;i<4;i++)
 
- 			blitAt(gems[i]->ourImages[LOCPLINT->playerID.getNum()].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);
 
- 		updateScreen=false;
 
- 		LOCPLINT->cingconsole->showAll(to);
 
- 	}
 
- 	infoBar.show(to);
 
- 	statusbar.showAll(to);
 
- }
 
- void CAdvMapInt::selectionChanged()
 
- {
 
- 	const CGTownInstance *to = LOCPLINT->towns[townList.getSelectedIndex()];
 
- 	if (selection != to)
 
- 		select(to);
 
- }
 
- void CAdvMapInt::centerOn(int3 on)
 
- {
 
- 	bool switchedLevels = on.z != position.z;
 
- 	on.x -= CGI->mh->frameW;
 
- 	on.y -= CGI->mh->frameH;
 
- 	on = LOCPLINT->repairScreenPos(on);
 
- 	position = on;
 
- 	updateScreen=true;
 
- 	underground.setIndex(on.z,true); //change underground switch button image
 
- 	underground.redraw();
 
- 	if (switchedLevels)
 
- 		minimap.setLevel(position.z);
 
- }
 
- 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, [](const CGTownInstance * town)
 
- 			{
 
- 				return town->hasBuilt(BuildingID::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);
 
- 				//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() != 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.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 = 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 /*= true*/)
 
- {
 
- 	assert(sel);
 
- 	LOCPLINT->cb->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);
 
- 	}
 
- 	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);
 
- 	}
 
- 	townList.redraw();
 
- 	heroList.redraw();
 
- }
 
- void CAdvMapInt::mouseMoved( const SDL_MouseMotionEvent & sEvent )
 
- {
 
- 	//adventure map scrolling with mouse
 
- 	if(!SDL_GetKeyState(nullptr)[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(PlayerColor Player)
 
- {
 
- 	state = WAITING;
 
- }
 
- void CAdvMapInt::setPlayer(PlayerColor 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);
 
- 		minimap.setAIRadar(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 == Obj::HERO)
 
- 		return bobjs.back();
 
- 	else
 
- 		return bobjs.front();
 
- }
 
- void CAdvMapInt::tileLClicked(const int3 &mapPos)
 
- {
 
- 	if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn)
 
- 		return;
 
- 	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 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->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(ECursor::ADVENTURE, 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.setText(text);
 
- 	}
 
- 	else
 
- 	{
 
- 		std::string hlp;
 
- 		CGI->mh->getTerrainDescr(mapPos, hlp, false);
 
- 		statusbar.setText(hlp);
 
- 	}
 
- 	const CGPathNode *pnode = LOCPLINT->cb->getPathInfo(mapPos);
 
- 	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 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;
 
- 			}
 
- 		}
 
- 	}
 
- 	const bool guardingCreature = CGI->mh->map->isInTheMap(LOCPLINT->cb->getGuardingCreaturePosition(mapPos));
 
- 	if(selection->ID == Obj::TOWN)
 
- 	{
 
- 		if(objAtTile)
 
- 		{
 
- 			if(objAtTile->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner) != PlayerRelations::ENEMIES)
 
- 				CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);
 
- 			else if(objAtTile->ID == Obj::HERO && objAtTile->tempOwner == LOCPLINT->playerID)
 
- 				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())
 
- 	{
 
- 		bool accessible  =  pnode->turns < 255;
 
- 		if(objAtTile)
 
- 		{
 
- 			if(objAtTile->ID == Obj::HERO)
 
- 			{
 
- 				if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy hero
 
- 				{
 
- 					if(accessible)
 
- 						CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
 
- 					else
 
- 						CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- 				}
 
- 				else //our or ally hero
 
- 				{
 
- 					if(selection == objAtTile)
 
- 						CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
 
- 					else if(accessible)
 
- 						CCS->curh->changeGraphic(ECursor::ADVENTURE, 8 + turns*6);
 
- 					else
 
- 						CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
 
- 				}
 
- 			}
 
- 			else if(objAtTile->ID == Obj::TOWN)
 
- 			{
 
- 				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(ECursor::ADVENTURE, 9 + turns*6);
 
- 						else
 
- 							CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
 
- 					}
 
- 					else
 
- 					{
 
- 						CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- 					}
 
- 				}
 
- 				else //our or ally town
 
- 				{
 
- 					if(accessible)
 
- 						CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
 
- 					else
 
- 						CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);
 
- 				}
 
- 			}
 
- 			else if(objAtTile->ID == Obj::BOAT)
 
- 			{
 
- 				if(accessible)
 
- 					CCS->curh->changeGraphic(ECursor::ADVENTURE, 6 + turns*6);
 
- 				else
 
- 					CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- 			}
 
- 			else if (objAtTile->ID == Obj::GARRISON || objAtTile->ID == Obj::GARRISON2)
 
- 			{
 
- 				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(ECursor::ADVENTURE, 5 + turns*6);
 
- 					else
 
- 						CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
 
- 				}
 
- 				else
 
- 					CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- 			}
 
- 			else if (guardingCreature && accessible) //(objAtTile->ID == 54) //monster
 
- 			{
 
- 				CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
 
- 			}
 
- 			else
 
- 			{
 
- 				if(accessible)
 
- 				{
 
- 					if(pnode->land)
 
- 						CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
 
- 					else
 
- 						CCS->curh->changeGraphic(ECursor::ADVENTURE, 28 + turns);
 
- 				}
 
- 				else
 
- 					CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- 			}
 
- 		}
 
- 		else //no objs
 
- 		{
 
- 			if(accessible/* && pnode->accessible != CGPathNode::FLYABLE*/)
 
- 			{
 
- 				if (guardingCreature)
 
- 				{
 
- 					CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
 
- 				} 
 
- 				else
 
- 				{
 
- 					if(pnode->land)
 
- 					{
 
-                         if(LOCPLINT->cb->getTile(h->getPosition(false))->terType != ETerrainType::WATER)
 
- 							CCS->curh->changeGraphic(ECursor::ADVENTURE, 4 + turns*6);
 
- 						else
 
- 							CCS->curh->changeGraphic(ECursor::ADVENTURE, 7 + turns*6); //anchor
 
- 					}
 
- 					else
 
- 						CCS->curh->changeGraphic(ECursor::ADVENTURE, 6 + turns*6);
 
- 				}
 
- 			}
 
- 			else
 
- 				CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
 
- 		}
 
- 	}
 
- 	if(ourInaccessibleShipyard(objAtTile))
 
- 	{
 
- 		CCS->curh->changeGraphic(ECursor::ADVENTURE, 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)
 
- {
 
- 	assert(sp->id == SpellID::SCUTTLE_BOAT  ||  sp->id == SpellID::DIMENSION_DOOR);
 
- 	spellBeingCasted = sp;
 
- 	deactivate();
 
- 	terrain.activate();
 
- 	GH.fakeMouseMove();
 
- }
 
- void CAdvMapInt::leaveCastingMode(bool cast /*= false*/, int3 dest /*= int3(-1, -1, -1)*/)
 
- {
 
- 	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()
 
- {
 
- 	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();
 
- }
 
- CAdventureOptions::CAdventureOptions():
 
-     CWindowObject(PLAYER_COLORED, "ADVOPTS")
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	exit = new CAdventureMapButton("","",boost::bind(&CAdventureOptions::close, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
 
- 	exit->assignedKeys.insert(SDLK_ESCAPE);
 
- 	scenInfo = new CAdventureMapButton("","", boost::bind(&CAdventureOptions::close, 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(&CAdventureOptions::close, this), 24, 81, "ADVPUZ.DEF");
 
- 	puzzle->callback += boost::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT);
 
- 	dig = new CAdventureMapButton("","", boost::bind(&CAdventureOptions::close, this), 24, 139, "ADVDIG.DEF");
 
- 	if(const CGHeroInstance *h = adventureInt->curHero())
 
- 		dig->callback += boost::bind(&CPlayerInterface::tryDiggging, LOCPLINT, h);
 
- 	else
 
- 		dig->block(true);
 
- }
 
- void CAdventureOptions::showScenarioInfo()
 
- {
 
- 	auto campState = LOCPLINT->cb->getStartInfo()->campState;
 
- 	if(campState)
 
- 	{
 
- 		GH.pushInt(new CBonusSelection(campState));
 
- 	}
 
- 	else
 
- 	{
 
- 		GH.pushInt(new CScenarioInfo(LOCPLINT->cb->getMapHeader(), LOCPLINT->cb->getStartInfo()));
 
- 	}
 
- }
 
 
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