CAdvmapInterface.cpp 52 KB

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  1. #include "AdventureMapButton.h"
  2. #include "CAdvmapInterface.h"
  3. #include "../CCallback.h"
  4. #include "CCastleInterface.h"
  5. #include "CCursorHandler.h"
  6. #include "CGameInfo.h"
  7. #include "CHeroWindow.h"
  8. #include "CMessage.h"
  9. #include "SDL_Extensions.h"
  10. #include "CBitmapHandler.h"
  11. #include "CConfigHandler.h"
  12. #include "CSpellWindow.h"
  13. #include "Graphics.h"
  14. #include "../hch/CDefHandler.h"
  15. #include "../hch/CGeneralTextHandler.h"
  16. #include "../hch/CHeroHandler.h"
  17. #include "../hch/CObjectHandler.h"
  18. #include "../hch/CTownHandler.h"
  19. #include "../lib/map.h"
  20. #include "../mapHandler.h"
  21. #include "../stdafx.h"
  22. #include <boost/algorithm/string.hpp>
  23. #include <boost/algorithm/string/replace.hpp>
  24. #include <boost/assign/std/vector.hpp>
  25. #include <boost/thread.hpp>
  26. #include <sstream>
  27. #include "CPreGame.h"
  28. #ifdef _MSC_VER
  29. #pragma warning (disable : 4355)
  30. #endif
  31. /*
  32. * CAdvMapInterface.cpp, part of VCMI engine
  33. *
  34. * Authors: listed in file AUTHORS in main folder
  35. *
  36. * License: GNU General Public License v2.0 or later
  37. * Full text of license available in license.txt file, in main folder
  38. *
  39. */
  40. extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX; //fonts
  41. #define ADVOPT (conf.go()->ac)
  42. using namespace boost::logic;
  43. using namespace boost::assign;
  44. using namespace CSDL_Ext;
  45. CMinimap::CMinimap(bool draw)
  46. {
  47. int3 mapSizes = LOCPLINT->cb->getMapSize();
  48. statusbarTxt = CGI->generaltexth->zelp[291].first;
  49. rcText = CGI->generaltexth->zelp[291].second;
  50. pos.x=ADVOPT.minimapX;//630
  51. pos.y=ADVOPT.minimapY;//26
  52. pos.h=ADVOPT.minimapW;//144
  53. pos.w=ADVOPT.minimapH;//144
  54. const int tilesw=(ADVOPT.advmapW+31)/32;
  55. const int tilesh=(ADVOPT.advmapH+31)/32;
  56. int rx = (((float)tilesw)/(mapSizes.x))*((float)pos.w),
  57. ry = (((float)tilesh)/(mapSizes.y))*((float)pos.h);
  58. radar = newSurface(rx,ry);
  59. temps = newSurface(pos.w,pos.h);
  60. SDL_FillRect(radar,NULL,0x00FFFF);
  61. for (int i=0; i<radar->w; i++)
  62. {
  63. if (i%4 || (i==0))
  64. {
  65. SDL_PutPixelWithoutRefresh(radar,i,0,255,75,125);
  66. SDL_PutPixelWithoutRefresh(radar,i,radar->h-1,255,75,125);
  67. }
  68. }
  69. for (int i=0; i<radar->h; i++)
  70. {
  71. if ((i%4) || (i==0))
  72. {
  73. SDL_PutPixelWithoutRefresh(radar,0,i,255,75,125);
  74. SDL_PutPixelWithoutRefresh(radar,radar->w-1,i,255,75,125);
  75. }
  76. }
  77. SDL_SetColorKey(radar,SDL_SRCCOLORKEY,SDL_MapRGB(radar->format,0,255,255));
  78. //radar = CDefHandler::giveDef("RADAR.DEF");
  79. std::ifstream is("config/minimap.txt",std::ifstream::in);
  80. for (int i=0;i<TERRAIN_TYPES;i++)
  81. {
  82. std::pair<int,SDL_Color> vinya;
  83. std::pair<int,SDL_Color> vinya2;
  84. int pom;
  85. is >> pom;
  86. vinya2.first=vinya.first=pom;
  87. is >> pom;
  88. vinya.second.r=pom;
  89. is >> pom;
  90. vinya.second.g=pom;
  91. is >> pom;
  92. vinya.second.b=pom;
  93. is >> pom;
  94. vinya2.second.r=pom;
  95. is >> pom;
  96. vinya2.second.g=pom;
  97. is >> pom;
  98. vinya2.second.b=pom;
  99. vinya.second.unused=vinya2.second.unused=255;
  100. colors.insert(vinya);
  101. colorsBlocked.insert(vinya2);
  102. }
  103. is.close();
  104. if (draw)
  105. redraw();
  106. }
  107. CMinimap::~CMinimap()
  108. {
  109. SDL_FreeSurface(radar);
  110. SDL_FreeSurface(temps);
  111. }
  112. void CMinimap::draw(SDL_Surface * to)
  113. {
  114. int3 mapSizes = LOCPLINT->cb->getMapSize();
  115. //draw terrain
  116. blitAt(map[LOCPLINT->adventureInt->position.z],0,0,temps);
  117. //draw heroes
  118. std::vector <const CGHeroInstance *> hh = LOCPLINT->cb->getHeroesInfo(false);
  119. int mw = map[0]->w, mh = map[0]->h,
  120. wo = mw/mapSizes.x, ho = mh/mapSizes.y;
  121. for (size_t i=0; i < hh.size(); ++i)
  122. {
  123. int3 hpos = hh[i]->getPosition(false);
  124. if(hpos.z!=LOCPLINT->adventureInt->position.z)
  125. continue;
  126. //float zawx = ((float)hpos.x/CGI->mh->sizes.x), zawy = ((float)hpos.y/CGI->mh->sizes.y);
  127. int3 maplgp ( (hpos.x*mw)/mapSizes.x, (hpos.y*mh)/mapSizes.y, hpos.z );
  128. for (int ii=0; ii<wo; ii++)
  129. {
  130. for (int jj=0; jj<ho; jj++)
  131. {
  132. SDL_PutPixelWithoutRefresh(temps,maplgp.x+ii,maplgp.y+jj,graphics->playerColors[hh[i]->getOwner()].r,
  133. graphics->playerColors[hh[i]->getOwner()].g,graphics->playerColors[hh[i]->getOwner()].b);
  134. }
  135. }
  136. }
  137. blitAt(flObjs[LOCPLINT->adventureInt->position.z],0,0,temps);
  138. blitAt(FoW[LOCPLINT->adventureInt->position.z],0,0,temps);
  139. //draw radar
  140. int bx = (((float)LOCPLINT->adventureInt->position.x)/(((float)mapSizes.x)))*pos.w,
  141. by = (((float)LOCPLINT->adventureInt->position.y)/(((float)mapSizes.y)))*pos.h;
  142. blitAt(radar,bx,by,temps);
  143. blitAt(temps,pos.x,pos.y,to);
  144. }
  145. void CMinimap::redraw(int level)// (level==-1) => redraw all levels
  146. {
  147. initMap(level);
  148. //FoW
  149. initFoW(level);
  150. //flaggable objects
  151. initFlaggableObjs(level);
  152. //showing tiles
  153. showVisibleTiles();
  154. }
  155. void CMinimap::initMap(int level)
  156. {
  157. /*for(int g=0; g<map.size(); ++g)
  158. {
  159. SDL_FreeSurface(map[g]);
  160. }
  161. map.clear();*/
  162. int3 mapSizes = LOCPLINT->cb->getMapSize();
  163. for (size_t i=0; i<CGI->mh->sizes.z; i++)
  164. {
  165. SDL_Surface * pom ;
  166. if ((level>=0) && (i!=level))
  167. continue;
  168. if (map.size()<i+1)
  169. pom = CSDL_Ext::newSurface(pos.w,pos.h,screen);
  170. else pom = map[i];
  171. for (int x=0;x<pos.w;x++)
  172. {
  173. for (int y=0;y<pos.h;y++)
  174. {
  175. int mx=(mapSizes.x*x)/pos.w;
  176. int my=(mapSizes.y*y)/pos.h;
  177. const TerrainTile * tile = LOCPLINT->cb->getTileInfo(int3(mx, my, i));
  178. if(tile)
  179. {
  180. if (tile->blocked && (!tile->visitable))
  181. SDL_PutPixelWithoutRefresh(pom, x, y, colorsBlocked[tile->tertype].r, colorsBlocked[tile->tertype].g, colorsBlocked[tile->tertype].b);
  182. else SDL_PutPixelWithoutRefresh(pom, x, y, colors[tile->tertype].r, colors[tile->tertype].g, colors[tile->tertype].b);
  183. }
  184. }
  185. }
  186. map.push_back(pom);
  187. }
  188. }
  189. void CMinimap::initFoW(int level)
  190. {
  191. /*for(int g=0; g<FoW.size(); ++g)
  192. {
  193. SDL_FreeSurface(FoW[g]);
  194. }
  195. FoW.clear();*/
  196. int3 mapSizes = LOCPLINT->cb->getMapSize();
  197. int mw = map[0]->w, mh = map[0]->h;//,
  198. //wo = mw/mapSizes.x, ho = mh/mapSizes.y; //TODO use me
  199. for(int d=0; d<CGI->mh->map->twoLevel+1; ++d)
  200. {
  201. if(level>=0 && d!=level)
  202. continue;
  203. SDL_Surface * pt = CSDL_Ext::newSurface(pos.w, pos.h, CSDL_Ext::std32bppSurface);
  204. for (int i=0; i<mw; i++)
  205. {
  206. for (int j=0; j<mh; j++)
  207. {
  208. int3 pp( ((i*mapSizes.x)/mw), ((j*mapSizes.y)/mh), d );
  209. if ( !LOCPLINT->cb->isVisible(pp) )
  210. {
  211. CSDL_Ext::SDL_PutPixelWithoutRefresh(pt,i,j,0,0,0);
  212. }
  213. }
  214. }
  215. FoW.push_back(pt);
  216. }
  217. }
  218. void CMinimap::initFlaggableObjs(int level)
  219. {
  220. /*for(int g=0; g<flObjs.size(); ++g)
  221. {
  222. SDL_FreeSurface(flObjs[g]);
  223. }
  224. flObjs.clear();*/
  225. int3 mapSizes = LOCPLINT->cb->getMapSize();
  226. int mw = map[0]->w, mh = map[0]->h;
  227. for(int d=0; d<CGI->mh->map->twoLevel+1; ++d)
  228. {
  229. if(level>=0 && d!=level)
  230. continue;
  231. SDL_Surface * pt = CSDL_Ext::newSurface(pos.w, pos.h, CSDL_Ext::std32bppSurface);
  232. for (int i=0; i<mw; i++)
  233. {
  234. for (int j=0; j<mh; j++)
  235. {
  236. CSDL_Ext::SDL_PutPixelWithoutRefresh(pt,i,j,0,0,0,0);
  237. }
  238. }
  239. flObjs.push_back(pt);
  240. }
  241. }
  242. void CMinimap::updateRadar()
  243. {}
  244. void CMinimap::clickRight(tribool down, bool previousState)
  245. {
  246. LOCPLINT->adventureInt->handleRightClick(rcText,down,this);
  247. }
  248. void CMinimap::clickLeft(tribool down, bool previousState)
  249. {
  250. if (down && (!previousState))
  251. activateMouseMove();
  252. else if (!down)
  253. {
  254. if (std::find(GH.motioninterested.begin(),GH.motioninterested.end(),this)!=GH.motioninterested.end())
  255. deactivateMouseMove();
  256. }
  257. //ClickableL::clickLeft(down);
  258. if (!((bool)down))
  259. return;
  260. float dx=((float)(GH.current->motion.x-pos.x))/((float)pos.w),
  261. dy=((float)(GH.current->motion.y-pos.y))/((float)pos.h);
  262. int3 newCPos;
  263. newCPos.x = (CGI->mh->sizes.x*dx);
  264. newCPos.y = (CGI->mh->sizes.y*dy);
  265. newCPos.z = LOCPLINT->adventureInt->position.z;
  266. LOCPLINT->adventureInt->centerOn(newCPos);
  267. }
  268. void CMinimap::hover (bool on)
  269. {
  270. //Hoverable::hover(on);
  271. if (on)
  272. LOCPLINT->adventureInt->statusbar.print(statusbarTxt);
  273. else if (LOCPLINT->adventureInt->statusbar.current==statusbarTxt)
  274. LOCPLINT->adventureInt->statusbar.clear();
  275. }
  276. void CMinimap::mouseMoved (const SDL_MouseMotionEvent & sEvent)
  277. {
  278. if (pressedL)
  279. {
  280. clickLeft(true, true);
  281. }
  282. }
  283. void CMinimap::activate()
  284. {
  285. activateLClick();
  286. activateRClick();
  287. activateHover();
  288. if (pressedL)
  289. activateMouseMove();
  290. }
  291. void CMinimap::deactivate()
  292. {
  293. if (pressedL)
  294. deactivateMouseMove();
  295. deactivateLClick();
  296. deactivateRClick();
  297. deactivateHover();
  298. }
  299. void CMinimap::showTile(const int3 &pos)
  300. {
  301. int3 mapSizes = LOCPLINT->cb->getMapSize();
  302. //drawing terrain
  303. int mw = map[0]->w, mh = map[0]->h;
  304. double wo = ((double)mw)/mapSizes.x, ho = ((double)mh)/mapSizes.y;
  305. for (int ii=0; ii<wo; ii++)
  306. {
  307. for (int jj=0; jj<ho; jj++)
  308. {
  309. if ((pos.x*wo+ii<this->pos.w) && (pos.y*ho+jj<this->pos.h))
  310. CSDL_Ext::SDL_PutPixelWithoutRefresh(FoW[pos.z],pos.x*wo+ii,pos.y*ho+jj,0,0,0,0);
  311. const TerrainTile * tile = LOCPLINT->cb->getTileInfo(pos);
  312. if(tile)
  313. {
  314. if (tile->blocked && (!tile->visitable))
  315. SDL_PutPixelWithoutRefresh(map[pos.z], pos.x*wo+ii, pos.y*ho+jj, colorsBlocked[tile->tertype].r, colorsBlocked[tile->tertype].g, colorsBlocked[tile->tertype].b);
  316. else SDL_PutPixelWithoutRefresh(map[pos.z], pos.x*wo+ii, pos.y*ho+jj, colors[tile->tertype].r, colors[tile->tertype].g, colors[tile->tertype].b);
  317. }
  318. }
  319. }
  320. //drawing flaggable objects
  321. int woShifted = wo, hoShifted = ho; //for better minimap rendering on L-sized maps
  322. std::vector < const CGObjectInstance * > oo = LOCPLINT->cb->getFlaggableObjects(pos);
  323. for(size_t v=0; v<oo.size(); ++v)
  324. {
  325. if(!dynamic_cast< const CGHeroInstance * >(oo[v])) //heroes have been printed
  326. {
  327. int3 maplgp ( (pos.x*mw)/mapSizes.x, (pos.y*mh)/mapSizes.y, pos.z );
  328. if(((int)wo) * mapSizes.x != mw && pos.x+1 < mapSizes.x)//minimap size in X is not multiple of map size in X
  329. {
  330. std::vector < const CGObjectInstance * > op1x = LOCPLINT->cb->getFlaggableObjects(int3(pos.x+1, pos.y, pos.z));
  331. if(op1x.size()!=0)
  332. {
  333. woShifted = wo + 1;
  334. }
  335. else
  336. {
  337. woShifted = wo;
  338. }
  339. }
  340. if(((int)ho) * mapSizes.y != mh && pos.y+1 < mapSizes.y) //minimap size in Y is not multiple of map size in Y
  341. {
  342. std::vector < const CGObjectInstance * > op1y = LOCPLINT->cb->getFlaggableObjects(int3(pos.x, pos.y+1, pos.z));
  343. if(op1y.size()!=0)
  344. {
  345. hoShifted = ho + 1;
  346. }
  347. else
  348. {
  349. hoShifted = ho;
  350. }
  351. }
  352. for (int ii=0; ii<woShifted; ii++) //rendering flaggable objects
  353. {
  354. for (int jj=0; jj<hoShifted; jj++)
  355. {
  356. if(oo[v]->tempOwner == 255)
  357. SDL_PutPixelWithoutRefresh(flObjs[pos.z],maplgp.x+ii,maplgp.y+jj,graphics->neutralColor->b,
  358. graphics->neutralColor->g,graphics->neutralColor->r);
  359. else
  360. SDL_PutPixelWithoutRefresh(flObjs[pos.z],maplgp.x+ii,maplgp.y+jj,graphics->playerColors[oo[v]->getOwner()].b,
  361. graphics->playerColors[oo[v]->getOwner()].g,graphics->playerColors[oo[v]->getOwner()].r);
  362. }
  363. }
  364. }
  365. }
  366. //flaggable objects drawn
  367. }
  368. void CMinimap::showVisibleTiles(int level)
  369. {
  370. int3 mapSizes = LOCPLINT->cb->getMapSize();
  371. for(int d=0; d<CGI->mh->map->twoLevel+1; ++d)
  372. {
  373. if(level>=0 && d!=level)
  374. continue;
  375. for(int x=0; x<mapSizes.x; ++x)
  376. {
  377. for(int y=0; y<mapSizes.y; ++y)
  378. {
  379. if(LOCPLINT->cb->isVisible(int3(x, y, d)))
  380. {
  381. showTile(int3(x, y, d));
  382. }
  383. }
  384. }
  385. }
  386. }
  387. void CMinimap::hideTile(const int3 &pos)
  388. {
  389. }
  390. void CMinimap::show( SDL_Surface * to )
  391. {
  392. }
  393. CTerrainRect::CTerrainRect()
  394. :currentPath(NULL)
  395. {
  396. tilesw=(ADVOPT.advmapW+31)/32;
  397. tilesh=(ADVOPT.advmapH+31)/32;
  398. pos.x=ADVOPT.advmapX;
  399. pos.y=ADVOPT.advmapY;
  400. pos.w=ADVOPT.advmapW;
  401. pos.h=ADVOPT.advmapH;
  402. moveX = moveY = 0;
  403. arrows = CDefHandler::giveDef("ADAG.DEF");
  404. for(size_t y=0; y < arrows->ourImages.size(); ++y)
  405. {
  406. CSDL_Ext::alphaTransform(arrows->ourImages[y].bitmap);
  407. }
  408. }
  409. CTerrainRect::~CTerrainRect()
  410. {
  411. delete arrows;
  412. }
  413. void CTerrainRect::activate()
  414. {
  415. activateLClick();
  416. activateRClick();
  417. activateHover();
  418. activateMouseMove();
  419. };
  420. void CTerrainRect::deactivate()
  421. {
  422. deactivateLClick();
  423. deactivateRClick();
  424. deactivateHover();
  425. deactivateMouseMove();
  426. };
  427. void CTerrainRect::clickLeft(tribool down, bool previousState)
  428. {
  429. if ((down==false) || indeterminate(down))
  430. return;
  431. int3 mp = whichTileIsIt();
  432. if ((mp.x<0) || (mp.y<0))
  433. return;
  434. std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mp), //blocking objects at tile
  435. vobjs = LOCPLINT->cb->getVisitableObjs(mp); //visitable objects
  436. if (LOCPLINT->adventureInt->selection->ID != HEROI_TYPE) //hero is not selected (presumably town)
  437. {
  438. if(currentPath)
  439. {
  440. tlog2<<"Warning: Lost path?" << std::endl;
  441. //delete currentPath;
  442. currentPath = NULL;
  443. }
  444. for(size_t i=0; i < bobjs.size(); ++i)
  445. {
  446. if(bobjs[i]->ID == TOWNI_TYPE && bobjs[i]->getOwner() == LOCPLINT->playerID) //our town clicked
  447. {
  448. if(LOCPLINT->adventureInt->selection == (bobjs[i])) //selected town clicked
  449. LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(bobjs[i]));
  450. else
  451. LOCPLINT->adventureInt->select(static_cast<const CArmedInstance*>(bobjs[i]));
  452. return;
  453. }
  454. else if(bobjs[i]->ID == HEROI_TYPE && bobjs[i]->tempOwner == LOCPLINT->playerID) //hero clicked - select him
  455. {
  456. LOCPLINT->adventureInt->select(static_cast<const CArmedInstance*>(bobjs[i]));
  457. return;
  458. }
  459. }
  460. }
  461. else //hero is selected
  462. {
  463. bool townEntrance = false; //town entrance tile has been clicked?
  464. const CGHeroInstance * currentHero = static_cast<const CGHeroInstance*>(LOCPLINT->adventureInt->selection);
  465. for(size_t i=0; i < vobjs.size(); ++i)
  466. {
  467. if(vobjs[i]->ID == TOWNI_TYPE)
  468. townEntrance = true;
  469. }
  470. if(!townEntrance) //not entrance - select town or open hero window
  471. {
  472. for(size_t i=0; i < bobjs.size(); ++i)
  473. {
  474. if(bobjs[i]->ID == TOWNI_TYPE && bobjs[i]->tempOwner == LOCPLINT->playerID) //town - switch selection to it
  475. {
  476. LOCPLINT->adventureInt->select(static_cast<const CArmedInstance*>(bobjs[i]));
  477. return;
  478. }
  479. else if(bobjs[i]->ID == HEROI_TYPE //it's a hero
  480. && bobjs[i]->tempOwner == LOCPLINT->playerID //our hero (is this condition needed?)
  481. && currentHero == (bobjs[i]) ) //and selected one
  482. {
  483. LOCPLINT->openHeroWindow(currentHero);
  484. return;
  485. }
  486. }
  487. }
  488. //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
  489. if (currentPath && currentPath->endPos() == mp)//we'll be moving
  490. {
  491. LOCPLINT->pim->unlock();
  492. LOCPLINT->moveHero(currentHero,*currentPath);
  493. LOCPLINT->pim->lock();
  494. }
  495. 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
  496. {
  497. int3 bufpos = currentHero->getPosition(false);
  498. CGPath &path = LOCPLINT->adventureInt->paths[currentHero];
  499. currentPath = &path;
  500. if(!LOCPLINT->cb->getPath2(mp, path))
  501. {
  502. LOCPLINT->adventureInt->paths.erase(currentHero);
  503. currentPath = NULL;
  504. }
  505. }
  506. } //end of hero is selected "case"
  507. }
  508. void CTerrainRect::clickRight(tribool down, bool previousState)
  509. {
  510. int3 mp = whichTileIsIt();
  511. if ((mp.x<0)
  512. || (mp.y<0)
  513. || down != true
  514. )
  515. {
  516. LOCPLINT->adventureInt->handleRightClick("",down,this);
  517. return;
  518. }
  519. std::vector < const CGObjectInstance * > objs = LOCPLINT->cb->getBlockingObjs(mp);
  520. if(!objs.size())
  521. return;
  522. const CGObjectInstance * obj = objs.front();
  523. switch(obj->ID)
  524. {
  525. case HEROI_TYPE:
  526. {
  527. if(!vstd::contains(graphics->heroWins,obj->subID) || obj->tempOwner != LOCPLINT->playerID)
  528. {
  529. InfoAboutHero iah;
  530. if(LOCPLINT->cb->getHeroInfo(obj, iah))
  531. {
  532. SDL_Surface *iwin = graphics->drawHeroInfoWin(iah);
  533. CInfoPopup * ip = new CInfoPopup(iwin, GH.current->motion.x-iwin->w,
  534. GH.current->motion.y-iwin->h, true);
  535. GH.pushInt(ip);
  536. }
  537. else
  538. {
  539. tlog3 << "Warning - no infowin for hero " << obj->id << std::endl;
  540. }
  541. }
  542. else
  543. {
  544. CInfoPopup * ip = new CInfoPopup(graphics->heroWins[obj->subID],
  545. GH.current->motion.x-graphics->heroWins[obj->subID]->w,
  546. GH.current->motion.y-graphics->heroWins[obj->subID]->h,false
  547. );
  548. GH.pushInt(ip);
  549. }
  550. break;
  551. }
  552. case TOWNI_TYPE:
  553. {
  554. if(!vstd::contains(graphics->townWins,obj->id) || obj->tempOwner != LOCPLINT->playerID)
  555. {
  556. InfoAboutTown iah;
  557. if(LOCPLINT->cb->getTownInfo(obj, iah))
  558. {
  559. SDL_Surface *iwin = graphics->drawTownInfoWin(iah);
  560. CInfoPopup * ip = new CInfoPopup(iwin, GH.current->motion.x-iwin->w,
  561. GH.current->motion.y-iwin->h, true);
  562. GH.pushInt(ip);
  563. }
  564. else
  565. {
  566. tlog3 << "Warning - no infowin for town " << obj->id << std::endl;
  567. }
  568. }
  569. else
  570. {
  571. CInfoPopup * ip = new CInfoPopup(graphics->townWins[obj->id],
  572. GH.current->motion.x-graphics->townWins[obj->id]->w,
  573. GH.current->motion.y-graphics->townWins[obj->id]->h,false
  574. );
  575. GH.pushInt(ip);
  576. }
  577. break;
  578. }
  579. default:
  580. {
  581. LOCPLINT->adventureInt->handleRightClick(obj->getHoverText(),down,this);
  582. break;
  583. }
  584. }
  585. }
  586. void CTerrainRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
  587. {
  588. int3 pom=LOCPLINT->adventureInt->verifyPos(whichTileIsIt(sEvent.x,sEvent.y));
  589. if (pom!=curHoveredTile)
  590. curHoveredTile=pom;
  591. else
  592. return;
  593. std::vector<std::string> temp = LOCPLINT->cb->getObjDescriptions(pom);
  594. if (temp.size())
  595. {
  596. boost::replace_all(temp.back(),"\n"," ");
  597. LOCPLINT->adventureInt->statusbar.print(temp.back());
  598. }
  599. else
  600. {
  601. LOCPLINT->adventureInt->statusbar.clear();
  602. }
  603. const CGPathNode *pnode = LOCPLINT->cb->getPathInfo(pom);
  604. std::vector<const CGObjectInstance *> objs = LOCPLINT->cb->getBlockingObjs(pom);
  605. const CGObjectInstance *obj = objs.size() ? objs.back() : NULL;
  606. bool accessible = pnode->turns < 255;
  607. int turns = pnode->turns;
  608. amin(turns, 4);
  609. if(LOCPLINT->adventureInt->selection->ID == TOWNI_TYPE)
  610. {
  611. if(obj)
  612. {
  613. if(obj->ID == TOWNI_TYPE)
  614. {
  615. CGI->curh->changeGraphic(0, 3);
  616. }
  617. else if(obj->ID == HEROI_TYPE)
  618. {
  619. CGI->curh->changeGraphic(0, 2);
  620. }
  621. }
  622. else
  623. {
  624. CGI->curh->changeGraphic(0, 0);
  625. }
  626. }
  627. else if(LOCPLINT->adventureInt->selection->ID == HEROI_TYPE)
  628. {
  629. const CGHeroInstance *h = static_cast<const CGHeroInstance *>(LOCPLINT->adventureInt->selection);
  630. if(obj)
  631. {
  632. if(obj->ID == HEROI_TYPE)
  633. {
  634. if(obj->tempOwner != LOCPLINT->playerID) //enemy hero TODO: allies
  635. {
  636. if(accessible)
  637. CGI->curh->changeGraphic(0, 5 + turns*6);
  638. else
  639. CGI->curh->changeGraphic(0, 0);
  640. }
  641. else //our hero
  642. {
  643. if(LOCPLINT->adventureInt->selection == obj)
  644. CGI->curh->changeGraphic(0, 2);
  645. else if(accessible)
  646. CGI->curh->changeGraphic(0, 8 + turns*6);
  647. else
  648. CGI->curh->changeGraphic(0, 2);
  649. }
  650. }
  651. else if(obj->ID == TOWNI_TYPE)
  652. {
  653. if(obj->tempOwner != LOCPLINT->playerID) //enemy town TODO: allies
  654. {
  655. if(accessible)
  656. CGI->curh->changeGraphic(0, 5 + turns*6);
  657. else
  658. CGI->curh->changeGraphic(0, 0);
  659. }
  660. else //our town
  661. {
  662. if(accessible)
  663. CGI->curh->changeGraphic(0, 9 + turns*6);
  664. else
  665. CGI->curh->changeGraphic(0, 3);
  666. }
  667. }
  668. else if(obj->ID == 54) //monster
  669. {
  670. if(accessible)
  671. CGI->curh->changeGraphic(0, 5 + turns*6);
  672. else
  673. CGI->curh->changeGraphic(0, 0);
  674. }
  675. else if(obj->ID == 8) //boat
  676. {
  677. if(accessible)
  678. CGI->curh->changeGraphic(0, 6 + turns*6);
  679. else
  680. CGI->curh->changeGraphic(0, 0);
  681. }
  682. else
  683. {
  684. if(accessible)
  685. {
  686. if(pnode->land)
  687. CGI->curh->changeGraphic(0, 9 + turns*6);
  688. else
  689. CGI->curh->changeGraphic(0, 28 + turns);
  690. }
  691. else
  692. CGI->curh->changeGraphic(0, 0);
  693. }
  694. }
  695. else //no objs
  696. {
  697. if(accessible)
  698. {
  699. if(pnode->land)
  700. {
  701. if(LOCPLINT->cb->getTileInfo(h->getPosition(false))->tertype != TerrainTile::water)
  702. CGI->curh->changeGraphic(0, 4 + turns*6);
  703. else
  704. CGI->curh->changeGraphic(0, 7 + turns*6); //anchor
  705. }
  706. else
  707. CGI->curh->changeGraphic(0, 6 + turns*6);
  708. }
  709. else
  710. CGI->curh->changeGraphic(0, 0);
  711. }
  712. }
  713. //tlog1 << "Tile " << pom << ": Turns=" << (int)pnode->turns <<" Move:=" << pnode->moveRemains <</* " (from " << ")" << */std::endl;
  714. }
  715. void CTerrainRect::hover(bool on)
  716. {
  717. if (!on)
  718. {
  719. LOCPLINT->adventureInt->statusbar.clear();
  720. CGI->curh->changeGraphic(0,0);
  721. }
  722. //Hoverable::hover(on);
  723. }
  724. void CTerrainRect::showPath(const SDL_Rect * extRect)
  725. {
  726. for (size_t i=0; i < currentPath->nodes.size()-1; ++i)
  727. {
  728. int pn=-1;//number of picture
  729. if (i==0) //last tile
  730. {
  731. int x = 32*(currentPath->nodes[i].coord.x-LOCPLINT->adventureInt->position.x)+CGI->mh->offsetX + pos.x,
  732. y = 32*(currentPath->nodes[i].coord.y-LOCPLINT->adventureInt->position.y)+CGI->mh->offsetY + pos.y;
  733. if (x<0 || y<0 || x>pos.w || y>pos.h)
  734. continue;
  735. pn=0;
  736. }
  737. else
  738. {
  739. /*
  740. * notation of arrow direction:
  741. * 1 2 3
  742. * 4 5 6
  743. * 7 8 9
  744. * ie. 157 means an arrow from left upper tile to left bottom tile through 5 (all arrows go through 5 in this notation)
  745. */
  746. std::vector<CGPathNode> & cv = currentPath->nodes;
  747. if (cv[i+1].coord.x == cv[i].coord.x-1 && cv[i+1].coord.y == cv[i].coord.y-1) //15x
  748. {
  749. if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //156
  750. {
  751. pn = 3;
  752. }
  753. else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //159
  754. {
  755. pn = 12;
  756. }
  757. else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y+1) //158
  758. {
  759. pn = 21;
  760. }
  761. else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //157
  762. {
  763. pn = 22;
  764. }
  765. else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //153
  766. {
  767. pn = 2;
  768. }
  769. else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y) //154
  770. {
  771. pn = 23;
  772. }
  773. else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //152
  774. {
  775. pn = 1;
  776. }
  777. }
  778. else if (cv[i+1].coord.x == cv[i].coord.x && cv[i+1].coord.y == cv[i].coord.y-1) //25x
  779. {
  780. if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //253
  781. {
  782. pn = 2;
  783. }
  784. if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //256
  785. {
  786. pn = 3;
  787. }
  788. if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //259
  789. {
  790. pn = 4;
  791. }
  792. else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y+1) //258
  793. {
  794. pn = 13;
  795. }
  796. else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //257
  797. {
  798. pn = 22;
  799. }
  800. if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y) //254
  801. {
  802. pn = 23;
  803. }
  804. if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //251
  805. {
  806. pn = 24;
  807. }
  808. }
  809. else if (cv[i+1].coord.x == cv[i].coord.x+1 && cv[i+1].coord.y == cv[i].coord.y-1) //35x
  810. {
  811. if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y+1) //358
  812. {
  813. pn = 5;
  814. }
  815. else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //357
  816. {
  817. pn = 14;
  818. }
  819. else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y) //354
  820. {
  821. pn = 23;
  822. }
  823. else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //351
  824. {
  825. pn = 24;
  826. }
  827. else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //359
  828. {
  829. pn = 4;
  830. }
  831. else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //356
  832. {
  833. pn = 3;
  834. }
  835. else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //352
  836. {
  837. pn = 17;
  838. }
  839. }
  840. else if (cv[i+1].coord.x == cv[i].coord.x+1 && cv[i+1].coord.y == cv[i].coord.y) //65x
  841. {
  842. if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //657
  843. {
  844. pn = 6;
  845. }
  846. else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y) //654
  847. {
  848. pn = 15;
  849. }
  850. else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //651
  851. {
  852. pn = 24;
  853. }
  854. else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //652
  855. {
  856. pn = 17;
  857. }
  858. else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y+1) //658
  859. {
  860. pn = 5;
  861. }
  862. else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //653
  863. {
  864. pn = 18;
  865. }
  866. else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //659
  867. {
  868. pn = 4;
  869. }
  870. }
  871. else if (cv[i+1].coord.x == cv[i].coord.x+1 && cv[i+1].coord.y == cv[i].coord.y+1) //95x
  872. {
  873. if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y) //954
  874. {
  875. pn = 7;
  876. }
  877. else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //951
  878. {
  879. pn = 16;
  880. }
  881. else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //952
  882. {
  883. pn = 17;
  884. }
  885. else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //957
  886. {
  887. pn = 6;
  888. }
  889. else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //953
  890. {
  891. pn = 18;
  892. }
  893. else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //956
  894. {
  895. pn = 19;
  896. }
  897. else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y+1) //958
  898. {
  899. pn = 5;
  900. }
  901. }
  902. else if (cv[i+1].coord.x == cv[i].coord.x && cv[i+1].coord.y == cv[i].coord.y+1) //85x
  903. {
  904. if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //857
  905. {
  906. pn = 6;
  907. }
  908. if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y) //854
  909. {
  910. pn = 7;
  911. }
  912. if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //851
  913. {
  914. pn = 8;
  915. }
  916. else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //852
  917. {
  918. pn = 9;
  919. }
  920. else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //853
  921. {
  922. pn = 18;
  923. }
  924. else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //856
  925. {
  926. pn = 19;
  927. }
  928. else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //859
  929. {
  930. pn = 20;
  931. }
  932. }
  933. else if (cv[i+1].coord.x == cv[i].coord.x-1 && cv[i+1].coord.y == cv[i].coord.y+1) //75x
  934. {
  935. if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //752
  936. {
  937. pn = 1;
  938. }
  939. else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //753
  940. {
  941. pn = 10;
  942. }
  943. else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //756
  944. {
  945. pn = 19;
  946. }
  947. else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //751
  948. {
  949. pn = 8;
  950. }
  951. else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //759
  952. {
  953. pn = 20;
  954. }
  955. }
  956. else if (cv[i+1].coord.x == cv[i].coord.x-1 && cv[i+1].coord.y == cv[i].coord.y) //45x
  957. {
  958. if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //453
  959. {
  960. pn = 2;
  961. }
  962. else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //456
  963. {
  964. pn = 11;
  965. }
  966. else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //459
  967. {
  968. pn = 20;
  969. }
  970. else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //452
  971. {
  972. pn = 1;
  973. }
  974. else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y+1) //456
  975. {
  976. pn = 21;
  977. }
  978. else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //451
  979. {
  980. pn = 8;
  981. }
  982. else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //457
  983. {
  984. pn = 22;
  985. }
  986. }
  987. }
  988. if (currentPath->nodes[i].turns)
  989. pn+=25;
  990. if (pn>=0)
  991. {
  992. int x = 32*(currentPath->nodes[i].coord.x-LOCPLINT->adventureInt->position.x)+CGI->mh->offsetX + pos.x,
  993. y = 32*(currentPath->nodes[i].coord.y-LOCPLINT->adventureInt->position.y)+CGI->mh->offsetY + pos.y;
  994. if (x<0 || y<0 || x>pos.w || y>pos.h)
  995. continue;
  996. int hvx = (x+arrows->ourImages[pn].bitmap->w)-(pos.x+pos.w),
  997. hvy = (y+arrows->ourImages[pn].bitmap->h)-(pos.y+pos.h);
  998. SDL_Rect prevClip;
  999. SDL_GetClipRect(screen, &prevClip);
  1000. SDL_SetClipRect(screen, extRect); //preventing blitting outside of that rect
  1001. if(ADVOPT.smoothMove) //version for smooth hero move, with pos shifts
  1002. {
  1003. if (hvx<0 && hvy<0)
  1004. {
  1005. CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, NULL, screen, &genRect(32, 32, x + moveX, y + moveY));
  1006. }
  1007. else if(hvx<0)
  1008. {
  1009. CSDL_Ext::blit8bppAlphaTo24bpp
  1010. (arrows->ourImages[pn].bitmap,&genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0),
  1011. screen, &genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x + moveX, y + moveY));
  1012. }
  1013. else if (hvy<0)
  1014. {
  1015. CSDL_Ext::blit8bppAlphaTo24bpp
  1016. (arrows->ourImages[pn].bitmap,&genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0),
  1017. screen, &genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY));
  1018. }
  1019. else
  1020. {
  1021. CSDL_Ext::blit8bppAlphaTo24bpp
  1022. (arrows->ourImages[pn].bitmap, &genRect(arrows->ourImages[pn].bitmap->h-hvy,arrows->ourImages[pn].bitmap->w-hvx, 0, 0),
  1023. screen, &genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY));
  1024. }
  1025. }
  1026. else //standard version
  1027. {
  1028. if (hvx<0 && hvy<0)
  1029. {
  1030. CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, NULL, screen, &genRect(32, 32, x, y));
  1031. }
  1032. else if(hvx<0)
  1033. {
  1034. CSDL_Ext::blit8bppAlphaTo24bpp
  1035. (arrows->ourImages[pn].bitmap,&genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0),
  1036. screen, &genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x, y));
  1037. }
  1038. else if (hvy<0)
  1039. {
  1040. CSDL_Ext::blit8bppAlphaTo24bpp
  1041. (arrows->ourImages[pn].bitmap,&genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0),
  1042. screen, &genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x, y));
  1043. }
  1044. else
  1045. {
  1046. CSDL_Ext::blit8bppAlphaTo24bpp
  1047. (arrows->ourImages[pn].bitmap, &genRect(arrows->ourImages[pn].bitmap->h-hvy,arrows->ourImages[pn].bitmap->w-hvx, 0, 0),
  1048. screen, &genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x, y));
  1049. }
  1050. }
  1051. SDL_SetClipRect(screen, &prevClip);
  1052. }
  1053. } //for (int i=0;i<currentPath->nodes.size()-1;i++)
  1054. }
  1055. void CTerrainRect::show(SDL_Surface * to)
  1056. {
  1057. if(ADVOPT.smoothMove)
  1058. CGI->mh->terrainRect
  1059. (LOCPLINT->adventureInt->position, LOCPLINT->adventureInt->anim,
  1060. &LOCPLINT->cb->getVisibilityMap(), true, LOCPLINT->adventureInt->heroAnim,
  1061. to, &pos, moveX, moveY, false);
  1062. else
  1063. CGI->mh->terrainRect
  1064. (LOCPLINT->adventureInt->position, LOCPLINT->adventureInt->anim,
  1065. &LOCPLINT->cb->getVisibilityMap(), true, LOCPLINT->adventureInt->heroAnim,
  1066. to, &pos, 0, 0, false);
  1067. //SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));
  1068. //SDL_FreeSurface(teren);
  1069. if (currentPath && LOCPLINT->adventureInt->position.z==currentPath->startPos().z) //drawing path
  1070. {
  1071. showPath(&pos);
  1072. }
  1073. }
  1074. int3 CTerrainRect::whichTileIsIt(const int & x, const int & y)
  1075. {
  1076. int3 ret;
  1077. ret.x = LOCPLINT->adventureInt->position.x + ((GH.current->motion.x-CGI->mh->offsetX-pos.x)/32);
  1078. ret.y = LOCPLINT->adventureInt->position.y + ((GH.current->motion.y-CGI->mh->offsetY-pos.y)/32);
  1079. ret.z = LOCPLINT->adventureInt->position.z;
  1080. return ret;
  1081. }
  1082. int3 CTerrainRect::whichTileIsIt()
  1083. {
  1084. return whichTileIsIt(GH.current->motion.x,GH.current->motion.y);
  1085. }
  1086. void CResDataBar::clickRight(tribool down, bool previousState)
  1087. {
  1088. }
  1089. void CResDataBar::activate()
  1090. {
  1091. activateRClick();
  1092. }
  1093. void CResDataBar::deactivate()
  1094. {
  1095. deactivateRClick();
  1096. }
  1097. CResDataBar::CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist)
  1098. {
  1099. bg = BitmapHandler::loadBitmap(defname);
  1100. SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
  1101. graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
  1102. pos = genRect(bg->h,bg->w,x,y);
  1103. txtpos.resize(8);
  1104. for (int i = 0; i < 8 ; i++)
  1105. {
  1106. txtpos[i].first = pos.x + offx + resdist*i;
  1107. txtpos[i].second = pos.y + offy;
  1108. }
  1109. txtpos[7].first = txtpos[6].first + datedist;
  1110. datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
  1111. + ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
  1112. }
  1113. CResDataBar::CResDataBar()
  1114. {
  1115. bg = BitmapHandler::loadBitmap(ADVOPT.resdatabarG);
  1116. SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
  1117. graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
  1118. pos = genRect(bg->h,bg->w,ADVOPT.resdatabarX,ADVOPT.resdatabarY);
  1119. txtpos.resize(8);
  1120. for (int i = 0; i < 8 ; i++)
  1121. {
  1122. txtpos[i].first = pos.x + ADVOPT.resOffsetX + ADVOPT.resDist*i;
  1123. txtpos[i].second = pos.y + ADVOPT.resOffsetY;
  1124. }
  1125. txtpos[7].first = txtpos[6].first + ADVOPT.resDateDist;
  1126. datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
  1127. + ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
  1128. }
  1129. CResDataBar::~CResDataBar()
  1130. {
  1131. SDL_FreeSurface(bg);
  1132. }
  1133. void CResDataBar::draw(SDL_Surface * to)
  1134. {
  1135. blitAt(bg,pos.x,pos.y,to);
  1136. char * buf = new char[15];
  1137. for (int i=0;i<7;i++)
  1138. {
  1139. SDL_itoa(LOCPLINT->cb->getResourceAmount(i),buf,10);
  1140. printAt(buf,txtpos[i].first,txtpos[i].second,GEOR13,zwykly,to);
  1141. }
  1142. std::vector<std::string> temp;
  1143. SDL_itoa(LOCPLINT->cb->getDate(3),buf,10); temp+=std::string(buf);
  1144. SDL_itoa(LOCPLINT->cb->getDate(2),buf,10); temp+=std::string(buf);
  1145. SDL_itoa(LOCPLINT->cb->getDate(1),buf,10); temp+=std::string(buf);
  1146. printAt(processStr(datetext,temp),txtpos[7].first,txtpos[7].second,GEOR13,zwykly,to);
  1147. temp.clear();
  1148. //updateRect(&pos,screen);
  1149. delete[] buf;
  1150. }
  1151. void CResDataBar::show( SDL_Surface * to )
  1152. {
  1153. }
  1154. CInfoBar::CInfoBar()
  1155. {
  1156. toNextTick = mode = pom = -1;
  1157. pos.x=ADVOPT.infoboxX;
  1158. pos.y=ADVOPT.infoboxY;
  1159. pos.w=194;
  1160. pos.h=186;
  1161. day = CDefHandler::giveDef("NEWDAY.DEF");
  1162. week1 = CDefHandler::giveDef("NEWWEEK1.DEF");
  1163. week2 = CDefHandler::giveDef("NEWWEEK2.DEF");
  1164. week3 = CDefHandler::giveDef("NEWWEEK3.DEF");
  1165. week4 = CDefHandler::giveDef("NEWWEEK4.DEF");
  1166. }
  1167. CInfoBar::~CInfoBar()
  1168. {
  1169. delete day;
  1170. delete week1;
  1171. delete week2;
  1172. delete week3;
  1173. delete week4;
  1174. }
  1175. void CInfoBar::draw(SDL_Surface * to, const CGObjectInstance * specific)
  1176. {
  1177. if ((mode>=0) && mode<5)
  1178. {
  1179. blitAnim(mode);
  1180. return;
  1181. }
  1182. else if (mode==5)
  1183. {
  1184. mode = -1;
  1185. draw(to,LOCPLINT->adventureInt->selection);
  1186. }
  1187. if (!specific)
  1188. specific = LOCPLINT->adventureInt->selection;
  1189. if(!specific)
  1190. return;
  1191. if(specific->ID == HEROI_TYPE) //hero
  1192. {
  1193. if(graphics->heroWins.find(specific->subID)!=graphics->heroWins.end())
  1194. blitAt(graphics->heroWins[specific->subID],pos.x,pos.y,to);
  1195. }
  1196. else if (specific->ID == TOWNI_TYPE)
  1197. {
  1198. const CGTownInstance * t = static_cast<const CGTownInstance*>(specific);
  1199. if(graphics->townWins.find(t->id)!=graphics->townWins.end())
  1200. blitAt(graphics->townWins[t->id],pos.x,pos.y,to);
  1201. }
  1202. }
  1203. CDefHandler * CInfoBar::getAnim(int mode)
  1204. {
  1205. switch(mode)
  1206. {
  1207. case 0:
  1208. return day;
  1209. case 1:
  1210. return week1;
  1211. case 2:
  1212. return week2;
  1213. case 3:
  1214. return week3;
  1215. case 4:
  1216. return week4;
  1217. default:
  1218. return NULL;
  1219. }
  1220. }
  1221. void CInfoBar::blitAnim(int mode)//0 - day, 1 - week
  1222. {
  1223. CDefHandler * anim = NULL;
  1224. std::ostringstream txt;
  1225. anim = getAnim(mode);
  1226. if(mode) //new week animation
  1227. {
  1228. txt << CGI->generaltexth->allTexts[63] << " " << LOCPLINT->cb->getDate(2);
  1229. }
  1230. else //new day
  1231. {
  1232. txt << CGI->generaltexth->allTexts[64] << " " << LOCPLINT->cb->getDate(1);
  1233. }
  1234. blitAt(anim->ourImages[pom].bitmap,pos.x+9,pos.y+10);
  1235. printAtMiddle(txt.str(),pos.x+95,pos.y+31,TNRB16,zwykly);
  1236. if (pom == anim->ourImages.size()-1)
  1237. toNextTick+=750;
  1238. }
  1239. void CInfoBar::newDay(int Day)
  1240. {
  1241. if(LOCPLINT->cb->getDate(1) != 1)
  1242. {
  1243. mode = 0; //showing day
  1244. }
  1245. else
  1246. {
  1247. switch(LOCPLINT->cb->getDate(2))
  1248. {
  1249. case 1:
  1250. mode = 1;
  1251. break;
  1252. case 2:
  1253. mode = 2;
  1254. break;
  1255. case 3:
  1256. mode = 3;
  1257. break;
  1258. case 4:
  1259. mode = 4;
  1260. break;
  1261. default:
  1262. mode = -1;
  1263. break;
  1264. }
  1265. }
  1266. pom = 0;
  1267. activateTimer();
  1268. toNextTick = 500;
  1269. blitAnim(mode);
  1270. }
  1271. void CInfoBar::showComp(SComponent * comp, int time)
  1272. {
  1273. SDL_Surface * b = BitmapHandler::loadBitmap("ADSTATOT.bmp");
  1274. blitAt(b,pos.x+8,pos.y+11);
  1275. blitAt(comp->getImg(),pos.x+52,pos.y+54);
  1276. printAtMiddle(comp->subtitle,pos.x+91,pos.y+158,GEOR13,zwykly);
  1277. printAtMiddleWB(comp->description,pos.x+94,pos.y+31,GEOR13,26,zwykly);
  1278. SDL_FreeSurface(b);
  1279. activateTimer();
  1280. mode = 6;
  1281. toNextTick = time;
  1282. }
  1283. void CInfoBar::tick()
  1284. {
  1285. if((mode >= 0) && (mode < 5))
  1286. {
  1287. pom++;
  1288. if (pom >= getAnim(mode)->ourImages.size())
  1289. {
  1290. deactivateTimer();
  1291. toNextTick = -1;
  1292. mode = 5;
  1293. draw(screen2);
  1294. return;
  1295. }
  1296. toNextTick = 150;
  1297. blitAnim(mode);
  1298. }
  1299. else if (mode == 6)
  1300. {
  1301. deactivateTimer();
  1302. toNextTick = -1;
  1303. mode = 5;
  1304. draw(screen2);
  1305. }
  1306. }
  1307. void CInfoBar::show( SDL_Surface * to )
  1308. {
  1309. }
  1310. CAdvMapInt::CAdvMapInt(int Player)
  1311. :player(Player),
  1312. statusbar(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG),
  1313. kingOverview(CGI->generaltexth->zelp[293].first,CGI->generaltexth->zelp[293].second,
  1314. boost::bind(&CAdvMapInt::fshowOverview,this),&ADVOPT.kingOverview, SDLK_k),
  1315. underground(CGI->generaltexth->zelp[294].first,CGI->generaltexth->zelp[294].second,
  1316. boost::bind(&CAdvMapInt::fswitchLevel,this),&ADVOPT.underground, SDLK_u),
  1317. questlog(CGI->generaltexth->zelp[295].first,CGI->generaltexth->zelp[295].second,
  1318. boost::bind(&CAdvMapInt::fshowQuestlog,this),&ADVOPT.questlog, SDLK_q),
  1319. sleepWake(CGI->generaltexth->zelp[296].first,CGI->generaltexth->zelp[296].second,
  1320. boost::bind(&CAdvMapInt::fsleepWake,this), &ADVOPT.sleepWake, SDLK_w),
  1321. moveHero(CGI->generaltexth->zelp[297].first,CGI->generaltexth->zelp[297].second,
  1322. boost::bind(&CAdvMapInt::fmoveHero,this), &ADVOPT.moveHero, SDLK_m),
  1323. spellbook(CGI->generaltexth->zelp[298].first,CGI->generaltexth->zelp[298].second,
  1324. boost::bind(&CAdvMapInt::fshowSpellbok,this), &ADVOPT.spellbook, SDLK_c),
  1325. advOptions(CGI->generaltexth->zelp[299].first,CGI->generaltexth->zelp[299].second,
  1326. boost::bind(&CAdvMapInt::fadventureOPtions,this), &ADVOPT.advOptions, SDLK_a),
  1327. sysOptions(CGI->generaltexth->zelp[300].first,CGI->generaltexth->zelp[300].second,
  1328. boost::bind(&CAdvMapInt::fsystemOptions,this), &ADVOPT.sysOptions, SDLK_o),
  1329. nextHero(CGI->generaltexth->zelp[301].first,CGI->generaltexth->zelp[301].second,
  1330. boost::bind(&CAdvMapInt::fnextHero,this), &ADVOPT.nextHero, SDLK_h),
  1331. endTurn(CGI->generaltexth->zelp[302].first,CGI->generaltexth->zelp[302].second,
  1332. boost::bind(&CAdvMapInt::fendTurn,this), &ADVOPT.endTurn, SDLK_e),
  1333. heroList(ADVOPT.hlistSize),
  1334. townList(ADVOPT.tlistSize,ADVOPT.tlistX,ADVOPT.tlistY,ADVOPT.tlistAU,ADVOPT.tlistAD)//(5,&genRect(192,48,747,196),747,196,747,372),
  1335. {
  1336. pos.x = pos.y = 0;
  1337. pos.w = screen->w;
  1338. pos.h = screen->h;
  1339. active = 0;
  1340. selection = NULL;
  1341. townList.fun = boost::bind(&CAdvMapInt::selectionChanged,this);
  1342. LOCPLINT->adventureInt=this;
  1343. bg = BitmapHandler::loadBitmap(ADVOPT.mainGraphic);
  1344. graphics->blueToPlayersAdv(bg,player);
  1345. scrollingDir = 0;
  1346. updateScreen = false;
  1347. anim=0;
  1348. animValHitCount=0; //animation frame
  1349. heroAnim=0;
  1350. heroAnimValHitCount=0; // hero animation frame
  1351. heroList.init();
  1352. heroList.genList();
  1353. //townList.init();
  1354. townList.genList();
  1355. heroWindow = new CHeroWindow(this->player);
  1356. gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[0]));
  1357. gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[1]));
  1358. gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[2]));
  1359. gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[3]));
  1360. }
  1361. CAdvMapInt::~CAdvMapInt()
  1362. {
  1363. SDL_FreeSurface(bg);
  1364. delete heroWindow;
  1365. for(int i=0; i<gems.size(); i++)
  1366. delete gems[i];
  1367. }
  1368. void CAdvMapInt::fshowOverview()
  1369. {
  1370. }
  1371. void CAdvMapInt::fswitchLevel()
  1372. {
  1373. if(!CGI->mh->map->twoLevel)
  1374. return;
  1375. if (position.z)
  1376. {
  1377. position.z--;
  1378. underground.curimg=0;
  1379. underground.show(screenBuf);
  1380. }
  1381. else
  1382. {
  1383. underground.curimg=1;
  1384. position.z++;
  1385. underground.show(screenBuf);
  1386. }
  1387. updateScreen = true;
  1388. minimap.draw(screenBuf);
  1389. }
  1390. void CAdvMapInt::fshowQuestlog()
  1391. {
  1392. }
  1393. void CAdvMapInt::fsleepWake()
  1394. {
  1395. }
  1396. void CAdvMapInt::fmoveHero()
  1397. {
  1398. if (selection->ID!=HEROI_TYPE)
  1399. return;
  1400. if (!terrain.currentPath)
  1401. return;
  1402. LOCPLINT->pim->unlock();
  1403. LOCPLINT->moveHero(static_cast<const CGHeroInstance*>(LOCPLINT->adventureInt->selection),*terrain.currentPath);
  1404. LOCPLINT->pim->lock();
  1405. }
  1406. void CAdvMapInt::fshowSpellbok()
  1407. {
  1408. if (selection->ID!=HEROI_TYPE) //checking necessary values
  1409. return;
  1410. CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), (static_cast<const CGHeroInstance*>(LOCPLINT->adventureInt->selection)), false);
  1411. GH.pushInt(spellWindow);
  1412. }
  1413. void CAdvMapInt::fadventureOPtions()
  1414. {
  1415. GH.pushInt(new CAdventureOptions);
  1416. }
  1417. void CAdvMapInt::fsystemOptions()
  1418. {
  1419. CSystemOptionsWindow * sysopWindow = new CSystemOptionsWindow(genRect(487, 481, 159, 57), LOCPLINT);
  1420. GH.pushInt(sysopWindow);
  1421. }
  1422. void CAdvMapInt::fnextHero()
  1423. {
  1424. if(!LOCPLINT->wanderingHeroes.size()) //no wandering heroes
  1425. return;
  1426. int start = heroList.selected;
  1427. int i = start;
  1428. do
  1429. {
  1430. i++;
  1431. if(i >= LOCPLINT->wanderingHeroes.size())
  1432. i = 0;
  1433. } while (!LOCPLINT->wanderingHeroes[i]->movement && i!=start);
  1434. heroList.select(i);
  1435. }
  1436. void CAdvMapInt::fendTurn()
  1437. {
  1438. LOCPLINT->makingTurn = false;
  1439. }
  1440. void CAdvMapInt::activate()
  1441. {
  1442. if(active++)
  1443. {
  1444. tlog1 << "Error: advmapint already active...\n";
  1445. active--;
  1446. return;
  1447. }
  1448. screenBuf = screen;
  1449. LOCPLINT->statusbar = &statusbar;
  1450. activateMouseMove();
  1451. kingOverview.activate();
  1452. underground.activate();
  1453. questlog.activate();
  1454. sleepWake.activate();
  1455. moveHero.activate();
  1456. spellbook.activate();
  1457. sysOptions.activate();
  1458. advOptions.activate();
  1459. nextHero.activate();
  1460. endTurn.activate();
  1461. minimap.activate();
  1462. heroList.activate();
  1463. townList.activate();
  1464. terrain.activate();
  1465. LOCPLINT->cingconsole->activate();
  1466. }
  1467. void CAdvMapInt::deactivate()
  1468. {
  1469. deactivateMouseMove();
  1470. scrollingDir = 0;
  1471. CGI->curh->changeGraphic(0,0);
  1472. kingOverview.deactivate();
  1473. underground.deactivate();
  1474. questlog.deactivate();
  1475. sleepWake.deactivate();
  1476. moveHero.deactivate();
  1477. spellbook.deactivate();
  1478. advOptions.deactivate();
  1479. sysOptions.deactivate();
  1480. nextHero.deactivate();
  1481. endTurn.deactivate();
  1482. minimap.deactivate();
  1483. heroList.deactivate();
  1484. townList.deactivate();
  1485. terrain.deactivate();
  1486. if(std::find(GH.timeinterested.begin(),GH.timeinterested.end(),&infoBar)!=GH.timeinterested.end())
  1487. GH.timeinterested.erase(std::find(GH.timeinterested.begin(),GH.timeinterested.end(),&infoBar));
  1488. infoBar.mode=-1;
  1489. LOCPLINT->cingconsole->deactivate();
  1490. if(--active)
  1491. {
  1492. tlog1 << "Error: advmapint still active...\n";
  1493. deactivate();
  1494. }
  1495. }
  1496. void CAdvMapInt::showAll(SDL_Surface *to)
  1497. {
  1498. blitAt(bg,0,0,to);
  1499. kingOverview.show(to);
  1500. underground.show(to);
  1501. questlog.show(to);
  1502. sleepWake.show(to);
  1503. moveHero.show(to);
  1504. spellbook.show(to);
  1505. advOptions.show(to);
  1506. sysOptions.show(to);
  1507. nextHero.show(to);
  1508. endTurn.show(to);
  1509. minimap.draw(to);
  1510. heroList.draw(to);
  1511. townList.draw(to);
  1512. updateScreen = true;
  1513. show(to);
  1514. resdatabar.draw(to);
  1515. statusbar.show(to);
  1516. infoBar.draw(to);
  1517. LOCPLINT->cingconsole->show(to);
  1518. }
  1519. void CAdvMapInt::show(SDL_Surface *to)
  1520. {
  1521. ++animValHitCount; //for animations
  1522. if(animValHitCount == 8)
  1523. {
  1524. CGI->mh->updateWater();
  1525. animValHitCount = 0;
  1526. ++anim;
  1527. updateScreen = true;
  1528. }
  1529. ++heroAnim;
  1530. //if advmap needs updating AND (no dialog is shown OR ctrl is pressed)
  1531. if((animValHitCount % (4/LOCPLINT->sysOpts.mapScrollingSpeed)) == 0
  1532. &&
  1533. (GH.topInt() == this)
  1534. || SDL_GetKeyState(NULL)[SDLK_LCTRL]
  1535. || SDL_GetKeyState(NULL)[SDLK_RCTRL]
  1536. )
  1537. {
  1538. if( (scrollingDir & LEFT) && (position.x>-CGI->mh->frameW) )
  1539. position.x--;
  1540. if( (scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - CGI->mh->tilesW + CGI->mh->frameW) )
  1541. position.x++;
  1542. if( (scrollingDir & UP) && (position.y>-CGI->mh->frameH) )
  1543. position.y--;
  1544. if( (scrollingDir & DOWN) && (position.y < CGI->mh->map->height - CGI->mh->tilesH + CGI->mh->frameH) )
  1545. position.y++;
  1546. if(scrollingDir)
  1547. {
  1548. updateScreen = true;
  1549. updateMinimap=true;
  1550. }
  1551. }
  1552. if(updateScreen)
  1553. {
  1554. terrain.show(to);
  1555. for(int i=0;i<4;i++)
  1556. blitAt(gems[i]->ourImages[LOCPLINT->playerID].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);
  1557. updateScreen=false;
  1558. LOCPLINT->cingconsole->show(to);
  1559. }
  1560. if (updateMinimap)
  1561. {
  1562. minimap.draw(to);
  1563. updateMinimap=false;
  1564. }
  1565. }
  1566. void CAdvMapInt::selectionChanged()
  1567. {
  1568. const CGTownInstance *to = townList.items[townList.selected];
  1569. select(to);
  1570. }
  1571. void CAdvMapInt::centerOn(int3 on)
  1572. {
  1573. // TODO:convertPosition should not belong to CGHeroInstance, and it
  1574. // should be split in 2 methods.
  1575. on = CGHeroInstance::convertPosition(on, false);
  1576. on.x -= CGI->mh->frameW;
  1577. on.y -= CGI->mh->frameH;
  1578. on = LOCPLINT->repairScreenPos(on);
  1579. LOCPLINT->adventureInt->position = on;
  1580. LOCPLINT->adventureInt->updateScreen=true;
  1581. updateMinimap=true;
  1582. }
  1583. void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
  1584. {
  1585. ui8 Dir = 0;
  1586. int k = key.keysym.sym;
  1587. switch(k)
  1588. {
  1589. case SDLK_i:
  1590. if(active)
  1591. CAdventureOptions::showScenarioInfo();
  1592. return;
  1593. case SDLK_s:
  1594. if(active)
  1595. GH.pushInt(new CSelectionScreen(saveGame));
  1596. return;
  1597. case SDLK_SPACE: //space - try to revisit current object with selected hero
  1598. {
  1599. if(!active)
  1600. return;
  1601. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(selection);
  1602. if(h && key.state == SDL_PRESSED)
  1603. {
  1604. LOCPLINT->pim->unlock();
  1605. LOCPLINT->cb->moveHero(h,h->pos);
  1606. LOCPLINT->pim->lock();
  1607. }
  1608. }
  1609. return;
  1610. case SDLK_RETURN:
  1611. {
  1612. if(!active || !selection || key.state != SDL_PRESSED)
  1613. return;
  1614. if(selection->ID == HEROI_TYPE)
  1615. LOCPLINT->openHeroWindow(static_cast<const CGHeroInstance*>(selection));
  1616. else if(selection->ID == TOWNI_TYPE)
  1617. LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(selection));
  1618. return;
  1619. }
  1620. case SDLK_t:
  1621. {
  1622. //act on key down if marketplace windows is not already opened
  1623. if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS) return;
  1624. //check if we have aby marketplace
  1625. std::vector<const CGTownInstance*> towns = LOCPLINT->cb->getTownsInfo();
  1626. size_t i = 0;
  1627. for(; i<towns.size(); i++)
  1628. if(vstd::contains(towns[i]->builtBuildings, 14))
  1629. break;
  1630. if(i != towns.size()) //if any town has marketplace, open window
  1631. GH.pushInt(new CMarketplaceWindow);
  1632. else //if not - complain
  1633. LOCPLINT->showInfoDialog("No available marketplace!", std::vector<SComponent*>(), soundBase::sound_todo);
  1634. return;
  1635. }
  1636. default:
  1637. {
  1638. static const int3 directions[] = { int3(-1, +1, 0), int3(0, +1, 0), int3(+1, +1, 0),
  1639. int3(-1, 0, 0), int3(0, 0, 0), int3(+1, 0, 0),
  1640. int3(-1, -1, 0), int3(0, -1, 0), int3(+1, -1, 0) };
  1641. //numpad arrow
  1642. if(isArrowKey(SDLKey(k)))
  1643. {
  1644. switch(k)
  1645. {
  1646. case SDLK_UP:
  1647. Dir = UP;
  1648. break;
  1649. case SDLK_LEFT:
  1650. Dir = LEFT;
  1651. break;
  1652. case SDLK_RIGHT:
  1653. Dir = RIGHT;
  1654. break;
  1655. case SDLK_DOWN:
  1656. Dir = DOWN;
  1657. break;
  1658. }
  1659. k = arrowToNum(SDLKey(k));
  1660. }
  1661. if(!active)
  1662. break;
  1663. k -= SDLK_KP0 + 1;
  1664. if(k < 0 || k > 8 || key.state != SDL_PRESSED)
  1665. return;
  1666. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(selection);
  1667. if(!h) break;
  1668. if(k == 4)
  1669. {
  1670. centerOn(h->getPosition(false));
  1671. return;
  1672. }
  1673. int3 dir = directions[k];
  1674. CGPath &path = paths[h];
  1675. terrain.currentPath = &path;
  1676. if(!LOCPLINT->cb->getPath2(h->getPosition(false) + dir, path))
  1677. {
  1678. terrain.currentPath = NULL;
  1679. return;
  1680. }
  1681. if(!path.nodes[0].turns)
  1682. {
  1683. LOCPLINT->pim->unlock();
  1684. LOCPLINT->moveHero(h, path);
  1685. LOCPLINT->pim->lock();
  1686. }
  1687. }
  1688. return;
  1689. }
  1690. if(Dir && key.state == SDL_PRESSED //arrow is pressed
  1691. && (SDL_GetKeyState(NULL)[SDLK_LCTRL]
  1692. || SDL_GetKeyState(NULL)[SDLK_RCTRL])
  1693. )
  1694. scrollingDir |= Dir;
  1695. else
  1696. scrollingDir &= ~Dir;
  1697. }
  1698. void CAdvMapInt::handleRightClick(std::string text, tribool down, CIntObject * client)
  1699. {
  1700. if (down)
  1701. {
  1702. CSimpleWindow * temp = CMessage::genWindow(text,LOCPLINT->playerID);
  1703. CRClickPopupInt *rcpi = new CRClickPopupInt(temp,true);
  1704. GH.pushInt(rcpi);
  1705. }
  1706. }
  1707. int3 CAdvMapInt::verifyPos(int3 ver)
  1708. {
  1709. if (ver.x<0)
  1710. ver.x=0;
  1711. if (ver.y<0)
  1712. ver.y=0;
  1713. if (ver.z<0)
  1714. ver.z=0;
  1715. if (ver.x>=CGI->mh->sizes.x)
  1716. ver.x=CGI->mh->sizes.x-1;
  1717. if (ver.y>=CGI->mh->sizes.y)
  1718. ver.y=CGI->mh->sizes.y-1;
  1719. if (ver.z>=CGI->mh->sizes.z)
  1720. ver.z=CGI->mh->sizes.z-1;
  1721. return ver;
  1722. }
  1723. void CAdvMapInt::select(const CArmedInstance *sel )
  1724. {
  1725. LOCPLINT->cb->setSelection(sel);
  1726. centerOn(sel->pos);
  1727. selection = sel;
  1728. terrain.currentPath = NULL;
  1729. if(sel->ID==TOWNI_TYPE)
  1730. {
  1731. int pos = vstd::findPos(townList.items,sel);
  1732. townList.selected = pos;
  1733. }
  1734. else //hero selected
  1735. {
  1736. const CGHeroInstance *h = static_cast<const CGHeroInstance*>(sel);
  1737. if(LOCPLINT->getWHero(heroList.selected) != h)
  1738. heroList.selected = heroList.getPosOfHero(h);
  1739. if(vstd::contains(paths,h)) //hero has assigned path
  1740. {
  1741. CGPath &path = paths[h];
  1742. assert(h->getPosition(false) == path.startPos());
  1743. //update the hero path in case of something has changed on map
  1744. if(LOCPLINT->cb->getPath2(path.endPos(), path))
  1745. terrain.currentPath = &path;
  1746. else
  1747. paths.erase(h);
  1748. }
  1749. }
  1750. townList.draw(screen);
  1751. heroList.draw(screen);
  1752. infoBar.draw(screen);
  1753. }
  1754. void CAdvMapInt::mouseMoved( const SDL_MouseMotionEvent & sEvent )
  1755. {
  1756. //adventure map scrolling with mouse
  1757. if(!SDL_GetKeyState(NULL)[SDLK_LCTRL] && active)
  1758. {
  1759. if(sEvent.x<15)
  1760. {
  1761. scrollingDir |= LEFT;
  1762. }
  1763. else
  1764. {
  1765. scrollingDir &= ~LEFT;
  1766. }
  1767. if(sEvent.x>screen->w-15)
  1768. {
  1769. scrollingDir |= RIGHT;
  1770. }
  1771. else
  1772. {
  1773. scrollingDir &= ~RIGHT;
  1774. }
  1775. if(sEvent.y<15)
  1776. {
  1777. scrollingDir |= UP;
  1778. }
  1779. else
  1780. {
  1781. scrollingDir &= ~UP;
  1782. }
  1783. if(sEvent.y>screen->h-15)
  1784. {
  1785. scrollingDir |= DOWN;
  1786. }
  1787. else
  1788. {
  1789. scrollingDir &= ~DOWN;
  1790. }
  1791. }
  1792. }
  1793. CAdventureOptions::CAdventureOptions()
  1794. {
  1795. OBJ_CONSTRUCTION_CAPTURING_ALL;
  1796. bg = new CPicture(BitmapHandler::loadBitmap("ADVOPTS.bmp"), 0, 0);
  1797. graphics->blueToPlayersAdv(bg->bg, LOCPLINT->playerID);
  1798. pos = bg->center();
  1799. exit = new AdventureMapButton("","",boost::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
  1800. //scenInfo = new AdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 24, "ADVINFO.DEF",SDLK_i);
  1801. scenInfo = new AdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 198, "ADVINFO.DEF",SDLK_i);
  1802. scenInfo->callback += CAdventureOptions::showScenarioInfo;
  1803. //viewWorld = new AdventureMapButton("","",boost::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
  1804. puzzle = new AdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 81, "ADVPUZ.DEF");;
  1805. puzzle->callback += CAdventureOptions::showPuzzleMap;
  1806. }
  1807. CAdventureOptions::~CAdventureOptions()
  1808. {
  1809. }
  1810. void CAdventureOptions::showScenarioInfo()
  1811. {
  1812. GH.pushInt(new CScenarioInfo(LOCPLINT->cb->getMapHeader(), LOCPLINT->cb->getStartInfo()));
  1813. }
  1814. void CAdventureOptions::showPuzzleMap()
  1815. {
  1816. GH.pushInt(new CPuzzleWindow());
  1817. }