CAdvmapInterface.cpp 51 KB

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  1. #include "StdInc.h"
  2. #include "CAdvmapInterface.h"
  3. #include "CCastleInterface.h"
  4. #include "CHeroWindow.h"
  5. #include "CKingdomInterface.h"
  6. #include "CSpellWindow.h"
  7. #include "GUIClasses.h"
  8. #include "CTradeWindow.h"
  9. #include "../CBitmapHandler.h"
  10. #include "../CDefHandler.h"
  11. #include "../CGameInfo.h"
  12. #include "../CMessage.h"
  13. #include "../CMusicHandler.h"
  14. #include "../CPlayerInterface.h"
  15. #include "../CPreGame.h"
  16. #include "../Graphics.h"
  17. #include "../mapHandler.h"
  18. #include "../gui/CAnimation.h"
  19. #include "../gui/CCursorHandler.h"
  20. #include "../gui/CGuiHandler.h"
  21. #include "../gui/SDL_Extensions.h"
  22. #include "../widgets/MiscWidgets.h"
  23. #include "../windows/InfoWindows.h"
  24. #include "../../CCallback.h"
  25. #include "../../lib/CConfigHandler.h"
  26. #include "../../lib/CGameState.h"
  27. #include "../../lib/CGeneralTextHandler.h"
  28. #include "../../lib/CHeroHandler.h"
  29. #include "../../lib/CSoundBase.h"
  30. #include "../../lib/spells/CSpellHandler.h"
  31. #include "../../lib/CTownHandler.h"
  32. #include "../../lib/JsonNode.h"
  33. #include "../../lib/mapObjects/CGHeroInstance.h"
  34. #include "../../lib/mapping/CMap.h"
  35. #include "../../lib/UnlockGuard.h"
  36. #include "../../lib/VCMI_Lib.h"
  37. #ifdef _MSC_VER
  38. #pragma warning (disable : 4355)
  39. #endif
  40. /*
  41. * CAdvMapInterface.cpp, part of VCMI engine
  42. *
  43. * Authors: listed in file AUTHORS in main folder
  44. *
  45. * License: GNU General Public License v2.0 or later
  46. * Full text of license available in license.txt file, in main folder
  47. *
  48. */
  49. #define ADVOPT (conf.go()->ac)
  50. using namespace CSDL_Ext;
  51. CAdvMapInt *adventureInt;
  52. CTerrainRect::CTerrainRect()
  53. : fadeSurface(nullptr),
  54. fadeAnim(new CFadeAnimation()),
  55. curHoveredTile(-1,-1,-1),
  56. currentPath(nullptr)
  57. {
  58. tilesw=(ADVOPT.advmapW+31)/32;
  59. tilesh=(ADVOPT.advmapH+31)/32;
  60. pos.x=ADVOPT.advmapX;
  61. pos.y=ADVOPT.advmapY;
  62. pos.w=ADVOPT.advmapW;
  63. pos.h=ADVOPT.advmapH;
  64. moveX = moveY = 0;
  65. addUsedEvents(LCLICK | RCLICK | HOVER | MOVE);
  66. }
  67. CTerrainRect::~CTerrainRect()
  68. {
  69. if (fadeSurface)
  70. SDL_FreeSurface(fadeSurface);
  71. delete fadeAnim;
  72. }
  73. void CTerrainRect::deactivate()
  74. {
  75. CIntObject::deactivate();
  76. curHoveredTile = int3(-1,-1,-1); //we lost info about hovered tile when disabling
  77. }
  78. void CTerrainRect::clickLeft(tribool down, bool previousState)
  79. {
  80. if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
  81. return;
  82. if ((down==false) || indeterminate(down))
  83. return;
  84. int3 mp = whichTileIsIt();
  85. if (mp.x<0 || mp.y<0 || mp.x >= LOCPLINT->cb->getMapSize().x || mp.y >= LOCPLINT->cb->getMapSize().y)
  86. return;
  87. adventureInt->tileLClicked(mp);
  88. }
  89. void CTerrainRect::clickRight(tribool down, bool previousState)
  90. {
  91. if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
  92. return;
  93. int3 mp = whichTileIsIt();
  94. if (CGI->mh->map->isInTheMap(mp) && down)
  95. adventureInt->tileRClicked(mp);
  96. }
  97. void CTerrainRect::mouseMoved(const SDL_MouseMotionEvent & sEvent)
  98. {
  99. int3 tHovered = whichTileIsIt(sEvent.x,sEvent.y);
  100. int3 pom = adventureInt->verifyPos(tHovered);
  101. if(tHovered != pom) //tile outside the map
  102. {
  103. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  104. return;
  105. }
  106. if (pom != curHoveredTile)
  107. curHoveredTile = pom;
  108. else
  109. return;
  110. adventureInt->tileHovered(pom);
  111. }
  112. void CTerrainRect::hover(bool on)
  113. {
  114. if (!on)
  115. {
  116. adventureInt->statusbar.clear();
  117. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  118. }
  119. //Hoverable::hover(on);
  120. }
  121. void CTerrainRect::showPath(const SDL_Rect * extRect, SDL_Surface * to)
  122. {
  123. const static int pns[9][9] = {
  124. {16, 17, 18, 7, -1, 19, 6, 5, -1},
  125. { 8, 9, 18, 7, -1, 19, 6, -1, 20},
  126. { 8, 1, 10, 7, -1, 19, -1, 21, 20},
  127. {24, 17, 18, 15, -1, -1, 6, 5, 4},
  128. {-1, -1, -1, -1, -1, -1, -1, -1, -1},
  129. { 8, 1, 2, -1, -1, 11, 22, 21, 20},
  130. {24, 17, -1, 23, -1, 3, 14, 5, 4},
  131. {24, -1, 2, 23, -1, 3, 22, 13, 4},
  132. {-1, 1, 2, 23, -1, 3, 22, 21, 12}
  133. }; //table of magic values TODO meaning, change variable name
  134. for (int i=0; i < (int)currentPath->nodes.size()-1; ++i)
  135. {
  136. const int3 &curPos = currentPath->nodes[i].coord, &nextPos = currentPath->nodes[i+1].coord;
  137. if(curPos.z != adventureInt->position.z)
  138. continue;
  139. int pn=-1;//number of picture
  140. if (i==0) //last tile
  141. {
  142. int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
  143. y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
  144. if (x<0 || y<0 || x>pos.w || y>pos.h)
  145. continue;
  146. pn=0;
  147. }
  148. else
  149. {
  150. const int3 &prevPos = currentPath->nodes[i-1].coord;
  151. std::vector<CGPathNode> & cv = currentPath->nodes;
  152. /* Vector directions
  153. * 0 1 2
  154. * \ | /
  155. * 3 - 4 - 5
  156. * / | \
  157. * 6 7 8
  158. *For example:
  159. * |
  160. * |__\
  161. * /
  162. * is id1=7, id2=5 (pns[7][5])
  163. */
  164. bool pathContinuous = curPos.areNeighbours(nextPos) && curPos.areNeighbours(prevPos);
  165. if(pathContinuous && cv[i].action != CGPathNode::EMBARK && cv[i].action != CGPathNode::DISEMBARK)
  166. {
  167. int id1=(curPos.x-nextPos.x+1)+3*(curPos.y-nextPos.y+1); //Direction of entering vector
  168. int id2=(cv[i-1].coord.x-curPos.x+1)+3*(cv[i-1].coord.y-curPos.y+1); //Direction of exiting vector
  169. pn=pns[id1][id2];
  170. }
  171. else //path discontinuity or sea/land transition (eg. when moving through Subterranean Gate or Boat)
  172. {
  173. pn = 0;
  174. }
  175. }
  176. if (currentPath->nodes[i].turns)
  177. pn+=25;
  178. if (pn>=0)
  179. {
  180. CDefEssential * arrows = graphics->heroMoveArrows;
  181. int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
  182. y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
  183. if (x< -32 || y< -32 || x>pos.w || y>pos.h)
  184. continue;
  185. int hvx = (x+arrows->ourImages[pn].bitmap->w)-(pos.x+pos.w),
  186. hvy = (y+arrows->ourImages[pn].bitmap->h)-(pos.y+pos.h);
  187. SDL_Rect prevClip;
  188. SDL_GetClipRect(to, &prevClip);
  189. SDL_SetClipRect(to, extRect); //preventing blitting outside of that rect
  190. if(ADVOPT.smoothMove) //version for smooth hero move, with pos shifts
  191. {
  192. if (hvx<0 && hvy<0)
  193. {
  194. Rect dstRect = genRect(32, 32, x + moveX, y + moveY);
  195. CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, nullptr, to, &dstRect);
  196. }
  197. else if(hvx<0)
  198. {
  199. Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
  200. Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x + moveX, y + moveY);
  201. CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
  202. }
  203. else if (hvy<0)
  204. {
  205. Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
  206. Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);
  207. CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
  208. }
  209. else
  210. {
  211. Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
  212. Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);
  213. CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
  214. }
  215. }
  216. else //standard version
  217. {
  218. if (hvx<0 && hvy<0)
  219. {
  220. Rect dstRect = genRect(32, 32, x, y);
  221. CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, nullptr, to, &dstRect);
  222. }
  223. else if(hvx<0)
  224. {
  225. Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
  226. Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x, y);
  227. CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
  228. }
  229. else if (hvy<0)
  230. {
  231. Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
  232. Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x, y);
  233. CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
  234. }
  235. else
  236. {
  237. Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
  238. Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x, y);
  239. CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
  240. }
  241. }
  242. SDL_SetClipRect(to, &prevClip);
  243. }
  244. } //for (int i=0;i<currentPath->nodes.size()-1;i++)
  245. }
  246. void CTerrainRect::show(SDL_Surface * to)
  247. {
  248. if (adventureInt->mode == EAdvMapMode::NORMAL)
  249. {
  250. MapDrawingInfo info(adventureInt->position, &LOCPLINT->cb->getVisibilityMap(), &pos);
  251. info.otherheroAnim = true;
  252. info.anim = adventureInt->anim;
  253. info.heroAnim = adventureInt->heroAnim;
  254. if (ADVOPT.smoothMove)
  255. info.movement = int3(moveX, moveY, 0);
  256. lastRedrawStatus = CGI->mh->drawTerrainRectNew(to, &info);
  257. if (fadeAnim->isFading())
  258. {
  259. Rect r(pos);
  260. fadeAnim->update();
  261. fadeAnim->draw(to, nullptr, &r);
  262. }
  263. if (currentPath/* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path
  264. {
  265. showPath(&pos, to);
  266. }
  267. }
  268. //SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));
  269. //SDL_FreeSurface(teren);
  270. }
  271. void CTerrainRect::showAll(SDL_Surface * to)
  272. {
  273. // world view map is static and doesn't need redraw every frame
  274. if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
  275. {
  276. MapDrawingInfo info(adventureInt->position, &LOCPLINT->cb->getVisibilityMap(), &pos, adventureInt->worldViewIconsDef);
  277. info.scaled = true;
  278. info.scale = adventureInt->worldViewScale;
  279. adventureInt->worldViewOptions.adjustDrawingInfo(info);
  280. CGI->mh->drawTerrainRectNew(to, &info);
  281. }
  282. }
  283. void CTerrainRect::showAnim(SDL_Surface * to)
  284. {
  285. if (fadeAnim->isFading())
  286. show(to);
  287. else if (lastRedrawStatus == EMapAnimRedrawStatus::REDRAW_REQUESTED)
  288. show(to); // currently the same; maybe we should pass some flag to map handler so it redraws ONLY tiles that need redraw instead of full
  289. }
  290. int3 CTerrainRect::whichTileIsIt(const int x, const int y)
  291. {
  292. int3 ret;
  293. ret.x = adventureInt->position.x + ((x-CGI->mh->offsetX-pos.x)/32);
  294. ret.y = adventureInt->position.y + ((y-CGI->mh->offsetY-pos.y)/32);
  295. ret.z = adventureInt->position.z;
  296. return ret;
  297. }
  298. int3 CTerrainRect::whichTileIsIt()
  299. {
  300. if(GH.current)
  301. return whichTileIsIt(GH.current->motion.x,GH.current->motion.y);
  302. else
  303. return int3(-1);
  304. }
  305. int3 CTerrainRect::tileCountOnScreen()
  306. {
  307. switch (adventureInt->mode)
  308. {
  309. default:
  310. logGlobal->errorStream() << "Unhandled map mode " << (int)adventureInt->mode;
  311. return int3();
  312. case EAdvMapMode::NORMAL:
  313. return int3(tilesw, tilesh, 1);
  314. case EAdvMapMode::WORLD_VIEW:
  315. return int3(tilesw / adventureInt->worldViewScale, tilesh / adventureInt->worldViewScale, 1);
  316. }
  317. }
  318. void CTerrainRect::fadeFromCurrentView()
  319. {
  320. if (!ADVOPT.screenFading)
  321. return;
  322. if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
  323. return;
  324. if (!fadeSurface)
  325. fadeSurface = CSDL_Ext::newSurface(pos.w, pos.h);
  326. SDL_BlitSurface(screen, &pos, fadeSurface, nullptr);
  327. fadeAnim->init(CFadeAnimation::EMode::OUT, fadeSurface);
  328. }
  329. bool CTerrainRect::needsAnimUpdate()
  330. {
  331. return fadeAnim->isFading() || lastRedrawStatus == EMapAnimRedrawStatus::REDRAW_REQUESTED;
  332. }
  333. void CResDataBar::clickRight(tribool down, bool previousState)
  334. {
  335. }
  336. CResDataBar::CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist)
  337. {
  338. bg = BitmapHandler::loadBitmap(defname);
  339. CSDL_Ext::setDefaultColorKey(bg);
  340. graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
  341. pos = genRect(bg->h, bg->w, pos.x+x, pos.y+y);
  342. txtpos.resize(8);
  343. for (int i = 0; i < 8 ; i++)
  344. {
  345. txtpos[i].first = pos.x + offx + resdist*i;
  346. txtpos[i].second = pos.y + offy;
  347. }
  348. txtpos[7].first = txtpos[6].first + datedist;
  349. datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
  350. + ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
  351. addUsedEvents(RCLICK);
  352. }
  353. CResDataBar::CResDataBar()
  354. {
  355. bg = BitmapHandler::loadBitmap(ADVOPT.resdatabarG);
  356. CSDL_Ext::setDefaultColorKey(bg);
  357. graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
  358. pos = genRect(bg->h,bg->w,ADVOPT.resdatabarX,ADVOPT.resdatabarY);
  359. txtpos.resize(8);
  360. for (int i = 0; i < 8 ; i++)
  361. {
  362. txtpos[i].first = pos.x + ADVOPT.resOffsetX + ADVOPT.resDist*i;
  363. txtpos[i].second = pos.y + ADVOPT.resOffsetY;
  364. }
  365. txtpos[7].first = txtpos[6].first + ADVOPT.resDateDist;
  366. datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
  367. + ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
  368. }
  369. CResDataBar::~CResDataBar()
  370. {
  371. SDL_FreeSurface(bg);
  372. }
  373. void CResDataBar::draw(SDL_Surface * to)
  374. {
  375. blitAt(bg,pos.x,pos.y,to);
  376. for (auto i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))
  377. {
  378. std::string text = boost::lexical_cast<std::string>(LOCPLINT->cb->getResourceAmount(i));
  379. graphics->fonts[FONT_SMALL]->renderTextLeft(to, text, Colors::WHITE, Point(txtpos[i].first,txtpos[i].second));
  380. }
  381. std::vector<std::string> temp;
  382. temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::MONTH)));
  383. temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK)));
  384. temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK)));
  385. graphics->fonts[FONT_SMALL]->renderTextLeft(to, processStr(datetext,temp), Colors::WHITE, Point(txtpos[7].first,txtpos[7].second));
  386. }
  387. void CResDataBar::show(SDL_Surface * to)
  388. {
  389. }
  390. void CResDataBar::showAll(SDL_Surface * to)
  391. {
  392. draw(to);
  393. }
  394. CAdvMapInt::CAdvMapInt():
  395. mode(EAdvMapMode::NORMAL),
  396. minimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH)),
  397. statusbar(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG),
  398. heroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD),
  399. townList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD),
  400. infoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192) ),
  401. activeMapPanel(nullptr)
  402. {
  403. duringAITurn = false;
  404. state = NA;
  405. spellBeingCasted = nullptr;
  406. pos.x = pos.y = 0;
  407. pos.w = screen->w;
  408. pos.h = screen->h;
  409. position = int3(0,0,0);
  410. selection = nullptr;
  411. townList.onSelect = std::bind(&CAdvMapInt::selectionChanged,this);
  412. adventureInt=this;
  413. bg = BitmapHandler::loadBitmap(ADVOPT.mainGraphic);
  414. bgWorldView = BitmapHandler::loadBitmap(ADVOPT.worldViewGraphic);
  415. scrollingDir = 0;
  416. updateScreen = false;
  417. anim=0;
  418. animValHitCount=0; //animation frame
  419. heroAnim=0;
  420. heroAnimValHitCount=0; // hero animation frame
  421. if (!bgWorldView)
  422. {
  423. logGlobal->warn("bgWorldView not defined in resolution config; fallback to VWorld.bmp");
  424. bgWorldView = BitmapHandler::loadBitmap("VWorld.bmp");
  425. }
  426. worldViewIconsDef = CDefHandler::giveDef("VwSymbol.def");
  427. for (int g=0; g<ADVOPT.gemG.size(); ++g)
  428. {
  429. gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[g]));
  430. }
  431. auto makeButton = [&] (int textID, std::function<void()> callback, config::ButtonInfo info, int key) -> CButton *
  432. {
  433. auto button = new CButton(Point(info.x, info.y), info.defName, CGI->generaltexth->zelp[textID], callback, key, info.playerColoured);
  434. for (auto image : info.additionalDefs)
  435. button->addImage(image);
  436. return button;
  437. };
  438. kingOverview = makeButton(293, std::bind(&CAdvMapInt::fshowOverview,this), ADVOPT.kingOverview, SDLK_k);
  439. underground = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this), ADVOPT.underground, SDLK_u);
  440. questlog = makeButton(295, std::bind(&CAdvMapInt::fshowQuestlog,this), ADVOPT.questlog, SDLK_q);
  441. sleepWake = makeButton(296, std::bind(&CAdvMapInt::fsleepWake,this), ADVOPT.sleepWake, SDLK_w);
  442. moveHero = makeButton(297, std::bind(&CAdvMapInt::fmoveHero,this), ADVOPT.moveHero, SDLK_m);
  443. spellbook = makeButton(298, std::bind(&CAdvMapInt::fshowSpellbok,this), ADVOPT.spellbook, SDLK_c);
  444. advOptions = makeButton(299, std::bind(&CAdvMapInt::fadventureOPtions,this), ADVOPT.advOptions, SDLK_a);
  445. sysOptions = makeButton(300, std::bind(&CAdvMapInt::fsystemOptions,this), ADVOPT.sysOptions, SDLK_o);
  446. nextHero = makeButton(301, std::bind(&CAdvMapInt::fnextHero,this), ADVOPT.nextHero, SDLK_h);
  447. endTurn = makeButton(302, std::bind(&CAdvMapInt::fendTurn,this), ADVOPT.endTurn, SDLK_e);
  448. int panelSpaceBottom = screen->h - resdatabar.pos.h - 4;
  449. panelMain = new CAdvMapPanel(nullptr, Point(0, 0));
  450. // TODO correct drawing position
  451. panelWorldView = new CAdvMapWorldViewPanel(bgWorldView, Point(heroList.pos.x - 2, 195), panelSpaceBottom, LOCPLINT->playerID);
  452. panelMain->addChildColorableButton(kingOverview);
  453. panelMain->addChildColorableButton(underground);
  454. panelMain->addChildColorableButton(questlog);
  455. panelMain->addChildColorableButton(sleepWake);
  456. panelMain->addChildColorableButton(moveHero);
  457. panelMain->addChildColorableButton(spellbook);
  458. panelMain->addChildColorableButton(advOptions);
  459. panelMain->addChildColorableButton(sysOptions);
  460. panelMain->addChildColorableButton(nextHero);
  461. panelMain->addChildColorableButton(endTurn);
  462. // TODO move configs to resolutions.json, similarly to previous buttons
  463. config::ButtonInfo worldViewBackConfig = config::ButtonInfo();
  464. worldViewBackConfig.defName = "IOK6432.DEF";
  465. worldViewBackConfig.x = screen->w - 73;
  466. worldViewBackConfig.y = 343 + 195;
  467. worldViewBackConfig.playerColoured = false;
  468. panelWorldView->addChildToPanel(
  469. makeButton(288, std::bind(&CAdvMapInt::fworldViewBack,this), worldViewBackConfig, SDLK_ESCAPE), ACTIVATE | DEACTIVATE);
  470. config::ButtonInfo worldViewPuzzleConfig = config::ButtonInfo();
  471. worldViewPuzzleConfig.defName = "VWPUZ.DEF";
  472. worldViewPuzzleConfig.x = screen->w - 188;
  473. worldViewPuzzleConfig.y = 343 + 195;
  474. worldViewPuzzleConfig.playerColoured = false;
  475. panelWorldView->addChildToPanel( // no help text for this one
  476. new CButton(Point(worldViewPuzzleConfig.x, worldViewPuzzleConfig.y), worldViewPuzzleConfig.defName, std::pair<std::string, std::string>(),
  477. std::bind(&CPlayerInterface::showPuzzleMap,LOCPLINT), SDLK_p, worldViewPuzzleConfig.playerColoured), ACTIVATE | DEACTIVATE);
  478. config::ButtonInfo worldViewScale1xConfig = config::ButtonInfo();
  479. worldViewScale1xConfig.defName = "VWMAG1.DEF";
  480. worldViewScale1xConfig.x = screen->w - 191;
  481. worldViewScale1xConfig.y = 23 + 195;
  482. worldViewScale1xConfig.playerColoured = false;
  483. panelWorldView->addChildToPanel( // help text is wrong for this button
  484. makeButton(291, std::bind(&CAdvMapInt::fworldViewScale1x,this), worldViewScale1xConfig, SDLK_1), ACTIVATE | DEACTIVATE);
  485. config::ButtonInfo worldViewScale2xConfig = config::ButtonInfo();
  486. worldViewScale2xConfig.defName = "VWMAG2.DEF";
  487. worldViewScale2xConfig.x = screen->w - 191 + 63;
  488. worldViewScale2xConfig.y = 23 + 195;
  489. worldViewScale2xConfig.playerColoured = false;
  490. panelWorldView->addChildToPanel( // help text is wrong for this button
  491. makeButton(291, std::bind(&CAdvMapInt::fworldViewScale2x,this), worldViewScale2xConfig, SDLK_2), ACTIVATE | DEACTIVATE);
  492. config::ButtonInfo worldViewScale4xConfig = config::ButtonInfo();
  493. worldViewScale4xConfig.defName = "VWMAG4.DEF";
  494. worldViewScale4xConfig.x = screen->w - 191 + 126;
  495. worldViewScale4xConfig.y = 23 + 195;
  496. worldViewScale4xConfig.playerColoured = false;
  497. panelWorldView->addChildToPanel( // help text is wrong for this button
  498. makeButton(291, std::bind(&CAdvMapInt::fworldViewScale4x,this), worldViewScale4xConfig, SDLK_4), ACTIVATE | DEACTIVATE);
  499. config::ButtonInfo worldViewUndergroundConfig = config::ButtonInfo();
  500. worldViewUndergroundConfig.defName = "IAM010.DEF";
  501. worldViewUndergroundConfig.additionalDefs.push_back("IAM003.DEF");
  502. worldViewUndergroundConfig.x = screen->w - 115;
  503. worldViewUndergroundConfig.y = 343 + 195;
  504. worldViewUndergroundConfig.playerColoured = true;
  505. worldViewUnderground = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this), worldViewUndergroundConfig, SDLK_u);
  506. panelWorldView->addChildColorableButton(worldViewUnderground);
  507. setPlayer(LOCPLINT->playerID);
  508. int iconColorMultiplier = player.getNum() * 19;
  509. int wvLeft = heroList.pos.x - 2; // TODO correct drawing position
  510. for (int i = 0; i < 5; ++i)
  511. {
  512. panelWorldView->addChildIcon(std::pair<int, Point>(i, Point(wvLeft + 5, 253 + i * 20)), worldViewIconsDef, iconColorMultiplier);
  513. panelWorldView->addChildToPanel(new CLabel(wvLeft + 45, 263 + i * 20, EFonts::FONT_SMALL, EAlignment::TOPLEFT,
  514. Colors::WHITE, CGI->generaltexth->allTexts[612 + i]));
  515. }
  516. for (int i = 0; i < 7; ++i)
  517. {
  518. panelWorldView->addChildIcon(std::pair<int, Point>(i + 5, Point(wvLeft + 5, 377 + i * 20)), worldViewIconsDef, iconColorMultiplier);
  519. panelWorldView->addChildIcon(std::pair<int, Point>(i + 12, Point(wvLeft + 160, 377 + i * 20)), worldViewIconsDef, iconColorMultiplier);
  520. panelWorldView->addChildToPanel(new CLabel(wvLeft + 45, 387 + i * 20, EFonts::FONT_SMALL, EAlignment::TOPLEFT,
  521. Colors::WHITE, CGI->generaltexth->allTexts[619 + i]));
  522. }
  523. panelWorldView->addChildToPanel(new CLabel(wvLeft + 5, 367, EFonts::FONT_SMALL, EAlignment::TOPLEFT,
  524. Colors::WHITE, CGI->generaltexth->allTexts[617]));
  525. panelWorldView->addChildToPanel(new CLabel(wvLeft + 185, 387, EFonts::FONT_SMALL, EAlignment::BOTTOMRIGHT,
  526. Colors::WHITE, CGI->generaltexth->allTexts[618]));
  527. activeMapPanel = panelMain;
  528. changeMode(EAdvMapMode::NORMAL);
  529. underground->block(!CGI->mh->map->twoLevel);
  530. questlog->block(!CGI->mh->map->quests.size());
  531. worldViewUnderground->block(!CGI->mh->map->twoLevel);
  532. addUsedEvents(MOVE);
  533. }
  534. CAdvMapInt::~CAdvMapInt()
  535. {
  536. SDL_FreeSurface(bg);
  537. for(int i=0; i<gems.size(); i++)
  538. delete gems[i];
  539. delete worldViewIconsDef;
  540. }
  541. void CAdvMapInt::fshowOverview()
  542. {
  543. GH.pushInt(new CKingdomInterface);
  544. }
  545. void CAdvMapInt::fworldViewBack()
  546. {
  547. changeMode(EAdvMapMode::NORMAL);
  548. CGI->mh->discardWorldViewCache();
  549. auto hero = curHero();
  550. if (hero)
  551. centerOn(hero);
  552. }
  553. void CAdvMapInt::fworldViewScale1x()
  554. {
  555. // TODO set corresponding scale button to "selected" mode
  556. changeMode(EAdvMapMode::WORLD_VIEW, 0.22f);
  557. }
  558. void CAdvMapInt::fworldViewScale2x()
  559. {
  560. changeMode(EAdvMapMode::WORLD_VIEW, 0.36f);
  561. }
  562. void CAdvMapInt::fworldViewScale4x()
  563. {
  564. changeMode(EAdvMapMode::WORLD_VIEW, 0.5f);
  565. }
  566. void CAdvMapInt::fswitchLevel()
  567. {
  568. // with support for future multi-level maps :)
  569. int maxLevels = CGI->mh->map->twoLevel ? 2 : 1;
  570. if (maxLevels < 2)
  571. return;
  572. position.z = (position.z + 1) % maxLevels;
  573. underground->setIndex(position.z, true);
  574. underground->redraw();
  575. worldViewUnderground->setIndex(position.z, true);
  576. worldViewUnderground->redraw();
  577. updateScreen = true;
  578. minimap.setLevel(position.z);
  579. if (mode == EAdvMapMode::WORLD_VIEW)
  580. terrain.redraw();
  581. }
  582. void CAdvMapInt::fshowQuestlog()
  583. {
  584. LOCPLINT->showQuestLog();
  585. }
  586. void CAdvMapInt::fsleepWake()
  587. {
  588. const CGHeroInstance *h = curHero();
  589. if (!h)
  590. return;
  591. bool newSleep = !isHeroSleeping(h);
  592. setHeroSleeping(h, newSleep);
  593. updateSleepWake(h);
  594. if (newSleep)
  595. {
  596. fnextHero();
  597. //moveHero.block(true);
  598. //uncomment to enable original HoMM3 behaviour:
  599. //move button is disabled for hero going to sleep, even though it's enabled when you reselect him
  600. }
  601. }
  602. void CAdvMapInt::fmoveHero()
  603. {
  604. const CGHeroInstance *h = curHero();
  605. if (!h || !terrain.currentPath || !CGI->mh->canStartHeroMovement())
  606. return;
  607. LOCPLINT->moveHero(h, *terrain.currentPath);
  608. }
  609. void CAdvMapInt::fshowSpellbok()
  610. {
  611. if (!curHero()) //checking necessary values
  612. return;
  613. centerOn(selection);
  614. auto spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), curHero(), LOCPLINT, false);
  615. GH.pushInt(spellWindow);
  616. }
  617. void CAdvMapInt::fadventureOPtions()
  618. {
  619. GH.pushInt(new CAdventureOptions);
  620. }
  621. void CAdvMapInt::fsystemOptions()
  622. {
  623. GH.pushInt(new CSystemOptionsWindow());
  624. }
  625. void CAdvMapInt::fnextHero()
  626. {
  627. auto hero = dynamic_cast<const CGHeroInstance*>(selection);
  628. int next = getNextHeroIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));
  629. if (next < 0)
  630. return;
  631. select(LOCPLINT->wanderingHeroes[next], true);
  632. }
  633. void CAdvMapInt::fendTurn()
  634. {
  635. if(!LOCPLINT->makingTurn)
  636. return;
  637. if ( settings["adventure"]["heroReminder"].Bool())
  638. {
  639. for (int i = 0; i < LOCPLINT->wanderingHeroes.size(); i++)
  640. if (!isHeroSleeping(LOCPLINT->wanderingHeroes[i]) && (LOCPLINT->wanderingHeroes[i]->movement > 0))
  641. {
  642. LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[55], std::bind(&CAdvMapInt::endingTurn, this), 0, false);
  643. return;
  644. }
  645. }
  646. endingTurn();
  647. }
  648. void CAdvMapInt::updateSleepWake(const CGHeroInstance *h)
  649. {
  650. sleepWake->block(!h);
  651. if (!h)
  652. return;
  653. bool state = isHeroSleeping(h);
  654. sleepWake->setIndex(state ? 1 : 0, true);
  655. sleepWake->assignedKeys.clear();
  656. sleepWake->assignedKeys.insert(state ? SDLK_w : SDLK_z);
  657. }
  658. void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath)
  659. {
  660. if(!h)
  661. {
  662. moveHero->block(true);
  663. return;
  664. }
  665. //default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately
  666. if(boost::logic::indeterminate(hasPath))
  667. hasPath = LOCPLINT->paths[h].nodes.size() ? true : false;
  668. moveHero->block(!hasPath || (h->movement == 0));
  669. }
  670. void CAdvMapInt::updateSpellbook(const CGHeroInstance *h)
  671. {
  672. spellbook->block(!h);
  673. }
  674. int CAdvMapInt::getNextHeroIndex(int startIndex)
  675. {
  676. if (LOCPLINT->wanderingHeroes.size() == 0)
  677. return -1;
  678. if (startIndex < 0)
  679. startIndex = 0;
  680. int i = startIndex;
  681. do
  682. {
  683. i++;
  684. if (i >= LOCPLINT->wanderingHeroes.size())
  685. i = 0;
  686. }
  687. while (((LOCPLINT->wanderingHeroes[i]->movement == 0) || isHeroSleeping(LOCPLINT->wanderingHeroes[i])) && (i != startIndex));
  688. if ((LOCPLINT->wanderingHeroes[i]->movement != 0) && !isHeroSleeping(LOCPLINT->wanderingHeroes[i]))
  689. return i;
  690. else
  691. return -1;
  692. }
  693. void CAdvMapInt::updateNextHero(const CGHeroInstance *h)
  694. {
  695. int start = vstd::find_pos(LOCPLINT->wanderingHeroes, h);
  696. int next = getNextHeroIndex(start);
  697. if (next < 0)
  698. {
  699. nextHero->block(true);
  700. return;
  701. }
  702. const CGHeroInstance *nextH = LOCPLINT->wanderingHeroes[next];
  703. bool noActiveHeroes = (next == start) && ((nextH->movement == 0) || isHeroSleeping(nextH));
  704. nextHero->block(noActiveHeroes);
  705. }
  706. void CAdvMapInt::activate()
  707. {
  708. CIntObject::activate();
  709. if (!(active & KEYBOARD))
  710. CIntObject::activate(KEYBOARD);
  711. screenBuf = screen;
  712. GH.statusbar = &statusbar;
  713. if(!duringAITurn)
  714. {
  715. activeMapPanel->activate();
  716. if (mode == EAdvMapMode::NORMAL)
  717. {
  718. heroList.activate();
  719. townList.activate();
  720. infoBar.activate();
  721. }
  722. minimap.activate();
  723. terrain.activate();
  724. LOCPLINT->cingconsole->activate();
  725. GH.fakeMouseMove(); //to restore the cursor
  726. }
  727. }
  728. void CAdvMapInt::deactivate()
  729. {
  730. CIntObject::deactivate();
  731. if(!duringAITurn)
  732. {
  733. scrollingDir = 0;
  734. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  735. activeMapPanel->deactivate();
  736. if (mode == EAdvMapMode::NORMAL)
  737. {
  738. heroList.deactivate();
  739. townList.deactivate();
  740. infoBar.deactivate();
  741. }
  742. minimap.deactivate();
  743. terrain.deactivate();
  744. if(LOCPLINT)
  745. LOCPLINT->cingconsole->deactivate();
  746. }
  747. }
  748. void CAdvMapInt::showAll(SDL_Surface * to)
  749. {
  750. blitAt(bg,0,0,to);
  751. if(state != INGAME)
  752. return;
  753. switch (mode)
  754. {
  755. case EAdvMapMode::NORMAL:
  756. heroList.showAll(to);
  757. townList.showAll(to);
  758. infoBar.showAll(to);
  759. break;
  760. case EAdvMapMode::WORLD_VIEW:
  761. terrain.showAll(to);
  762. break;
  763. }
  764. activeMapPanel->showAll(to);
  765. updateScreen = true;
  766. minimap.showAll(to);
  767. show(to);
  768. resdatabar.draw(to);
  769. statusbar.show(to);
  770. LOCPLINT->cingconsole->show(to);
  771. }
  772. bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero)
  773. {
  774. if (!hero)
  775. return false;
  776. return vstd::contains(LOCPLINT->sleepingHeroes, hero);
  777. }
  778. void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep)
  779. {
  780. if (sleep)
  781. LOCPLINT->sleepingHeroes.push_back(hero); //FIXME: should we check for existence?
  782. else
  783. LOCPLINT->sleepingHeroes -= hero;
  784. updateNextHero(nullptr);
  785. }
  786. void CAdvMapInt::show(SDL_Surface * to)
  787. {
  788. if(state != INGAME)
  789. return;
  790. ++animValHitCount; //for animations
  791. if(animValHitCount == 8)
  792. {
  793. CGI->mh->updateWater();
  794. animValHitCount = 0;
  795. ++anim;
  796. updateScreen = true;
  797. }
  798. ++heroAnim;
  799. int scrollSpeed = settings["adventure"]["scrollSpeed"].Float();
  800. //if advmap needs updating AND (no dialog is shown OR ctrl is pressed)
  801. if((animValHitCount % (4/scrollSpeed)) == 0
  802. && (
  803. (GH.topInt() == this)
  804. || isCtrlKeyDown()
  805. )
  806. )
  807. {
  808. if( (scrollingDir & LEFT) && (position.x>-CGI->mh->frameW) )
  809. position.x--;
  810. if( (scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - CGI->mh->tilesW + CGI->mh->frameW) )
  811. position.x++;
  812. if( (scrollingDir & UP) && (position.y>-CGI->mh->frameH) )
  813. position.y--;
  814. if( (scrollingDir & DOWN) && (position.y < CGI->mh->map->height - CGI->mh->tilesH + CGI->mh->frameH) )
  815. position.y++;
  816. if(scrollingDir)
  817. {
  818. updateScreen = true;
  819. minimap.redraw();
  820. if (mode == EAdvMapMode::WORLD_VIEW)
  821. terrain.redraw();
  822. }
  823. }
  824. if(updateScreen)
  825. {
  826. int3 betterPos = LOCPLINT->repairScreenPos(position);
  827. if (betterPos != position)
  828. {
  829. logGlobal->warnStream() << "Incorrect position for adventure map!";
  830. position = betterPos;
  831. }
  832. terrain.show(to);
  833. for(int i=0;i<4;i++)
  834. blitAt(gems[i]->ourImages[LOCPLINT->playerID.getNum()].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);
  835. updateScreen=false;
  836. LOCPLINT->cingconsole->show(to);
  837. }
  838. else if (terrain.needsAnimUpdate())
  839. {
  840. terrain.showAnim(to);
  841. for(int i=0;i<4;i++)
  842. blitAt(gems[i]->ourImages[LOCPLINT->playerID.getNum()].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);
  843. }
  844. infoBar.show(to);
  845. statusbar.showAll(to);
  846. }
  847. void CAdvMapInt::selectionChanged()
  848. {
  849. const CGTownInstance *to = LOCPLINT->towns[townList.getSelectedIndex()];
  850. if (selection != to)
  851. select(to);
  852. }
  853. void CAdvMapInt::centerOn(int3 on, bool fade /* = false */)
  854. {
  855. bool switchedLevels = on.z != position.z;
  856. if (fade)
  857. {
  858. terrain.fadeFromCurrentView();
  859. }
  860. switch (mode)
  861. {
  862. default:
  863. case EAdvMapMode::NORMAL:
  864. on.x -= CGI->mh->frameW; // is this intentional? frame size doesn't really have to correspond to camera size...
  865. on.y -= CGI->mh->frameH;
  866. break;
  867. case EAdvMapMode::WORLD_VIEW:
  868. on.x -= CGI->mh->tilesW / 2 / worldViewScale;
  869. on.y -= CGI->mh->tilesH / 2 / worldViewScale;
  870. break;
  871. }
  872. on = LOCPLINT->repairScreenPos(on);
  873. position = on;
  874. updateScreen=true;
  875. underground->setIndex(on.z,true); //change underground switch button image
  876. underground->redraw();
  877. worldViewUnderground->setIndex(on.z, true);
  878. worldViewUnderground->redraw();
  879. if (switchedLevels)
  880. minimap.setLevel(position.z);
  881. minimap.redraw();
  882. if (mode == EAdvMapMode::WORLD_VIEW)
  883. terrain.redraw();
  884. }
  885. void CAdvMapInt::centerOn(const CGObjectInstance *obj, bool fade /* = false */)
  886. {
  887. centerOn(obj->getSightCenter(), fade);
  888. }
  889. void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
  890. {
  891. if (mode == EAdvMapMode::WORLD_VIEW)
  892. return;
  893. ui8 Dir = 0;
  894. SDL_Keycode k = key.keysym.sym;
  895. const CGHeroInstance *h = curHero(); //selected hero
  896. const CGTownInstance *t = curTown(); //selected town
  897. switch(k)
  898. {
  899. case SDLK_g:
  900. if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)
  901. return;
  902. {
  903. //find first town with tavern
  904. auto itr = range::find_if(LOCPLINT->towns, [](const CGTownInstance * town)
  905. {
  906. return town->hasBuilt(BuildingID::TAVERN);
  907. });
  908. if(itr != LOCPLINT->towns.end())
  909. LOCPLINT->showThievesGuildWindow(*itr);
  910. else
  911. LOCPLINT->showInfoDialog("No available town with tavern!");
  912. }
  913. return;
  914. case SDLK_i:
  915. if(isActive())
  916. CAdventureOptions::showScenarioInfo();
  917. return;
  918. case SDLK_l:
  919. if(isActive())
  920. LOCPLINT->proposeLoadingGame();
  921. return;
  922. case SDLK_s:
  923. if(isActive())
  924. GH.pushInt(new CSavingScreen(CPlayerInterface::howManyPeople > 1));
  925. return;
  926. case SDLK_d:
  927. {
  928. if(h && isActive() && key.state == SDL_PRESSED)
  929. LOCPLINT->tryDiggging(h);
  930. return;
  931. }
  932. case SDLK_p:
  933. if(isActive())
  934. LOCPLINT->showPuzzleMap();
  935. return;
  936. case SDLK_v:
  937. if(isActive())
  938. LOCPLINT->viewWorldMap();
  939. return;
  940. case SDLK_r:
  941. if(isActive() && LOCPLINT->ctrlPressed())
  942. {
  943. LOCPLINT->showYesNoDialog("Are you sure you want to restart game?",
  944. []{ LOCPLINT->sendCustomEvent(RESTART_GAME); },
  945. []{}, true);
  946. }
  947. return;
  948. case SDLK_SPACE: //space - try to revisit current object with selected hero
  949. {
  950. if(!isActive())
  951. return;
  952. if(h && key.state == SDL_PRESSED)
  953. {
  954. auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
  955. //TODO!!!!!!! possible freeze, when GS mutex is locked and network thread can't apply package
  956. //this thread leaves scope and tries to lock pim while holding gs,
  957. //network thread tries to lock gs (appluy cl) while holding pim
  958. //this thread should first lock pim, however gs locking/unlocking is done inside cb
  959. LOCPLINT->cb->moveHero(h,h->pos);
  960. }
  961. }
  962. return;
  963. case SDLK_RETURN:
  964. {
  965. if(!isActive() || !selection || key.state != SDL_PRESSED)
  966. return;
  967. if(h)
  968. LOCPLINT->openHeroWindow(h);
  969. else if(t)
  970. LOCPLINT->openTownWindow(t);
  971. return;
  972. }
  973. case SDLK_ESCAPE:
  974. {
  975. if(isActive() || GH.topInt() != this || !spellBeingCasted || key.state != SDL_PRESSED)
  976. return;
  977. leaveCastingMode();
  978. return;
  979. }
  980. case SDLK_t:
  981. {
  982. //act on key down if marketplace windows is not already opened
  983. if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)
  984. return;
  985. if(LOCPLINT->ctrlPressed()) //CTRL + T => open marketplace
  986. {
  987. //check if we have any marketplace
  988. const CGTownInstance *townWithMarket = nullptr;
  989. for(const CGTownInstance *t : LOCPLINT->cb->getTownsInfo())
  990. {
  991. if(t->hasBuilt(BuildingID::MARKETPLACE))
  992. {
  993. townWithMarket = t;
  994. break;
  995. }
  996. }
  997. if(townWithMarket) //if any town has marketplace, open window
  998. GH.pushInt(new CMarketplaceWindow(townWithMarket));
  999. else //if not - complain
  1000. LOCPLINT->showInfoDialog("No available marketplace!");
  1001. }
  1002. else if(isActive()) //no ctrl, advmapint is on the top => switch to town
  1003. {
  1004. townList.selectNext();
  1005. }
  1006. return;
  1007. }
  1008. default:
  1009. {
  1010. static const int3 directions[] = { int3(-1, +1, 0), int3(0, +1, 0), int3(+1, +1, 0),
  1011. int3(-1, 0, 0), int3(0, 0, 0), int3(+1, 0, 0),
  1012. int3(-1, -1, 0), int3(0, -1, 0), int3(+1, -1, 0) };
  1013. //numpad arrow
  1014. if(CGuiHandler::isArrowKey(k))
  1015. k = CGuiHandler::arrowToNum(k);
  1016. k -= SDLK_KP_1;
  1017. if(k < 0 || k > 8)
  1018. return;
  1019. if (!CGI->mh->canStartHeroMovement())
  1020. return;
  1021. int3 dir = directions[k];
  1022. if(!isActive() || LOCPLINT->ctrlPressed())//ctrl makes arrow move screen, not hero
  1023. {
  1024. Dir = (dir.x<0 ? LEFT : 0) |
  1025. (dir.x>0 ? RIGHT : 0) |
  1026. (dir.y<0 ? UP : 0) |
  1027. (dir.y>0 ? DOWN : 0) ;
  1028. break;
  1029. }
  1030. if(!h || key.state != SDL_PRESSED)
  1031. break;
  1032. if(k == 4)
  1033. {
  1034. centerOn(h);
  1035. return;
  1036. }
  1037. CGPath &path = LOCPLINT->paths[h];
  1038. terrain.currentPath = &path;
  1039. int3 dst = h->getPosition(false) + dir;
  1040. if(dst != verifyPos(dst) || !LOCPLINT->cb->getPathsInfo(h)->getPath(path, dst))
  1041. {
  1042. terrain.currentPath = nullptr;
  1043. return;
  1044. }
  1045. if (path.nodes.size() > 2)
  1046. updateMoveHero(h);
  1047. else
  1048. if(!path.nodes[0].turns)
  1049. LOCPLINT->moveHero(h, path);
  1050. }
  1051. return;
  1052. }
  1053. if(Dir && key.state == SDL_PRESSED //arrow is pressed
  1054. && LOCPLINT->ctrlPressed()
  1055. )
  1056. scrollingDir |= Dir;
  1057. else
  1058. scrollingDir &= ~Dir;
  1059. }
  1060. void CAdvMapInt::handleRightClick(std::string text, tribool down)
  1061. {
  1062. if(down)
  1063. {
  1064. CRClickPopup::createAndPush(text);
  1065. }
  1066. }
  1067. int3 CAdvMapInt::verifyPos(int3 ver)
  1068. {
  1069. if (ver.x<0)
  1070. ver.x=0;
  1071. if (ver.y<0)
  1072. ver.y=0;
  1073. if (ver.z<0)
  1074. ver.z=0;
  1075. if (ver.x>=CGI->mh->sizes.x)
  1076. ver.x=CGI->mh->sizes.x-1;
  1077. if (ver.y>=CGI->mh->sizes.y)
  1078. ver.y=CGI->mh->sizes.y-1;
  1079. if (ver.z>=CGI->mh->sizes.z)
  1080. ver.z=CGI->mh->sizes.z-1;
  1081. return ver;
  1082. }
  1083. void CAdvMapInt::select(const CArmedInstance *sel, bool centerView /*= true*/)
  1084. {
  1085. assert(sel);
  1086. LOCPLINT->setSelection(sel);
  1087. selection = sel;
  1088. if (LOCPLINT->battleInt == nullptr && LOCPLINT->makingTurn)
  1089. {
  1090. auto pos = sel->visitablePos();
  1091. auto tile = LOCPLINT->cb->getTile(pos);
  1092. if(tile)
  1093. CCS->musich->playMusicFromSet("terrain", tile->terType, true);
  1094. }
  1095. if(centerView)
  1096. centerOn(sel);
  1097. terrain.currentPath = nullptr;
  1098. if(sel->ID==Obj::TOWN)
  1099. {
  1100. auto town = dynamic_cast<const CGTownInstance*>(sel);
  1101. infoBar.showTownSelection(town);
  1102. townList.select(town);
  1103. heroList.select(nullptr);
  1104. updateSleepWake(nullptr);
  1105. updateMoveHero(nullptr);
  1106. updateSpellbook(nullptr);
  1107. }
  1108. else //hero selected
  1109. {
  1110. auto hero = dynamic_cast<const CGHeroInstance*>(sel);
  1111. infoBar.showHeroSelection(hero);
  1112. heroList.select(hero);
  1113. townList.select(nullptr);
  1114. terrain.currentPath = LOCPLINT->getAndVerifyPath(hero);
  1115. updateSleepWake(hero);
  1116. updateMoveHero(hero);
  1117. updateSpellbook(hero);
  1118. }
  1119. townList.redraw();
  1120. heroList.redraw();
  1121. }
  1122. void CAdvMapInt::mouseMoved( const SDL_MouseMotionEvent & sEvent )
  1123. {
  1124. // adventure map scrolling with mouse
  1125. // currently disabled in world view mode (as it is in OH3), but should work correctly if mode check is removed
  1126. if(!isCtrlKeyDown() && isActive() && mode == EAdvMapMode::NORMAL)
  1127. {
  1128. if(sEvent.x<15)
  1129. {
  1130. scrollingDir |= LEFT;
  1131. }
  1132. else
  1133. {
  1134. scrollingDir &= ~LEFT;
  1135. }
  1136. if(sEvent.x>screen->w-15)
  1137. {
  1138. scrollingDir |= RIGHT;
  1139. }
  1140. else
  1141. {
  1142. scrollingDir &= ~RIGHT;
  1143. }
  1144. if(sEvent.y<15)
  1145. {
  1146. scrollingDir |= UP;
  1147. }
  1148. else
  1149. {
  1150. scrollingDir &= ~UP;
  1151. }
  1152. if(sEvent.y>screen->h-15)
  1153. {
  1154. scrollingDir |= DOWN;
  1155. }
  1156. else
  1157. {
  1158. scrollingDir &= ~DOWN;
  1159. }
  1160. }
  1161. }
  1162. bool CAdvMapInt::isActive()
  1163. {
  1164. return active & ~CIntObject::KEYBOARD;
  1165. }
  1166. void CAdvMapInt::startHotSeatWait(PlayerColor Player)
  1167. {
  1168. state = WAITING;
  1169. }
  1170. void CAdvMapInt::setPlayer(PlayerColor Player)
  1171. {
  1172. player = Player;
  1173. graphics->blueToPlayersAdv(bg,player);
  1174. panelMain->setPlayerColor(player);
  1175. panelWorldView->setPlayerColor(player);
  1176. panelWorldView->recolorIcons(player, worldViewIconsDef, player.getNum() * 19);
  1177. graphics->blueToPlayersAdv(resdatabar.bg,player);
  1178. //heroList.updateHList();
  1179. //townList.genList();
  1180. }
  1181. void CAdvMapInt::startTurn()
  1182. {
  1183. state = INGAME;
  1184. if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID)
  1185. {
  1186. adjustActiveness(false);
  1187. minimap.setAIRadar(false);
  1188. }
  1189. }
  1190. void CAdvMapInt::endingTurn()
  1191. {
  1192. if(LOCPLINT->cingconsole->active)
  1193. LOCPLINT->cingconsole->deactivate();
  1194. LOCPLINT->makingTurn = false;
  1195. LOCPLINT->cb->endTurn();
  1196. }
  1197. const CGObjectInstance* CAdvMapInt::getActiveObject(const int3 &mapPos)
  1198. {
  1199. std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile
  1200. if (bobjs.empty())
  1201. return nullptr;
  1202. return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);
  1203. /*
  1204. if (bobjs.back()->ID == Obj::HERO)
  1205. return bobjs.back();
  1206. else
  1207. return bobjs.front();*/
  1208. }
  1209. void CAdvMapInt::tileLClicked(const int3 &mapPos)
  1210. {
  1211. if(mode != EAdvMapMode::NORMAL)
  1212. return;
  1213. if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn)
  1214. return;
  1215. const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
  1216. const CGObjectInstance *topBlocking = getActiveObject(mapPos);
  1217. int3 selPos = selection->getSightCenter();
  1218. if(spellBeingCasted && isInScreenRange(selPos, mapPos))
  1219. {
  1220. const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
  1221. switch(spellBeingCasted->id)
  1222. {
  1223. case SpellID::SCUTTLE_BOAT: //Scuttle Boat
  1224. if(topBlocking && topBlocking->ID == Obj::BOAT)
  1225. leaveCastingMode(true, mapPos);
  1226. break;
  1227. case SpellID::DIMENSION_DOOR:
  1228. if(!tile || tile->isClear(heroTile))
  1229. leaveCastingMode(true, mapPos);
  1230. break;
  1231. }
  1232. return;
  1233. }
  1234. //check if we can select this object
  1235. bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
  1236. canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
  1237. if(selection->ID != Obj::HERO) //hero is not selected (presumably town)
  1238. {
  1239. assert(!terrain.currentPath); //path can be active only when hero is selected
  1240. if(selection == topBlocking) //selected town clicked
  1241. LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
  1242. else if(canSelect)
  1243. select(static_cast<const CArmedInstance*>(topBlocking), false);
  1244. return;
  1245. }
  1246. else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
  1247. {
  1248. const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);
  1249. if(currentHero == topBlocking) //clicked selected hero
  1250. {
  1251. LOCPLINT->openHeroWindow(currentHero);
  1252. return;
  1253. }
  1254. else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
  1255. {
  1256. select(static_cast<const CArmedInstance*>(topBlocking), false);
  1257. return;
  1258. }
  1259. else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
  1260. {
  1261. if(terrain.currentPath && terrain.currentPath->endPos() == mapPos)//we'll be moving
  1262. {
  1263. if(CGI->mh->canStartHeroMovement())
  1264. LOCPLINT->moveHero(currentHero, *terrain.currentPath);
  1265. return;
  1266. }
  1267. else //remove old path and find a new one if we clicked on accessible tile
  1268. {
  1269. CGPath &path = LOCPLINT->paths[currentHero];
  1270. CGPath newpath;
  1271. bool gotPath = LOCPLINT->cb->getPathsInfo(currentHero)->getPath(newpath, mapPos); //try getting path, erase if failed
  1272. if(gotPath && newpath.nodes.size())
  1273. path = newpath;
  1274. if(path.nodes.size())
  1275. terrain.currentPath = &path;
  1276. else
  1277. LOCPLINT->eraseCurrentPathOf(currentHero);
  1278. updateMoveHero(currentHero);
  1279. }
  1280. }
  1281. } //end of hero is selected "case"
  1282. else
  1283. {
  1284. throw std::runtime_error("Nothing is selected...");
  1285. }
  1286. if(const IShipyard *shipyard = ourInaccessibleShipyard(topBlocking))
  1287. {
  1288. LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
  1289. }
  1290. }
  1291. void CAdvMapInt::tileHovered(const int3 &mapPos)
  1292. {
  1293. if(mode != EAdvMapMode::NORMAL //disable in world view
  1294. || !selection) //may occur just at the start of game (fake move before full intiialization)
  1295. return;
  1296. if(!LOCPLINT->cb->isVisible(mapPos))
  1297. {
  1298. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1299. statusbar.clear();
  1300. return;
  1301. }
  1302. auto objRelations = PlayerRelations::ALLIES;
  1303. const CGObjectInstance *objAtTile = getActiveObject(mapPos);
  1304. if(objAtTile)
  1305. {
  1306. objRelations = LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner);
  1307. std::string text = curHero() ? objAtTile->getHoverText(curHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
  1308. boost::replace_all(text,"\n"," ");
  1309. statusbar.setText(text);
  1310. }
  1311. else
  1312. {
  1313. std::string hlp;
  1314. CGI->mh->getTerrainDescr(mapPos, hlp, false);
  1315. statusbar.setText(hlp);
  1316. }
  1317. if(spellBeingCasted)
  1318. {
  1319. switch(spellBeingCasted->id)
  1320. {
  1321. case SpellID::SCUTTLE_BOAT:
  1322. if(objAtTile && objAtTile->ID == Obj::BOAT)
  1323. CCS->curh->changeGraphic(ECursor::ADVENTURE, 42);
  1324. else
  1325. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1326. return;
  1327. case SpellID::DIMENSION_DOOR:
  1328. {
  1329. const TerrainTile * t = LOCPLINT->cb->getTile(mapPos, false);
  1330. int3 hpos = selection->getSightCenter();
  1331. if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos))
  1332. CCS->curh->changeGraphic(ECursor::ADVENTURE, 41);
  1333. else
  1334. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1335. return;
  1336. }
  1337. }
  1338. }
  1339. if(selection->ID == Obj::TOWN)
  1340. {
  1341. if(objAtTile)
  1342. {
  1343. if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
  1344. CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);
  1345. else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
  1346. CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
  1347. else
  1348. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1349. }
  1350. else
  1351. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1352. }
  1353. else if(const CGHeroInstance * h = curHero())
  1354. {
  1355. int3 mapPosCopy = mapPos;
  1356. const CGPathNode * pnode = LOCPLINT->cb->getPathsInfo(h)->getPathInfo(mapPosCopy);
  1357. assert(pnode);
  1358. int turns = pnode->turns;
  1359. vstd::amin(turns, 3);
  1360. switch(pnode->action)
  1361. {
  1362. case CGPathNode::NORMAL:
  1363. case CGPathNode::TELEPORT_NORMAL:
  1364. if(pnode->layer == EPathfindingLayer::LAND)
  1365. CCS->curh->changeGraphic(ECursor::ADVENTURE, 4 + turns*6);
  1366. else
  1367. CCS->curh->changeGraphic(ECursor::ADVENTURE, 28 + turns);
  1368. break;
  1369. case CGPathNode::VISIT:
  1370. case CGPathNode::BLOCKING_VISIT:
  1371. case CGPathNode::TELEPORT_BLOCKING_VISIT:
  1372. if(objAtTile && objAtTile->ID == Obj::HERO)
  1373. {
  1374. if(selection == objAtTile)
  1375. CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
  1376. else
  1377. CCS->curh->changeGraphic(ECursor::ADVENTURE, 8 + turns*6);
  1378. }
  1379. else if(pnode->layer == EPathfindingLayer::LAND)
  1380. CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
  1381. else
  1382. CCS->curh->changeGraphic(ECursor::ADVENTURE, 28 + turns);
  1383. break;
  1384. case CGPathNode::BATTLE:
  1385. case CGPathNode::TELEPORT_BATTLE:
  1386. CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
  1387. break;
  1388. case CGPathNode::EMBARK:
  1389. CCS->curh->changeGraphic(ECursor::ADVENTURE, 6 + turns*6);
  1390. break;
  1391. case CGPathNode::DISEMBARK:
  1392. CCS->curh->changeGraphic(ECursor::ADVENTURE, 7 + turns*6);
  1393. break;
  1394. default:
  1395. if(objAtTile && objRelations != PlayerRelations::ENEMIES)
  1396. {
  1397. if(objAtTile->ID == Obj::TOWN)
  1398. CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);
  1399. else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
  1400. CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
  1401. }
  1402. else
  1403. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  1404. break;
  1405. }
  1406. }
  1407. if(ourInaccessibleShipyard(objAtTile))
  1408. {
  1409. CCS->curh->changeGraphic(ECursor::ADVENTURE, 6);
  1410. }
  1411. }
  1412. void CAdvMapInt::tileRClicked(const int3 &mapPos)
  1413. {
  1414. if(mode != EAdvMapMode::NORMAL)
  1415. return;
  1416. if(spellBeingCasted)
  1417. {
  1418. leaveCastingMode();
  1419. return;
  1420. }
  1421. if(!LOCPLINT->cb->isVisible(mapPos))
  1422. {
  1423. CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
  1424. return;
  1425. }
  1426. const CGObjectInstance * obj = getActiveObject(mapPos);
  1427. if(!obj)
  1428. {
  1429. // Bare or undiscovered terrain
  1430. const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
  1431. if (tile)
  1432. {
  1433. std::string hlp;
  1434. CGI->mh->getTerrainDescr(mapPos, hlp, true);
  1435. CRClickPopup::createAndPush(hlp);
  1436. }
  1437. return;
  1438. }
  1439. CRClickPopup::createAndPush(obj, GH.current->motion, CENTER);
  1440. }
  1441. void CAdvMapInt::enterCastingMode(const CSpell * sp)
  1442. {
  1443. assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
  1444. spellBeingCasted = sp;
  1445. deactivate();
  1446. terrain.activate();
  1447. GH.fakeMouseMove();
  1448. }
  1449. void CAdvMapInt::leaveCastingMode(bool cast /*= false*/, int3 dest /*= int3(-1, -1, -1)*/)
  1450. {
  1451. assert(spellBeingCasted);
  1452. SpellID id = spellBeingCasted->id;
  1453. spellBeingCasted = nullptr;
  1454. terrain.deactivate();
  1455. activate();
  1456. if(cast)
  1457. LOCPLINT->cb->castSpell(curHero(), id, dest);
  1458. else
  1459. LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
  1460. }
  1461. const CGHeroInstance * CAdvMapInt::curHero() const
  1462. {
  1463. if(selection && selection->ID == Obj::HERO)
  1464. return static_cast<const CGHeroInstance *>(selection);
  1465. else
  1466. return nullptr;
  1467. }
  1468. const CGTownInstance * CAdvMapInt::curTown() const
  1469. {
  1470. if(selection && selection->ID == Obj::TOWN)
  1471. return static_cast<const CGTownInstance *>(selection);
  1472. else
  1473. return nullptr;
  1474. }
  1475. const IShipyard * CAdvMapInt::ourInaccessibleShipyard(const CGObjectInstance *obj) const
  1476. {
  1477. const IShipyard *ret = IShipyard::castFrom(obj);
  1478. if(!ret || obj->tempOwner != player || CCS->curh->type || (CCS->curh->frame != 6 && CCS->curh->frame != 0))
  1479. return nullptr;
  1480. return ret;
  1481. }
  1482. void CAdvMapInt::aiTurnStarted()
  1483. {
  1484. adjustActiveness(true);
  1485. CCS->musich->playMusicFromSet("enemy-turn", true);
  1486. adventureInt->minimap.setAIRadar(true);
  1487. adventureInt->infoBar.startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());
  1488. adventureInt->infoBar.showAll(screen);//force refresh on inactive object
  1489. }
  1490. void CAdvMapInt::adjustActiveness(bool aiTurnStart)
  1491. {
  1492. bool wasActive = isActive();
  1493. if(wasActive)
  1494. deactivate();
  1495. adventureInt->duringAITurn = aiTurnStart;
  1496. if(wasActive)
  1497. activate();
  1498. }
  1499. void CAdvMapInt::quickCombatLock()
  1500. {
  1501. if(!duringAITurn)
  1502. deactivate();
  1503. }
  1504. void CAdvMapInt::quickCombatUnlock()
  1505. {
  1506. if(!duringAITurn)
  1507. activate();
  1508. }
  1509. void CAdvMapInt::changeMode(EAdvMapMode newMode, float newScale /* = 0.4f */)
  1510. {
  1511. if (mode != newMode)
  1512. {
  1513. mode = newMode;
  1514. switch (mode)
  1515. {
  1516. case EAdvMapMode::NORMAL:
  1517. panelMain->activate();
  1518. panelWorldView->deactivate();
  1519. activeMapPanel = panelMain;
  1520. townList.activate();
  1521. heroList.activate();
  1522. infoBar.activate();
  1523. worldViewOptions.clear();
  1524. break;
  1525. case EAdvMapMode::WORLD_VIEW:
  1526. panelMain->deactivate();
  1527. panelWorldView->activate();
  1528. activeMapPanel = panelWorldView;
  1529. townList.deactivate();
  1530. heroList.deactivate();
  1531. infoBar.showSelection(); // to prevent new day animation interfering world view mode
  1532. infoBar.deactivate();
  1533. break;
  1534. }
  1535. worldViewScale = newScale;
  1536. redraw();
  1537. }
  1538. else if (worldViewScale != newScale) // still in world view mode, but the scale changed
  1539. {
  1540. worldViewScale = newScale;
  1541. redraw();
  1542. }
  1543. }
  1544. CAdventureOptions::CAdventureOptions():
  1545. CWindowObject(PLAYER_COLORED, "ADVOPTS")
  1546. {
  1547. OBJ_CONSTRUCTION_CAPTURING_ALL;
  1548. viewWorld = new CButton(Point(24, 23), "ADVVIEW.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_v);
  1549. viewWorld->addCallback(std::bind(&CPlayerInterface::viewWorldMap, LOCPLINT));
  1550. exit = new CButton(Point(204, 313), "IOK6432.DEF", CButton::tooltip(), std::bind(&CAdventureOptions::close, this), SDLK_RETURN);
  1551. exit->assignedKeys.insert(SDLK_ESCAPE);
  1552. scenInfo = new CButton(Point(24, 198), "ADVINFO.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_i);
  1553. scenInfo->addCallback(CAdventureOptions::showScenarioInfo);
  1554. puzzle = new CButton(Point(24, 81), "ADVPUZ.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_p);
  1555. puzzle->addCallback(std::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT));
  1556. dig = new CButton(Point(24, 139), "ADVDIG.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_d);
  1557. if(const CGHeroInstance *h = adventureInt->curHero())
  1558. dig->addCallback(std::bind(&CPlayerInterface::tryDiggging, LOCPLINT, h));
  1559. else
  1560. dig->block(true);
  1561. }
  1562. void CAdventureOptions::showScenarioInfo()
  1563. {
  1564. auto campState = LOCPLINT->cb->getStartInfo()->campState;
  1565. if(campState)
  1566. {
  1567. GH.pushInt(new CBonusSelection(campState));
  1568. }
  1569. else
  1570. {
  1571. GH.pushInt(new CScenarioInfo(LOCPLINT->cb->getMapHeader(), LOCPLINT->cb->getStartInfo()));
  1572. }
  1573. }
  1574. CAdvMapInt::WorldViewOptions::WorldViewOptions()
  1575. {
  1576. clear();
  1577. }
  1578. void CAdvMapInt::WorldViewOptions::clear()
  1579. {
  1580. showAllTerrain = false;
  1581. iconPositions.clear();
  1582. }
  1583. void CAdvMapInt::WorldViewOptions::adjustDrawingInfo(MapDrawingInfo& info)
  1584. {
  1585. info.showAllTerrain = showAllTerrain;
  1586. info.additionalIcons = &iconPositions;
  1587. }