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| /* * CAdvMapInt.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#include "StdInc.h"#include "CAdvMapInt.h"#include "CAdvMapPanel.h"#include "CAdventureOptions.h"#include "CInGameConsole.h"#include "CMinimap.h"#include "CResDataBar.h"#include "CTerrainRect.h"#include "CList.h"#include "CInfoBar.h"#include "mapHandler.h"#include "../windows/CKingdomInterface.h"#include "../windows/CSpellWindow.h"#include "../windows/CTradeWindow.h"#include "../windows/GUIClasses.h"#include "../windows/InfoWindows.h"#include "../CGameInfo.h"#include "../CMusicHandler.h"#include "../CPlayerInterface.h"#include "../lobby/CSavingScreen.h"#include "../render/CAnimation.h"#include "../gui/CursorHandler.h"#include "../render/IImage.h"#include "../gui/CGuiHandler.h"#include "../widgets/TextControls.h"#include "../widgets/Buttons.h"#include "../CMT.h"#include "../../CCallback.h"#include "../../lib/CConfigHandler.h"#include "../../lib/CGeneralTextHandler.h"#include "../../lib/spells/CSpellHandler.h"#include "../../lib/mapObjects/CGHeroInstance.h"#include "../../lib/mapObjects/CGTownInstance.h"#include "../../lib/CPathfinder.h"#include "../../lib/mapping/CMap.h"#include "../../lib/UnlockGuard.h"#include "../../lib/TerrainHandler.h"#define ADVOPT (conf.go()->ac)std::shared_ptr<CAdvMapInt> adventureInt;static void setScrollingCursor(ui8 direction){	if(direction & CAdvMapInt::RIGHT)	{		if(direction & CAdvMapInt::UP)			CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST);		else if(direction & CAdvMapInt::DOWN)			CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST);		else			CCS->curh->set(Cursor::Map::SCROLL_EAST);	}	else if(direction & CAdvMapInt::LEFT)	{		if(direction & CAdvMapInt::UP)			CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST);		else if(direction & CAdvMapInt::DOWN)			CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST);		else			CCS->curh->set(Cursor::Map::SCROLL_WEST);	}	else if(direction & CAdvMapInt::UP)		CCS->curh->set(Cursor::Map::SCROLL_NORTH);	else if(direction & CAdvMapInt::DOWN)		CCS->curh->set(Cursor::Map::SCROLL_SOUTH);}CAdvMapInt::CAdvMapInt():	mode(EAdvMapMode::NORMAL),	worldViewScale(0.0f), //actual init later in changeMode	minimap(new CMinimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH))),	statusbar(CGStatusBar::create(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG)),	heroList(new CHeroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD)),	townList(new CTownList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD)),	infoBar(new CInfoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192))),	resdatabar(new CResDataBar),	terrain(new CTerrainRect),	state(NA),	spellBeingCasted(nullptr), position(int3(0, 0, 0)), selection(nullptr),	updateScreen(false), anim(0), animValHitCount(0), heroAnim(0), heroAnimValHitCount(0),	activeMapPanel(nullptr), duringAITurn(false), scrollingDir(0), scrollingState(false),	swipeEnabled(settings["general"]["swipe"].Bool()), swipeMovementRequested(false),	swipeTargetPosition(int3(-1, -1, -1)){	pos.x = pos.y = 0;	pos.w = GH.screenDimensions().x;	pos.h = GH.screenDimensions().y;	strongInterest = true; // handle all mouse move events to prevent dead mouse move space in fullscreen mode	townList->onSelect = std::bind(&CAdvMapInt::selectionChanged,this);	bg = IImage::createFromFile(ADVOPT.mainGraphic);	if(!ADVOPT.worldViewGraphic.empty())	{		bgWorldView = IImage::createFromFile(ADVOPT.worldViewGraphic);	}	else	{		bgWorldView = nullptr;		logGlobal->warn("ADVOPT.worldViewGraphic is empty => bitmap not loaded");	}	if (!bgWorldView)	{		logGlobal->warn("bgWorldView not defined in resolution config; fallback to VWorld.bmp");		bgWorldView = IImage::createFromFile("VWorld.bmp");	}	worldViewIcons = std::make_shared<CAnimation>("VwSymbol");//todo: customize with ADVOPT	worldViewIcons->preload();	for(int g = 0; g < ADVOPT.gemG.size(); ++g)	{		gems.push_back(std::make_shared<CAnimImage>(ADVOPT.gemG[g], 0, 0, ADVOPT.gemX[g], ADVOPT.gemY[g]));	}	auto makeButton = [&](int textID, std::function<void()> callback, config::ButtonInfo info, int key) -> std::shared_ptr<CButton>	{		auto button = std::make_shared<CButton>(Point(info.x, info.y), info.defName, CGI->generaltexth->zelp[textID], callback, key, info.playerColoured);		for(auto image : info.additionalDefs)			button->addImage(image);		return button;	};	kingOverview = makeButton(293, std::bind(&CAdvMapInt::fshowOverview,this),     ADVOPT.kingOverview, SDLK_k);	underground  = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this),      ADVOPT.underground,  SDLK_u);	questlog     = makeButton(295, std::bind(&CAdvMapInt::fshowQuestlog,this),     ADVOPT.questlog,     SDLK_q);	sleepWake    = makeButton(296, std::bind(&CAdvMapInt::fsleepWake,this),        ADVOPT.sleepWake,    SDLK_w);	moveHero     = makeButton(297, std::bind(&CAdvMapInt::fmoveHero,this),         ADVOPT.moveHero,     SDLK_m);	spellbook    = makeButton(298, std::bind(&CAdvMapInt::fshowSpellbok,this),     ADVOPT.spellbook,    SDLK_c);	advOptions   = makeButton(299, std::bind(&CAdvMapInt::fadventureOPtions,this), ADVOPT.advOptions,   SDLK_a);	sysOptions   = makeButton(300, std::bind(&CAdvMapInt::fsystemOptions,this),    ADVOPT.sysOptions,   SDLK_o);	nextHero     = makeButton(301, std::bind(&CAdvMapInt::fnextHero,this),         ADVOPT.nextHero,     SDLK_h);	endTurn      = makeButton(302, std::bind(&CAdvMapInt::fendTurn,this),          ADVOPT.endTurn,      SDLK_e);	int panelSpaceBottom = GH.screenDimensions().y - resdatabar->pos.h - 4;	panelMain = std::make_shared<CAdvMapPanel>(nullptr, Point(0, 0));	// TODO correct drawing position	panelWorldView = std::make_shared<CAdvMapWorldViewPanel>(worldViewIcons, bgWorldView, Point(heroList->pos.x - 2, 195), panelSpaceBottom, LOCPLINT->playerID);	panelMain->addChildColorableButton(kingOverview);	panelMain->addChildColorableButton(underground);	panelMain->addChildColorableButton(questlog);	panelMain->addChildColorableButton(sleepWake);	panelMain->addChildColorableButton(moveHero);	panelMain->addChildColorableButton(spellbook);	panelMain->addChildColorableButton(advOptions);	panelMain->addChildColorableButton(sysOptions);	panelMain->addChildColorableButton(nextHero);	panelMain->addChildColorableButton(endTurn);	// TODO move configs to resolutions.json, similarly to previous buttons	config::ButtonInfo worldViewBackConfig = config::ButtonInfo();	worldViewBackConfig.defName = "IOK6432.DEF";	worldViewBackConfig.x = GH.screenDimensions().x - 73;	worldViewBackConfig.y = 343 + 195;	worldViewBackConfig.playerColoured = false;	panelWorldView->addChildToPanel(		makeButton(288, std::bind(&CAdvMapInt::fworldViewBack,this), worldViewBackConfig, SDLK_ESCAPE), ACTIVATE | DEACTIVATE);	config::ButtonInfo worldViewPuzzleConfig = config::ButtonInfo();	worldViewPuzzleConfig.defName = "VWPUZ.DEF";	worldViewPuzzleConfig.x = GH.screenDimensions().x - 188;	worldViewPuzzleConfig.y = 343 + 195;	worldViewPuzzleConfig.playerColoured = false;	panelWorldView->addChildToPanel( // no help text for this one		std::make_shared<CButton>(Point(worldViewPuzzleConfig.x, worldViewPuzzleConfig.y), worldViewPuzzleConfig.defName, std::pair<std::string, std::string>(),				std::bind(&CPlayerInterface::showPuzzleMap,LOCPLINT), SDLK_p, worldViewPuzzleConfig.playerColoured), ACTIVATE | DEACTIVATE);	config::ButtonInfo worldViewScale1xConfig = config::ButtonInfo();	worldViewScale1xConfig.defName = "VWMAG1.DEF";	worldViewScale1xConfig.x = GH.screenDimensions().x - 191;	worldViewScale1xConfig.y = 23 + 195;	worldViewScale1xConfig.playerColoured = false;	panelWorldView->addChildToPanel( // help text is wrong for this button		makeButton(291, std::bind(&CAdvMapInt::fworldViewScale1x,this), worldViewScale1xConfig, SDLK_1), ACTIVATE | DEACTIVATE);	config::ButtonInfo worldViewScale2xConfig = config::ButtonInfo();	worldViewScale2xConfig.defName = "VWMAG2.DEF";	worldViewScale2xConfig.x = GH.screenDimensions().x- 191 + 63;	worldViewScale2xConfig.y = 23 + 195;	worldViewScale2xConfig.playerColoured = false;	panelWorldView->addChildToPanel( // help text is wrong for this button		makeButton(291, std::bind(&CAdvMapInt::fworldViewScale2x,this), worldViewScale2xConfig, SDLK_2), ACTIVATE | DEACTIVATE);	config::ButtonInfo worldViewScale4xConfig = config::ButtonInfo();	worldViewScale4xConfig.defName = "VWMAG4.DEF";	worldViewScale4xConfig.x = GH.screenDimensions().x- 191 + 126;	worldViewScale4xConfig.y = 23 + 195;	worldViewScale4xConfig.playerColoured = false;	panelWorldView->addChildToPanel( // help text is wrong for this button		makeButton(291, std::bind(&CAdvMapInt::fworldViewScale4x,this), worldViewScale4xConfig, SDLK_4), ACTIVATE | DEACTIVATE);	config::ButtonInfo worldViewUndergroundConfig = config::ButtonInfo();	worldViewUndergroundConfig.defName = "IAM010.DEF";	worldViewUndergroundConfig.additionalDefs.push_back("IAM003.DEF");	worldViewUndergroundConfig.x = GH.screenDimensions().x - 115;	worldViewUndergroundConfig.y = 343 + 195;	worldViewUndergroundConfig.playerColoured = true;	worldViewUnderground = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this), worldViewUndergroundConfig, SDLK_u);	panelWorldView->addChildColorableButton(worldViewUnderground);	setPlayer(LOCPLINT->playerID);	int iconColorMultiplier = player.getNum() * 19;	int wvLeft = heroList->pos.x - 2; // TODO correct drawing position	//int wvTop = 195;	for (int i = 0; i < 5; ++i)	{		panelWorldView->addChildIcon(std::pair<int, Point>(i, Point(5, 58 + i * 20)), iconColorMultiplier);		panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 263 + i * 20, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,												Colors::WHITE, CGI->generaltexth->allTexts[612 + i]));	}	for (int i = 0; i < 7; ++i)	{		panelWorldView->addChildIcon(std::pair<int, Point>(i +  5, Point(5, 182 + i * 20)), iconColorMultiplier);		panelWorldView->addChildIcon(std::pair<int, Point>(i + 12, Point(160, 182 + i * 20)), iconColorMultiplier);		panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 387 + i * 20, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,												Colors::WHITE, CGI->generaltexth->allTexts[619 + i]));	}	panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft +   5, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,											Colors::WHITE, CGI->generaltexth->allTexts[617]));	panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,											Colors::WHITE, CGI->generaltexth->allTexts[618]));	activeMapPanel = panelMain;	changeMode(EAdvMapMode::NORMAL);	underground->block(!CGI->mh->map->twoLevel);	questlog->block(!CGI->mh->map->quests.size());	worldViewUnderground->block(!CGI->mh->map->twoLevel);	addUsedEvents(MOVE);}void CAdvMapInt::fshowOverview(){	GH.pushIntT<CKingdomInterface>();}void CAdvMapInt::fworldViewBack(){	changeMode(EAdvMapMode::NORMAL);	CGI->mh->discardWorldViewCache();	auto hero = curHero();	if (hero)		centerOn(hero);}void CAdvMapInt::fworldViewScale1x(){	// TODO set corresponding scale button to "selected" mode	changeMode(EAdvMapMode::WORLD_VIEW, 0.22f); // 7 pixels per tile}void CAdvMapInt::fworldViewScale2x(){	changeMode(EAdvMapMode::WORLD_VIEW, 0.36f); // 11 pixels per tile}void CAdvMapInt::fworldViewScale4x(){	changeMode(EAdvMapMode::WORLD_VIEW, 0.5f); // 16 pixels per tile}void CAdvMapInt::fswitchLevel(){	// with support for future multi-level maps :)	int maxLevels = CGI->mh->map->levels();	if (maxLevels < 2)		return;	position.z = (position.z + 1) % maxLevels;	underground->setIndex(position.z, true);	underground->redraw();	worldViewUnderground->setIndex(position.z, true);	worldViewUnderground->redraw();	updateScreen = true;	minimap->setLevel(position.z);	if (mode == EAdvMapMode::WORLD_VIEW)		terrain->redraw();}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 || !CGI->mh->canStartHeroMovement())		return;	LOCPLINT->moveHero(h, *terrain->currentPath);}void CAdvMapInt::fshowSpellbok(){	if (!curHero()) //checking necessary values		return;	centerOn(selection);	GH.pushIntT<CSpellWindow>(curHero(), LOCPLINT, false);}void CAdvMapInt::fadventureOPtions(){	GH.pushIntT<CAdventureOptions>();}void CAdvMapInt::fsystemOptions(){	GH.pushIntT<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(auto hero : LOCPLINT->wanderingHeroes)		{			if(!isHeroSleeping(hero) && hero->movement > 0)			{				// Only show hero reminder if conditions met:				// - There still movement points				// - Hero don't have a path or there not points for first step on path				auto path = LOCPLINT->getAndVerifyPath(hero);				if(!path || path->nodes.size() < 2 || !path->nodes[path->nodes.size()-2].turns)				{					LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[55], std::bind(&CAdvMapInt::endingTurn, this), nullptr);					return;				}			}		}	}	endingTurn();}void CAdvMapInt::updateSleepWake(const CGHeroInstance *h){	sleepWake->block(!h);	if (!h)		return;	bool state = isHeroSleeping(h);	sleepWake->setIndex(state ? 1 : 0, true);	sleepWake->assignedKeys.clear();	sleepWake->assignedKeys.insert(state ? SDLK_w : SDLK_z);}void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath){	if(!h)	{		moveHero->block(true);		return;	}	//default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately	if(boost::logic::indeterminate(hasPath))		hasPath = LOCPLINT->paths[h].nodes.size() ? true : false;	moveHero->block(!(bool)hasPath || (h->movement == 0));}void CAdvMapInt::updateSpellbook(const CGHeroInstance *h){	spellbook->block(!h);}int CAdvMapInt::getNextHeroIndex(int startIndex){	if (LOCPLINT->wanderingHeroes.size() == 0)		return -1;	if (startIndex < 0)		startIndex = 0;	int i = startIndex;	do	{		i++;		if (i >= LOCPLINT->wanderingHeroes.size())			i = 0;	}	while (((LOCPLINT->wanderingHeroes[i]->movement == 0) || isHeroSleeping(LOCPLINT->wanderingHeroes[i])) && (i != startIndex));	if ((LOCPLINT->wanderingHeroes[i]->movement != 0) && !isHeroSleeping(LOCPLINT->wanderingHeroes[i]))		return i;	else		return -1;}void CAdvMapInt::updateNextHero(const CGHeroInstance *h){	int start = vstd::find_pos(LOCPLINT->wanderingHeroes, h);	int next = getNextHeroIndex(start);	if (next < 0)	{		nextHero->block(true);		return;	}	const CGHeroInstance *nextH = LOCPLINT->wanderingHeroes[next];	bool noActiveHeroes = (next == start) && ((nextH->movement == 0) || isHeroSleeping(nextH));	nextHero->block(noActiveHeroes);}void CAdvMapInt::activate(){	CIntObject::activate();	if (!(active & KEYBOARD))		CIntObject::activate(KEYBOARD);	screenBuf = screen;	GH.statusbar = statusbar;		if(LOCPLINT)	{		LOCPLINT->cingconsole->activate();		LOCPLINT->cingconsole->pos = this->pos;	}		if(!duringAITurn)	{		activeMapPanel->activate();		if (mode == EAdvMapMode::NORMAL)		{			heroList->activate();			townList->activate();			infoBar->activate();		}		minimap->activate();		terrain->activate();		statusbar->activate();		GH.fakeMouseMove(); //to restore the cursor	}}void CAdvMapInt::deactivate(){	CIntObject::deactivate();	if(!duringAITurn)	{		scrollingDir = 0;		CCS->curh->set(Cursor::Map::POINTER);		activeMapPanel->deactivate();		if (mode == EAdvMapMode::NORMAL)		{			heroList->deactivate();			townList->deactivate();			infoBar->deactivate();		}		minimap->deactivate();		terrain->deactivate();		statusbar->deactivate();	}}void CAdvMapInt::showAll(SDL_Surface * to){	bg->draw(to, 0, 0);	if(state != INGAME)		return;	switch (mode)	{	case EAdvMapMode::NORMAL:		heroList->showAll(to);		townList->showAll(to);		infoBar->showAll(to);		break;	case EAdvMapMode::WORLD_VIEW:		terrain->showAll(to);		break;	}	activeMapPanel->showAll(to);	updateScreen = true;	minimap->showAll(to);	show(to);	resdatabar->showAll(to);	statusbar->show(to);	LOCPLINT->cingconsole->show(to);}bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero){	if (!hero)		return false;	return vstd::contains(LOCPLINT->sleepingHeroes, hero);}void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep){	if (sleep)		LOCPLINT->sleepingHeroes.push_back(hero); //FIXME: should we check for existence?	else		LOCPLINT->sleepingHeroes -= hero;	updateNextHero(nullptr);}void CAdvMapInt::show(SDL_Surface * to){	if(state != INGAME)		return;	++animValHitCount; //for animations	if(animValHitCount % 2 == 0)	{		++heroAnim;	}	if(animValHitCount >= 8)	{		CGI->mh->updateWater();		animValHitCount = 0;		++anim;		updateScreen = true;	}	if(swipeEnabled)	{		handleSwipeUpdate();	}#if defined(VCMI_ANDROID) || defined(VCMI_IOS) // on mobile, map-moving mode is exclusive (TODO technically it might work with both enabled; to be checked)	else#endif	{		handleMapScrollingUpdate();	}	for(int i = 0; i < 4; i++)	{		if(settings["session"]["spectate"].Bool())			gems[i]->setFrame(PlayerColor(1).getNum());		else			gems[i]->setFrame(LOCPLINT->playerID.getNum());	}	if(updateScreen)	{		int3 betterPos = LOCPLINT->repairScreenPos(position);		if (betterPos != position)		{			logGlobal->warn("Incorrect position for adventure map!");			position = betterPos;		}		terrain->show(to);		for(int i = 0; i < 4; i++)			gems[i]->showAll(to);		updateScreen=false;		LOCPLINT->cingconsole->show(to);	}	else if (terrain->needsAnimUpdate())	{		terrain->showAnim(to);		for(int i = 0; i < 4; i++)			gems[i]->showAll(to);	}	infoBar->show(to);	statusbar->showAll(to);}void CAdvMapInt::handleMapScrollingUpdate(){	int scrollSpeed = static_cast<int>(settings["adventure"]["scrollSpeed"].Float());	//if advmap needs updating AND (no dialog is shown OR ctrl is pressed)	if((animValHitCount % (4 / scrollSpeed)) == 0	   && GH.isKeyboardCtrlDown())	{		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)		{			setScrollingCursor(scrollingDir);			scrollingState = true;			updateScreen = true;			minimap->redraw();			if(mode == EAdvMapMode::WORLD_VIEW)				terrain->redraw();		}		else if(scrollingState)		{			CCS->curh->set(Cursor::Map::POINTER);			scrollingState = false;		}	}}void CAdvMapInt::handleSwipeUpdate(){	if(swipeMovementRequested)	{		auto fixedPos = LOCPLINT->repairScreenPos(swipeTargetPosition);		position.x = fixedPos.x;		position.y = fixedPos.y;		CCS->curh->set(Cursor::Map::POINTER);		updateScreen = true;		minimap->redraw();		swipeMovementRequested = false;	}}void CAdvMapInt::selectionChanged(){	const CGTownInstance *to = LOCPLINT->towns[townList->getSelectedIndex()];	if (selection != to)		select(to);}void CAdvMapInt::centerOn(int3 on, bool fade){	bool switchedLevels = on.z != position.z;	if (fade)	{		terrain->fadeFromCurrentView();	}	switch (mode)	{	default:	case EAdvMapMode::NORMAL:		on.x -= CGI->mh->frameW; // is this intentional? frame size doesn't really have to correspond to camera size...		on.y -= CGI->mh->frameH;		break;	case EAdvMapMode::WORLD_VIEW:		on.x -= static_cast<si32>(CGI->mh->tilesW / 2 / worldViewScale);		on.y -= static_cast<si32>(CGI->mh->tilesH / 2 / worldViewScale);		break;	}	on = LOCPLINT->repairScreenPos(on);	position = on;	updateScreen=true;	underground->setIndex(on.z,true); //change underground switch button image	underground->redraw();	worldViewUnderground->setIndex(on.z, true);	worldViewUnderground->redraw();	if (switchedLevels)		minimap->setLevel(position.z);	minimap->redraw();	if (mode == EAdvMapMode::WORLD_VIEW)		terrain->redraw();}void CAdvMapInt::centerOn(const CGObjectInstance * obj, bool fade){	centerOn(obj->getSightCenter(), fade);}void CAdvMapInt::keyReleased(const SDL_Keycode &key){	if (mode == EAdvMapMode::WORLD_VIEW)		return;	switch (key)	{		case SDLK_s:			if(isActive())				GH.pushIntT<CSavingScreen>();			return;		default:		{			auto direction = keyToMoveDirection(key);			if (!direction)				return;			ui8 Dir = (direction->x<0 ? LEFT  : 0) |				  (direction->x>0 ? RIGHT : 0) |				  (direction->y<0 ? UP    : 0) |				  (direction->y>0 ? DOWN  : 0) ;			scrollingDir &= ~Dir;		}	}}void CAdvMapInt::keyPressed(const SDL_Keycode & key){	if (mode == EAdvMapMode::WORLD_VIEW)		return;	const CGHeroInstance *h = curHero(); //selected hero	const CGTownInstance *t = curTown(); //selected town	switch(key)	{	case SDLK_g:		if(GH.topInt()->type & BLOCK_ADV_HOTKEYS)			return;		{			//find first town with tavern			auto itr = range::find_if(LOCPLINT->towns, [](const CGTownInstance * town)			{				return town->hasBuilt(BuildingID::TAVERN);			});			if(itr != LOCPLINT->towns.end())				LOCPLINT->showThievesGuildWindow(*itr);			else				LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithTavern"));		}		return;	case SDLK_i:		if(isActive())			CAdventureOptions::showScenarioInfo();		return;	case SDLK_l:		if(isActive())			LOCPLINT->proposeLoadingGame();		return;	case SDLK_d:		{			if(h && isActive() && LOCPLINT->makingTurn)				LOCPLINT->tryDiggging(h);			return;		}	case SDLK_p:		if(isActive())			LOCPLINT->showPuzzleMap();		return;	case SDLK_v:		if(isActive())			LOCPLINT->viewWorldMap();		return;	case SDLK_r:		if(isActive() && GH.isKeyboardCtrlDown())		{			LOCPLINT->showYesNoDialog(CGI->generaltexth->translate("vcmi.adventureMap.confirmRestartGame"),				[](){ GH.pushUserEvent(EUserEvent::RESTART_GAME); }, nullptr);		}		return;	case SDLK_SPACE: //space - try to revisit current object with selected hero		{			if(!isActive())				return;			if(h)			{				auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::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)				return;			if(h)				LOCPLINT->openHeroWindow(h);			else if(t)				LOCPLINT->openTownWindow(t);			return;		}	case SDLK_ESCAPE:		{			if(isActive() || GH.topInt().get() != this || !spellBeingCasted)				return;			leaveCastingMode();			return;		}	case SDLK_t:		{			//act on key down if marketplace windows is not already opened			if(GH.topInt()->type & BLOCK_ADV_HOTKEYS)				return;			if(GH.isKeyboardCtrlDown()) //CTRL + T => open marketplace			{				//check if we have any marketplace				const CGTownInstance *townWithMarket = nullptr;				for(const CGTownInstance *t : LOCPLINT->cb->getTownsInfo())				{					if(t->hasBuilt(BuildingID::MARKETPLACE))					{						townWithMarket = t;						break;					}				}				if(townWithMarket) //if any town has marketplace, open window					GH.pushIntT<CMarketplaceWindow>(townWithMarket);				else //if not - complain					LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithMarket"));			}			else if(isActive()) //no ctrl, advmapint is on the top => switch to town			{				townList->selectNext();			}			return;		}	default:		{			auto direction = keyToMoveDirection(key);			if (!direction)				return;			ui8 Dir = (direction->x<0 ? LEFT  : 0) |				  (direction->x>0 ? RIGHT : 0) |				  (direction->y<0 ? UP    : 0) |				  (direction->y>0 ? DOWN  : 0) ;			scrollingDir |= Dir;			//ctrl makes arrow move screen, not hero			if(GH.isKeyboardCtrlDown())				return;			if(!h || !isActive())				return;			if (!CGI->mh->canStartHeroMovement())				return;			if(*direction == Point(0,0))			{				centerOn(h);				return;			}			CGPath &path = LOCPLINT->paths[h];			terrain->currentPath = &path;			int3 dst = h->visitablePos() + int3(direction->x, direction->y, 0);			if(dst != verifyPos(dst) || !LOCPLINT->cb->getPathsInfo(h)->getPath(path, dst))			{				terrain->currentPath = nullptr;				return;			}			if (path.nodes.size() > 2)				updateMoveHero(h);			else			if(!path.nodes[0].turns)				LOCPLINT->moveHero(h, path);		}		return;	}}boost::optional<Point> CAdvMapInt::keyToMoveDirection(const SDL_Keycode & key){	switch (key) {		case SDLK_DOWN:  return Point( 0, +1);		case SDLK_LEFT:  return Point(-1,  0);		case SDLK_RIGHT: return Point(+1,  0);		case SDLK_UP:    return Point( 0, -1);		case SDLK_KP_1: return Point(-1, +1);		case SDLK_KP_2: return Point( 0, +1);		case SDLK_KP_3: return Point(+1, +1);		case SDLK_KP_4: return Point(-1,  0);		case SDLK_KP_5: return Point( 0,  0);		case SDLK_KP_6: return Point(+1,  0);		case SDLK_KP_7: return Point(-1, -1);		case SDLK_KP_8: return Point( 0, -1);		case SDLK_KP_9: return Point(+1, -1);	}	return boost::none;}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){	assert(sel);	LOCPLINT->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->getJsonKey(), true, false);	}	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);		updateSpellbook(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);		updateSpellbook(hero);	}	townList->redraw();	heroList->redraw();}void CAdvMapInt::mouseMoved( const Point & cursorPosition ){#if defined(VCMI_ANDROID) || defined(VCMI_IOS)	if(swipeEnabled)		return;#endif	// adventure map scrolling with mouse	// currently disabled in world view mode (as it is in OH3), but should work correctly if mode check is removed	// don't scroll if there is no window in focus - these events don't seem to correspond to the actual mouse movement	if(!GH.isKeyboardCtrlDown() && isActive() && mode == EAdvMapMode::NORMAL)	{		if(cursorPosition.x<15)		{			scrollingDir |= LEFT;		}		else		{			scrollingDir &= ~LEFT;		}		if(cursorPosition.x > GH.screenDimensions().x - 15)		{			scrollingDir |= RIGHT;		}		else		{			scrollingDir &= ~RIGHT;		}		if(cursorPosition.y<15)		{			scrollingDir |= UP;		}		else		{			scrollingDir &= ~UP;		}		if(cursorPosition.y > GH.screenDimensions().y - 15)		{			scrollingDir |= DOWN;		}		else		{			scrollingDir &= ~DOWN;		}	}}bool CAdvMapInt::isActive(){	return active & ~CIntObject::KEYBOARD;}void CAdvMapInt::startHotSeatWait(PlayerColor Player){	state = WAITING;}void CAdvMapInt::setPlayer(PlayerColor Player){	player = Player;	bg->playerColored(player);	panelMain->setPlayerColor(player);	panelWorldView->setPlayerColor(player);	panelWorldView->recolorIcons(player, player.getNum() * 19);	resdatabar->background->colorize(player);}void CAdvMapInt::startTurn(){	state = INGAME;	if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID		|| settings["session"]["spectate"].Bool())	{		adjustActiveness(false);		minimap->setAIRadar(false);	}}void CAdvMapInt::endingTurn(){	if(settings["session"]["spectate"].Bool())		return;	LOCPLINT->makingTurn = false;	LOCPLINT->cb->endTurn();	CCS->soundh->ambientStopAllChannels();}const CGObjectInstance* CAdvMapInt::getActiveObject(const int3 &mapPos){	std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos);  //blocking objects at tile	if (bobjs.empty())		return nullptr;	return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);/*	if (bobjs.back()->ID == Obj::HERO)		return bobjs.back();	else		return bobjs.front();*/}void CAdvMapInt::tileLClicked(const int3 &mapPos){	if(mode != EAdvMapMode::NORMAL)		return;	if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn)		return;	const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);	const CGObjectInstance *topBlocking = getActiveObject(mapPos);	int3 selPos = selection->getSightCenter();	if(spellBeingCasted && isInScreenRange(selPos, mapPos))	{		const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);		switch(spellBeingCasted->id)		{		case SpellID::SCUTTLE_BOAT: //Scuttle Boat			if(topBlocking && topBlocking->ID == Obj::BOAT)				leaveCastingMode(true, mapPos);			break;		case SpellID::DIMENSION_DOOR:			if(!tile || tile->isClear(heroTile))				leaveCastingMode(true, mapPos);			break;		}		return;	}	//check if we can select this object	bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;	canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);	bool isHero = false;	if(selection->ID != Obj::HERO) //hero is not selected (presumably town)	{		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);	}	else if(const CGHeroInstance * currentHero = curHero()) //hero is selected	{		isHero = true;		const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);		if(currentHero == topBlocking) //clicked selected hero		{			LOCPLINT->openHeroWindow(currentHero);			return;		}		else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile		{			select(static_cast<const CArmedInstance*>(topBlocking), false);			return;		}		else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise		{			if(terrain->currentPath && terrain->currentPath->endPos() == mapPos)//we'll be moving			{				if(CGI->mh->canStartHeroMovement())					LOCPLINT->moveHero(currentHero, *terrain->currentPath);				return;			}			else //remove old path and find a new one if we clicked on accessible tile			{				CGPath &path = LOCPLINT->paths[currentHero];				CGPath newpath;				bool gotPath = LOCPLINT->cb->getPathsInfo(currentHero)->getPath(newpath, mapPos); //try getting path, erase if failed				if(gotPath && newpath.nodes.size())					path = newpath;				if(path.nodes.size())					terrain->currentPath = &path;				else					LOCPLINT->eraseCurrentPathOf(currentHero);				updateMoveHero(currentHero);			}		}	} //end of hero is selected "case"	else	{		throw std::runtime_error("Nothing is selected...");	}	const auto shipyard = ourInaccessibleShipyard(topBlocking);	if(isHero && shipyard != nullptr)	{		LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);	}}void CAdvMapInt::tileHovered(const int3 &mapPos){	if(mode != EAdvMapMode::NORMAL //disable in world view		|| !selection) //may occur just at the start of game (fake move before full intiialization)		return;	if(!LOCPLINT->cb->isVisible(mapPos))	{		CCS->curh->set(Cursor::Map::POINTER);		statusbar->clear();		return;	}	auto objRelations = PlayerRelations::ALLIES;	const CGObjectInstance *objAtTile = getActiveObject(mapPos);	if(objAtTile)	{		objRelations = LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner);		std::string text = curHero() ? objAtTile->getHoverText(curHero()) : objAtTile->getHoverText(LOCPLINT->playerID);		boost::replace_all(text,"\n"," ");		statusbar->write(text);	}	else	{		std::string hlp;		CGI->mh->getTerrainDescr(mapPos, hlp, false);		statusbar->write(hlp);	}	if(spellBeingCasted)	{		switch(spellBeingCasted->id)		{		case SpellID::SCUTTLE_BOAT:			if(objAtTile && objAtTile->ID == Obj::BOAT)				CCS->curh->set(Cursor::Map::SCUTTLE_BOAT);			else				CCS->curh->set(Cursor::Map::POINTER);			return;		case SpellID::DIMENSION_DOOR:			{				const TerrainTile * t = LOCPLINT->cb->getTile(mapPos, false);				int3 hpos = selection->getSightCenter();				if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos))					CCS->curh->set(Cursor::Map::TELEPORT);				else					CCS->curh->set(Cursor::Map::POINTER);				return;			}		}	}	if(selection->ID == Obj::TOWN)	{		if(objAtTile)		{			if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)				CCS->curh->set(Cursor::Map::TOWN);			else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)				CCS->curh->set(Cursor::Map::HERO);			else				CCS->curh->set(Cursor::Map::POINTER);		}		else			CCS->curh->set(Cursor::Map::POINTER);	}	else if(const CGHeroInstance * hero = curHero())	{		std::array<Cursor::Map, 4> cursorMove      = { Cursor::Map::T1_MOVE,       Cursor::Map::T2_MOVE,       Cursor::Map::T3_MOVE,       Cursor::Map::T4_MOVE,       };		std::array<Cursor::Map, 4> cursorAttack    = { Cursor::Map::T1_ATTACK,     Cursor::Map::T2_ATTACK,     Cursor::Map::T3_ATTACK,     Cursor::Map::T4_ATTACK,     };		std::array<Cursor::Map, 4> cursorSail      = { Cursor::Map::T1_SAIL,       Cursor::Map::T2_SAIL,       Cursor::Map::T3_SAIL,       Cursor::Map::T4_SAIL,       };		std::array<Cursor::Map, 4> cursorDisembark = { Cursor::Map::T1_DISEMBARK,  Cursor::Map::T2_DISEMBARK,  Cursor::Map::T3_DISEMBARK,  Cursor::Map::T4_DISEMBARK,  };		std::array<Cursor::Map, 4> cursorExchange  = { Cursor::Map::T1_EXCHANGE,   Cursor::Map::T2_EXCHANGE,   Cursor::Map::T3_EXCHANGE,   Cursor::Map::T4_EXCHANGE,   };		std::array<Cursor::Map, 4> cursorVisit     = { Cursor::Map::T1_VISIT,      Cursor::Map::T2_VISIT,      Cursor::Map::T3_VISIT,      Cursor::Map::T4_VISIT,      };		std::array<Cursor::Map, 4> cursorSailVisit = { Cursor::Map::T1_SAIL_VISIT, Cursor::Map::T2_SAIL_VISIT, Cursor::Map::T3_SAIL_VISIT, Cursor::Map::T4_SAIL_VISIT, };		const CGPathNode * pathNode = LOCPLINT->cb->getPathsInfo(hero)->getPathInfo(mapPos);		assert(pathNode);		if(GH.isKeyboardAltDown() && pathNode->reachable()) //overwrite status bar text with movement info		{			showMoveDetailsInStatusbar(*hero, *pathNode);		}		int turns = pathNode->turns;		vstd::amin(turns, 3);		switch(pathNode->action)		{		case CGPathNode::NORMAL:		case CGPathNode::TELEPORT_NORMAL:			if(pathNode->layer == EPathfindingLayer::LAND)				CCS->curh->set(cursorMove[turns]);			else				CCS->curh->set(cursorSailVisit[turns]);			break;		case CGPathNode::VISIT:		case CGPathNode::BLOCKING_VISIT:		case CGPathNode::TELEPORT_BLOCKING_VISIT:			if(objAtTile && objAtTile->ID == Obj::HERO)			{				if(selection == objAtTile)					CCS->curh->set(Cursor::Map::HERO);				else					CCS->curh->set(cursorExchange[turns]);			}			else if(pathNode->layer == EPathfindingLayer::LAND)				CCS->curh->set(cursorVisit[turns]);			else				CCS->curh->set(cursorSailVisit[turns]);			break;		case CGPathNode::BATTLE:		case CGPathNode::TELEPORT_BATTLE:			CCS->curh->set(cursorAttack[turns]);			break;		case CGPathNode::EMBARK:			CCS->curh->set(cursorSail[turns]);			break;		case CGPathNode::DISEMBARK:			CCS->curh->set(cursorDisembark[turns]);			break;		default:			if(objAtTile && objRelations != PlayerRelations::ENEMIES)			{				if(objAtTile->ID == Obj::TOWN)					CCS->curh->set(Cursor::Map::TOWN);				else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)					CCS->curh->set(Cursor::Map::HERO);				else					CCS->curh->set(Cursor::Map::POINTER);			}			else				CCS->curh->set(Cursor::Map::POINTER);			break;		}	}	if(ourInaccessibleShipyard(objAtTile))	{		CCS->curh->set(Cursor::Map::T1_SAIL);	}}void CAdvMapInt::showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode){	const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.maxMovePoints(pathNode.layer == EPathfindingLayer::LAND) : hero.movement;	const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains;	const int remainingPointsAfterMove = pathNode.turns == 0 ? pathNode.moveRemains : 0;	std::string result = VLC->generaltexth->translate("vcmi.adventureMap", pathNode.turns > 0 ? "moveCostDetails" : "moveCostDetailsNoTurns");	boost::replace_first(result, "%TURNS", std::to_string(pathNode.turns));	boost::replace_first(result, "%POINTS", std::to_string(movementPointsLastTurnCost));	boost::replace_first(result, "%REMAINING", std::to_string(remainingPointsAfterMove));	statusbar->write(result);}void CAdvMapInt::tileRClicked(const int3 &mapPos){	if(mode != EAdvMapMode::NORMAL)		return;	if(spellBeingCasted)	{		leaveCastingMode();		return;	}	if(!LOCPLINT->cb->isVisible(mapPos))	{		CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory		return;	}	const CGObjectInstance * obj = getActiveObject(mapPos);	if(!obj)	{		// Bare or undiscovered terrain		const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);		if (tile)		{			std::string hlp;			CGI->mh->getTerrainDescr(mapPos, hlp, true);			CRClickPopup::createAndPush(hlp);		}		return;	}	CRClickPopup::createAndPush(obj, GH.getCursorPosition(), ETextAlignment::CENTER);}void CAdvMapInt::enterCastingMode(const CSpell * sp){	assert(sp->id == SpellID::SCUTTLE_BOAT  ||  sp->id == SpellID::DIMENSION_DOOR);	spellBeingCasted = sp;	deactivate();	terrain->activate();	GH.fakeMouseMove();}void CAdvMapInt::leaveCastingMode(bool cast, int3 dest){	assert(spellBeingCasted);	SpellID id = spellBeingCasted->id;	spellBeingCasted = nullptr;	terrain->deactivate();	activate();	if(cast)		LOCPLINT->cb->castSpell(curHero(), id, dest);	else		LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled}const CGHeroInstance * CAdvMapInt::curHero() const{	if(selection && selection->ID == Obj::HERO)		return 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->get<Cursor::Map>() != Cursor::Map::T1_SAIL && CCS->curh->get<Cursor::Map>() != Cursor::Map::POINTER))		return nullptr;	return ret;}void CAdvMapInt::aiTurnStarted(){	if(settings["session"]["spectate"].Bool())		return;	adjustActiveness(true);	CCS->musich->playMusicFromSet("enemy-turn", true, false);	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();}void CAdvMapInt::quickCombatLock(){	if(!duringAITurn)		deactivate();}void CAdvMapInt::quickCombatUnlock(){	if(!duringAITurn)		activate();}void CAdvMapInt::changeMode(EAdvMapMode newMode, float newScale){	if (mode != newMode)	{		mode = newMode;		switch (mode)		{		case EAdvMapMode::NORMAL:			panelMain->activate();			panelWorldView->deactivate();			activeMapPanel = panelMain;			townList->activate();			heroList->activate();			infoBar->activate();			worldViewOptions.clear();			break;		case EAdvMapMode::WORLD_VIEW:			panelMain->deactivate();			panelWorldView->activate();			activeMapPanel = panelWorldView;			townList->deactivate();			heroList->deactivate();			infoBar->showSelection(); // to prevent new day animation interfering world view mode			infoBar->deactivate();			break;		}		worldViewScale = newScale;		redraw();	}	else if (worldViewScale != newScale) // still in world view mode, but the scale changed	{		worldViewScale = newScale;		redraw();	}}CAdvMapInt::WorldViewOptions::WorldViewOptions(){	clear();}void CAdvMapInt::WorldViewOptions::clear(){	showAllTerrain = false;	iconPositions.clear();}void CAdvMapInt::WorldViewOptions::adjustDrawingInfo(MapDrawingInfo& info){	info.showAllTerrain = showAllTerrain;	info.additionalIcons = &iconPositions;}
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