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							- #include "StdInc.h"
 
- #include "CAdvmapInterface.h"
 
- #include "../CCallback.h"
 
- #include "CCastleInterface.h"
 
- #include "UIFramework/CCursorHandler.h"
 
- #include "CGameInfo.h"
 
- #include "CHeroWindow.h"
 
- #include "CKingdomInterface.h"
 
- #include "CMessage.h"
 
- #include "CPlayerInterface.h"
 
- #include "UIFramework/SDL_Extensions.h"
 
- #include "CBitmapHandler.h"
 
- #include "CConfigHandler.h"
 
- #include "CSpellWindow.h"
 
- #include "Graphics.h"
 
- #include "CDefHandler.h"
 
- #include "../lib/CGeneralTextHandler.h"
 
- #include "../lib/CHeroHandler.h"
 
- #include "../lib/CObjectHandler.h"
 
- #include "../lib/CTownHandler.h"
 
- #include "../lib/map.h"
 
- #include "../lib/JsonNode.h"
 
- #include "mapHandler.h"
 
- #include "CPreGame.h"
 
- #include "../lib/VCMI_Lib.h"
 
- #include "../lib/CSpellHandler.h"
 
- #include "CSoundBase.h"
 
- #include "../lib/CGameState.h"
 
- #include "CMusicHandler.h"
 
- #include "UIFramework/CGuiHandler.h"
 
- #include "UIFramework/CIntObjectClasses.h"
 
- #include "../lib/UnlockGuard.h"
 
- #ifdef _MSC_VER
 
- #pragma warning (disable : 4355)
 
- #endif
 
- /*
 
-  * CAdvMapInterface.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #define ADVOPT (conf.go()->ac)
 
- using namespace boost::logic;
 
- using namespace boost::assign;
 
- using namespace CSDL_Ext;
 
- CAdvMapInt *adventureInt;
 
- CMinimap::CMinimap()
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	used = LCLICK | RCLICK | HOVER;
 
- 	int3 mapSizes = LOCPLINT->cb->getMapSize();
 
- 	statusbarTxt = CGI->generaltexth->zelp[291].first;
 
- 	rcText = CGI->generaltexth->zelp[291].second;
 
- 	pos.x=ADVOPT.minimapX;
 
- 	pos.y=ADVOPT.minimapY;
 
- 	pos.h=ADVOPT.minimapW;
 
- 	pos.w=ADVOPT.minimapH;
 
- 	temps = newSurface(pos.w,pos.h);
 
- 	aiShield = new CPicture("AISHIELD.bmp");
 
- 	const JsonNode config(GameConstants::DATA_DIR + "/config/minimap.json");
 
- 	const JsonVector &minimap_vec = config["MinimapColors"].Vector();
 
- 	BOOST_FOREACH(const JsonNode &m, minimap_vec) {
 
- 		std::pair<int,SDL_Color> vinya;
 
- 		vinya.first = m["terrain_id"].Float();
 
- 		const JsonVector &unblocked_vec = m["unblocked"].Vector();
 
- 		vinya.second.r = unblocked_vec[0].Float();
 
- 		vinya.second.g = unblocked_vec[1].Float();
 
- 		vinya.second.b = unblocked_vec[2].Float();
 
- 		vinya.second.unused = 255;
 
- 		colors.insert(vinya);
 
- 		const JsonVector &blocked_vec = m["blocked"].Vector();
 
- 		vinya.second.r = blocked_vec[0].Float();
 
- 		vinya.second.g = blocked_vec[1].Float();
 
- 		vinya.second.b = blocked_vec[2].Float();
 
- 		vinya.second.unused = 255;
 
- 		colorsBlocked.insert(vinya);
 
- 	}
 
- }
 
- CMinimap::~CMinimap()
 
- {
 
- 	SDL_FreeSurface(temps);
 
- 	for (std::map<int, CMinimapSurfacesRef>::iterator it = surfs.begin(); it != surfs.end(); ++it)
 
- 	{
 
- 		it->second.free();
 
- 	}
 
- }
 
- void CMinimap::draw(SDL_Surface * to)
 
- {
 
- 	int player = adventureInt->player;
 
- 	if(LOCPLINT->makingTurn)
 
- 	{
 
- 		int3 mapSizes = LOCPLINT->cb->getMapSize();
 
- 		//draw terrain
 
- 		blitAt(surfs[player].map()[adventureInt->position.z],0,0,temps);
 
- 		//draw heroes
 
- 		std::vector <const CGHeroInstance *> hh = LOCPLINT->cb->getHeroesInfo(false);
 
- 		int mw = surfs[player].map()[0]->w, mh = surfs[player].map()[0]->h,
 
- 			wo = mw/mapSizes.x, ho = mh/mapSizes.y;
 
- 		for (size_t i=0; i < hh.size(); ++i)
 
- 		{
 
- 			int3 hpos = hh[i]->getPosition(false);
 
- 			if(hpos.z!=adventureInt->position.z)
 
- 				continue;
 
- 			int3 maplgp ( (hpos.x*mw)/mapSizes.x, (hpos.y*mh)/mapSizes.y, hpos.z );
 
- 			for (int ii=0; ii<wo; ii++)
 
- 			{
 
- 				for (int jj=0; jj<ho; jj++)
 
- 				{
 
- 					SDL_PutPixelWithoutRefresh(temps,maplgp.x+ii,maplgp.y+jj,graphics->playerColors[hh[i]->getOwner()].r,
 
- 						graphics->playerColors[hh[i]->getOwner()].g,graphics->playerColors[hh[i]->getOwner()].b);
 
- 				}
 
- 			}
 
- 		}
 
- 		blitAt(surfs[player].flObjs()[adventureInt->position.z],0,0,temps);
 
- 		blitAt(surfs[player].FoW()[adventureInt->position.z],0,0,temps);
 
- 		//draw radar
 
- 		const int tilesw=(ADVOPT.advmapW+31)/32;
 
- 		const int tilesh=(ADVOPT.advmapH+31)/32;
 
- 		int bx = static_cast<int>((adventureInt->position.x / static_cast<double>(mapSizes.x)) * pos.w),
 
- 			by = static_cast<int>((adventureInt->position.y / static_cast<double>(mapSizes.y)) * pos.h),
 
- 			rx = static_cast<int>((tilesw / static_cast<double>(mapSizes.x)) * pos.w), //width
 
- 			ry = static_cast<int>((tilesh / static_cast<double>(mapSizes.y)) * pos.h); //height
 
- 		CSDL_Ext::drawDashedBorder(temps, Rect(bx, by, rx, ry), int3(255,75,125));
 
- 		//blitAt(radar,bx,by,temps);
 
- 		blitAt(temps,pos.x,pos.y,to);
 
- 	}
 
- 	else
 
- 	{
 
- 		aiShield->showAll(to);
 
- 	}
 
- }
 
- CMinimapSurfacesRef::CMinimapSurfacesRef() : ready(false)
 
- {
 
- }
 
- void CMinimapSurfacesRef::redraw(int level)
 
- {
 
- 	ready = true;
 
- 	initMap(level);
 
- 	//FoW
 
- 	initFoW(level);
 
- 	//flaggable objects
 
- 	initFlaggableObjs(level);
 
- 	//showing tiles
 
- 	showVisibleTiles();
 
- }
 
- void CMinimapSurfacesRef::initMap(int level)
 
- {
 
- 	/*for(int g=0; g<map.size(); ++g)
 
- 	{
 
- 		SDL_FreeSurface(map[g]);
 
- 	}
 
- 	map.clear();*/
 
- 	const Rect &minimap_pos = adventureInt->minimap.pos;
 
- 	std::map<int,SDL_Color> &colors = adventureInt->minimap.colors;
 
- 	std::map<int,SDL_Color> &colorsBlocked = adventureInt->minimap.colorsBlocked;
 
- 	int3 mapSizes = LOCPLINT->cb->getMapSize();
 
- 	for (size_t i=0; i<CGI->mh->sizes.z; i++)
 
- 	{
 
- 		SDL_Surface *pom;
 
- 		if ((level>=0) && (i!=level))
 
- 			continue;
 
- 		if (map_.size()<i+1)
 
- 			pom = CSDL_Ext::newSurface(minimap_pos.w,minimap_pos.h,screen);
 
- 		else pom = map_[i];
 
- 		for (int x=0;x<minimap_pos.w;x++)
 
- 		{
 
- 			for (int y=0;y<minimap_pos.h;y++)
 
- 			{
 
- 				int mx=(mapSizes.x*x)/minimap_pos.w;
 
- 				int my=(mapSizes.y*y)/minimap_pos.h;
 
- 				const TerrainTile * tile = LOCPLINT->cb->getTile(int3(mx, my, i), false);
 
- 				if(tile)
 
- 				{
 
- 					if (tile->blocked && (!tile->visitable))
 
- 						SDL_PutPixelWithoutRefresh(pom, x, y, colorsBlocked[tile->tertype].r, colorsBlocked[tile->tertype].g, colorsBlocked[tile->tertype].b);
 
- 					else SDL_PutPixelWithoutRefresh(pom, x, y, colors[tile->tertype].r, colors[tile->tertype].g, colors[tile->tertype].b);
 
- 				}
 
- 			}
 
- 		}
 
- 		map_.push_back(pom);
 
- 	}
 
- }
 
- void CMinimapSurfacesRef::initFoW(int level)
 
- {
 
- 	/*for(int g=0; g<FoW.size(); ++g)
 
- 	{
 
- 		SDL_FreeSurface(FoW[g]);
 
- 	}
 
- 	FoW.clear();*/
 
- 	const Rect &minimap_pos = adventureInt->minimap.pos;
 
- 	int3 mapSizes = LOCPLINT->cb->getMapSize();
 
- 	int mw = map_[0]->w, mh = map_[0]->h;//,
 
- 		//wo = mw/mapSizes.x, ho = mh/mapSizes.y; //TODO use me
 
- 	for(int d=0; d<CGI->mh->map->twoLevel+1; ++d)
 
- 	{
 
- 		if(level>=0 && d!=level)
 
- 			continue;
 
- 		SDL_Surface * pt = CSDL_Ext::newSurface(minimap_pos.w, minimap_pos.h, CSDL_Ext::std32bppSurface);
 
- 		for (int i=0; i<mw; i++)
 
- 		{
 
- 			for (int j=0; j<mh; j++)
 
- 			{
 
- 				int3 pp( ((i*mapSizes.x)/mw), ((j*mapSizes.y)/mh), d );
 
- 				if ( !LOCPLINT->cb->isVisible(pp) )
 
- 				{
 
- 					CSDL_Ext::SDL_PutPixelWithoutRefresh(pt,i,j,0,0,0);
 
- 				}
 
- 			}
 
- 		}
 
- 		FoW_.push_back(pt);
 
- 	}
 
- }
 
- void CMinimapSurfacesRef::initFlaggableObjs(int level)
 
- {
 
- 	/*for(int g=0; g<flObjs.size(); ++g)
 
- 	{
 
- 		SDL_FreeSurface(flObjs[g]);
 
- 	}
 
- 	flObjs.clear();*/
 
- 	const Rect &minimap_pos = adventureInt->minimap.pos;
 
- 	int3 mapSizes = LOCPLINT->cb->getMapSize();
 
- 	int mw = map_[0]->w, mh = map_[0]->h;
 
- 	for(int d=0; d<CGI->mh->map->twoLevel+1; ++d)
 
- 	{
 
- 		if(level>=0 && d!=level)
 
- 			continue;
 
- 		SDL_Surface * pt = CSDL_Ext::newSurface(minimap_pos.w, minimap_pos.h, CSDL_Ext::std32bppSurface);
 
- 		for (int i=0; i<mw; i++)
 
- 		{
 
- 			for (int j=0; j<mh; j++)
 
- 			{
 
- 				CSDL_Ext::SDL_PutPixelWithoutRefresh(pt,i,j,0,0,0,0);
 
- 			}
 
- 		}
 
- 		flObjs_.push_back(pt);
 
- 	}
 
- }
 
- void CMinimap::updateRadar()
 
- {}
 
- void CMinimap::clickRight(tribool down, bool previousState)
 
- {
 
- 	adventureInt->handleRightClick(rcText,down);
 
- }
 
- void CMinimap::clickLeft(tribool down, bool previousState)
 
- {
 
- 	if (down && !(used & MOVE))
 
- 		changeUsedEvents(MOVE, true);
 
- 	else if (!down	&&	used & MOVE)
 
- 		changeUsedEvents(MOVE, false);
 
- 	//ClickableL::clickLeft(down);
 
- 	if (!((bool)down))
 
- 		return;
 
- 	double dx = (GH.current->motion.x - pos.x) / static_cast<double>(pos.w),
 
- 		dy = (GH.current->motion.y - pos.y) / static_cast<double>(pos.h);
 
- 	int3 newCPos;
 
- 	newCPos.x = (CGI->mh->sizes.x*dx);
 
- 	newCPos.y = (CGI->mh->sizes.y*dy);
 
- 	newCPos.z = adventureInt->position.z;
 
- 	adventureInt->centerOn(newCPos);
 
- }
 
- void CMinimap::hover (bool on)
 
- {
 
- 	//Hoverable::hover(on);
 
- 	if (on)
 
- 		adventureInt->statusbar.print(statusbarTxt);
 
- 	else if (adventureInt->statusbar.current==statusbarTxt)
 
- 		adventureInt->statusbar.clear();
 
- }
 
- void CMinimap::mouseMoved (const SDL_MouseMotionEvent & sEvent)
 
- {
 
- 	if (pressedL)
 
- 	{
 
- 		clickLeft(true, true);
 
- 	}
 
- }
 
- void CMinimap::activate()
 
- {
 
- 	CIntObject::activate();
 
- }
 
- void CMinimap::deactivate()
 
- {
 
- 	CIntObject::deactivate();
 
- }
 
- std::vector<SDL_Surface*> & CMinimapSurfacesRef::map()
 
- {
 
- 	if (!ready) redraw();
 
- 	return map_;
 
- }
 
- std::vector<SDL_Surface*> & CMinimapSurfacesRef::FoW()
 
- {
 
- 	if (!ready) redraw();
 
- 	return FoW_;
 
- }
 
- std::vector<SDL_Surface*> & CMinimapSurfacesRef::flObjs()
 
- {
 
- 	if (!ready) redraw();
 
- 	return flObjs_;
 
- }
 
- void CMinimapSurfacesRef::free()
 
- {
 
- 	if (ready)
 
- 	{
 
- 		for (int g = 0; g < map_.size(); ++g)
 
- 			SDL_FreeSurface(map_[g]);
 
- 		map_.clear();
 
- 		for (int g = 0; g < FoW_.size(); ++g)
 
- 			SDL_FreeSurface(FoW_[g]);
 
- 		FoW_.clear();
 
- 		for (int g = 0; g < flObjs_.size(); ++g)
 
- 			SDL_FreeSurface(flObjs_[g]);
 
- 		flObjs_.clear();
 
- 	}
 
- }
 
- void CMinimap::showTile(const int3 &pos)
 
- {
 
- 	const int player = adventureInt->player;
 
- 	std::vector<SDL_Surface*> &map = surfs[player].map();
 
- 	std::vector<SDL_Surface*> &FoW = surfs[player].FoW();
 
- 	std::vector<SDL_Surface*> &flObjs = surfs[player].flObjs();
 
- 	int3 mapSizes = LOCPLINT->cb->getMapSize();
 
- 	//drawing terrain
 
- 	int mw = map[0]->w, mh = map[0]->h;
 
- 	double wo = ((double)mw)/mapSizes.x, ho = ((double)mh)/mapSizes.y;
 
- 	for (int ii=0; ii<wo; ii++)
 
- 	{
 
- 		for (int jj=0; jj<ho; jj++)
 
- 		{
 
- 			if ((pos.x*wo+ii<this->pos.w) && (pos.y*ho+jj<this->pos.h))
 
- 				CSDL_Ext::SDL_PutPixelWithoutRefresh(FoW[pos.z],pos.x*wo+ii,pos.y*ho+jj,0,0,0,0);
 
- 			const TerrainTile * tile = LOCPLINT->cb->getTile(pos, false);
 
- 			if(tile)
 
- 			{
 
- 				if (tile->blocked && (!tile->visitable))
 
- 					SDL_PutPixelWithoutRefresh(surfs[player].map()[pos.z], pos.x*wo+ii, pos.y*ho+jj, colorsBlocked[tile->tertype].r, colorsBlocked[tile->tertype].g, colorsBlocked[tile->tertype].b);
 
- 				else SDL_PutPixelWithoutRefresh(surfs[player].map()[pos.z], pos.x*wo+ii, pos.y*ho+jj, colors[tile->tertype].r, colors[tile->tertype].g, colors[tile->tertype].b);
 
- 			}
 
- 		}
 
- 	}
 
- 	//drawing flaggable objects
 
- 	int woShifted = wo, hoShifted = ho; //for better minimap rendering on L-sized maps
 
- 	std::vector < const CGObjectInstance * > oo = LOCPLINT->cb->getFlaggableObjects(pos);
 
- 	for(size_t v=0; v<oo.size(); ++v)
 
- 	{
 
- 		if(!dynamic_cast< const CGHeroInstance * >(oo[v])) //heroes have been printed
 
- 		{
 
- 			int3 maplgp ( (pos.x*mw)/mapSizes.x, (pos.y*mh)/mapSizes.y, pos.z );
 
- 			if(((int)wo) * mapSizes.x != mw   &&   pos.x+1 < mapSizes.x)//minimap size in X is not multiple of map size in X
 
- 			{
 
- 				std::vector < const CGObjectInstance * > op1x = LOCPLINT->cb->getFlaggableObjects(int3(pos.x+1, pos.y, pos.z));
 
- 				if(op1x.size()!=0)
 
- 				{
 
- 					woShifted = wo + 1;
 
- 				}
 
- 				else
 
- 				{
 
- 					woShifted = wo;
 
- 				}
 
- 			}
 
- 			if(((int)ho) * mapSizes.y != mh   &&   pos.y+1 < mapSizes.y) //minimap size in Y is not multiple of map size in Y
 
- 			{
 
- 				std::vector < const CGObjectInstance * > op1y = LOCPLINT->cb->getFlaggableObjects(int3(pos.x, pos.y+1, pos.z));
 
- 				if(op1y.size()!=0)
 
- 				{
 
- 					hoShifted = ho + 1;
 
- 				}
 
- 				else
 
- 				{
 
- 					hoShifted = ho;
 
- 				}
 
- 			}
 
- 			for (int ii=0; ii<woShifted; ii++) //rendering flaggable objects
 
- 			{
 
- 				for (int jj=0; jj<hoShifted; jj++)
 
- 				{
 
- 					if(oo[v]->tempOwner == 255)
 
- 						SDL_PutPixelWithoutRefresh(flObjs[pos.z],maplgp.x+ii,maplgp.y+jj,graphics->neutralColor->b,
 
- 							graphics->neutralColor->g,graphics->neutralColor->r);
 
- 					else
 
- 						SDL_PutPixelWithoutRefresh(flObjs[pos.z],maplgp.x+ii,maplgp.y+jj,graphics->playerColors[oo[v]->getOwner()].b,
 
- 							graphics->playerColors[oo[v]->getOwner()].g,graphics->playerColors[oo[v]->getOwner()].r);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	//flaggable objects drawn
 
- }
 
- void CMinimapSurfacesRef::showVisibleTiles(int level)
 
- {
 
- 	int3 mapSizes = LOCPLINT->cb->getMapSize();
 
- 	for(int d=0; d<CGI->mh->map->twoLevel+1; ++d)
 
- 	{
 
- 		if(level>=0 && d!=level)
 
- 			continue;
 
- 		for(int x=0; x<mapSizes.x; ++x)
 
- 		{
 
- 			for(int y=0; y<mapSizes.y; ++y)
 
- 			{
 
- 				if(LOCPLINT->cb->isVisible(int3(x, y, d)))
 
- 				{
 
- 					adventureInt->minimap.showTile(int3(x, y, d));
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CMinimap::hideTile(const int3 &pos)
 
- {
 
- 	const int player = adventureInt->player;
 
- 	std::vector<SDL_Surface*> &map = surfs[player].map();
 
- 	std::vector<SDL_Surface*> &FoW = surfs[player].FoW();
 
- 	int3 mapSizes = LOCPLINT->cb->getMapSize();
 
- 	//drawing terrain
 
- 	int mw = map[0]->w, mh = map[0]->h;
 
- 	double wo = ((double)mw)/mapSizes.x, ho = ((double)mh)/mapSizes.y;
 
- 	for (int ii=0; ii<wo; ii++)
 
- 	{
 
- 		for (int jj=0; jj<ho; jj++)
 
- 		{
 
- 			if ((pos.x*wo+ii<this->pos.w) && (pos.y*ho+jj<this->pos.h))
 
- 				CSDL_Ext::SDL_PutPixelWithoutRefresh(FoW[pos.z],pos.x*wo+ii,pos.y*ho+jj,0,0,0,0);
 
- 		}
 
- 	}
 
- }
 
- CTerrainRect::CTerrainRect()
 
- 	:curHoveredTile(-1,-1,-1), currentPath(NULL)
 
- {
 
- 	tilesw=(ADVOPT.advmapW+31)/32;
 
- 	tilesh=(ADVOPT.advmapH+31)/32;
 
- 	pos.x=ADVOPT.advmapX;
 
- 	pos.y=ADVOPT.advmapY;
 
- 	pos.w=ADVOPT.advmapW;
 
- 	pos.h=ADVOPT.advmapH;
 
- 	moveX = moveY = 0;
 
- }
 
- CTerrainRect::~CTerrainRect()
 
- {
 
- }
 
- void CTerrainRect::activate()
 
- {
 
- 	activateLClick();
 
- 	activateRClick();
 
- 	activateHover();
 
- 	activateMouseMove();
 
- }
 
- void CTerrainRect::deactivate()
 
- {
 
- 	deactivateLClick();
 
- 	deactivateRClick();
 
- 	deactivateHover();
 
- 	deactivateMouseMove();
 
- 	curHoveredTile = int3(-1,-1,-1); //we lost info about hovered tile when disabling
 
- }
 
- void CTerrainRect::clickLeft(tribool down, bool previousState)
 
- {
 
- 	if ((down==false) || indeterminate(down))
 
- 		return;
 
- 	int3 mp = whichTileIsIt();
 
- 	if (mp.x<0 || mp.y<0 || mp.x >= LOCPLINT->cb->getMapSize().x || mp.y >= LOCPLINT->cb->getMapSize().y)
 
- 		return;
 
- 	adventureInt->tileLClicked(mp);
 
- }
 
- void CTerrainRect::clickRight(tribool down, bool previousState)
 
- {
 
- 	int3 mp = whichTileIsIt();
 
- 	if (CGI->mh->map->isInTheMap(mp) && down)
 
- 		adventureInt->tileRClicked(mp);
 
- }
 
- void CTerrainRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
 
- {
 
- 	int3 tHovered = whichTileIsIt(sEvent.x,sEvent.y);
 
- 	int3 pom = adventureInt->verifyPos(tHovered);
 
- 	if(tHovered != pom) //tile outside the map
 
- 	{
 
- 		CCS->curh->changeGraphic(0, 0);
 
- 		return;
 
- 	}
 
- 	if (pom != curHoveredTile)
 
- 		curHoveredTile=pom;
 
- 	else
 
- 		return;
 
- 	adventureInt->tileHovered(curHoveredTile);
 
- }
 
- void CTerrainRect::hover(bool on)
 
- {
 
- 	if (!on)
 
- 	{
 
- 		adventureInt->statusbar.clear();
 
- 		CCS->curh->changeGraphic(0,0);
 
- 	}
 
- 	//Hoverable::hover(on);
 
- }
 
- void CTerrainRect::showPath(const SDL_Rect * extRect, SDL_Surface * to)
 
- {
 
- 	const static int pns[9][9] = {
 
- 				{16, 17, 18,  7, -1, 19,  6,  5, -1},
 
- 				{ 8,  9, 18,  7, -1, 19,  6, -1, 20},
 
- 				{ 8,  1, 10,  7, -1, 19, -1, 21, 20},
 
- 				{24, 17, 18, 15, -1, -1,  6,  5,  4},
 
- 				{-1, -1, -1, -1, -1, -1, -1, -1, -1},
 
- 				{ 8,  1,  2, -1, -1, 11, 22, 21, 20},
 
- 				{24, 17, -1, 23, -1,  3, 14,  5,  4},
 
- 				{24, -1,  2, 23, -1,  3, 22, 13,  4},
 
- 				{-1,  1,  2, 23, -1,  3, 22, 21, 12}
 
- 			}; //table of magic values TODO meaning, change variable name
 
- 	for (size_t i=0; i < currentPath->nodes.size()-1; ++i)
 
- 	{
 
- 		const int3 &curPos = currentPath->nodes[i].coord, &nextPos = currentPath->nodes[i+1].coord;
 
- 		if(curPos.z != adventureInt->position.z)
 
- 			continue;
 
- 		int pn=-1;//number of picture
 
- 		if (i==0) //last tile
 
- 		{
 
- 			int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
 
- 				y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
 
- 			if (x<0 || y<0 || x>pos.w || y>pos.h)
 
- 				continue;
 
- 			pn=0;
 
- 		}
 
- 		else
 
- 		{
 
- 			const int3 &prevPos = currentPath->nodes[i-1].coord;
 
- 			std::vector<CGPathNode> & cv = currentPath->nodes;
 
- 			/* Vector directions
 
- 			 *  0   1   2
 
- 			 *    \ | /
 
- 			 *  3 - 4 - 5
 
- 			 *    / | \
 
- 			 *  6   7  8
 
- 			 *For example:
 
- 			 *  |
 
- 			 *  |__\
 
- 			 *     /
 
- 			 * is id1=7, id2=5 (pns[7][5])
 
- 			*/
 
- 			bool pathContinuous = curPos.areNeighbours(nextPos) && curPos.areNeighbours(prevPos);
 
- 			if(pathContinuous && cv[i].land == cv[i+1].land)
 
- 			{
 
- 				int id1=(curPos.x-nextPos.x+1)+3*(curPos.y-nextPos.y+1);   //Direction of entering vector
 
- 				int id2=(cv[i-1].coord.x-curPos.x+1)+3*(cv[i-1].coord.y-curPos.y+1); //Direction of exiting vector
 
- 				pn=pns[id1][id2];
 
- 			}
 
- 			else //path discontinuity or sea/land transition (eg. when moving through Subterranean Gate or Boat)
 
- 			{
 
- 				pn = 0;
 
- 			}
 
- 		}
 
- 		if (currentPath->nodes[i].turns)
 
- 			pn+=25;
 
- 		if (pn>=0)
 
- 		{
 
- 			CDefEssential * arrows = graphics->heroMoveArrows;
 
- 			int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
 
- 				y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
 
- 			if (x<0 || y<0 || x>pos.w || y>pos.h)
 
- 				continue;
 
- 			int hvx = (x+arrows->ourImages[pn].bitmap->w)-(pos.x+pos.w),
 
- 				hvy = (y+arrows->ourImages[pn].bitmap->h)-(pos.y+pos.h);
 
- 			SDL_Rect prevClip;
 
- 			SDL_GetClipRect(to, &prevClip);
 
- 			SDL_SetClipRect(to, extRect); //preventing blitting outside of that rect
 
- 			if(ADVOPT.smoothMove) //version for smooth hero move, with pos shifts
 
- 			{
 
- 				if (hvx<0 && hvy<0)
 
- 				{
 
- 					Rect dstRect = genRect(32, 32, x + moveX, y + moveY);
 
- 					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, NULL, to, &dstRect);
 
- 				}
 
- 				else if(hvx<0)
 
- 				{
 
- 					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
 
- 					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x + moveX, y + moveY);
 
- 					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
 
- 				}
 
- 				else if (hvy<0)
 
- 				{
 
- 					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
 
- 					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);
 
- 					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
 
- 				}
 
- 				else
 
- 				{
 
- 					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
 
- 					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);
 
- 					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
 
- 				}
 
- 			}
 
- 			else //standard version
 
- 			{
 
- 				if (hvx<0 && hvy<0)
 
- 				{
 
- 					Rect dstRect = genRect(32, 32, x, y);
 
- 					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, NULL, to, &dstRect);
 
- 				}
 
- 				else if(hvx<0)
 
- 				{
 
- 					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
 
- 					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x, y);
 
- 					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
 
- 				}
 
- 				else if (hvy<0)
 
- 				{
 
- 					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
 
- 					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x, y);
 
- 					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
 
- 				}
 
- 				else
 
- 				{
 
- 					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
 
- 					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x, y);
 
- 					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
 
- 				}
 
- 			}
 
- 			SDL_SetClipRect(to, &prevClip);
 
- 		}
 
- 	} //for (int i=0;i<currentPath->nodes.size()-1;i++)
 
- }
 
- void CTerrainRect::show(SDL_Surface * to)
 
- {
 
- 	if(ADVOPT.smoothMove)
 
- 		CGI->mh->terrainRect
 
- 			(adventureInt->position, adventureInt->anim,
 
- 			 &LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,
 
- 			 to, &pos, moveX, moveY, false, int3());
 
- 	else
 
- 		CGI->mh->terrainRect
 
- 			(adventureInt->position, adventureInt->anim,
 
- 			 &LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,
 
- 			 to, &pos, 0, 0, false, int3());
 
- 	//SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));
 
- 	//SDL_FreeSurface(teren);
 
- 	if (currentPath/* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path
 
- 	{
 
- 		showPath(&pos, to);
 
- 	}
 
- }
 
- int3 CTerrainRect::whichTileIsIt(const int & x, const int & y)
 
- {
 
- 	int3 ret;
 
- 	ret.x = adventureInt->position.x + ((GH.current->motion.x-CGI->mh->offsetX-pos.x)/32);
 
- 	ret.y = adventureInt->position.y + ((GH.current->motion.y-CGI->mh->offsetY-pos.y)/32);
 
- 	ret.z = adventureInt->position.z;
 
- 	return ret;
 
- }
 
- int3 CTerrainRect::whichTileIsIt()
 
- {
 
- 	return whichTileIsIt(GH.current->motion.x,GH.current->motion.y);
 
- }
 
- void CResDataBar::clickRight(tribool down, bool previousState)
 
- {
 
- }
 
- void CResDataBar::activate()
 
- {
 
- 	activateRClick();
 
- }
 
- void CResDataBar::deactivate()
 
- {
 
- 	deactivateRClick();
 
- }
 
- CResDataBar::CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist)
 
- {
 
- 	bg = BitmapHandler::loadBitmap(defname);
 
- 	SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
 
- 	graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
 
- 	pos = genRect(bg->h, bg->w, pos.x+x, pos.y+y);
 
- 	txtpos.resize(8);
 
- 	for (int i = 0; i < 8 ; i++)
 
- 	{
 
- 		txtpos[i].first = pos.x + offx + resdist*i;
 
- 		txtpos[i].second = pos.y + offy;
 
- 	}
 
- 	txtpos[7].first = txtpos[6].first + datedist;
 
- 	datetext =  CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
 
- 	+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
 
- }
 
- CResDataBar::CResDataBar()
 
- {
 
- 	bg = BitmapHandler::loadBitmap(ADVOPT.resdatabarG);
 
- 	SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
 
- 	graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
 
- 	pos = genRect(bg->h,bg->w,ADVOPT.resdatabarX,ADVOPT.resdatabarY);
 
- 	txtpos.resize(8);
 
- 	for (int i = 0; i < 8 ; i++)
 
- 	{
 
- 		txtpos[i].first = pos.x + ADVOPT.resOffsetX + ADVOPT.resDist*i;
 
- 		txtpos[i].second = pos.y + ADVOPT.resOffsetY;
 
- 	}
 
- 	txtpos[7].first = txtpos[6].first + ADVOPT.resDateDist;
 
- 	datetext =  CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
 
- 				+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
 
- }
 
- CResDataBar::~CResDataBar()
 
- {
 
- 	SDL_FreeSurface(bg);
 
- }
 
- void CResDataBar::draw(SDL_Surface * to)
 
- {
 
- 	blitAt(bg,pos.x,pos.y,to);
 
- 	char * buf = new char[15];
 
- 	for (int i=0;i<7;i++)
 
- 	{
 
- 		SDL_itoa(LOCPLINT->cb->getResourceAmount(i),buf,10);
 
- 		printAt(buf,txtpos[i].first,txtpos[i].second,FONT_SMALL,Colors::Cornsilk,to);
 
- 	}
 
- 	std::vector<std::string> temp;
 
- 	SDL_itoa(LOCPLINT->cb->getDate(3),buf,10); temp+=std::string(buf);
 
- 	SDL_itoa(LOCPLINT->cb->getDate(2),buf,10); temp+=std::string(buf);
 
- 	SDL_itoa(LOCPLINT->cb->getDate(1),buf,10); temp+=std::string(buf);
 
- 	printAt(processStr(datetext,temp),txtpos[7].first,txtpos[7].second,FONT_SMALL,Colors::Cornsilk,to);
 
- 	temp.clear();
 
- 	//updateRect(&pos,screen);
 
- 	delete[] buf;
 
- }
 
- void CResDataBar::show(SDL_Surface * to)
 
- {
 
- }
 
- void CResDataBar::showAll(SDL_Surface * to)
 
- {
 
- 	draw(to);
 
- }
 
- CInfoBar::CInfoBar()
 
- {
 
- 	toNextTick = pom = -1;
 
- 	mode = NOTHING;
 
- 	pos.x=ADVOPT.infoboxX;
 
- 	pos.y=ADVOPT.infoboxY;
 
- 	pos.w=194;
 
- 	pos.h=186;
 
- 	day = CDefHandler::giveDef("NEWDAY.DEF");
 
- 	week1 = CDefHandler::giveDef("NEWWEEK1.DEF");
 
- 	week2 = CDefHandler::giveDef("NEWWEEK2.DEF");
 
- 	week3 = CDefHandler::giveDef("NEWWEEK3.DEF");
 
- 	week4 = CDefHandler::giveDef("NEWWEEK4.DEF");
 
- 	hourglass = CDefHandler::giveDef("HOURGLAS.DEF");
 
- 	hourglassSand = CDefHandler::giveDef("HOURSAND.DEF");
 
- 	selInfoWin = NULL;
 
- }
 
- CInfoBar::~CInfoBar()
 
- {
 
- 	delete day;
 
- 	delete week1;
 
- 	delete week2;
 
- 	delete week3;
 
- 	delete week4;
 
- 	if(selInfoWin)
 
- 		SDL_FreeSurface(selInfoWin);
 
- }
 
- void CInfoBar::showAll(SDL_Surface * to)
 
- {
 
- 	if (mode >= NEW_DAY  &&  mode <= NEW_WEEK4)
 
- 	{
 
- 		blitAnim(mode);
 
- 	}
 
- 	else if(mode == ENEMY_TURN)
 
- 	{
 
- 		CPicture bg("ADSTATOT.bmp");
 
- 		bg.convertToScreenBPP();
 
- 		CAnimImage ai("CREST58", enemyTurnInfo.color, 0, 20, 51);
 
- 		ai.showAll(&*bg);
 
- 		int hourglassFrame = enemyTurnInfo.progress * hourglass->ourImages.size();
 
- 		static int sandFrame = 0;
 
- 		vstd::amin(hourglassFrame, hourglass->ourImages.size()-1);
 
- 		blitAt(hourglassSand->ourImages[sandFrame++ % hourglassSand->ourImages.size()].bitmap, 99, 51, bg);
 
- 		blitAt(hourglass->ourImages[hourglassFrame].bitmap, 99, 51, bg);
 
- 		blitAtLoc(bg, 8, 11, to);
 
- 	}
 
- 	else if(selInfoWin)
 
- 	{
 
- 		blitAt(selInfoWin, pos.x, pos.y, to);
 
- 	}
 
- }
 
- CDefHandler * CInfoBar::getAnim(EMode mode)
 
- {
 
- 	switch(mode)
 
- 	{
 
- 	case NEW_DAY:
 
- 		return day;
 
- 	case NEW_WEEK1:
 
- 		return week1;
 
- 	case NEW_WEEK2:
 
- 		return week2;
 
- 	case NEW_WEEK3:
 
- 		return week3;
 
- 	case NEW_WEEK4:
 
- 		return week4;
 
- 	default:
 
- 		return NULL;
 
- 	}
 
- }
 
- void CInfoBar::blitAnim(EMode mode)//0 - day, 1 - week
 
- {
 
- 	CDefHandler * anim = NULL;
 
- 	std::ostringstream txt;
 
- 	anim = getAnim(mode);
 
- 	if(mode > NEW_DAY) //new week animation
 
- 	{
 
- 		txt << CGI->generaltexth->allTexts[63] << " " << LOCPLINT->cb->getDate(2);
 
- 	}
 
- 	else if(mode == NEW_DAY) //new day
 
- 	{
 
- 		txt << CGI->generaltexth->allTexts[64] << " " << LOCPLINT->cb->getDate(1);
 
- 	}
 
- 	blitAt(anim->ourImages[pom].bitmap,pos.x+9,pos.y+10);
 
- 	printAtMiddle(txt.str(),pos.x+95,pos.y+31,FONT_MEDIUM,Colors::Cornsilk);
 
- 	if (pom == anim->ourImages.size()-1)
 
- 		toNextTick+=750;
 
- }
 
- void CInfoBar::newDay(int Day)
 
- {
 
- 	if(LOCPLINT->cb->getDate(1) != 1)
 
- 	{
 
- 		mode = NEW_DAY; //showing day
 
- 	}
 
- 	else
 
- 	{
 
- 		switch(LOCPLINT->cb->getDate(2))
 
- 		{
 
- 		case 1:
 
- 			mode = NEW_WEEK1;
 
- 			break;
 
- 		case 2:
 
- 			mode = NEW_WEEK2;
 
- 			break;
 
- 		case 3:
 
- 			mode = NEW_WEEK3;
 
- 			break;
 
- 		case 4:
 
- 			mode = NEW_WEEK4;
 
- 			break;
 
- 		default:
 
- 			mode = NOTHING;
 
- 			break;
 
- 		}
 
- 	}
 
- 	pom = 0;
 
- 	if(!(active & TIME))
 
- 		activateTimer();
 
- 	toNextTick = 500;
 
- 	blitAnim(mode);
 
- }
 
- void CInfoBar::showComp(const CComponent * comp, int time/*=5000*/)
 
- {
 
- 	if(comp->type != CComponent::hero)
 
- 	{
 
- 		curSel = NULL;
 
- 	}
 
- 	SDL_Surface * b = BitmapHandler::loadBitmap("ADSTATOT.bmp");
 
- 	blitAt(b,pos.x+8,pos.y+11);
 
- 	CComponent* tempComp = (CComponent*)comp; //evil. TODO: remove need to move component
 
- 	tempComp->moveTo(Point(pos.x+52, pos.y+54));
 
- 	tempComp->showAll(screen);
 
- 	printAtMiddle(comp->subtitle,pos.x+91,pos.y+158,FONT_SMALL,Colors::Cornsilk);
 
- 	printAtMiddleWB(comp->description,pos.x+94,pos.y+31,FONT_SMALL,26,Colors::Cornsilk);
 
- 	SDL_FreeSurface(b);
 
- 	if(!(active & TIME))
 
- 		activateTimer();
 
- 	mode = SHOW_COMPONENT;
 
- 	toNextTick = time;
 
- }
 
- void CInfoBar::tick()
 
- {
 
- 	if(mode >= NEW_DAY  &&  mode <= NEW_WEEK4) //animation
 
- 	{
 
- 		pom++;
 
- 		if (pom >= getAnim(mode)->ourImages.size())
 
- 		{
 
- 			deactivateTimer();
 
- 			toNextTick = -1;
 
- 			mode = NOTHING;
 
- 		}
 
- 		toNextTick = 150;
 
- 	}
 
- 	else if(mode == SHOW_COMPONENT)
 
- 	{
 
- 		deactivateTimer();
 
- 		toNextTick = -1;
 
- 		mode = NOTHING;
 
- 	}
 
- 	if(adventureInt == GH.topInt())
 
- 		redraw();
 
- }
 
- void CInfoBar::show(SDL_Surface * to)
 
- {
 
- }
 
- void CInfoBar::activate()
 
- {
 
- 	//CIntObject::activate();
 
- }
 
- void CInfoBar::deactivate()
 
- {
 
- 	//CIntObject::deactivate();
 
- 	if(active & TIME)
 
- 		deactivateTimer();
 
- 	toNextTick = -1;
 
- 	mode = NOTHING;
 
- }
 
- void CInfoBar::updateSelection(const CGObjectInstance *obj)
 
- {
 
- 	if(obj->ID == GameConstants::HEROI_TYPE)
 
- 		curSel = static_cast<const CGHeroInstance*>(obj);
 
- 	else
 
- 		curSel = NULL;
 
- 	if(selInfoWin)
 
- 		SDL_FreeSurface(selInfoWin);
 
- 	selInfoWin = LOCPLINT->infoWin(obj);
 
- }
 
- void CInfoBar::enemyTurn(ui8 color, double progress)
 
- {
 
- 	mode = ENEMY_TURN;
 
- 	enemyTurnInfo.color = color;
 
- 	enemyTurnInfo.progress = progress;
 
- 	redraw();
 
- 	if(!(active & TIME))
 
- 		activateTimer();
 
- 	toNextTick = 250;
 
- }
 
- CAdvMapInt::CAdvMapInt()
 
- :statusbar(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG),
 
- kingOverview(CGI->generaltexth->zelp[293].first,CGI->generaltexth->zelp[293].second,
 
- 			 boost::bind(&CAdvMapInt::fshowOverview,this),&ADVOPT.kingOverview, SDLK_k),
 
- underground(CGI->generaltexth->zelp[294].first,CGI->generaltexth->zelp[294].second,
 
- 			boost::bind(&CAdvMapInt::fswitchLevel,this),&ADVOPT.underground, SDLK_u),
 
- questlog(CGI->generaltexth->zelp[295].first,CGI->generaltexth->zelp[295].second,
 
- 		 boost::bind(&CAdvMapInt::fshowQuestlog,this),&ADVOPT.questlog, SDLK_q),
 
- sleepWake(CGI->generaltexth->zelp[296].first,CGI->generaltexth->zelp[296].second,
 
- 		  boost::bind(&CAdvMapInt::fsleepWake,this), &ADVOPT.sleepWake, SDLK_w),
 
- moveHero(CGI->generaltexth->zelp[297].first,CGI->generaltexth->zelp[297].second,
 
- 		  boost::bind(&CAdvMapInt::fmoveHero,this), &ADVOPT.moveHero, SDLK_m),
 
- spellbook(CGI->generaltexth->zelp[298].first,CGI->generaltexth->zelp[298].second,
 
- 		  boost::bind(&CAdvMapInt::fshowSpellbok,this), &ADVOPT.spellbook, SDLK_c),
 
- advOptions(CGI->generaltexth->zelp[299].first,CGI->generaltexth->zelp[299].second,
 
- 		  boost::bind(&CAdvMapInt::fadventureOPtions,this), &ADVOPT.advOptions, SDLK_a),
 
- sysOptions(CGI->generaltexth->zelp[300].first,CGI->generaltexth->zelp[300].second,
 
- 		  boost::bind(&CAdvMapInt::fsystemOptions,this), &ADVOPT.sysOptions, SDLK_o),
 
- nextHero(CGI->generaltexth->zelp[301].first,CGI->generaltexth->zelp[301].second,
 
- 		  boost::bind(&CAdvMapInt::fnextHero,this), &ADVOPT.nextHero, SDLK_h),
 
- endTurn(CGI->generaltexth->zelp[302].first,CGI->generaltexth->zelp[302].second,
 
- 		  boost::bind(&CAdvMapInt::fendTurn,this), &ADVOPT.endTurn, SDLK_e),
 
- heroList(ADVOPT.hlistSize),
 
- townList(ADVOPT.tlistSize,ADVOPT.tlistX,ADVOPT.tlistY,ADVOPT.tlistAU,ADVOPT.tlistAD)//(5,&genRect(192,48,747,196),747,196,747,372),
 
- {
 
- 	duringAITurn = false;
 
- 	state = NA;
 
- 	spellBeingCasted = NULL;
 
- 	pos.x = pos.y = 0;
 
- 	pos.w = screen->w;
 
- 	pos.h = screen->h;
 
- 	selection = NULL;
 
- 	townList.fun = boost::bind(&CAdvMapInt::selectionChanged,this);
 
- 	adventureInt=this;
 
- 	bg = BitmapHandler::loadBitmap(ADVOPT.mainGraphic);
 
- 	scrollingDir = 0;
 
- 	updateScreen  = false;
 
- 	anim=0;
 
- 	animValHitCount=0; //animation frame
 
- 	heroAnim=0;
 
- 	heroAnimValHitCount=0; // hero animation frame
 
- 	heroList.init();
 
- 	heroList.genList();
 
- 	//townList.init();
 
- 	//townList.genList();
 
- 	for (int g=0; g<ADVOPT.gemG.size(); ++g)
 
- 	{
 
- 		gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[g]));
 
- 	}
 
- 	setPlayer(LOCPLINT->playerID);
 
- 	underground.block(!CGI->mh->map->twoLevel);
 
- }
 
- CAdvMapInt::~CAdvMapInt()
 
- {
 
- 	SDL_FreeSurface(bg);
 
- 	for(int i=0; i<gems.size(); i++)
 
- 		delete gems[i];
 
- }
 
- void CAdvMapInt::fshowOverview()
 
- {
 
- 	GH.pushInt(new CKingdomInterface);
 
- }
 
- void CAdvMapInt::fswitchLevel()
 
- {
 
- 	if(!CGI->mh->map->twoLevel)
 
- 		return;
 
- 	if (position.z)
 
- 	{
 
- 		position.z--;
 
- 		underground.setIndex(0,true);
 
- 		underground.showAll(screenBuf);
 
- 	}
 
- 	else
 
- 	{
 
- 		underground.setIndex(1,true);
 
- 		position.z++;
 
- 		underground.showAll(screenBuf);
 
- 	}
 
- 	updateScreen = true;
 
- 	minimap.draw(screenBuf);
 
- }
 
- void CAdvMapInt::fshowQuestlog()
 
- {
 
- }
 
- void CAdvMapInt::fsleepWake()
 
- {
 
- 	const CGHeroInstance *h = curHero();
 
- 	if (!h)
 
- 		return;
 
- 	bool newSleep = !isHeroSleeping(h);
 
- 	setHeroSleeping(h, newSleep);
 
- 	updateSleepWake(h);
 
- 	if (newSleep)
 
- 	{
 
- 		fnextHero();
 
- 		//moveHero.block(true);
 
- 		//uncomment to enable original HoMM3 behaviour:
 
- 		//move button is disabled for hero going to sleep, even though it's enabled when you reselect him
 
- 	}
 
- }
 
- void CAdvMapInt::fmoveHero()
 
- {
 
- 	const CGHeroInstance *h = curHero();
 
- 	if (!h || !terrain.currentPath)
 
- 		return;
 
- 	LOCPLINT->moveHero(h, *terrain.currentPath);
 
- }
 
- void CAdvMapInt::fshowSpellbok()
 
- {
 
- 	if (!curHero()) //checking necessary values
 
- 		return;
 
- 	centerOn(selection);
 
- 	CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), curHero(), LOCPLINT, false);
 
- 	GH.pushInt(spellWindow);
 
- }
 
- void CAdvMapInt::fadventureOPtions()
 
- {
 
- 	GH.pushInt(new CAdventureOptions);
 
- }
 
- void CAdvMapInt::fsystemOptions()
 
- {
 
- 	CSystemOptionsWindow * sysopWindow = new CSystemOptionsWindow(Rect::createCentered(487, 481), LOCPLINT);
 
- 	GH.pushInt(sysopWindow);
 
- }
 
- void CAdvMapInt::fnextHero()
 
- {
 
- 	int next = getNextHeroIndex(heroList.selected);
 
- 	if (next < 0)
 
- 		return;
 
- 	heroList.select(next);
 
- }
 
- void CAdvMapInt::fendTurn()
 
- {
 
- 	if(!LOCPLINT->makingTurn)
 
- 		return;
 
- 	if ( settings["adventure"]["heroReminder"].Bool())
 
- 	{
 
- 		for (int i = 0; i < LOCPLINT->wanderingHeroes.size(); i++)
 
- 			if (!isHeroSleeping(LOCPLINT->wanderingHeroes[i]) && (LOCPLINT->wanderingHeroes[i]->movement > 0))
 
- 			{
 
- 				LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[55], boost::bind(&CAdvMapInt::endingTurn, this), 0, false);
 
- 				return;
 
- 			}
 
- 	}
 
- 	endingTurn();
 
- }
 
- void CAdvMapInt::updateSleepWake(const CGHeroInstance *h)
 
- {
 
- 	sleepWake.block(!h);
 
- 	if (!h)
 
- 		return;
 
- 	bool state = isHeroSleeping(h);
 
- 	sleepWake.setIndex(state ? 1 : 0, true);
 
- 	sleepWake.assignedKeys.clear();
 
- 	sleepWake.assignedKeys.insert(state ? SDLK_w : SDLK_z);
 
- 	sleepWake.update();
 
- }
 
- void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath)
 
- {
 
- 	//default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately
 
- 	if (hasPath == tribool::indeterminate_value)
 
- 		 hasPath = LOCPLINT->paths[h].nodes.size() ? true : false;
 
- 	if (!h)
 
- 	{
 
- 		moveHero.block(true);
 
- 		return;
 
- 	}
 
- 	moveHero.block(!hasPath || (h->movement == 0));
 
- }
 
- int CAdvMapInt::getNextHeroIndex(int startIndex)
 
- {
 
- 	if (LOCPLINT->wanderingHeroes.size() == 0)
 
- 		return -1;
 
- 	if (startIndex < 0)
 
- 		startIndex = 0;
 
- 	int i = startIndex;
 
- 	do
 
- 	{
 
- 		i++;
 
- 		if (i >= LOCPLINT->wanderingHeroes.size())
 
- 			i = 0;
 
- 	}
 
- 	while (((LOCPLINT->wanderingHeroes[i]->movement == 0) || isHeroSleeping(LOCPLINT->wanderingHeroes[i])) && (i != startIndex));
 
- 	if ((LOCPLINT->wanderingHeroes[i]->movement != 0) && !isHeroSleeping(LOCPLINT->wanderingHeroes[i]))
 
- 		return i;
 
- 	else
 
- 		return -1;
 
- }
 
- void CAdvMapInt::updateNextHero(const CGHeroInstance *h)
 
- {
 
- 	int start = heroList.getPosOfHero(h);
 
- 	int next = getNextHeroIndex(start);
 
- 	if (next < 0)
 
- 	{
 
- 		nextHero.block(true);
 
- 		return;
 
- 	}
 
- 	const CGHeroInstance *nextH = LOCPLINT->wanderingHeroes[next];
 
- 	bool noActiveHeroes = (next == start) && ((nextH->movement == 0) || isHeroSleeping(nextH));
 
- 	nextHero.block(noActiveHeroes);
 
- }
 
- void CAdvMapInt::activate()
 
- {
 
- 	if(isActive())
 
- 	{
 
- 		tlog1 << "Error: advmapint already active...\n";
 
- 		return;
 
- 	}
 
- 	active |= GENERAL;
 
- 	screenBuf = screen;
 
- 	GH.statusbar = &statusbar;
 
- 	if(!duringAITurn)
 
- 	{
 
- 		//assert(selection);
 
- 		activateMouseMove();
 
- 		kingOverview.activate();
 
- 		underground.activate();
 
- 		questlog.activate();
 
- 		sleepWake.activate();
 
- 		moveHero.activate();
 
- 		spellbook.activate();
 
- 		sysOptions.activate();
 
- 		advOptions.activate();
 
- 		nextHero.activate();
 
- 		endTurn.activate();
 
- 		minimap.activate();
 
- 		heroList.activate();
 
- 		townList.activate();
 
- 		terrain.activate();
 
- 		infoBar.activate();
 
- 		if(!LOCPLINT->cingconsole->active)
 
- 			LOCPLINT->cingconsole->activate();
 
- 		GH.fakeMouseMove(); //to restore the cursor
 
- 	}
 
- }
 
- void CAdvMapInt::deactivate()
 
- {
 
- 	active &= ~GENERAL;
 
- 	if(!duringAITurn)
 
- 	{
 
- 		deactivateMouseMove();
 
- 		scrollingDir = 0;
 
- 		CCS->curh->changeGraphic(0,0);
 
- 		kingOverview.deactivate();
 
- 		underground.deactivate();
 
- 		questlog.deactivate();
 
- 		sleepWake.deactivate();
 
- 		moveHero.deactivate();
 
- 		spellbook.deactivate();
 
- 		advOptions.deactivate();
 
- 		sysOptions.deactivate();
 
- 		nextHero.deactivate();
 
- 		endTurn.deactivate();
 
- 		minimap.deactivate();
 
- 		heroList.deactivate();
 
- 		townList.deactivate();
 
- 		terrain.deactivate();
 
- 		infoBar.deactivate();
 
- 		if(LOCPLINT->cingconsole->active) //TODO
 
- 			LOCPLINT->cingconsole->deactivate();
 
- 	}
 
- }
 
- void CAdvMapInt::showAll(SDL_Surface * to)
 
- {
 
- 	blitAt(bg,0,0,to);
 
- 	if(state != INGAME)
 
- 		return;
 
- 	kingOverview.showAll(to);
 
- 	underground.showAll(to);
 
- 	questlog.showAll(to);
 
- 	sleepWake.showAll(to);
 
- 	moveHero.showAll(to);
 
- 	spellbook.showAll(to);
 
- 	advOptions.showAll(to);
 
- 	sysOptions.showAll(to);
 
- 	nextHero.showAll(to);
 
- 	endTurn.showAll(to);
 
- 	minimap.draw(to);
 
- 	heroList.draw(to);
 
- 	townList.draw(to);
 
- 	updateScreen = true;
 
- 	show(to);
 
- 	resdatabar.draw(to);
 
- 	statusbar.show(to);
 
- 	infoBar.showAll(to);
 
- 	LOCPLINT->cingconsole->show(to);
 
- }
 
- bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero)
 
- {
 
- 	if (!hero)
 
- 		return false;
 
- 	return vstd::contains(LOCPLINT->sleepingHeroes, hero);
 
- }
 
- void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep)
 
- {
 
- 	if (sleep)
 
- 		LOCPLINT->sleepingHeroes += hero;
 
- 	else
 
- 		LOCPLINT->sleepingHeroes -= hero;
 
- 	updateNextHero(NULL);
 
- }
 
- void CAdvMapInt::show(SDL_Surface * to)
 
- {
 
- 	if(state != INGAME)
 
- 		return;
 
- 	++animValHitCount; //for animations
 
- 	if(animValHitCount == 8)
 
- 	{
 
- 		CGI->mh->updateWater();
 
- 		animValHitCount = 0;
 
- 		++anim;
 
- 		updateScreen = true;
 
- 	}
 
- 	++heroAnim;
 
- 	int scrollSpeed = settings["adventure"]["scrollSpeed"].Float();
 
- 	//if advmap needs updating AND (no dialog is shown OR ctrl is pressed)
 
- 	if((animValHitCount % (4/scrollSpeed)) == 0
 
- 		&&  (
 
- 			(GH.topInt() == this)
 
- 			|| SDL_GetKeyState(NULL)[SDLK_LCTRL]
 
- 			|| SDL_GetKeyState(NULL)[SDLK_RCTRL]
 
- )
 
- 	)
 
- 	{
 
- 		if( (scrollingDir & LEFT)   &&  (position.x>-CGI->mh->frameW) )
 
- 			position.x--;
 
- 		if( (scrollingDir & RIGHT)  &&  (position.x   <   CGI->mh->map->width - CGI->mh->tilesW + CGI->mh->frameW) )
 
- 			position.x++;
 
- 		if( (scrollingDir & UP)  &&  (position.y>-CGI->mh->frameH) )
 
- 			position.y--;
 
- 		if( (scrollingDir & DOWN)  &&  (position.y  <  CGI->mh->map->height - CGI->mh->tilesH + CGI->mh->frameH) )
 
- 			position.y++;
 
- 		if(scrollingDir)
 
- 		{
 
- 			updateScreen = true;
 
- 			updateMinimap=true;
 
- 		}
 
- 	}
 
- 	if(updateScreen)
 
- 	{
 
- 		terrain.show(to);
 
- 		for(int i=0;i<4;i++)
 
- 			blitAt(gems[i]->ourImages[LOCPLINT->playerID].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);
 
- 		updateScreen=false;
 
- 		LOCPLINT->cingconsole->show(to);
 
- 	}
 
- 	if (updateMinimap)
 
- 	{
 
- 		minimap.draw(to);
 
- 		updateMinimap=false;
 
- 	}
 
- }
 
- void CAdvMapInt::selectionChanged()
 
- {
 
- 	const CGTownInstance *to = LOCPLINT->towns[townList.selected];
 
- 	select(to);
 
- }
 
- void CAdvMapInt::centerOn(int3 on)
 
- {
 
- 	on.x -= CGI->mh->frameW;
 
- 	on.y -= CGI->mh->frameH;
 
- 	on = LOCPLINT->repairScreenPos(on);
 
- 	adventureInt->position = on;
 
- 	adventureInt->updateScreen=true;
 
- 	updateMinimap=true;
 
- 	underground.setIndex(on.z,true); //change underground switch button image
 
- 	if(GH.topInt() == this)
 
- 		underground.redraw();
 
- }
 
- void CAdvMapInt::centerOn(const CGObjectInstance *obj)
 
- {
 
- 	centerOn(obj->getSightCenter());
 
- }
 
- void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
 
- {
 
- 	ui8 Dir = 0;
 
- 	int k = key.keysym.sym;
 
- 	const CGHeroInstance *h = curHero(); //selected hero
 
- 	const CGTownInstance *t = curTown(); //selected town
 
- 	switch(k)
 
- 	{
 
- 	case SDLK_g:
 
- 		if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)
 
- 			return;
 
- 		{
 
- 			//find first town with tavern
 
- 			auto itr = range::find_if(LOCPLINT->towns, boost::bind(&CGTownInstance::hasBuilt, _1, EBuilding::TAVERN));
 
- 			if(itr != LOCPLINT->towns.end())
 
- 				LOCPLINT->showThievesGuildWindow(*itr);
 
- 			else
 
- 				LOCPLINT->showInfoDialog("No available town with tavern!");
 
- 		}
 
- 		return;
 
- 	case SDLK_i:
 
- 		if(isActive())
 
- 			CAdventureOptions::showScenarioInfo();
 
- 		return;
 
- 	case SDLK_l:
 
- 		if(isActive())
 
- 			LOCPLINT->proposeLoadingGame();
 
- 		return;
 
- 	case SDLK_s:
 
- 		if(isActive())
 
- 			GH.pushInt(new CSavingScreen(CPlayerInterface::howManyPeople > 1));
 
- 		return;
 
- 	case SDLK_d:
 
- 		{
 
- 			if(h && isActive() && key.state == SDL_PRESSED)
 
- 				LOCPLINT->tryDiggging(h);
 
- 			return;
 
- 		}
 
- 	case SDLK_p:
 
- 		if(isActive())
 
- 			LOCPLINT->showPuzzleMap();
 
- 		return;
 
- 	case SDLK_r:
 
- 		if(isActive() && LOCPLINT->ctrlPressed())
 
- 		{
 
- 			LOCPLINT->showYesNoDialog("Are you sure you want to restart game?",
 
- 				[]{ LOCPLINT->sendCustomEvent(RESTART_GAME); },
 
- 				[]{}, true);
 
- 		}
 
- 		return;
 
- 	case SDLK_SPACE: //space - try to revisit current object with selected hero
 
- 		{
 
- 			if(!isActive())
 
- 				return;
 
- 			if(h && key.state == SDL_PRESSED)
 
- 			{
 
- 				auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
 
- 				LOCPLINT->cb->moveHero(h,h->pos);
 
- 			}
 
- 		}
 
- 		return;
 
- 	case SDLK_RETURN:
 
- 		{
 
- 			if(!isActive() || !selection || key.state != SDL_PRESSED)
 
- 				return;
 
- 			if(h)
 
- 				LOCPLINT->openHeroWindow(h);
 
- 			else if(t)
 
- 				LOCPLINT->openTownWindow(t);
 
- 			return;
 
- 		}
 
- 	case SDLK_ESCAPE:
 
- 		{
 
- 			if(isActive() || GH.topInt() != this || !spellBeingCasted || key.state != SDL_PRESSED)
 
- 				return;
 
- 			leaveCastingMode();
 
- 			return;
 
- 		}
 
- 	case SDLK_t:
 
- 		{
 
- 			//act on key down if marketplace windows is not already opened
 
- 			if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)
 
- 				return;
 
- 			if(LOCPLINT->ctrlPressed()) //CTRL + T => open marketplace
 
- 			{
 
- 				//check if we have any marketplace
 
- 				const CGTownInstance *townWithMarket = NULL;
 
- 				BOOST_FOREACH(const CGTownInstance *t, LOCPLINT->cb->getTownsInfo())
 
- 				{
 
- 					if(vstd::contains(t->builtBuildings, 14))
 
- 					{
 
- 						townWithMarket = t;
 
- 						break;
 
- 					}
 
- 				}
 
- 				if(townWithMarket) //if any town has marketplace, open window
 
- 					GH.pushInt(new CMarketplaceWindow(townWithMarket));
 
- 				else //if not - complain
 
- 					LOCPLINT->showInfoDialog("No available marketplace!");
 
- 			}
 
- 			else if(isActive()) //no ctrl, advmapint is on the top => switch to town
 
- 			{
 
- 				townList.selectNext();
 
- 			}
 
- 			return;
 
- 		}
 
- 	default:
 
- 		{
 
- 			static const int3 directions[] = {  int3(-1, +1, 0), int3(0, +1, 0), int3(+1, +1, 0),
 
- 												int3(-1, 0, 0),  int3(0, 0, 0),  int3(+1, 0, 0),
 
- 												int3(-1, -1, 0), int3(0, -1, 0), int3(+1, -1, 0) };
 
- 			//numpad arrow
 
- 			if(CGuiHandler::isArrowKey(SDLKey(k)))
 
- 			{
 
- 				switch(k)
 
- 				{
 
- 				case SDLK_UP:
 
- 					Dir = UP;
 
- 					break;
 
- 				case SDLK_LEFT:
 
- 					Dir = LEFT;
 
- 					break;
 
- 				case SDLK_RIGHT:
 
- 					Dir = RIGHT;
 
- 					break;
 
- 				case SDLK_DOWN:
 
- 					Dir = DOWN;
 
- 					break;
 
- 				}
 
- 				k = CGuiHandler::arrowToNum(SDLKey(k));
 
- 			}
 
- 			if(!isActive() || LOCPLINT->ctrlPressed())//ctrl makes arrow move screen, not hero
 
- 				break;
 
- 			k -= SDLK_KP0 + 1;
 
- 			if(k < 0 || k > 8 || key.state != SDL_PRESSED)
 
- 				return;
 
- 			if(!h)
 
- 				break;
 
- 			if(k == 4)
 
- 			{
 
- 				centerOn(h);
 
- 				return;
 
- 			}
 
- 			int3 dir = directions[k];
 
- 			CGPath &path = LOCPLINT->paths[h];
 
- 			terrain.currentPath = &path;
 
- 			if(!LOCPLINT->cb->getPath2(h->getPosition(false) + dir, path))
 
- 			{
 
- 				terrain.currentPath = NULL;
 
- 				return;
 
- 			}
 
- 			if(!path.nodes[0].turns)
 
- 			{
 
- 				LOCPLINT->moveHero(h, path);
 
- 			}
 
- 		}
 
- 		return;
 
- 	}
 
- 	if(Dir && key.state == SDL_PRESSED //arrow is pressed
 
- 		&& LOCPLINT->ctrlPressed()
 
- 	)
 
- 		scrollingDir |= Dir;
 
- 	else
 
- 		scrollingDir &= ~Dir;
 
- }
 
- void CAdvMapInt::handleRightClick(std::string text, tribool down)
 
- {
 
- 	if(down)
 
- 	{
 
- 		CRClickPopup::createAndPush(text);
 
- 	}
 
- }
 
- int3 CAdvMapInt::verifyPos(int3 ver)
 
- {
 
- 	if (ver.x<0)
 
- 		ver.x=0;
 
- 	if (ver.y<0)
 
- 		ver.y=0;
 
- 	if (ver.z<0)
 
- 		ver.z=0;
 
- 	if (ver.x>=CGI->mh->sizes.x)
 
- 		ver.x=CGI->mh->sizes.x-1;
 
- 	if (ver.y>=CGI->mh->sizes.y)
 
- 		ver.y=CGI->mh->sizes.y-1;
 
- 	if (ver.z>=CGI->mh->sizes.z)
 
- 		ver.z=CGI->mh->sizes.z-1;
 
- 	return ver;
 
- }
 
- void CAdvMapInt::select(const CArmedInstance *sel, bool centerView /*= true*/)
 
- {
 
- 	assert(sel);
 
- 	LOCPLINT->cb->setSelection(sel);
 
- 	selection = sel;
 
- 	if (LOCPLINT->battleInt == NULL)
 
- 		CCS->musich->playMusic(CCS->musich->terrainMusics[LOCPLINT->cb->getTile(sel->visitablePos())->tertype]);
 
- 	if(centerView)
 
- 		centerOn(sel);
 
- 	terrain.currentPath = NULL;
 
- 	if(sel->ID==GameConstants::TOWNI_TYPE)
 
- 	{
 
- 		int pos = vstd::find_pos(LOCPLINT->towns,sel);
 
- 		townList.selected = pos;
 
- 		townList.fixPos();
 
- 		updateSleepWake(NULL);
 
- 		updateMoveHero(NULL);
 
- 	}
 
- 	else //hero selected
 
- 	{
 
- 		const CGHeroInstance *h = static_cast<const CGHeroInstance*>(sel);
 
- 		if(LOCPLINT->getWHero(heroList.selected) != h)
 
- 		{
 
- 			heroList.selected = heroList.getPosOfHero(h);
 
- 			heroList.fixPos();
 
- 		}
 
- 		terrain.currentPath = LOCPLINT->getAndVerifyPath(h);
 
- 		updateSleepWake(h);
 
- 		updateMoveHero(h);
 
- 	}
 
- 	townList.draw(screen);
 
- 	heroList.draw(screen);
 
- 	infoBar.updateSelection(sel);
 
- 	infoBar.showAll(screen);
 
- }
 
- void CAdvMapInt::mouseMoved( const SDL_MouseMotionEvent & sEvent )
 
- {
 
- 	//adventure map scrolling with mouse
 
- 	if(!SDL_GetKeyState(NULL)[SDLK_LCTRL]  &&  isActive())
 
- 	{
 
- 		if(sEvent.x<15)
 
- 		{
 
- 			scrollingDir |= LEFT;
 
- 		}
 
- 		else
 
- 		{
 
- 			scrollingDir &= ~LEFT;
 
- 		}
 
- 		if(sEvent.x>screen->w-15)
 
- 		{
 
- 			scrollingDir |= RIGHT;
 
- 		}
 
- 		else
 
- 		{
 
- 			scrollingDir &= ~RIGHT;
 
- 		}
 
- 		if(sEvent.y<15)
 
- 		{
 
- 			scrollingDir |= UP;
 
- 		}
 
- 		else
 
- 		{
 
- 			scrollingDir &= ~UP;
 
- 		}
 
- 		if(sEvent.y>screen->h-15)
 
- 		{
 
- 			scrollingDir |= DOWN;
 
- 		}
 
- 		else
 
- 		{
 
- 			scrollingDir &= ~DOWN;
 
- 		}
 
- 	}
 
- }
 
- bool CAdvMapInt::isActive()
 
- {
 
- 	return active & ~CIntObject::KEYBOARD;
 
- }
 
- void CAdvMapInt::startHotSeatWait(int Player)
 
- {
 
- 	state = WAITING;
 
- }
 
- void CAdvMapInt::setPlayer(int Player)
 
- {
 
- 	player = Player;
 
- 	graphics->blueToPlayersAdv(bg,player);
 
- 	kingOverview.setPlayerColor(player);
 
- 	underground.setPlayerColor(player);
 
- 	questlog.setPlayerColor(player);
 
- 	sleepWake.setPlayerColor(player);
 
- 	moveHero.setPlayerColor(player);
 
- 	spellbook.setPlayerColor(player);
 
- 	sysOptions.setPlayerColor(player);
 
- 	advOptions.setPlayerColor(player);
 
- 	nextHero.setPlayerColor(player);
 
- 	endTurn.setPlayerColor(player);
 
- 	graphics->blueToPlayersAdv(resdatabar.bg,player);
 
- 	//heroList.updateHList();
 
- 	//townList.genList();
 
- }
 
- void CAdvMapInt::startTurn()
 
- {
 
- 	state = INGAME;
 
- 	if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID)
 
- 	{
 
- 		adjustActiveness(false);
 
- 	}
 
- }
 
- void CAdvMapInt::endingTurn()
 
- {
 
- 	if(LOCPLINT->cingconsole->active)
 
- 		LOCPLINT->cingconsole->deactivate();
 
- 	LOCPLINT->makingTurn = false;
 
- 	LOCPLINT->cb->endTurn();
 
- }
 
- void CAdvMapInt::tileLClicked(const int3 &mp)
 
- {
 
- 	if(!LOCPLINT->cb->isVisible(mp) || !LOCPLINT->makingTurn)
 
- 		return;
 
- 	std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mp),  //blocking objects at tile
 
- 		vobjs = LOCPLINT->cb->getVisitableObjs(mp); //visitable objects
 
- 	const TerrainTile *tile = LOCPLINT->cb->getTile(mp);
 
- 	const CGObjectInstance *topBlocking = bobjs.size() ? bobjs.back() : NULL;
 
- 	int3 selPos = selection->getSightCenter();
 
- 	if(spellBeingCasted && isInScreenRange(selPos, mp))
 
- 	{
 
- 		const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
 
- 		switch(spellBeingCasted->id)
 
- 		{
 
- 		case Spells::SCUTTLE_BOAT: //Scuttle Boat
 
- 			if(topBlocking && topBlocking->ID == 8)
 
- 				leaveCastingMode(true, mp);
 
- 			break;
 
- 		case Spells::DIMENSION_DOOR:
 
- 			if(!tile || tile->isClear(heroTile))
 
- 				leaveCastingMode(true, mp);
 
- 			break;
 
- 		}
 
- 		return;
 
- 	}
 
- 	//check if we can select this object
 
- 	bool canSelect = topBlocking && topBlocking->ID == GameConstants::HEROI_TYPE && topBlocking->tempOwner == LOCPLINT->playerID;
 
- 	canSelect |= topBlocking && topBlocking->ID == GameConstants::TOWNI_TYPE && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
 
- 	if (selection->ID != GameConstants::HEROI_TYPE) //hero is not selected (presumably town)
 
- 	{
 
- 		assert(!terrain.currentPath); //path can be active only when hero is selected
 
- 		if(selection == topBlocking) //selected town clicked
 
- 			LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
 
- 		else if ( canSelect )
 
- 				select(static_cast<const CArmedInstance*>(topBlocking), false);
 
- 		return;
 
- 	}
 
- 	else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
 
- 	{
 
- 		const CGPathNode *pn = LOCPLINT->cb->getPathInfo(mp);
 
- 		if(currentHero == topBlocking) //clicked selected hero
 
- 		{
 
- 			LOCPLINT->openHeroWindow(currentHero);
 
- 			return;
 
- 		}
 
- 		else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
 
- 		{
 
- 			select(static_cast<const CArmedInstance*>(topBlocking), false);
 
- 			return;
 
- 		}
 
- 		else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
 
- 		{
 
- 			if (terrain.currentPath  &&  terrain.currentPath->endPos() == mp)//we'll be moving
 
- 			{
 
- 				LOCPLINT->moveHero(currentHero,*terrain.currentPath);
 
- 				return;
 
- 			}
 
- 			else/* if(mp.z == currentHero->pos.z)*/ //remove old path and find a new one if we clicked on the map level on which hero is present
 
- 			{
 
- 				CGPath &path = LOCPLINT->paths[currentHero];
 
- 				terrain.currentPath = &path;
 
- 				bool gotPath = LOCPLINT->cb->getPath2(mp, path); //try getting path, erase if failed
 
- 				updateMoveHero(currentHero);
 
- 				if (!gotPath)
 
- 					LOCPLINT->eraseCurrentPathOf(currentHero);
 
- 				else
 
- 					return;
 
- 			}
 
- 		}
 
- 	} //end of hero is selected "case"
 
- 	else
 
- 	{
 
- 		throw std::runtime_error("Nothing is selected...");
 
- 	}
 
- 	if(const IShipyard *shipyard = ourInaccessibleShipyard(topBlocking))
 
- 	{
 
- 		LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
 
- 	}
 
- }
 
- void CAdvMapInt::tileHovered(const int3 &tile)
 
- {
 
- 	if(!LOCPLINT->cb->isVisible(tile))
 
- 	{
 
- 		CCS->curh->changeGraphic(0, 0);
 
- 		statusbar.clear();
 
- 		return;
 
- 	}
 
- 	std::vector<std::string> temp = LOCPLINT->cb->getObjDescriptions(tile);
 
- 	if (temp.size())
 
- 	{
 
- 		boost::replace_all(temp.back(),"\n"," ");
 
- 		statusbar.print(temp.back());
 
- 	}
 
- 	else
 
- 	{
 
- 		std::string hlp;
 
- 		CGI->mh->getTerrainDescr(tile, hlp, false);
 
- 		statusbar.print(hlp);
 
- 	}
 
- 	const CGPathNode *pnode = LOCPLINT->cb->getPathInfo(tile);
 
- 	std::vector<const CGObjectInstance *> objs = LOCPLINT->cb->getBlockingObjs(tile);
 
- 	const CGObjectInstance *objAtTile = objs.size() ? objs.back() : NULL;
 
- 	bool accessible  =  pnode->turns < 255;
 
- 	int turns = pnode->turns;
 
- 	vstd::amin(turns, 3);
 
- 	if(!selection) //may occur just at the start of game (fake move before full intiialization)
 
- 		return;
 
- 	if(spellBeingCasted)
 
- 	{
 
- 		switch(spellBeingCasted->id)
 
- 		{
 
- 		case Spells::SCUTTLE_BOAT:
 
- 			if(objAtTile && objAtTile->ID == 8)
 
- 				CCS->curh->changeGraphic(0, 42);
 
- 			else
 
- 				CCS->curh->changeGraphic(0, 0);
 
- 			return;
 
- 		case Spells::DIMENSION_DOOR:
 
- 			{
 
- 				const TerrainTile *t = LOCPLINT->cb->getTile(tile, false);
 
- 				int3 hpos = selection->getSightCenter();
 
- 				if((!t  ||  t->isClear(LOCPLINT->cb->getTile(hpos)))   &&   isInScreenRange(hpos, tile))
 
- 					CCS->curh->changeGraphic(0, 41);
 
- 				else
 
- 					CCS->curh->changeGraphic(0, 0);
 
- 				return;
 
- 			}
 
- 		}
 
- 	}
 
- 	const bool guardingCreature = CGI->mh->map->isInTheMap(LOCPLINT->cb->guardingCreaturePosition(tile));
 
- 	if(selection->ID == GameConstants::TOWNI_TYPE)
 
- 	{
 
- 		if(objAtTile)
 
- 		{
 
- 			if(objAtTile->ID == GameConstants::TOWNI_TYPE && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner))
 
- 				CCS->curh->changeGraphic(0, 3);
 
- 			else if(objAtTile->ID == GameConstants::HEROI_TYPE && objAtTile->tempOwner == LOCPLINT->playerID)
 
- 				CCS->curh->changeGraphic(0, 2);
 
- 			else
 
- 				CCS->curh->changeGraphic(0, 0);
 
- 		}
 
- 		else
 
- 			CCS->curh->changeGraphic(0, 0);
 
- 	}
 
- 	else if(const CGHeroInstance *h = curHero())
 
- 	{
 
- 		if(objAtTile)
 
- 		{
 
- 			if(objAtTile->ID == GameConstants::HEROI_TYPE)
 
- 			{
 
- 				if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy hero
 
- 				{
 
- 					if(accessible)
 
- 						CCS->curh->changeGraphic(0, 5 + turns*6);
 
- 					else
 
- 						CCS->curh->changeGraphic(0, 0);
 
- 				}
 
- 				else //our or ally hero
 
- 				{
 
- 					if(selection == objAtTile)
 
- 						CCS->curh->changeGraphic(0, 2);
 
- 					else if(accessible)
 
- 						CCS->curh->changeGraphic(0, 8 + turns*6);
 
- 					else
 
- 						CCS->curh->changeGraphic(0, 2);
 
- 				}
 
- 			}
 
- 			else if(objAtTile->ID == GameConstants::TOWNI_TYPE)
 
- 			{
 
- 				if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy town
 
- 				{
 
- 					if(accessible)
 
- 					{
 
- 						const CGTownInstance* townObj = dynamic_cast<const CGTownInstance*>(objAtTile);
 
- 						// Show movement cursor for unguarded enemy towns, otherwise attack cursor.
 
- 						if (townObj && !townObj->armedGarrison())
 
- 							CCS->curh->changeGraphic(0, 9 + turns*6);
 
- 						else
 
- 							CCS->curh->changeGraphic(0, 5 + turns*6);
 
- 					}
 
- 					else
 
- 					{
 
- 						CCS->curh->changeGraphic(0, 0);
 
- 					}
 
- 				}
 
- 				else //our or ally town
 
- 				{
 
- 					if(accessible)
 
- 						CCS->curh->changeGraphic(0, 9 + turns*6);
 
- 					else
 
- 						CCS->curh->changeGraphic(0, 3);
 
- 				}
 
- 			}
 
- 			else if(objAtTile->ID == 8) //boat
 
- 			{
 
- 				if(accessible)
 
- 					CCS->curh->changeGraphic(0, 6 + turns*6);
 
- 				else
 
- 					CCS->curh->changeGraphic(0, 0);
 
- 			}
 
- 			else if (objAtTile->ID == 33 || objAtTile->ID == 219) // Garrison
 
- 			{
 
- 				if (accessible)
 
- 				{
 
- 					const CGGarrison* garrObj = dynamic_cast<const CGGarrison*>(objAtTile); //TODO evil evil cast!
 
- 					// Show battle cursor for guarded enemy garrisons, otherwise movement cursor.
 
- 					if (garrObj  &&  garrObj->stacksCount()
 
- 						&& !LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, garrObj->tempOwner) )
 
- 						CCS->curh->changeGraphic(0, 5 + turns*6);
 
- 					else
 
- 						CCS->curh->changeGraphic(0, 9 + turns*6);
 
- 				}
 
- 				else
 
- 					CCS->curh->changeGraphic(0, 0);
 
- 			}
 
- 			else if (guardingCreature && accessible) //(objAtTile->ID == 54) //monster
 
- 			{
 
- 				CCS->curh->changeGraphic(0, 5 + turns*6);
 
- 			}
 
- 			else
 
- 			{
 
- 				if(accessible)
 
- 				{
 
- 					if(pnode->land)
 
- 						CCS->curh->changeGraphic(0, 9 + turns*6);
 
- 					else
 
- 						CCS->curh->changeGraphic(0, 28 + turns);
 
- 				}
 
- 				else
 
- 					CCS->curh->changeGraphic(0, 0);
 
- 			}
 
- 		}
 
- 		else //no objs
 
- 		{
 
- 			if(accessible/* && pnode->accessible != CGPathNode::FLYABLE*/)
 
- 			{
 
- 				if (guardingCreature)
 
- 				{
 
- 					CCS->curh->changeGraphic(0, 5 + turns*6);
 
- 				} else
 
- 				{
 
- 					if(pnode->land)
 
- 					{
 
- 						if(LOCPLINT->cb->getTile(h->getPosition(false))->tertype != TerrainTile::water)
 
- 							CCS->curh->changeGraphic(0, 4 + turns*6);
 
- 						else
 
- 							CCS->curh->changeGraphic(0, 7 + turns*6); //anchor
 
- 					}
 
- 					else
 
- 						CCS->curh->changeGraphic(0, 6 + turns*6);
 
- 				}
 
- 			}
 
- 			else
 
- 				CCS->curh->changeGraphic(0, 0);
 
- 		}
 
- 	}
 
- 	if(ourInaccessibleShipyard(objAtTile))
 
- 	{
 
- 		CCS->curh->changeGraphic(0, 6);
 
- 	}
 
- }
 
- void CAdvMapInt::tileRClicked(const int3 &mp)
 
- {
 
- 	if(spellBeingCasted)
 
- 	{
 
- 		leaveCastingMode();
 
- 		return;
 
- 	}
 
- 	if(!LOCPLINT->cb->isVisible(mp))
 
- 	{
 
- 		CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
 
- 		return;
 
- 	}
 
- 	std::vector < const CGObjectInstance * > objs = LOCPLINT->cb->getBlockingObjs(mp);
 
- 	if(!objs.size())
 
- 	{
 
- 		// Bare or undiscovered terrain
 
- 		const TerrainTile * tile = LOCPLINT->cb->getTile(mp);
 
- 		if (tile)
 
- 		{
 
- 			std::string hlp;
 
- 			CGI->mh->getTerrainDescr(mp, hlp, true);
 
- 			CRClickPopup::createAndPush(hlp);
 
- 		}
 
- 		return;
 
- 	}
 
- 	const CGObjectInstance * obj = objs.back();
 
- 	CRClickPopup::createAndPush(obj, GH.current->motion, CENTER);
 
- }
 
- void CAdvMapInt::enterCastingMode(const CSpell * sp)
 
- {
 
- 	using namespace Spells;
 
- 	assert(sp->id == SCUTTLE_BOAT  ||  sp->id == DIMENSION_DOOR);
 
- 	spellBeingCasted = sp;
 
- 	deactivate();
 
- 	terrain.activate();
 
- 	GH.fakeMouseMove();
 
- }
 
- void CAdvMapInt::leaveCastingMode(bool cast /*= false*/, int3 dest /*= int3(-1, -1, -1)*/)
 
- {
 
- 	assert(spellBeingCasted);
 
- 	int id = spellBeingCasted->id;
 
- 	spellBeingCasted = NULL;
 
- 	terrain.deactivate();
 
- 	activate();
 
- 	if(cast)
 
- 		LOCPLINT->cb->castSpell(curHero(), id, dest);
 
- 	else
 
- 		LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
 
- }
 
- const CGHeroInstance * CAdvMapInt::curHero() const
 
- {
 
- 	if(selection && selection->ID == GameConstants::HEROI_TYPE)
 
- 		return static_cast<const CGHeroInstance *>(selection);
 
- 	else
 
- 		return NULL;
 
- }
 
- const CGTownInstance * CAdvMapInt::curTown() const
 
- {
 
- 	if(selection && selection->ID == GameConstants::TOWNI_TYPE)
 
- 		return static_cast<const CGTownInstance *>(selection);
 
- 	else
 
- 		return NULL;
 
- }
 
- const IShipyard * CAdvMapInt::ourInaccessibleShipyard(const CGObjectInstance *obj) const
 
- {
 
- 	const IShipyard *ret = IShipyard::castFrom(obj);
 
- 	if(!ret || obj->tempOwner != player || CCS->curh->mode || (CCS->curh->number != 6 && CCS->curh->number != 0))
 
- 		return NULL;
 
- 	return ret;
 
- }
 
- void CAdvMapInt::aiTurnStarted()
 
- {
 
- 	adjustActiveness(true);
 
- 	CCS->musich->playMusicFromSet(CCS->musich->aiMusics);
 
- 	adventureInt->minimap.redraw();
 
- 	adventureInt->infoBar.enemyTurn(LOCPLINT->cb->getCurrentPlayer(), 0.5);
 
- }
 
- void CAdvMapInt::adjustActiveness(bool aiTurnStart)
 
- {
 
- 	bool wasActive = isActive();
 
- 	if(wasActive) 
 
- 		deactivate();
 
- 	adventureInt->duringAITurn = aiTurnStart;
 
- 	if(wasActive) 
 
- 		activate();
 
- }
 
- CAdventureOptions::CAdventureOptions()
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	bg = new CPicture("ADVOPTS.bmp");
 
- 	graphics->blueToPlayersAdv(bg->bg, LOCPLINT->playerID);
 
- 	pos = bg->center();
 
- 	exit = new CAdventureMapButton("","",boost::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
 
- 	exit->assignedKeys.insert(SDLK_ESCAPE);
 
- 	//scenInfo = new CAdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 24, "ADVINFO.DEF",SDLK_i);
 
- 	scenInfo = new CAdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 198, "ADVINFO.DEF",SDLK_i);
 
- 	scenInfo->callback += CAdventureOptions::showScenarioInfo;
 
- 	//viewWorld = new CAdventureMapButton("","",boost::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
 
- 	puzzle = new CAdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 81, "ADVPUZ.DEF");
 
- 	puzzle->callback += boost::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT);
 
- 	dig = new CAdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 139, "ADVDIG.DEF");
 
- 	if(const CGHeroInstance *h = adventureInt->curHero())
 
- 		dig->callback += boost::bind(&CPlayerInterface::tryDiggging, LOCPLINT, h);
 
- 	else
 
- 		dig->block(true);
 
- }
 
- CAdventureOptions::~CAdventureOptions()
 
- {
 
- }
 
- void CAdventureOptions::showScenarioInfo()
 
- {
 
- 	GH.pushInt(new CScenarioInfo(LOCPLINT->cb->getMapHeader(), LOCPLINT->cb->getStartInfo()));
 
- }
 
 
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