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- #include "StdInc.h"
- #include "CAdvmapInterface.h"
- #include "../CCallback.h"
- #include "CCastleInterface.h"
- #include "gui/CCursorHandler.h"
- #include "CGameInfo.h"
- #include "CHeroWindow.h"
- #include "CKingdomInterface.h"
- #include "CMessage.h"
- #include "CPlayerInterface.h"
- #include "gui/SDL_Extensions.h"
- #include "CBitmapHandler.h"
- #include "../lib/CConfigHandler.h"
- #include "CSpellWindow.h"
- #include "Graphics.h"
- #include "CDefHandler.h"
- #include "../lib/CGeneralTextHandler.h"
- #include "../lib/CHeroHandler.h"
- #include "../lib/CObjectHandler.h"
- #include "../lib/CTownHandler.h"
- #include "../lib/mapping/CMap.h"
- #include "../lib/JsonNode.h"
- #include "mapHandler.h"
- #include "CPreGame.h"
- #include "../lib/VCMI_Lib.h"
- #include "../lib/CSpellHandler.h"
- #include "CSoundBase.h"
- #include "../lib/CGameState.h"
- #include "CMusicHandler.h"
- #include "gui/CGuiHandler.h"
- #include "gui/CIntObjectClasses.h"
- #include "../lib/UnlockGuard.h"
- #ifdef _MSC_VER
- #pragma warning (disable : 4355)
- #endif
- /*
- * CAdvMapInterface.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #define ADVOPT (conf.go()->ac)
- using namespace boost::logic;
- using namespace boost::assign;
- using namespace CSDL_Ext;
- CAdvMapInt *adventureInt;
- CTerrainRect::CTerrainRect()
- :curHoveredTile(-1,-1,-1), currentPath(nullptr)
- {
- tilesw=(ADVOPT.advmapW+31)/32;
- tilesh=(ADVOPT.advmapH+31)/32;
- pos.x=ADVOPT.advmapX;
- pos.y=ADVOPT.advmapY;
- pos.w=ADVOPT.advmapW;
- pos.h=ADVOPT.advmapH;
- moveX = moveY = 0;
- addUsedEvents(LCLICK | RCLICK | HOVER | MOVE);
- }
- void CTerrainRect::deactivate()
- {
- CIntObject::deactivate();
- curHoveredTile = int3(-1,-1,-1); //we lost info about hovered tile when disabling
- }
- void CTerrainRect::clickLeft(tribool down, bool previousState)
- {
- if ((down==false) || indeterminate(down))
- return;
- int3 mp = whichTileIsIt();
- if (mp.x<0 || mp.y<0 || mp.x >= LOCPLINT->cb->getMapSize().x || mp.y >= LOCPLINT->cb->getMapSize().y)
- return;
- adventureInt->tileLClicked(mp);
- }
- void CTerrainRect::clickRight(tribool down, bool previousState)
- {
- int3 mp = whichTileIsIt();
- if (CGI->mh->map->isInTheMap(mp) && down)
- adventureInt->tileRClicked(mp);
- }
- void CTerrainRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
- {
- int3 tHovered = whichTileIsIt(sEvent.x,sEvent.y);
- int3 pom = adventureInt->verifyPos(tHovered);
- if(tHovered != pom) //tile outside the map
- {
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
- return;
- }
- if (pom != curHoveredTile)
- curHoveredTile=pom;
- else
- return;
- adventureInt->tileHovered(curHoveredTile);
- }
- void CTerrainRect::hover(bool on)
- {
- if (!on)
- {
- adventureInt->statusbar.clear();
- CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
- }
- //Hoverable::hover(on);
- }
- void CTerrainRect::showPath(const SDL_Rect * extRect, SDL_Surface * to)
- {
- const static int pns[9][9] = {
- {16, 17, 18, 7, -1, 19, 6, 5, -1},
- { 8, 9, 18, 7, -1, 19, 6, -1, 20},
- { 8, 1, 10, 7, -1, 19, -1, 21, 20},
- {24, 17, 18, 15, -1, -1, 6, 5, 4},
- {-1, -1, -1, -1, -1, -1, -1, -1, -1},
- { 8, 1, 2, -1, -1, 11, 22, 21, 20},
- {24, 17, -1, 23, -1, 3, 14, 5, 4},
- {24, -1, 2, 23, -1, 3, 22, 13, 4},
- {-1, 1, 2, 23, -1, 3, 22, 21, 12}
- }; //table of magic values TODO meaning, change variable name
- for (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< -32 || y< -32 || x>pos.w || y>pos.h)
- continue;
- int hvx = (x+arrows->ourImages[pn].bitmap->w)-(pos.x+pos.w),
- hvy = (y+arrows->ourImages[pn].bitmap->h)-(pos.y+pos.h);
- SDL_Rect prevClip;
- SDL_GetClipRect(to, &prevClip);
- SDL_SetClipRect(to, extRect); //preventing blitting outside of that rect
- if(ADVOPT.smoothMove) //version for smooth hero move, with pos shifts
- {
- if (hvx<0 && hvy<0)
- {
- Rect dstRect = genRect(32, 32, x + moveX, y + moveY);
- CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, nullptr, to, &dstRect);
- }
- else if(hvx<0)
- {
- Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
- Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x + moveX, y + moveY);
- CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
- }
- else if (hvy<0)
- {
- Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
- Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);
- CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
- }
- else
- {
- Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
- Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);
- CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
- }
- }
- else //standard version
- {
- if (hvx<0 && hvy<0)
- {
- Rect dstRect = genRect(32, 32, x, y);
- CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, nullptr, to, &dstRect);
- }
- else if(hvx<0)
- {
- Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
- Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x, y);
- CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
- }
- else if (hvy<0)
- {
- Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
- Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x, y);
- CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
- }
- else
- {
- Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
- Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x, y);
- CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
- }
- }
- SDL_SetClipRect(to, &prevClip);
- }
- } //for (int i=0;i<currentPath->nodes.size()-1;i++)
- }
- void CTerrainRect::show(SDL_Surface * to)
- {
- if(ADVOPT.smoothMove)
- CGI->mh->terrainRect
- (adventureInt->position, adventureInt->anim,
- &LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,
- to, &pos, moveX, moveY, false, int3());
- else
- CGI->mh->terrainRect
- (adventureInt->position, adventureInt->anim,
- &LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,
- to, &pos, 0, 0, false, int3());
- //SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));
- //SDL_FreeSurface(teren);
- if (currentPath/* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path
- {
- showPath(&pos, to);
- }
- }
- int3 CTerrainRect::whichTileIsIt(const int & x, const int & y)
- {
- int3 ret;
- ret.x = adventureInt->position.x + ((GH.current->motion.x-CGI->mh->offsetX-pos.x)/32);
- ret.y = adventureInt->position.y + ((GH.current->motion.y-CGI->mh->offsetY-pos.y)/32);
- ret.z = adventureInt->position.z;
- return ret;
- }
- int3 CTerrainRect::whichTileIsIt()
- {
- return whichTileIsIt(GH.current->motion.x,GH.current->motion.y);
- }
- void CResDataBar::clickRight(tribool down, bool previousState)
- {
- }
- CResDataBar::CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist)
- {
- bg = BitmapHandler::loadBitmap(defname);
- SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
- graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
- pos = genRect(bg->h, bg->w, pos.x+x, pos.y+y);
- txtpos.resize(8);
- for (int i = 0; i < 8 ; i++)
- {
- txtpos[i].first = pos.x + offx + resdist*i;
- txtpos[i].second = pos.y + offy;
- }
- txtpos[7].first = txtpos[6].first + datedist;
- datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
- + ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
- addUsedEvents(RCLICK);
- }
- CResDataBar::CResDataBar()
- {
- bg = BitmapHandler::loadBitmap(ADVOPT.resdatabarG);
- SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
- graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
- pos = genRect(bg->h,bg->w,ADVOPT.resdatabarX,ADVOPT.resdatabarY);
- txtpos.resize(8);
- for (int i = 0; i < 8 ; i++)
- {
- txtpos[i].first = pos.x + ADVOPT.resOffsetX + ADVOPT.resDist*i;
- txtpos[i].second = pos.y + ADVOPT.resOffsetY;
- }
- txtpos[7].first = txtpos[6].first + ADVOPT.resDateDist;
- datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
- + ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
- }
- CResDataBar::~CResDataBar()
- {
- SDL_FreeSurface(bg);
- }
- void CResDataBar::draw(SDL_Surface * to)
- {
- blitAt(bg,pos.x,pos.y,to);
- for (auto i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))
- {
- std::string text = boost::lexical_cast<std::string>(LOCPLINT->cb->getResourceAmount(i));
- graphics->fonts[FONT_SMALL]->renderTextLeft(to, text, Colors::WHITE, Point(txtpos[i].first,txtpos[i].second));
- }
- std::vector<std::string> temp;
- temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::MONTH)));
- temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK)));
- temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK)));
- graphics->fonts[FONT_SMALL]->renderTextLeft(to, processStr(datetext,temp), Colors::WHITE, Point(txtpos[7].first,txtpos[7].second));
- }
- void CResDataBar::show(SDL_Surface * to)
- {
- }
- void CResDataBar::showAll(SDL_Surface * to)
- {
- draw(to);
- }
- CAdvMapInt::CAdvMapInt():
- minimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH)),
- statusbar(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG),
- kingOverview(CGI->generaltexth->zelp[293].first,CGI->generaltexth->zelp[293].second,
- boost::bind(&CAdvMapInt::fshowOverview,this),&ADVOPT.kingOverview, SDLK_k),
- underground(CGI->generaltexth->zelp[294].first,CGI->generaltexth->zelp[294].second,
- boost::bind(&CAdvMapInt::fswitchLevel,this),&ADVOPT.underground, SDLK_u),
- questlog(CGI->generaltexth->zelp[295].first,CGI->generaltexth->zelp[295].second,
- boost::bind(&CAdvMapInt::fshowQuestlog,this),&ADVOPT.questlog, SDLK_q),
- sleepWake(CGI->generaltexth->zelp[296].first,CGI->generaltexth->zelp[296].second,
- boost::bind(&CAdvMapInt::fsleepWake,this), &ADVOPT.sleepWake, SDLK_w),
- moveHero(CGI->generaltexth->zelp[297].first,CGI->generaltexth->zelp[297].second,
- boost::bind(&CAdvMapInt::fmoveHero,this), &ADVOPT.moveHero, SDLK_m),
- spellbook(CGI->generaltexth->zelp[298].first,CGI->generaltexth->zelp[298].second,
- boost::bind(&CAdvMapInt::fshowSpellbok,this), &ADVOPT.spellbook, SDLK_c),
- advOptions(CGI->generaltexth->zelp[299].first,CGI->generaltexth->zelp[299].second,
- boost::bind(&CAdvMapInt::fadventureOPtions,this), &ADVOPT.advOptions, SDLK_a),
- sysOptions(CGI->generaltexth->zelp[300].first,CGI->generaltexth->zelp[300].second,
- boost::bind(&CAdvMapInt::fsystemOptions,this), &ADVOPT.sysOptions, SDLK_o),
- nextHero(CGI->generaltexth->zelp[301].first,CGI->generaltexth->zelp[301].second,
- boost::bind(&CAdvMapInt::fnextHero,this), &ADVOPT.nextHero, SDLK_h),
- endTurn(CGI->generaltexth->zelp[302].first,CGI->generaltexth->zelp[302].second,
- boost::bind(&CAdvMapInt::fendTurn,this), &ADVOPT.endTurn, SDLK_e),
- heroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD),
- townList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD),
- infoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192) )
- {
- duringAITurn = false;
- state = NA;
- spellBeingCasted = nullptr;
- pos.x = pos.y = 0;
- pos.w = screen->w;
- pos.h = screen->h;
- selection = nullptr;
- townList.onSelect = boost::bind(&CAdvMapInt::selectionChanged,this);
- adventureInt=this;
- bg = BitmapHandler::loadBitmap(ADVOPT.mainGraphic);
- scrollingDir = 0;
- updateScreen = false;
- anim=0;
- animValHitCount=0; //animation frame
- heroAnim=0;
- heroAnimValHitCount=0; // hero animation frame
- for (int g=0; g<ADVOPT.gemG.size(); ++g)
- {
- gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[g]));
- }
- setPlayer(LOCPLINT->playerID);
- underground.block(!CGI->mh->map->twoLevel);
- addUsedEvents(MOVE);
- }
- CAdvMapInt::~CAdvMapInt()
- {
- SDL_FreeSurface(bg);
- for(int i=0; i<gems.size(); i++)
- delete gems[i];
- }
- void CAdvMapInt::fshowOverview()
- {
- GH.pushInt(new CKingdomInterface);
- }
- void CAdvMapInt::fswitchLevel()
- {
- if(!CGI->mh->map->twoLevel)
- return;
- if (position.z)
- {
- position.z--;
- underground.setIndex(0,true);
- underground.showAll(screenBuf);
- }
- else
- {
- underground.setIndex(1,true);
- position.z++;
- underground.showAll(screenBuf);
- }
- updateScreen = true;
- minimap.setLevel(position.z);
- }
- void CAdvMapInt::fshowQuestlog()
- {
- LOCPLINT->showQuestLog();
- }
- void CAdvMapInt::fsleepWake()
- {
- const CGHeroInstance *h = curHero();
- if (!h)
- return;
- bool newSleep = !isHeroSleeping(h);
- setHeroSleeping(h, newSleep);
- updateSleepWake(h);
- if (newSleep)
- {
- fnextHero();
- //moveHero.block(true);
- //uncomment to enable original HoMM3 behaviour:
- //move button is disabled for hero going to sleep, even though it's enabled when you reselect him
- }
- }
- void CAdvMapInt::fmoveHero()
- {
- const CGHeroInstance *h = curHero();
- if (!h || !terrain.currentPath)
- return;
- LOCPLINT->moveHero(h, *terrain.currentPath);
- }
- void CAdvMapInt::fshowSpellbok()
- {
- if (!curHero()) //checking necessary values
- return;
- centerOn(selection);
- auto spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), curHero(), LOCPLINT, false);
- GH.pushInt(spellWindow);
- }
- void CAdvMapInt::fadventureOPtions()
- {
- GH.pushInt(new CAdventureOptions);
- }
- void CAdvMapInt::fsystemOptions()
- {
- GH.pushInt(new CSystemOptionsWindow());
- }
- void CAdvMapInt::fnextHero()
- {
- auto hero = dynamic_cast<const CGHeroInstance*>(selection);
- int next = getNextHeroIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));
- if (next < 0)
- return;
- select(LOCPLINT->wanderingHeroes[next], true);
- }
- void CAdvMapInt::fendTurn()
- {
- if(!LOCPLINT->makingTurn)
- return;
- if ( settings["adventure"]["heroReminder"].Bool())
- {
- for (int i = 0; i < LOCPLINT->wanderingHeroes.size(); i++)
- if (!isHeroSleeping(LOCPLINT->wanderingHeroes[i]) && (LOCPLINT->wanderingHeroes[i]->movement > 0))
- {
- LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[55], boost::bind(&CAdvMapInt::endingTurn, this), 0, false);
- return;
- }
- }
- endingTurn();
- }
- void CAdvMapInt::updateSleepWake(const CGHeroInstance *h)
- {
- sleepWake.block(!h);
- if (!h)
- return;
- bool state = isHeroSleeping(h);
- sleepWake.setIndex(state ? 1 : 0, true);
- sleepWake.assignedKeys.clear();
- sleepWake.assignedKeys.insert(state ? SDLK_w : SDLK_z);
- sleepWake.update();
- }
- void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath)
- {
- //default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately
- if (hasPath == boost::indeterminate)
- hasPath = LOCPLINT->paths[h].nodes.size() ? true : false;
- if (!h)
- {
- moveHero.block(true);
- return;
- }
- moveHero.block(!hasPath || (h->movement == 0));
- }
- int CAdvMapInt::getNextHeroIndex(int startIndex)
- {
- if (LOCPLINT->wanderingHeroes.size() == 0)
- return -1;
- if (startIndex < 0)
- startIndex = 0;
- int i = startIndex;
- do
- {
- i++;
- if (i >= LOCPLINT->wanderingHeroes.size())
- i = 0;
- }
- while (((LOCPLINT->wanderingHeroes[i]->movement == 0) || isHeroSleeping(LOCPLINT->wanderingHeroes[i])) && (i != startIndex));
- if ((LOCPLINT->wanderingHeroes[i]->movement != 0) && !isHeroSleeping(LOCPLINT->wanderingHeroes[i]))
- return i;
- else
- return -1;
- }
- void CAdvMapInt::updateNextHero(const CGHeroInstance *h)
- {
- int start = vstd::find_pos(LOCPLINT->wanderingHeroes, h);
- int next = getNextHeroIndex(start);
- if (next < 0)
- {
- nextHero.block(true);
- return;
- }
- const CGHeroInstance *nextH = LOCPLINT->wanderingHeroes[next];
- bool noActiveHeroes = (next == start) && ((nextH->movement == 0) || isHeroSleeping(nextH));
- nextHero.block(noActiveHeroes);
- }
- void CAdvMapInt::activate()
- {
- CIntObject::activate();
- if (!(active & KEYBOARD))
- CIntObject::activate(KEYBOARD);
- screenBuf = screen;
- GH.statusbar = &statusbar;
- if(!duringAITurn)
- {
- kingOverview.activate();
- underground.activate();
- questlog.activate();
- sleepWake.activate();
- moveHero.activate();
- spellbook.activate();
- sysOptions.activate();
- advOptions.activate();
- nextHero.activate();
- endTurn.activate();
- minimap.activate();
- heroList.activate();
- townList.activate();
- terrain.activate();
- infoBar.activate();
- LOCPLINT->cingconsole->activate();
- GH.fakeMouseMove(); //to restore the cursor
- }
- }
- void CAdvMapInt::deactivate()
- {
- CIntObject::deactivate();
- if(!duringAITurn)
- {
- scrollingDir = 0;
- CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
- kingOverview.deactivate();
- underground.deactivate();
- questlog.deactivate();
- sleepWake.deactivate();
- moveHero.deactivate();
- spellbook.deactivate();
- advOptions.deactivate();
- sysOptions.deactivate();
- nextHero.deactivate();
- endTurn.deactivate();
- minimap.deactivate();
- heroList.deactivate();
- townList.deactivate();
- terrain.deactivate();
- infoBar.deactivate();
- LOCPLINT->cingconsole->deactivate();
- }
- }
- void CAdvMapInt::showAll(SDL_Surface * to)
- {
- blitAt(bg,0,0,to);
- if(state != INGAME)
- return;
- kingOverview.showAll(to);
- underground.showAll(to);
- questlog.showAll(to);
- sleepWake.showAll(to);
- moveHero.showAll(to);
- spellbook.showAll(to);
- advOptions.showAll(to);
- sysOptions.showAll(to);
- nextHero.showAll(to);
- endTurn.showAll(to);
- minimap.showAll(to);
- heroList.showAll(to);
- townList.showAll(to);
- updateScreen = true;
- show(to);
- resdatabar.draw(to);
- statusbar.show(to);
- infoBar.showAll(to);
- LOCPLINT->cingconsole->showAll(to);
- }
- bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero)
- {
- if (!hero)
- return false;
- return vstd::contains(LOCPLINT->sleepingHeroes, hero);
- }
- void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep)
- {
- if (sleep)
- LOCPLINT->sleepingHeroes += hero;
- else
- LOCPLINT->sleepingHeroes -= hero;
- updateNextHero(nullptr);
- }
- void CAdvMapInt::show(SDL_Surface * to)
- {
- if(state != INGAME)
- return;
- ++animValHitCount; //for animations
- if(animValHitCount == 8)
- {
- CGI->mh->updateWater();
- animValHitCount = 0;
- ++anim;
- updateScreen = true;
- }
- ++heroAnim;
- int scrollSpeed = settings["adventure"]["scrollSpeed"].Float();
- //if advmap needs updating AND (no dialog is shown OR ctrl is pressed)
- if((animValHitCount % (4/scrollSpeed)) == 0
- && (
- (GH.topInt() == this)
- || SDL_GetKeyState(nullptr)[SDLK_LCTRL]
- || SDL_GetKeyState(nullptr)[SDLK_RCTRL]
- )
- )
- {
- if( (scrollingDir & LEFT) && (position.x>-CGI->mh->frameW) )
- position.x--;
- if( (scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - CGI->mh->tilesW + CGI->mh->frameW) )
- position.x++;
- if( (scrollingDir & UP) && (position.y>-CGI->mh->frameH) )
- position.y--;
- if( (scrollingDir & DOWN) && (position.y < CGI->mh->map->height - CGI->mh->tilesH + CGI->mh->frameH) )
- position.y++;
- if(scrollingDir)
- {
- updateScreen = true;
- minimap.redraw();
- }
- }
- if(updateScreen)
- {
- terrain.show(to);
- for(int i=0;i<4;i++)
- blitAt(gems[i]->ourImages[LOCPLINT->playerID.getNum()].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);
- updateScreen=false;
- LOCPLINT->cingconsole->showAll(to);
- }
- infoBar.show(to);
- statusbar.showAll(to);
- }
- void CAdvMapInt::selectionChanged()
- {
- const CGTownInstance *to = LOCPLINT->towns[townList.getSelectedIndex()];
- if (selection != to)
- select(to);
- }
- void CAdvMapInt::centerOn(int3 on)
- {
- bool switchedLevels = on.z != position.z;
- on.x -= CGI->mh->frameW;
- on.y -= CGI->mh->frameH;
- on = LOCPLINT->repairScreenPos(on);
- position = on;
- updateScreen=true;
- underground.setIndex(on.z,true); //change underground switch button image
- underground.redraw();
- if (switchedLevels)
- minimap.setLevel(position.z);
- }
- void CAdvMapInt::centerOn(const CGObjectInstance *obj)
- {
- centerOn(obj->getSightCenter());
- }
- void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
- {
- ui8 Dir = 0;
- int k = key.keysym.sym;
- const CGHeroInstance *h = curHero(); //selected hero
- const CGTownInstance *t = curTown(); //selected town
- switch(k)
- {
- case SDLK_g:
- if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)
- return;
- {
- //find first town with tavern
- auto itr = range::find_if(LOCPLINT->towns, [](const CGTownInstance * town)
- {
- return town->hasBuilt(BuildingID::TAVERN);
- });
- if(itr != LOCPLINT->towns.end())
- LOCPLINT->showThievesGuildWindow(*itr);
- else
- LOCPLINT->showInfoDialog("No available town with tavern!");
- }
- return;
- case SDLK_i:
- if(isActive())
- CAdventureOptions::showScenarioInfo();
- return;
- case SDLK_l:
- if(isActive())
- LOCPLINT->proposeLoadingGame();
- return;
- case SDLK_s:
- if(isActive())
- GH.pushInt(new CSavingScreen(CPlayerInterface::howManyPeople > 1));
- return;
- case SDLK_d:
- {
- if(h && isActive() && key.state == SDL_PRESSED)
- LOCPLINT->tryDiggging(h);
- return;
- }
- case SDLK_p:
- if(isActive())
- LOCPLINT->showPuzzleMap();
- return;
- case SDLK_r:
- if(isActive() && LOCPLINT->ctrlPressed())
- {
- LOCPLINT->showYesNoDialog("Are you sure you want to restart game?",
- []{ LOCPLINT->sendCustomEvent(RESTART_GAME); },
- []{}, true);
- }
- return;
- case SDLK_SPACE: //space - try to revisit current object with selected hero
- {
- if(!isActive())
- return;
- if(h && key.state == SDL_PRESSED)
- {
- auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
- //TODO!!!!!!! possible freeze, when GS mutex is locked and network thread can't apply package
- //this thread leaves scope and tries to lock pim while holding gs,
- //network thread tries to lock gs (appluy cl) while holding pim
- //this thread should first lock pim, however gs locking/unlocking is done inside cb
- LOCPLINT->cb->moveHero(h,h->pos);
- }
- }
- return;
- case SDLK_RETURN:
- {
- if(!isActive() || !selection || key.state != SDL_PRESSED)
- return;
- if(h)
- LOCPLINT->openHeroWindow(h);
- else if(t)
- LOCPLINT->openTownWindow(t);
- return;
- }
- case SDLK_ESCAPE:
- {
- if(isActive() || GH.topInt() != this || !spellBeingCasted || key.state != SDL_PRESSED)
- return;
- leaveCastingMode();
- return;
- }
- case SDLK_t:
- {
- //act on key down if marketplace windows is not already opened
- if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)
- return;
- if(LOCPLINT->ctrlPressed()) //CTRL + T => open marketplace
- {
- //check if we have any marketplace
- const CGTownInstance *townWithMarket = nullptr;
- for(const CGTownInstance *t : LOCPLINT->cb->getTownsInfo())
- {
- if(t->hasBuilt(BuildingID::MARKETPLACE))
- {
- townWithMarket = t;
- break;
- }
- }
- if(townWithMarket) //if any town has marketplace, open window
- GH.pushInt(new CMarketplaceWindow(townWithMarket));
- else //if not - complain
- LOCPLINT->showInfoDialog("No available marketplace!");
- }
- else if(isActive()) //no ctrl, advmapint is on the top => switch to town
- {
- townList.selectNext();
- }
- return;
- }
- default:
- {
- static const int3 directions[] = { int3(-1, +1, 0), int3(0, +1, 0), int3(+1, +1, 0),
- int3(-1, 0, 0), int3(0, 0, 0), int3(+1, 0, 0),
- int3(-1, -1, 0), int3(0, -1, 0), int3(+1, -1, 0) };
- //numpad arrow
- if(CGuiHandler::isArrowKey(SDLKey(k)))
- k = CGuiHandler::arrowToNum(SDLKey(k));
- k -= SDLK_KP0 + 1;
- if(k < 0 || k > 8)
- return;
- int3 dir = directions[k];
- if(!isActive() || LOCPLINT->ctrlPressed())//ctrl makes arrow move screen, not hero
- {
- Dir = (dir.x<0 ? LEFT : 0) |
- (dir.x>0 ? RIGHT : 0) |
- (dir.y<0 ? UP : 0) |
- (dir.y>0 ? DOWN : 0) ;
- break;
- }
- if(!h || key.state != SDL_PRESSED)
- break;
- if(k == 4)
- {
- centerOn(h);
- return;
- }
- CGPath &path = LOCPLINT->paths[h];
- terrain.currentPath = &path;
- if(!LOCPLINT->cb->getPath2(h->getPosition(false) + dir, path))
- {
- terrain.currentPath = nullptr;
- return;
- }
- if (path.nodes.size() > 2)
- updateMoveHero(h);
- else
- if(!path.nodes[0].turns)
- LOCPLINT->moveHero(h, path);
- }
- return;
- }
- if(Dir && key.state == SDL_PRESSED //arrow is pressed
- && LOCPLINT->ctrlPressed()
- )
- scrollingDir |= Dir;
- else
- scrollingDir &= ~Dir;
- }
- void CAdvMapInt::handleRightClick(std::string text, tribool down)
- {
- if(down)
- {
- CRClickPopup::createAndPush(text);
- }
- }
- int3 CAdvMapInt::verifyPos(int3 ver)
- {
- if (ver.x<0)
- ver.x=0;
- if (ver.y<0)
- ver.y=0;
- if (ver.z<0)
- ver.z=0;
- if (ver.x>=CGI->mh->sizes.x)
- ver.x=CGI->mh->sizes.x-1;
- if (ver.y>=CGI->mh->sizes.y)
- ver.y=CGI->mh->sizes.y-1;
- if (ver.z>=CGI->mh->sizes.z)
- ver.z=CGI->mh->sizes.z-1;
- return ver;
- }
- void CAdvMapInt::select(const CArmedInstance *sel, bool centerView /*= true*/)
- {
- assert(sel);
- LOCPLINT->cb->setSelection(sel);
- selection = sel;
- if (LOCPLINT->battleInt == nullptr && LOCPLINT->makingTurn)
- {
- auto pos = sel->visitablePos();
- auto tile = LOCPLINT->cb->getTile(pos);
- if(tile)
- CCS->musich->playMusicFromSet("terrain", tile->terType, true);
- }
- if(centerView)
- centerOn(sel);
- terrain.currentPath = nullptr;
- if(sel->ID==Obj::TOWN)
- {
- auto town = dynamic_cast<const CGTownInstance*>(sel);
- infoBar.showTownSelection(town);
- townList.select(town);
- heroList.select(nullptr);
- updateSleepWake(nullptr);
- updateMoveHero(nullptr);
- }
- else //hero selected
- {
- auto hero = dynamic_cast<const CGHeroInstance*>(sel);
- infoBar.showHeroSelection(hero);
- heroList.select(hero);
- townList.select(nullptr);
- terrain.currentPath = LOCPLINT->getAndVerifyPath(hero);
- updateSleepWake(hero);
- updateMoveHero(hero);
- }
- townList.redraw();
- heroList.redraw();
- }
- void CAdvMapInt::mouseMoved( const SDL_MouseMotionEvent & sEvent )
- {
- //adventure map scrolling with mouse
- if(!SDL_GetKeyState(nullptr)[SDLK_LCTRL] && isActive())
- {
- if(sEvent.x<15)
- {
- scrollingDir |= LEFT;
- }
- else
- {
- scrollingDir &= ~LEFT;
- }
- if(sEvent.x>screen->w-15)
- {
- scrollingDir |= RIGHT;
- }
- else
- {
- scrollingDir &= ~RIGHT;
- }
- if(sEvent.y<15)
- {
- scrollingDir |= UP;
- }
- else
- {
- scrollingDir &= ~UP;
- }
- if(sEvent.y>screen->h-15)
- {
- scrollingDir |= DOWN;
- }
- else
- {
- scrollingDir &= ~DOWN;
- }
- }
- }
- bool CAdvMapInt::isActive()
- {
- return active & ~CIntObject::KEYBOARD;
- }
- void CAdvMapInt::startHotSeatWait(PlayerColor Player)
- {
- state = WAITING;
- }
- void CAdvMapInt::setPlayer(PlayerColor Player)
- {
- player = Player;
- graphics->blueToPlayersAdv(bg,player);
- kingOverview.setPlayerColor(player);
- underground.setPlayerColor(player);
- questlog.setPlayerColor(player);
- sleepWake.setPlayerColor(player);
- moveHero.setPlayerColor(player);
- spellbook.setPlayerColor(player);
- sysOptions.setPlayerColor(player);
- advOptions.setPlayerColor(player);
- nextHero.setPlayerColor(player);
- endTurn.setPlayerColor(player);
- graphics->blueToPlayersAdv(resdatabar.bg,player);
- //heroList.updateHList();
- //townList.genList();
- }
- void CAdvMapInt::startTurn()
- {
- state = INGAME;
- if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID)
- {
- adjustActiveness(false);
- minimap.setAIRadar(false);
- }
- }
- void CAdvMapInt::endingTurn()
- {
- if(LOCPLINT->cingconsole->active)
- LOCPLINT->cingconsole->deactivate();
- LOCPLINT->makingTurn = false;
- LOCPLINT->cb->endTurn();
- }
- const CGObjectInstance* CAdvMapInt::getBlockingObject(const int3 &mapPos)
- {
- std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile
- if (bobjs.empty())
- return nullptr;
- if (bobjs.back()->ID == Obj::HERO)
- return bobjs.back();
- else
- return bobjs.front();
- }
- void CAdvMapInt::tileLClicked(const int3 &mapPos)
- {
- if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn)
- return;
- std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos);//blocking objects at tile
- const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
- const CGObjectInstance *topBlocking = getBlockingObject(mapPos);
- int3 selPos = selection->getSightCenter();
- if(spellBeingCasted && isInScreenRange(selPos, mapPos))
- {
- const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
- switch(spellBeingCasted->id)
- {
- case SpellID::SCUTTLE_BOAT: //Scuttle Boat
- if(topBlocking && topBlocking->ID == Obj::BOAT)
- leaveCastingMode(true, mapPos);
- break;
- case SpellID::DIMENSION_DOOR:
- if(!tile || tile->isClear(heroTile))
- leaveCastingMode(true, mapPos);
- break;
- }
- return;
- }
- //check if we can select this object
- bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
- canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
- if (selection->ID != Obj::HERO) //hero is not selected (presumably town)
- {
- assert(!terrain.currentPath); //path can be active only when hero is selected
- if(selection == topBlocking) //selected town clicked
- LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
- else if ( canSelect )
- select(static_cast<const CArmedInstance*>(topBlocking), false);
- return;
- }
- else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
- {
- const CGPathNode *pn = LOCPLINT->cb->getPathInfo(mapPos);
- if(currentHero == topBlocking) //clicked selected hero
- {
- LOCPLINT->openHeroWindow(currentHero);
- return;
- }
- else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
- {
- select(static_cast<const CArmedInstance*>(topBlocking), false);
- return;
- }
- else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
- {
- if (terrain.currentPath && terrain.currentPath->endPos() == mapPos)//we'll be moving
- {
- LOCPLINT->moveHero(currentHero,*terrain.currentPath);
- return;
- }
- else/* if(mp.z == currentHero->pos.z)*/ //remove old path and find a new one if we clicked on the map level on which hero is present
- {
- CGPath &path = LOCPLINT->paths[currentHero];
- terrain.currentPath = &path;
- bool gotPath = LOCPLINT->cb->getPath2(mapPos, path); //try getting path, erase if failed
- updateMoveHero(currentHero);
- if (!gotPath)
- LOCPLINT->eraseCurrentPathOf(currentHero);
- else
- return;
- }
- }
- } //end of hero is selected "case"
- else
- {
- throw std::runtime_error("Nothing is selected...");
- }
- if(const IShipyard *shipyard = ourInaccessibleShipyard(topBlocking))
- {
- LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
- }
- }
- void CAdvMapInt::tileHovered(const int3 &mapPos)
- {
- if(!LOCPLINT->cb->isVisible(mapPos))
- {
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
- statusbar.clear();
- return;
- }
- const CGObjectInstance *objAtTile = getBlockingObject(mapPos);
- //std::vector<std::string> temp = LOCPLINT->cb->getObjDescriptions(mapPos);
- if (objAtTile)
- {
- std::string text = objAtTile->getHoverText();
- boost::replace_all(text,"\n"," ");
- statusbar.print(text);
- }
- else
- {
- std::string hlp;
- CGI->mh->getTerrainDescr(mapPos, hlp, false);
- statusbar.print(hlp);
- }
- const CGPathNode *pnode = LOCPLINT->cb->getPathInfo(mapPos);
- int turns = pnode->turns;
- vstd::amin(turns, 3);
- if(!selection) //may occur just at the start of game (fake move before full intiialization)
- return;
- if(spellBeingCasted)
- {
- switch(spellBeingCasted->id)
- {
- case SpellID::SCUTTLE_BOAT:
- if(objAtTile && objAtTile->ID == Obj::BOAT)
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 42);
- else
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
- return;
- case SpellID::DIMENSION_DOOR:
- {
- const TerrainTile *t = LOCPLINT->cb->getTile(mapPos, false);
- int3 hpos = selection->getSightCenter();
- if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos))
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 41);
- else
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
- return;
- }
- }
- }
- const bool guardingCreature = CGI->mh->map->isInTheMap(LOCPLINT->cb->guardingCreaturePosition(mapPos));
- if(selection->ID == Obj::TOWN)
- {
- if(objAtTile)
- {
- if(objAtTile->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner) != PlayerRelations::ENEMIES)
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);
- else if(objAtTile->ID == Obj::HERO && objAtTile->tempOwner == LOCPLINT->playerID)
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
- else
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
- }
- else
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
- }
- else if(const CGHeroInstance *h = curHero())
- {
- bool accessible = pnode->turns < 255;
- if(objAtTile)
- {
- if(objAtTile->ID == Obj::HERO)
- {
- if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy hero
- {
- if(accessible)
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
- else
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
- }
- else //our or ally hero
- {
- if(selection == objAtTile)
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
- else if(accessible)
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 8 + turns*6);
- else
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
- }
- }
- else if(objAtTile->ID == Obj::TOWN)
- {
- if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy town
- {
- if(accessible)
- {
- const CGTownInstance* townObj = dynamic_cast<const CGTownInstance*>(objAtTile);
- // Show movement cursor for unguarded enemy towns, otherwise attack cursor.
- if (townObj && !townObj->armedGarrison())
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
- else
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
- }
- else
- {
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
- }
- }
- else //our or ally town
- {
- if(accessible)
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
- else
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);
- }
- }
- else if(objAtTile->ID == Obj::BOAT)
- {
- if(accessible)
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 6 + turns*6);
- else
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
- }
- else if (objAtTile->ID == Obj::GARRISON || objAtTile->ID == Obj::GARRISON2)
- {
- if (accessible)
- {
- const CGGarrison* garrObj = dynamic_cast<const CGGarrison*>(objAtTile); //TODO evil evil cast!
- // Show battle cursor for guarded enemy garrisons, otherwise movement cursor.
- if (garrObj && garrObj->stacksCount()
- && !LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, garrObj->tempOwner) )
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
- else
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
- }
- else
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
- }
- else if (guardingCreature && accessible) //(objAtTile->ID == 54) //monster
- {
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
- }
- else
- {
- if(accessible)
- {
- if(pnode->land)
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
- else
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 28 + turns);
- }
- else
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
- }
- }
- else //no objs
- {
- if(accessible/* && pnode->accessible != CGPathNode::FLYABLE*/)
- {
- if (guardingCreature)
- {
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
- }
- else
- {
- if(pnode->land)
- {
- if(LOCPLINT->cb->getTile(h->getPosition(false))->terType != ETerrainType::WATER)
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 4 + turns*6);
- else
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 7 + turns*6); //anchor
- }
- else
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 6 + turns*6);
- }
- }
- else
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
- }
- }
- if(ourInaccessibleShipyard(objAtTile))
- {
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 6);
- }
- }
- void CAdvMapInt::tileRClicked(const int3 &mapPos)
- {
- if(spellBeingCasted)
- {
- leaveCastingMode();
- return;
- }
- if(!LOCPLINT->cb->isVisible(mapPos))
- {
- CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
- return;
- }
- const CGObjectInstance * obj = getBlockingObject(mapPos);
- if(!obj)
- {
- // Bare or undiscovered terrain
- const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
- if (tile)
- {
- std::string hlp;
- CGI->mh->getTerrainDescr(mapPos, hlp, true);
- CRClickPopup::createAndPush(hlp);
- }
- return;
- }
- CRClickPopup::createAndPush(obj, GH.current->motion, CENTER);
- }
- void CAdvMapInt::enterCastingMode(const CSpell * sp)
- {
- assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
- spellBeingCasted = sp;
- deactivate();
- terrain.activate();
- GH.fakeMouseMove();
- }
- void CAdvMapInt::leaveCastingMode(bool cast /*= false*/, int3 dest /*= int3(-1, -1, -1)*/)
- {
- assert(spellBeingCasted);
- SpellID id = spellBeingCasted->id;
- spellBeingCasted = nullptr;
- terrain.deactivate();
- activate();
- if(cast)
- LOCPLINT->cb->castSpell(curHero(), id, dest);
- else
- LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
- }
- const CGHeroInstance * CAdvMapInt::curHero() const
- {
- if(selection && selection->ID == Obj::HERO)
- return static_cast<const CGHeroInstance *>(selection);
- else
- return nullptr;
- }
- const CGTownInstance * CAdvMapInt::curTown() const
- {
- if(selection && selection->ID == Obj::TOWN)
- return static_cast<const CGTownInstance *>(selection);
- else
- return nullptr;
- }
- const IShipyard * CAdvMapInt::ourInaccessibleShipyard(const CGObjectInstance *obj) const
- {
- const IShipyard *ret = IShipyard::castFrom(obj);
- if(!ret || obj->tempOwner != player || CCS->curh->type || (CCS->curh->frame != 6 && CCS->curh->frame != 0))
- return nullptr;
- return ret;
- }
- void CAdvMapInt::aiTurnStarted()
- {
- adjustActiveness(true);
- CCS->musich->playMusicFromSet("enemy-turn", true);
- adventureInt->minimap.setAIRadar(true);
- adventureInt->infoBar.startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());
- adventureInt->infoBar.showAll(screen);//force refresh on inactive object
- }
- void CAdvMapInt::adjustActiveness(bool aiTurnStart)
- {
- bool wasActive = isActive();
- if(wasActive)
- deactivate();
- adventureInt->duringAITurn = aiTurnStart;
- if(wasActive)
- activate();
- }
- CAdventureOptions::CAdventureOptions():
- CWindowObject(PLAYER_COLORED, "ADVOPTS")
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL;
- exit = new CAdventureMapButton("","",boost::bind(&CAdventureOptions::close, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
- exit->assignedKeys.insert(SDLK_ESCAPE);
- scenInfo = new CAdventureMapButton("","", boost::bind(&CAdventureOptions::close, this), 24, 198, "ADVINFO.DEF",SDLK_i);
- scenInfo->callback += CAdventureOptions::showScenarioInfo;
- //viewWorld = new CAdventureMapButton("","",boost::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
- puzzle = new CAdventureMapButton("","", boost::bind(&CAdventureOptions::close, this), 24, 81, "ADVPUZ.DEF");
- puzzle->callback += boost::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT);
- dig = new CAdventureMapButton("","", boost::bind(&CAdventureOptions::close, this), 24, 139, "ADVDIG.DEF");
- if(const CGHeroInstance *h = adventureInt->curHero())
- dig->callback += boost::bind(&CPlayerInterface::tryDiggging, LOCPLINT, h);
- else
- dig->block(true);
- }
- void CAdventureOptions::showScenarioInfo()
- {
- GH.pushInt(new CScenarioInfo(LOCPLINT->cb->getMapHeader(), LOCPLINT->cb->getStartInfo()));
- }
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