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							- /*
 
-  * CAdvMapInt.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CAdvMapInt.h"
 
- #include "CAdvMapPanel.h"
 
- #include "CAdventureOptions.h"
 
- #include "CInGameConsole.h"
 
- #include "CMinimap.h"
 
- #include "CResDataBar.h"
 
- #include "CList.h"
 
- #include "CInfoBar.h"
 
- #include "MapAudioPlayer.h"
 
- #include "../mapView/mapHandler.h"
 
- #include "../mapView/MapView.h"
 
- #include "../windows/CKingdomInterface.h"
 
- #include "../windows/CSpellWindow.h"
 
- #include "../windows/CTradeWindow.h"
 
- #include "../windows/GUIClasses.h"
 
- #include "../windows/InfoWindows.h"
 
- #include "../CGameInfo.h"
 
- #include "../CMusicHandler.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../lobby/CSavingScreen.h"
 
- #include "../render/CAnimation.h"
 
- #include "../gui/CursorHandler.h"
 
- #include "../render/IImage.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../widgets/TextControls.h"
 
- #include "../widgets/Buttons.h"
 
- #include "../windows/settings/SettingsMainWindow.h"
 
- #include "../CMT.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/CConfigHandler.h"
 
- #include "../../lib/CGeneralTextHandler.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- #include "../../lib/mapObjects/CGHeroInstance.h"
 
- #include "../../lib/mapObjects/CGTownInstance.h"
 
- #include "../../lib/CPathfinder.h"
 
- #include "../../lib/mapping/CMap.h"
 
- #include "../../lib/UnlockGuard.h"
 
- #include "../../lib/TerrainHandler.h"
 
- #define ADVOPT (conf.go()->ac)
 
- std::shared_ptr<CAdvMapInt> adventureInt;
 
- void CAdvMapInt::setScrollingCursor(ui8 direction) const
 
- {
 
- 	if(direction & CAdvMapInt::RIGHT)
 
- 	{
 
- 		if(direction & CAdvMapInt::UP)
 
- 			CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST);
 
- 		else if(direction & CAdvMapInt::DOWN)
 
- 			CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST);
 
- 		else
 
- 			CCS->curh->set(Cursor::Map::SCROLL_EAST);
 
- 	}
 
- 	else if(direction & CAdvMapInt::LEFT)
 
- 	{
 
- 		if(direction & CAdvMapInt::UP)
 
- 			CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST);
 
- 		else if(direction & CAdvMapInt::DOWN)
 
- 			CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST);
 
- 		else
 
- 			CCS->curh->set(Cursor::Map::SCROLL_WEST);
 
- 	}
 
- 	else if(direction & CAdvMapInt::UP)
 
- 		CCS->curh->set(Cursor::Map::SCROLL_NORTH);
 
- 	else if(direction & CAdvMapInt::DOWN)
 
- 		CCS->curh->set(Cursor::Map::SCROLL_SOUTH);
 
- }
 
- CAdvMapInt::CAdvMapInt():
 
- 	mode(EAdvMapMode::NORMAL),
 
- 	minimap(new CMinimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH))),
 
- 	statusbar(CGStatusBar::create(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG)),
 
- 	heroList(new CHeroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD)),
 
- 	townList(new CTownList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD)),
 
- 	infoBar(new CInfoBar(Point(ADVOPT.infoboxX, ADVOPT.infoboxY))),
 
- 	resdatabar(new CResDataBar),
 
- 	mapAudio(new MapAudioPlayer()),
 
- 	terrain(new MapView(Point(ADVOPT.advmapX, ADVOPT.advmapY), Point(ADVOPT.advmapW, ADVOPT.advmapH))),
 
- 	state(NA),
 
- 	spellBeingCasted(nullptr),
 
- 	selection(nullptr),
 
- 	activeMapPanel(nullptr),
 
- 	duringAITurn(false),
 
- 	scrollingDir(0),
 
- 	scrollingState(false)
 
- {
 
- 	pos.x = pos.y = 0;
 
- 	pos.w = GH.screenDimensions().x;
 
- 	pos.h = GH.screenDimensions().y;
 
- 	strongInterest = true; // handle all mouse move events to prevent dead mouse move space in fullscreen mode
 
- 	townList->onSelect = std::bind(&CAdvMapInt::selectionChanged,this);
 
- 	bg = IImage::createFromFile(ADVOPT.mainGraphic);
 
- 	if(!ADVOPT.worldViewGraphic.empty())
 
- 	{
 
- 		bgWorldView = IImage::createFromFile(ADVOPT.worldViewGraphic);
 
- 	}
 
- 	else
 
- 	{
 
- 		bgWorldView = nullptr;
 
- 		logGlobal->warn("ADVOPT.worldViewGraphic is empty => bitmap not loaded");
 
- 	}
 
- 	if (!bgWorldView)
 
- 	{
 
- 		logGlobal->warn("bgWorldView not defined in resolution config; fallback to VWorld.bmp");
 
- 		bgWorldView = IImage::createFromFile("VWorld.bmp");
 
- 	}
 
- 	worldViewIcons = std::make_shared<CAnimation>("VwSymbol");//todo: customize with ADVOPT
 
- 	worldViewIcons->preload();
 
- 	for(int g = 0; g < ADVOPT.gemG.size(); ++g)
 
- 	{
 
- 		gems.push_back(std::make_shared<CAnimImage>(ADVOPT.gemG[g], 0, 0, ADVOPT.gemX[g], ADVOPT.gemY[g]));
 
- 	}
 
- 	auto makeButton = [&](int textID, std::function<void()> callback, config::ButtonInfo info, int key) -> std::shared_ptr<CButton>
 
- 	{
 
- 		auto button = std::make_shared<CButton>(Point(info.x, info.y), info.defName, CGI->generaltexth->zelp[textID], callback, key, info.playerColoured);
 
- 		for(auto image : info.additionalDefs)
 
- 			button->addImage(image);
 
- 		return button;
 
- 	};
 
- 	kingOverview = makeButton(293, std::bind(&CAdvMapInt::fshowOverview,this),     ADVOPT.kingOverview, SDLK_k);
 
- 	underground  = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this),      ADVOPT.underground,  SDLK_u);
 
- 	questlog     = makeButton(295, std::bind(&CAdvMapInt::fshowQuestlog,this),     ADVOPT.questlog,     SDLK_q);
 
- 	sleepWake    = makeButton(296, std::bind(&CAdvMapInt::fsleepWake,this),        ADVOPT.sleepWake,    SDLK_w);
 
- 	moveHero     = makeButton(297, std::bind(&CAdvMapInt::fmoveHero,this),         ADVOPT.moveHero,     SDLK_m);
 
- 	spellbook    = makeButton(298, std::bind(&CAdvMapInt::fshowSpellbok,this),     ADVOPT.spellbook,    SDLK_c);
 
- 	advOptions   = makeButton(299, std::bind(&CAdvMapInt::fadventureOPtions,this), ADVOPT.advOptions,   SDLK_a);
 
- 	sysOptions   = makeButton(300, std::bind(&CAdvMapInt::fsystemOptions,this),    ADVOPT.sysOptions,   SDLK_o);
 
- 	nextHero     = makeButton(301, std::bind(&CAdvMapInt::fnextHero,this),         ADVOPT.nextHero,     SDLK_h);
 
- 	endTurn      = makeButton(302, std::bind(&CAdvMapInt::fendTurn,this),          ADVOPT.endTurn,      SDLK_e);
 
- 	int panelSpaceBottom = GH.screenDimensions().y - resdatabar->pos.h - 4;
 
- 	panelMain = std::make_shared<CAdvMapPanel>(nullptr, Point(0, 0));
 
- 	// TODO correct drawing position
 
- 	panelWorldView = std::make_shared<CAdvMapWorldViewPanel>(worldViewIcons, bgWorldView, Point(heroList->pos.x - 2, 195), panelSpaceBottom, LOCPLINT->playerID);
 
- 	panelMain->addChildColorableButton(kingOverview);
 
- 	panelMain->addChildColorableButton(underground);
 
- 	panelMain->addChildColorableButton(questlog);
 
- 	panelMain->addChildColorableButton(sleepWake);
 
- 	panelMain->addChildColorableButton(moveHero);
 
- 	panelMain->addChildColorableButton(spellbook);
 
- 	panelMain->addChildColorableButton(advOptions);
 
- 	panelMain->addChildColorableButton(sysOptions);
 
- 	panelMain->addChildColorableButton(nextHero);
 
- 	panelMain->addChildColorableButton(endTurn);
 
- 	// TODO move configs to resolutions.json, similarly to previous buttons
 
- 	config::ButtonInfo worldViewBackConfig = config::ButtonInfo();
 
- 	worldViewBackConfig.defName = "IOK6432.DEF";
 
- 	worldViewBackConfig.x = GH.screenDimensions().x - 73;
 
- 	worldViewBackConfig.y = 343 + 195;
 
- 	worldViewBackConfig.playerColoured = false;
 
- 	panelWorldView->addChildToPanel(
 
- 		makeButton(288, std::bind(&CAdvMapInt::fworldViewBack,this), worldViewBackConfig, SDLK_ESCAPE), ACTIVATE | DEACTIVATE);
 
- 	config::ButtonInfo worldViewPuzzleConfig = config::ButtonInfo();
 
- 	worldViewPuzzleConfig.defName = "VWPUZ.DEF";
 
- 	worldViewPuzzleConfig.x = GH.screenDimensions().x - 188;
 
- 	worldViewPuzzleConfig.y = 343 + 195;
 
- 	worldViewPuzzleConfig.playerColoured = false;
 
- 	panelWorldView->addChildToPanel( // no help text for this one
 
- 		std::make_shared<CButton>(Point(worldViewPuzzleConfig.x, worldViewPuzzleConfig.y), worldViewPuzzleConfig.defName, std::pair<std::string, std::string>(),
 
- 				std::bind(&CPlayerInterface::showPuzzleMap,LOCPLINT), SDLK_p, worldViewPuzzleConfig.playerColoured), ACTIVATE | DEACTIVATE);
 
- 	config::ButtonInfo worldViewScale1xConfig = config::ButtonInfo();
 
- 	worldViewScale1xConfig.defName = "VWMAG1.DEF";
 
- 	worldViewScale1xConfig.x = GH.screenDimensions().x - 191;
 
- 	worldViewScale1xConfig.y = 23 + 195;
 
- 	worldViewScale1xConfig.playerColoured = false;
 
- 	panelWorldView->addChildToPanel( // help text is wrong for this button
 
- 		makeButton(291, std::bind(&CAdvMapInt::fworldViewScale1x,this), worldViewScale1xConfig, SDLK_1), ACTIVATE | DEACTIVATE);
 
- 	config::ButtonInfo worldViewScale2xConfig = config::ButtonInfo();
 
- 	worldViewScale2xConfig.defName = "VWMAG2.DEF";
 
- 	worldViewScale2xConfig.x = GH.screenDimensions().x- 191 + 63;
 
- 	worldViewScale2xConfig.y = 23 + 195;
 
- 	worldViewScale2xConfig.playerColoured = false;
 
- 	panelWorldView->addChildToPanel( // help text is wrong for this button
 
- 		makeButton(291, std::bind(&CAdvMapInt::fworldViewScale2x,this), worldViewScale2xConfig, SDLK_2), ACTIVATE | DEACTIVATE);
 
- 	config::ButtonInfo worldViewScale4xConfig = config::ButtonInfo();
 
- 	worldViewScale4xConfig.defName = "VWMAG4.DEF";
 
- 	worldViewScale4xConfig.x = GH.screenDimensions().x- 191 + 126;
 
- 	worldViewScale4xConfig.y = 23 + 195;
 
- 	worldViewScale4xConfig.playerColoured = false;
 
- 	panelWorldView->addChildToPanel( // help text is wrong for this button
 
- 		makeButton(291, std::bind(&CAdvMapInt::fworldViewScale4x,this), worldViewScale4xConfig, SDLK_4), ACTIVATE | DEACTIVATE);
 
- 	config::ButtonInfo worldViewUndergroundConfig = config::ButtonInfo();
 
- 	worldViewUndergroundConfig.defName = "IAM010.DEF";
 
- 	worldViewUndergroundConfig.additionalDefs.push_back("IAM003.DEF");
 
- 	worldViewUndergroundConfig.x = GH.screenDimensions().x - 115;
 
- 	worldViewUndergroundConfig.y = 343 + 195;
 
- 	worldViewUndergroundConfig.playerColoured = true;
 
- 	worldViewUnderground = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this), worldViewUndergroundConfig, SDLK_u);
 
- 	panelWorldView->addChildColorableButton(worldViewUnderground);
 
- 	setPlayer(LOCPLINT->playerID);
 
- 	int iconColorMultiplier = player.getNum() * 19;
 
- 	int wvLeft = heroList->pos.x - 2; // TODO correct drawing position
 
- 	//int wvTop = 195;
 
- 	for (int i = 0; i < 5; ++i)
 
- 	{
 
- 		panelWorldView->addChildIcon(std::pair<int, Point>(i, Point(5, 58 + i * 20)), iconColorMultiplier);
 
- 		panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 263 + i * 20, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
 
- 												Colors::WHITE, CGI->generaltexth->allTexts[612 + i]));
 
- 	}
 
- 	for (int i = 0; i < 7; ++i)
 
- 	{
 
- 		panelWorldView->addChildIcon(std::pair<int, Point>(i +  5, Point(5, 182 + i * 20)), iconColorMultiplier);
 
- 		panelWorldView->addChildIcon(std::pair<int, Point>(i + 12, Point(160, 182 + i * 20)), iconColorMultiplier);
 
- 		panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 387 + i * 20, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
 
- 												Colors::WHITE, CGI->generaltexth->allTexts[619 + i]));
 
- 	}
 
- 	panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft +   5, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
 
- 											Colors::WHITE, CGI->generaltexth->allTexts[617]));
 
- 	panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
 
- 											Colors::WHITE, CGI->generaltexth->allTexts[618]));
 
- 	activeMapPanel = panelMain;
 
- 	exitWorldView();
 
- 	underground->block(!CGI->mh->getMap()->twoLevel);
 
- 	questlog->block(!CGI->mh->getMap()->quests.size());
 
- 	worldViewUnderground->block(!CGI->mh->getMap()->twoLevel);
 
- 	addUsedEvents(MOVE);
 
- }
 
- void CAdvMapInt::fshowOverview()
 
- {
 
- 	GH.pushIntT<CKingdomInterface>();
 
- }
 
- void CAdvMapInt::fworldViewBack()
 
- {
 
- 	exitWorldView();
 
- 	auto hero = curHero();
 
- 	if (hero)
 
- 		centerOnObject(hero);
 
- }
 
- void CAdvMapInt::fworldViewScale1x()
 
- {
 
- 	// TODO set corresponding scale button to "selected" mode
 
- 	openWorldView(7);
 
- }
 
- void CAdvMapInt::fworldViewScale2x()
 
- {
 
- 	openWorldView(11);
 
- }
 
- void CAdvMapInt::fworldViewScale4x()
 
- {
 
- 	openWorldView(16);
 
- }
 
- void CAdvMapInt::fswitchLevel()
 
- {
 
- 	// with support for future multi-level maps :)
 
- 	int maxLevels = CGI->mh->getMap()->levels();
 
- 	if (maxLevels < 2)
 
- 		return;
 
- 	terrain->onMapLevelSwitched();
 
- }
 
- void CAdvMapInt::onMapViewMoved(const Rect & visibleArea, int mapLevel)
 
- {
 
- 	underground->setIndex(mapLevel, true);
 
- 	underground->redraw();
 
- 	worldViewUnderground->setIndex(mapLevel, true);
 
- 	worldViewUnderground->redraw();
 
- 	minimap->onMapViewMoved(visibleArea, mapLevel);
 
- }
 
- void CAdvMapInt::onAudioResumed()
 
- {
 
- 	mapAudio->onAudioResumed();
 
- }
 
- void CAdvMapInt::onAudioPaused()
 
- {
 
- 	mapAudio->onAudioPaused();
 
- }
 
- 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
 
- 	}
 
- 	// redraw to update the image of sleep/wake button
 
- 	panelMain->redraw();
 
- }
 
- void CAdvMapInt::fmoveHero()
 
- {
 
- 	const CGHeroInstance *h = curHero();
 
- 	if (!h || !LOCPLINT->paths.hasPath(h) || CGI->mh->hasOngoingAnimations())
 
- 		return;
 
- 	LOCPLINT->moveHero(h, LOCPLINT->paths.getPath(h));
 
- }
 
- void CAdvMapInt::fshowSpellbok()
 
- {
 
- 	if (!curHero()) //checking necessary values
 
- 		return;
 
- 	centerOnObject(selection);
 
- 	GH.pushIntT<CSpellWindow>(curHero(), LOCPLINT, false);
 
- }
 
- void CAdvMapInt::fadventureOPtions()
 
- {
 
- 	GH.pushIntT<CAdventureOptions>();
 
- }
 
- void CAdvMapInt::fsystemOptions()
 
- {
 
- 	GH.pushIntT<SettingsMainWindow>();
 
- }
 
- void CAdvMapInt::fnextHero()
 
- {
 
- 	auto hero = dynamic_cast<const CGHeroInstance*>(selection);
 
- 	int next = getNextHeroIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));
 
- 	if (next < 0)
 
- 		return;
 
- 	select(LOCPLINT->wanderingHeroes[next], true);
 
- }
 
- void CAdvMapInt::fendTurn()
 
- {
 
- 	if(!LOCPLINT->makingTurn)
 
- 		return;
 
- 	if(settings["adventure"]["heroReminder"].Bool())
 
- 	{
 
- 		for(auto hero : LOCPLINT->wanderingHeroes)
 
- 		{
 
- 			if(!isHeroSleeping(hero) && hero->movement > 0)
 
- 			{
 
- 				// Only show hero reminder if conditions met:
 
- 				// - There still movement points
 
- 				// - Hero don't have a path or there not points for first step on path
 
- 				LOCPLINT->paths.verifyPath(hero);
 
- 				if(!LOCPLINT->paths.hasPath(hero))
 
- 				{
 
- 					LOCPLINT->showYesNoDialog( CGI->generaltexth->allTexts[55], std::bind(&CAdvMapInt::endingTurn, this), nullptr );
 
- 					return;
 
- 				}
 
- 				auto path = LOCPLINT->paths.getPath(hero);
 
- 				if (path.nodes.size() < 2 || path.nodes[path.nodes.size() - 2].turns)
 
- 				{
 
- 					LOCPLINT->showYesNoDialog( CGI->generaltexth->allTexts[55], std::bind(&CAdvMapInt::endingTurn, this), nullptr );
 
- 					return;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	endingTurn();
 
- }
 
- void CAdvMapInt::updateSleepWake(const CGHeroInstance *h)
 
- {
 
- 	sleepWake->block(!h);
 
- 	if (!h)
 
- 		return;
 
- 	bool state = isHeroSleeping(h);
 
- 	sleepWake->setIndex(state ? 1 : 0, true);
 
- 	sleepWake->assignedKeys.clear();
 
- 	sleepWake->assignedKeys.insert(state ? SDLK_w : SDLK_z);
 
- }
 
- void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath)
 
- {
 
- 	if(!h)
 
- 	{
 
- 		moveHero->block(true);
 
- 		return;
 
- 	}
 
- 	//default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately
 
- 	if(boost::logic::indeterminate(hasPath))
 
- 		hasPath = LOCPLINT->paths.hasPath(h);
 
- 	moveHero->block(!(bool)hasPath || (h->movement == 0));
 
- }
 
- void CAdvMapInt::updateSpellbook(const CGHeroInstance *h)
 
- {
 
- 	spellbook->block(!h);
 
- }
 
- int CAdvMapInt::getNextHeroIndex(int startIndex)
 
- {
 
- 	if (LOCPLINT->wanderingHeroes.size() == 0)
 
- 		return -1;
 
- 	if (startIndex < 0)
 
- 		startIndex = 0;
 
- 	int i = startIndex;
 
- 	do
 
- 	{
 
- 		i++;
 
- 		if (i >= LOCPLINT->wanderingHeroes.size())
 
- 			i = 0;
 
- 	}
 
- 	while (((LOCPLINT->wanderingHeroes[i]->movement == 0) || isHeroSleeping(LOCPLINT->wanderingHeroes[i])) && (i != startIndex));
 
- 	if ((LOCPLINT->wanderingHeroes[i]->movement != 0) && !isHeroSleeping(LOCPLINT->wanderingHeroes[i]))
 
- 		return i;
 
- 	else
 
- 		return -1;
 
- }
 
- void CAdvMapInt::updateNextHero(const CGHeroInstance *h)
 
- {
 
- 	int start = vstd::find_pos(LOCPLINT->wanderingHeroes, h);
 
- 	int next = getNextHeroIndex(start);
 
- 	if (next < 0)
 
- 	{
 
- 		nextHero->block(true);
 
- 		return;
 
- 	}
 
- 	const CGHeroInstance *nextH = LOCPLINT->wanderingHeroes[next];
 
- 	bool noActiveHeroes = (next == start) && ((nextH->movement == 0) || isHeroSleeping(nextH));
 
- 	nextHero->block(noActiveHeroes);
 
- }
 
- void CAdvMapInt::activate()
 
- {
 
- 	CIntObject::activate();
 
- 	if (!(active & KEYBOARD))
 
- 		CIntObject::activate(KEYBOARD);
 
- 	screenBuf = screen;
 
- 	GH.statusbar = statusbar;
 
- 	
 
- 	if(LOCPLINT)
 
- 	{
 
- 		LOCPLINT->cingconsole->activate();
 
- 		LOCPLINT->cingconsole->pos = this->pos;
 
- 	}
 
- 	
 
- 	if(!duringAITurn)
 
- 	{
 
- 		activeMapPanel->activate();
 
- 		if (mode == EAdvMapMode::NORMAL)
 
- 		{
 
- 			heroList->activate();
 
- 			townList->activate();
 
- 			infoBar->activate();
 
- 		}
 
- 		minimap->activate();
 
- 		terrain->activate();
 
- 		statusbar->activate();
 
- 		GH.fakeMouseMove(); //to restore the cursor
 
- 	}
 
- }
 
- void CAdvMapInt::deactivate()
 
- {
 
- 	CIntObject::deactivate();
 
- 	if(!duringAITurn)
 
- 	{
 
- 		scrollingDir = 0;
 
- 		CCS->curh->set(Cursor::Map::POINTER);
 
- 		activeMapPanel->deactivate();
 
- 		if (mode == EAdvMapMode::NORMAL)
 
- 		{
 
- 			heroList->deactivate();
 
- 			townList->deactivate();
 
- 			infoBar->deactivate();
 
- 		}
 
- 		minimap->deactivate();
 
- 		terrain->deactivate();
 
- 		statusbar->deactivate();
 
- 	}
 
- }
 
- void CAdvMapInt::showAll(SDL_Surface * to)
 
- {
 
- 	bg->draw(to, 0, 0);
 
- 	if(state != INGAME)
 
- 		return;
 
- 	switch (mode)
 
- 	{
 
- 	case EAdvMapMode::NORMAL:
 
- 		heroList->showAll(to);
 
- 		townList->showAll(to);
 
- 		infoBar->showAll(to);
 
- 		break;
 
- 	case EAdvMapMode::WORLD_VIEW:
 
- 		break;
 
- 	}
 
- 	activeMapPanel->showAll(to);
 
- 	minimap->showAll(to);
 
- 	terrain->showAll(to);
 
- 	show(to);
 
- 	resdatabar->showAll(to);
 
- 	statusbar->show(to);
 
- 	LOCPLINT->cingconsole->show(to);
 
- }
 
- bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero)
 
- {
 
- 	if (!hero)
 
- 		return false;
 
- 	return vstd::contains(LOCPLINT->sleepingHeroes, hero);
 
- }
 
- void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep)
 
- {
 
- 	if (sleep)
 
- 		LOCPLINT->sleepingHeroes.push_back(hero); //FIXME: should we check for existence?
 
- 	else
 
- 		LOCPLINT->sleepingHeroes -= hero;
 
- 	updateNextHero(nullptr);
 
- }
 
- void CAdvMapInt::show(SDL_Surface * to)
 
- {
 
- 	if(state != INGAME)
 
- 		return;
 
- 	handleMapScrollingUpdate();
 
- 	for(int i = 0; i < 4; i++)
 
- 	{
 
- 		if(settings["session"]["spectate"].Bool())
 
- 			gems[i]->setFrame(PlayerColor(1).getNum());
 
- 		else
 
- 			gems[i]->setFrame(LOCPLINT->playerID.getNum());
 
- 	}
 
- 	minimap->show(to);
 
- 	terrain->show(to);
 
- 	for(int i = 0; i < 4; i++)
 
- 		gems[i]->showAll(to);
 
- 	LOCPLINT->cingconsole->show(to);
 
- 	infoBar->show(to);
 
- 	statusbar->showAll(to);
 
- }
 
- void CAdvMapInt::handleMapScrollingUpdate()
 
- {
 
- 	uint32_t timePassed = GH.mainFPSmng->getElapsedMilliseconds();
 
- 	double scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
 
- 	int32_t scrollDistance = static_cast<int32_t>(scrollSpeedPixels * timePassed / 1000);
 
- 	//if advmap needs updating AND (no dialog is shown OR ctrl is pressed)
 
- 	if(scrollingDir & LEFT)
 
- 		terrain->onMapScrolled(Point(-scrollDistance, 0));
 
- 	if(scrollingDir & RIGHT)
 
- 		terrain->onMapScrolled(Point(+scrollDistance, 0));
 
- 	if(scrollingDir & UP)
 
- 		terrain->onMapScrolled(Point(0, -scrollDistance));
 
- 	if(scrollingDir & DOWN)
 
- 		terrain->onMapScrolled(Point(0, +scrollDistance));
 
- 	if(scrollingDir)
 
- 	{
 
- 		setScrollingCursor(scrollingDir);
 
- 		scrollingState = true;
 
- 	}
 
- 	else if(scrollingState)
 
- 	{
 
- 		CCS->curh->set(Cursor::Map::POINTER);
 
- 		scrollingState = false;
 
- 	}
 
- }
 
- void CAdvMapInt::selectionChanged()
 
- {
 
- 	const CGTownInstance *to = LOCPLINT->towns[townList->getSelectedIndex()];
 
- 	if (selection != to)
 
- 		select(to);
 
- }
 
- void CAdvMapInt::centerOnTile(int3 on)
 
- {
 
- 	terrain->onCenteredTile(on);
 
- }
 
- void CAdvMapInt::centerOnObject(const CGObjectInstance * obj)
 
- {
 
- 	terrain->onCenteredObject(obj);
 
- }
 
- void CAdvMapInt::keyReleased(const SDL_Keycode &key)
 
- {
 
- 	if (mode != EAdvMapMode::NORMAL)
 
- 		return;
 
- 	switch (key)
 
- 	{
 
- 		case SDLK_s:
 
- 			if(isActive())
 
- 				GH.pushIntT<CSavingScreen>();
 
- 			return;
 
- 		default:
 
- 		{
 
- 			auto direction = keyToMoveDirection(key);
 
- 			if (!direction)
 
- 				return;
 
- 			ui8 Dir = (direction->x<0 ? LEFT  : 0) |
 
- 				  (direction->x>0 ? RIGHT : 0) |
 
- 				  (direction->y<0 ? UP    : 0) |
 
- 				  (direction->y>0 ? DOWN  : 0) ;
 
- 			scrollingDir &= ~Dir;
 
- 		}
 
- 	}
 
- }
 
- void CAdvMapInt::keyPressed(const SDL_Keycode & key)
 
- {
 
- 	if (mode != EAdvMapMode::NORMAL)
 
- 		return;
 
- 	const CGHeroInstance *h = curHero(); //selected hero
 
- 	const CGTownInstance *t = curTown(); //selected town
 
- 	switch(key)
 
- 	{
 
- 	case SDLK_g:
 
- 		if(GH.topInt()->type & BLOCK_ADV_HOTKEYS)
 
- 			return;
 
- 		{
 
- 			//find first town with tavern
 
- 			auto itr = range::find_if(LOCPLINT->towns, [](const CGTownInstance * town)
 
- 			{
 
- 				return town->hasBuilt(BuildingID::TAVERN);
 
- 			});
 
- 			if(itr != LOCPLINT->towns.end())
 
- 				LOCPLINT->showThievesGuildWindow(*itr);
 
- 			else
 
- 				LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithTavern"));
 
- 		}
 
- 		return;
 
- 	case SDLK_i:
 
- 		if(isActive())
 
- 			CAdventureOptions::showScenarioInfo();
 
- 		return;
 
- 	case SDLK_l:
 
- 		if(isActive())
 
- 			LOCPLINT->proposeLoadingGame();
 
- 		return;
 
- 	case SDLK_d:
 
- 		{
 
- 			if(h && isActive() && LOCPLINT->makingTurn)
 
- 				LOCPLINT->tryDiggging(h);
 
- 			return;
 
- 		}
 
- 	case SDLK_p:
 
- 		if(isActive())
 
- 			LOCPLINT->showPuzzleMap();
 
- 		return;
 
- 	case SDLK_v:
 
- 		if(isActive())
 
- 			LOCPLINT->viewWorldMap();
 
- 		return;
 
- 	case SDLK_r:
 
- 		if(isActive() && GH.isKeyboardCtrlDown())
 
- 		{
 
- 			LOCPLINT->showYesNoDialog(CGI->generaltexth->translate("vcmi.adventureMap.confirmRestartGame"),
 
- 				[](){ GH.pushUserEvent(EUserEvent::RESTART_GAME); }, nullptr);
 
- 		}
 
- 		return;
 
- 	case SDLK_SPACE: //space - try to revisit current object with selected hero
 
- 		{
 
- 			if(!isActive())
 
- 				return;
 
- 			if(h)
 
- 			{
 
- 				LOCPLINT->cb->moveHero(h,h->pos);
 
- 			}
 
- 		}
 
- 		return;
 
- 	case SDLK_RETURN:
 
- 		{
 
- 			if(!isActive() || !selection)
 
- 				return;
 
- 			if(h)
 
- 				LOCPLINT->openHeroWindow(h);
 
- 			else if(t)
 
- 				LOCPLINT->openTownWindow(t);
 
- 			return;
 
- 		}
 
- 	case SDLK_ESCAPE:
 
- 		{
 
- 			//FIXME: this case is never executed since AdvMapInt is disabled while in spellcasting mode
 
- 			if(!isActive() || GH.topInt().get() != this || !spellBeingCasted)
 
- 				return;
 
- 			leaveCastingMode();
 
- 			return;
 
- 		}
 
- 	case SDLK_t:
 
- 		{
 
- 			//act on key down if marketplace windows is not already opened
 
- 			if(GH.topInt()->type & BLOCK_ADV_HOTKEYS)
 
- 				return;
 
- 			if(GH.isKeyboardCtrlDown()) //CTRL + T => open marketplace
 
- 			{
 
- 				//check if we have any marketplace
 
- 				const CGTownInstance *townWithMarket = nullptr;
 
- 				for(const CGTownInstance *t : LOCPLINT->cb->getTownsInfo())
 
- 				{
 
- 					if(t->hasBuilt(BuildingID::MARKETPLACE))
 
- 					{
 
- 						townWithMarket = t;
 
- 						break;
 
- 					}
 
- 				}
 
- 				if(townWithMarket) //if any town has marketplace, open window
 
- 					GH.pushIntT<CMarketplaceWindow>(townWithMarket);
 
- 				else //if not - complain
 
- 					LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithMarket"));
 
- 			}
 
- 			else if(isActive()) //no ctrl, advmapint is on the top => switch to town
 
- 			{
 
- 				townList->selectNext();
 
- 			}
 
- 			return;
 
- 		}
 
- 	default:
 
- 		{
 
- 			auto direction = keyToMoveDirection(key);
 
- 			if (!direction)
 
- 				return;
 
- 			ui8 Dir = (direction->x<0 ? LEFT  : 0) |
 
- 				  (direction->x>0 ? RIGHT : 0) |
 
- 				  (direction->y<0 ? UP    : 0) |
 
- 				  (direction->y>0 ? DOWN  : 0) ;
 
- 			//ctrl makes arrow move screen, not hero
 
- 			if(GH.isKeyboardCtrlDown())
 
- 			{
 
- 				scrollingDir |= Dir;
 
- 				return;
 
- 			}
 
- 			if(!h || !isActive())
 
- 				return;
 
- 			if (CGI->mh->hasOngoingAnimations())
 
- 				return;
 
- 			if(*direction == Point(0,0))
 
- 			{
 
- 				centerOnObject(h);
 
- 				return;
 
- 			}
 
- 			int3 dst = h->visitablePos() + int3(direction->x, direction->y, 0);
 
- 			if (!CGI->mh->isInMap((dst)))
 
- 				return;
 
- 			if ( !LOCPLINT->paths.setPath(h, dst))
 
- 				return;
 
- 			const CGPath & path = LOCPLINT->paths.getPath(h);
 
- 			if (path.nodes.size() > 2)
 
- 				updateMoveHero(h);
 
- 			else
 
- 			if(!path.nodes[0].turns)
 
- 				LOCPLINT->moveHero(h, path);
 
- 		}
 
- 		return;
 
- 	}
 
- }
 
- boost::optional<Point> CAdvMapInt::keyToMoveDirection(const SDL_Keycode & key)
 
- {
 
- 	switch (key) {
 
- 		case SDLK_DOWN:  return Point( 0, +1);
 
- 		case SDLK_LEFT:  return Point(-1,  0);
 
- 		case SDLK_RIGHT: return Point(+1,  0);
 
- 		case SDLK_UP:    return Point( 0, -1);
 
- 		case SDLK_KP_1: return Point(-1, +1);
 
- 		case SDLK_KP_2: return Point( 0, +1);
 
- 		case SDLK_KP_3: return Point(+1, +1);
 
- 		case SDLK_KP_4: return Point(-1,  0);
 
- 		case SDLK_KP_5: return Point( 0,  0);
 
- 		case SDLK_KP_6: return Point(+1,  0);
 
- 		case SDLK_KP_7: return Point(-1, -1);
 
- 		case SDLK_KP_8: return Point( 0, -1);
 
- 		case SDLK_KP_9: return Point(+1, -1);
 
- 	}
 
- 	return boost::none;
 
- }
 
- void CAdvMapInt::select(const CArmedInstance *sel, bool centerView)
 
- {
 
- 	assert(sel);
 
- 	if(selection != sel)
 
- 		infoBar->popAll();
 
- 	selection = sel;
 
- 	mapAudio->onSelectionChanged(sel);
 
- 	if(centerView)
 
- 		centerOnObject(sel);
 
- 	if(sel->ID==Obj::TOWN)
 
- 	{
 
- 		auto town = dynamic_cast<const CGTownInstance*>(sel);
 
- 		infoBar->showTownSelection(town);
 
- 		townList->select(town);
 
- 		heroList->select(nullptr);
 
- 		updateSleepWake(nullptr);
 
- 		updateMoveHero(nullptr);
 
- 		updateSpellbook(nullptr);
 
- 	}
 
- 	else //hero selected
 
- 	{
 
- 		auto hero = dynamic_cast<const CGHeroInstance*>(sel);
 
- 		infoBar->showHeroSelection(hero);
 
- 		heroList->select(hero);
 
- 		townList->select(nullptr);
 
- 		LOCPLINT->paths.verifyPath(hero);
 
- 		updateSleepWake(hero);
 
- 		updateMoveHero(hero);
 
- 		updateSpellbook(hero);
 
- 	}
 
- 	townList->redraw();
 
- 	heroList->redraw();
 
- }
 
- void CAdvMapInt::mouseMoved( const Point & cursorPosition )
 
- {
 
- 	// adventure map scrolling with mouse
 
- 	// currently disabled in world view mode (as it is in OH3), but should work correctly if mode check is removed
 
- 	if(!GH.isKeyboardCtrlDown() && isActive() && mode == EAdvMapMode::NORMAL)
 
- 	{
 
- 		if(cursorPosition.x<15)
 
- 		{
 
- 			scrollingDir |= LEFT;
 
- 		}
 
- 		else
 
- 		{
 
- 			scrollingDir &= ~LEFT;
 
- 		}
 
- 		if(cursorPosition.x > GH.screenDimensions().x - 15)
 
- 		{
 
- 			scrollingDir |= RIGHT;
 
- 		}
 
- 		else
 
- 		{
 
- 			scrollingDir &= ~RIGHT;
 
- 		}
 
- 		if(cursorPosition.y<15)
 
- 		{
 
- 			scrollingDir |= UP;
 
- 		}
 
- 		else
 
- 		{
 
- 			scrollingDir &= ~UP;
 
- 		}
 
- 		if(cursorPosition.y > GH.screenDimensions().y - 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)
 
- {
 
- 	if (Player == player)
 
- 		return;
 
- 	player = Player;
 
- 	bg->playerColored(player);
 
- 	panelMain->setPlayerColor(player);
 
- 	panelWorldView->setPlayerColor(player);
 
- 	panelWorldView->recolorIcons(player, player.getNum() * 19);
 
- 	resdatabar->colorize(player);
 
- }
 
- void CAdvMapInt::startTurn()
 
- {
 
- 	state = INGAME;
 
- 	if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID
 
- 		|| settings["session"]["spectate"].Bool())
 
- 	{
 
- 		adjustActiveness(false);
 
- 		minimap->setAIRadar(false);
 
- 	}
 
- }
 
- void CAdvMapInt::initializeNewTurn()
 
- {
 
- 	heroList->update();
 
- 	townList->update();
 
- 	const CGHeroInstance * heroToSelect = nullptr;
 
- 	// find first non-sleeping hero
 
- 	for (auto hero : LOCPLINT->wanderingHeroes)
 
- 	{
 
- 		if (boost::range::find(LOCPLINT->sleepingHeroes, hero) == LOCPLINT->sleepingHeroes.end())
 
- 		{
 
- 			heroToSelect = hero;
 
- 			break;
 
- 		}
 
- 	}
 
- 	bool centerView = !settings["session"]["autoSkip"].Bool();
 
- 	//select first hero if available.
 
- 	if (heroToSelect != nullptr)
 
- 	{
 
- 		select(heroToSelect, centerView);
 
- 	}
 
- 	else if (LOCPLINT->towns.size())
 
- 		select(LOCPLINT->towns.front(), centerView);
 
- 	else
 
- 		select(LOCPLINT->wanderingHeroes.front());
 
- 	//show new day animation and sound on infobar
 
- 	infoBar->showDate();
 
- 	updateNextHero(nullptr);
 
- 	showAll(screen);
 
- 	mapAudio->onPlayerTurnStarted();
 
- 	if(settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
 
- 	{
 
- 		if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
 
- 			iw->close();
 
- 		endingTurn();
 
- 	}
 
- }
 
- void CAdvMapInt::endingTurn()
 
- {
 
- 	if(settings["session"]["spectate"].Bool())
 
- 		return;
 
- 	LOCPLINT->makingTurn = false;
 
- 	LOCPLINT->cb->endTurn();
 
- 	mapAudio->onPlayerTurnEnded();
 
- }
 
- const CGObjectInstance* CAdvMapInt::getActiveObject(const int3 &mapPos)
 
- {
 
- 	std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos);  //blocking objects at tile
 
- 	if (bobjs.empty())
 
- 		return nullptr;
 
- 	return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);
 
- /*
 
- 	if (bobjs.back()->ID == Obj::HERO)
 
- 		return bobjs.back();
 
- 	else
 
- 		return bobjs.front();*/
 
- }
 
- void CAdvMapInt::onTileLeftClicked(const int3 &mapPos)
 
- {
 
- 	if(mode != EAdvMapMode::NORMAL)
 
- 		return;
 
- 	//FIXME: this line breaks H3 behavior for Dimension Door
 
- 	if(!LOCPLINT->cb->isVisible(mapPos))
 
- 		return;
 
- 	if(!LOCPLINT->makingTurn)
 
- 		return;
 
- 	const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
 
- 	const CGObjectInstance *topBlocking = getActiveObject(mapPos);
 
- 	int3 selPos = selection->getSightCenter();
 
- 	if(spellBeingCasted && isInScreenRange(selPos, mapPos))
 
- 	{
 
- 		const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
 
- 		switch(spellBeingCasted->id)
 
- 		{
 
- 		case SpellID::SCUTTLE_BOAT: //Scuttle Boat
 
- 			if(topBlocking && topBlocking->ID == Obj::BOAT)
 
- 				leaveCastingMode(true, mapPos);
 
- 			break;
 
- 		case SpellID::DIMENSION_DOOR:
 
- 			if(!tile || tile->isClear(heroTile))
 
- 				leaveCastingMode(true, mapPos);
 
- 			break;
 
- 		}
 
- 		return;
 
- 	}
 
- 	//check if we can select this object
 
- 	bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
 
- 	canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
 
- 	bool isHero = false;
 
- 	if(selection->ID != Obj::HERO) //hero is not selected (presumably town)
 
- 	{
 
- 		if(selection == topBlocking) //selected town clicked
 
- 			LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
 
- 		else if(canSelect)
 
- 			select(static_cast<const CArmedInstance*>(topBlocking), false);
 
- 	}
 
- 	else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
 
- 	{
 
- 		isHero = true;
 
- 		const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);
 
- 		if(currentHero == topBlocking) //clicked selected hero
 
- 		{
 
- 			LOCPLINT->openHeroWindow(currentHero);
 
- 			return;
 
- 		}
 
- 		else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
 
- 		{
 
- 			select(static_cast<const CArmedInstance*>(topBlocking), false);
 
- 			return;
 
- 		}
 
- 		else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
 
- 		{
 
- 			if(LOCPLINT->paths.hasPath(currentHero) &&
 
- 			   LOCPLINT->paths.getPath(currentHero).endPos() == mapPos)//we'll be moving
 
- 			{
 
- 				if(!CGI->mh->hasOngoingAnimations())
 
- 					LOCPLINT->moveHero(currentHero, LOCPLINT->paths.getPath(currentHero));
 
- 				return;
 
- 			}
 
- 			else //remove old path and find a new one if we clicked on accessible tile
 
- 			{
 
- 				LOCPLINT->paths.setPath(currentHero, mapPos);
 
- 				updateMoveHero(currentHero);
 
- 			}
 
- 		}
 
- 	} //end of hero is selected "case"
 
- 	else
 
- 	{
 
- 		throw std::runtime_error("Nothing is selected...");
 
- 	}
 
- 	const auto shipyard = ourInaccessibleShipyard(topBlocking);
 
- 	if(isHero && shipyard != nullptr)
 
- 	{
 
- 		LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
 
- 	}
 
- }
 
- void CAdvMapInt::onTileHovered(const int3 &mapPos)
 
- {
 
- 	if(mode != EAdvMapMode::NORMAL //disable in world view
 
- 		|| !selection) //may occur just at the start of game (fake move before full intiialization)
 
- 		return;
 
- 	if(!LOCPLINT->cb->isVisible(mapPos))
 
- 	{
 
- 		CCS->curh->set(Cursor::Map::POINTER);
 
- 		statusbar->clear();
 
- 		return;
 
- 	}
 
- 	auto objRelations = PlayerRelations::ALLIES;
 
- 	const CGObjectInstance *objAtTile = getActiveObject(mapPos);
 
- 	if(objAtTile)
 
- 	{
 
- 		objRelations = LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner);
 
- 		std::string text = curHero() ? objAtTile->getHoverText(curHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
 
- 		boost::replace_all(text,"\n"," ");
 
- 		statusbar->write(text);
 
- 	}
 
- 	else
 
- 	{
 
- 		std::string hlp = CGI->mh->getTerrainDescr(mapPos, false);
 
- 		statusbar->write(hlp);
 
- 	}
 
- 	if(spellBeingCasted)
 
- 	{
 
- 		switch(spellBeingCasted->id)
 
- 		{
 
- 		case SpellID::SCUTTLE_BOAT:
 
- 			if(objAtTile && objAtTile->ID == Obj::BOAT)
 
- 				CCS->curh->set(Cursor::Map::SCUTTLE_BOAT);
 
- 			else
 
- 				CCS->curh->set(Cursor::Map::POINTER);
 
- 			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->set(Cursor::Map::TELEPORT);
 
- 				else
 
- 					CCS->curh->set(Cursor::Map::POINTER);
 
- 				return;
 
- 			}
 
- 		}
 
- 	}
 
- 	if(selection->ID == Obj::TOWN)
 
- 	{
 
- 		if(objAtTile)
 
- 		{
 
- 			if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
 
- 				CCS->curh->set(Cursor::Map::TOWN);
 
- 			else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
 
- 				CCS->curh->set(Cursor::Map::HERO);
 
- 			else
 
- 				CCS->curh->set(Cursor::Map::POINTER);
 
- 		}
 
- 		else
 
- 			CCS->curh->set(Cursor::Map::POINTER);
 
- 	}
 
- 	else if(const CGHeroInstance * hero = curHero())
 
- 	{
 
- 		std::array<Cursor::Map, 4> cursorMove      = { Cursor::Map::T1_MOVE,       Cursor::Map::T2_MOVE,       Cursor::Map::T3_MOVE,       Cursor::Map::T4_MOVE,       };
 
- 		std::array<Cursor::Map, 4> cursorAttack    = { Cursor::Map::T1_ATTACK,     Cursor::Map::T2_ATTACK,     Cursor::Map::T3_ATTACK,     Cursor::Map::T4_ATTACK,     };
 
- 		std::array<Cursor::Map, 4> cursorSail      = { Cursor::Map::T1_SAIL,       Cursor::Map::T2_SAIL,       Cursor::Map::T3_SAIL,       Cursor::Map::T4_SAIL,       };
 
- 		std::array<Cursor::Map, 4> cursorDisembark = { Cursor::Map::T1_DISEMBARK,  Cursor::Map::T2_DISEMBARK,  Cursor::Map::T3_DISEMBARK,  Cursor::Map::T4_DISEMBARK,  };
 
- 		std::array<Cursor::Map, 4> cursorExchange  = { Cursor::Map::T1_EXCHANGE,   Cursor::Map::T2_EXCHANGE,   Cursor::Map::T3_EXCHANGE,   Cursor::Map::T4_EXCHANGE,   };
 
- 		std::array<Cursor::Map, 4> cursorVisit     = { Cursor::Map::T1_VISIT,      Cursor::Map::T2_VISIT,      Cursor::Map::T3_VISIT,      Cursor::Map::T4_VISIT,      };
 
- 		std::array<Cursor::Map, 4> cursorSailVisit = { Cursor::Map::T1_SAIL_VISIT, Cursor::Map::T2_SAIL_VISIT, Cursor::Map::T3_SAIL_VISIT, Cursor::Map::T4_SAIL_VISIT, };
 
- 		const CGPathNode * pathNode = LOCPLINT->cb->getPathsInfo(hero)->getPathInfo(mapPos);
 
- 		assert(pathNode);
 
- 		if((GH.isKeyboardAltDown() || settings["gameTweaks"]["forceMovementInfo"].Bool()) && pathNode->reachable()) //overwrite status bar text with movement info
 
- 		{
 
- 			showMoveDetailsInStatusbar(*hero, *pathNode);
 
- 		}
 
- 		int turns = pathNode->turns;
 
- 		vstd::amin(turns, 3);
 
- 		switch(pathNode->action)
 
- 		{
 
- 		case CGPathNode::NORMAL:
 
- 		case CGPathNode::TELEPORT_NORMAL:
 
- 			if(pathNode->layer == EPathfindingLayer::LAND)
 
- 				CCS->curh->set(cursorMove[turns]);
 
- 			else
 
- 				CCS->curh->set(cursorSailVisit[turns]);
 
- 			break;
 
- 		case CGPathNode::VISIT:
 
- 		case CGPathNode::BLOCKING_VISIT:
 
- 		case CGPathNode::TELEPORT_BLOCKING_VISIT:
 
- 			if(objAtTile && objAtTile->ID == Obj::HERO)
 
- 			{
 
- 				if(selection == objAtTile)
 
- 					CCS->curh->set(Cursor::Map::HERO);
 
- 				else
 
- 					CCS->curh->set(cursorExchange[turns]);
 
- 			}
 
- 			else if(pathNode->layer == EPathfindingLayer::LAND)
 
- 				CCS->curh->set(cursorVisit[turns]);
 
- 			else
 
- 				CCS->curh->set(cursorSailVisit[turns]);
 
- 			break;
 
- 		case CGPathNode::BATTLE:
 
- 		case CGPathNode::TELEPORT_BATTLE:
 
- 			CCS->curh->set(cursorAttack[turns]);
 
- 			break;
 
- 		case CGPathNode::EMBARK:
 
- 			CCS->curh->set(cursorSail[turns]);
 
- 			break;
 
- 		case CGPathNode::DISEMBARK:
 
- 			CCS->curh->set(cursorDisembark[turns]);
 
- 			break;
 
- 		default:
 
- 			if(objAtTile && objRelations != PlayerRelations::ENEMIES)
 
- 			{
 
- 				if(objAtTile->ID == Obj::TOWN)
 
- 					CCS->curh->set(Cursor::Map::TOWN);
 
- 				else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
 
- 					CCS->curh->set(Cursor::Map::HERO);
 
- 				else
 
- 					CCS->curh->set(Cursor::Map::POINTER);
 
- 			}
 
- 			else
 
- 				CCS->curh->set(Cursor::Map::POINTER);
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(ourInaccessibleShipyard(objAtTile))
 
- 	{
 
- 		CCS->curh->set(Cursor::Map::T1_SAIL);
 
- 	}
 
- }
 
- void CAdvMapInt::showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode)
 
- {
 
- 	const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.maxMovePoints(pathNode.layer == EPathfindingLayer::LAND) : hero.movement;
 
- 	const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains;
 
- 	const int remainingPointsAfterMove = pathNode.turns == 0 ? pathNode.moveRemains : 0;
 
- 	std::string result = VLC->generaltexth->translate("vcmi.adventureMap", pathNode.turns > 0 ? "moveCostDetails" : "moveCostDetailsNoTurns");
 
- 	boost::replace_first(result, "%TURNS", std::to_string(pathNode.turns));
 
- 	boost::replace_first(result, "%POINTS", std::to_string(movementPointsLastTurnCost));
 
- 	boost::replace_first(result, "%REMAINING", std::to_string(remainingPointsAfterMove));
 
- 	statusbar->write(result);
 
- }
 
- void CAdvMapInt::onTileRightClicked(const int3 &mapPos)
 
- {
 
- 	if(mode != EAdvMapMode::NORMAL)
 
- 		return;
 
- 	if(spellBeingCasted)
 
- 	{
 
- 		leaveCastingMode();
 
- 		return;
 
- 	}
 
- 	if(!LOCPLINT->cb->isVisible(mapPos))
 
- 	{
 
- 		CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
 
- 		return;
 
- 	}
 
- 	const CGObjectInstance * obj = getActiveObject(mapPos);
 
- 	if(!obj)
 
- 	{
 
- 		// Bare or undiscovered terrain
 
- 		const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
 
- 		if(tile)
 
- 		{
 
- 			std::string hlp = CGI->mh->getTerrainDescr(mapPos, true);
 
- 			CRClickPopup::createAndPush(hlp);
 
- 		}
 
- 		return;
 
- 	}
 
- 	CRClickPopup::createAndPush(obj, GH.getCursorPosition(), ETextAlignment::CENTER);
 
- }
 
- void CAdvMapInt::enterCastingMode(const CSpell * sp)
 
- {
 
- 	assert(sp->id == SpellID::SCUTTLE_BOAT  ||  sp->id == SpellID::DIMENSION_DOOR);
 
- 	spellBeingCasted = sp;
 
- 	deactivate();
 
- 	terrain->activate();
 
- 	GH.fakeMouseMove();
 
- }
 
- void CAdvMapInt::leaveCastingMode(bool cast, int3 dest)
 
- {
 
- 	assert(spellBeingCasted);
 
- 	SpellID id = spellBeingCasted->id;
 
- 	spellBeingCasted = nullptr;
 
- 	terrain->deactivate();
 
- 	activate();
 
- 	if(cast)
 
- 		LOCPLINT->cb->castSpell(curHero(), id, dest);
 
- 	else
 
- 		LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
 
- }
 
- const CGHeroInstance * CAdvMapInt::curHero() const
 
- {
 
- 	if(selection && selection->ID == Obj::HERO)
 
- 		return dynamic_cast<const CGHeroInstance *>(selection);
 
- 	else
 
- 		return nullptr;
 
- }
 
- const CGTownInstance * CAdvMapInt::curTown() const
 
- {
 
- 	if(selection && selection->ID == Obj::TOWN)
 
- 		return dynamic_cast<const CGTownInstance *>(selection);
 
- 	else
 
- 		return nullptr;
 
- }
 
- const CArmedInstance * CAdvMapInt::curArmy() const
 
- {
 
- 	if (selection)
 
- 		return dynamic_cast<const CArmedInstance *>(selection);
 
- 	else
 
- 		return nullptr;
 
- }
 
- Rect CAdvMapInt::terrainAreaPixels() const
 
- {
 
- 	return terrain->pos;
 
- }
 
- const IShipyard * CAdvMapInt::ourInaccessibleShipyard(const CGObjectInstance *obj) const
 
- {
 
- 	const IShipyard *ret = IShipyard::castFrom(obj);
 
- 	if(!ret ||
 
- 		obj->tempOwner != player ||
 
- 		(CCS->curh->get<Cursor::Map>() != Cursor::Map::T1_SAIL && CCS->curh->get<Cursor::Map>() != Cursor::Map::POINTER))
 
- 		return nullptr;
 
- 	return ret;
 
- }
 
- void CAdvMapInt::aiTurnStarted()
 
- {
 
- 	if(settings["session"]["spectate"].Bool())
 
- 		return;
 
- 	adjustActiveness(true);
 
- 	mapAudio->onEnemyTurnStarted();
 
- 	adventureInt->minimap->setAIRadar(true);
 
- 	adventureInt->infoBar->startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());
 
- 	adventureInt->minimap->showAll(screen);//force refresh on inactive object
 
- 	adventureInt->infoBar->showAll(screen);//force refresh on inactive object
 
- }
 
- void CAdvMapInt::adjustActiveness(bool aiTurnStart)
 
- {
 
- 	bool wasActive = isActive();
 
- 	if(wasActive)
 
- 		deactivate();
 
- 	adventureInt->duringAITurn = aiTurnStart;
 
- 	if(wasActive)
 
- 		activate();
 
- }
 
- void CAdvMapInt::quickCombatLock()
 
- {
 
- 	if(!duringAITurn)
 
- 		deactivate();
 
- }
 
- void CAdvMapInt::quickCombatUnlock()
 
- {
 
- 	if(!duringAITurn)
 
- 		activate();
 
- }
 
- void CAdvMapInt::exitWorldView()
 
- {
 
- 	mode = EAdvMapMode::NORMAL;
 
- 	panelMain->activate();
 
- 	panelWorldView->deactivate();
 
- 	activeMapPanel = panelMain;
 
- 	townList->activate();
 
- 	heroList->activate();
 
- 	infoBar->activate();
 
- 	redraw();
 
- 	terrain->onViewMapActivated();
 
- }
 
- void CAdvMapInt::openWorldView(int tileSize)
 
- {
 
- 	mode = EAdvMapMode::WORLD_VIEW;
 
- 	panelMain->deactivate();
 
- 	panelWorldView->activate();
 
- 	activeMapPanel = panelWorldView;
 
- 	townList->deactivate();
 
- 	heroList->deactivate();
 
- 	infoBar->showSelection(); // to prevent new day animation interfering world view mode
 
- 	infoBar->deactivate();
 
- 	redraw();
 
- 	terrain->onViewWorldActivated(tileSize);
 
- }
 
- void CAdvMapInt::openWorldView()
 
- {
 
- 	openWorldView(11);
 
- }
 
- void CAdvMapInt::openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
 
- {
 
- 	openWorldView(11);
 
- 	terrain->onViewSpellActivated(11, objectPositions, showTerrain);
 
- }
 
 
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