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							- #include "StdInc.h"
 
- #include "AdventureMapClasses.h"
 
- #include "../CCallback.h"
 
- #include "../lib/JsonNode.h"
 
- #include "../lib/filesystem/Filesystem.h"
 
- #include "../lib/mapping/CMap.h"
 
- #include "../lib/CModHandler.h"
 
- #include "../lib/mapObjects/CGHeroInstance.h"
 
- #include "../lib/CGameState.h"
 
- #include "../lib/CGeneralTextHandler.h"
 
- #include "../lib/CTownHandler.h"
 
- #include "../lib/NetPacksBase.h"
 
- #include "../lib/CHeroHandler.h"
 
- #include "../lib/StringConstants.h"
 
- #include "CAdvmapInterface.h"
 
- #include "CAnimation.h"
 
- #include "CGameInfo.h"
 
- #include "CPlayerInterface.h"
 
- #include "CMusicHandler.h"
 
- #include "Graphics.h"
 
- #include "GUIClasses.h"
 
- #include "gui/CGuiHandler.h"
 
- #include "gui/SDL_Pixels.h"
 
- /*
 
-  * CAdventureMapClasses.h, 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
 
-  *
 
-  */
 
- CList::CListItem::CListItem(CList * Parent):
 
-     CIntObject(LCLICK | RCLICK | HOVER),
 
-     parent(Parent),
 
-     selection(nullptr)
 
- {
 
- }
 
- CList::CListItem::~CListItem()
 
- {
 
- 	// select() method in this was already destroyed so we can't safely call method in parent
 
- 	if (parent->selected == this)
 
- 		parent->selected = nullptr;
 
- }
 
- void CList::CListItem::clickRight(tribool down, bool previousState)
 
- {
 
- 	if (down == true)
 
- 		showTooltip();
 
- }
 
- void CList::CListItem::clickLeft(tribool down, bool previousState)
 
- {
 
- 	if (down == true)
 
- 	{
 
- 		//second click on already selected item
 
- 		if (parent->selected == this)
 
- 			open();
 
- 		else
 
- 		{
 
- 			//first click - switch selection
 
- 			parent->select(this);
 
- 		}
 
- 	}
 
- }
 
- void CList::CListItem::hover(bool on)
 
- {
 
- 	if (on)
 
- 		GH.statusbar->setText(getHoverText());
 
- 	else
 
- 		GH.statusbar->clear();
 
- }
 
- void CList::CListItem::onSelect(bool on)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	vstd::clear_pointer(selection);
 
- 	if (on)
 
- 		selection = genSelection();
 
- 	select(on);
 
- 	GH.totalRedraw();
 
- }
 
- CList::CList(int Size, Point position, std::string btnUp, std::string btnDown, size_t listAmount,
 
-              int helpUp, int helpDown, CListBox::CreateFunc create, CListBox::DestroyFunc destroy):
 
-     CIntObject(0, position),
 
-     size(Size),
 
-     selected(nullptr)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	scrollUp = new CAdventureMapButton(CGI->generaltexth->zelp[helpUp], 0, 0, 0, btnUp);
 
- 	list = new CListBox(create, destroy, Point(1,scrollUp->pos.h), Point(0, 32), size, listAmount);
 
- 	//assign callback only after list was created
 
- 	scrollUp->callback = boost::bind(&CListBox::moveToPrev, list);
 
- 	scrollDown = new CAdventureMapButton(CGI->generaltexth->zelp[helpDown], boost::bind(&CListBox::moveToNext, list), 0, scrollUp->pos.h + 32*size, btnDown);
 
- 	scrollDown->callback += boost::bind(&CList::update, this);
 
- 	scrollUp->callback += boost::bind(&CList::update, this);
 
- 	update();
 
- }
 
- void CList::update()
 
- {
 
- 	bool onTop = list->getPos() == 0;
 
- 	bool onBottom = list->getPos() + size >= list->size();
 
- 	scrollUp->block(onTop);
 
- 	scrollDown->block(onBottom);
 
- }
 
- void CList::select(CListItem *which)
 
- {
 
- 	if (selected == which)
 
- 		return;
 
- 	if (selected)
 
- 		selected->onSelect(false);
 
- 	selected = which;
 
- 	if (which)
 
- 	{
 
- 		which->onSelect(true);
 
- 		onSelect();
 
- 	}
 
- }
 
- int CList::getSelectedIndex()
 
- {
 
- 	return list->getIndexOf(selected);
 
- }
 
- void CList::selectIndex(int which)
 
- {
 
- 	if (which < 0)
 
- 	{
 
- 		if (selected)
 
- 			select(nullptr);
 
- 	}
 
- 	else
 
- 	{
 
- 		list->scrollTo(which);
 
- 		update();
 
- 		select(dynamic_cast<CListItem*>(list->getItem(which)));
 
- 	}
 
- }
 
- void CList::selectNext()
 
- {
 
- 	int index = getSelectedIndex();
 
- 	if (index < 0)
 
- 		selectIndex(0);
 
- 	else if (index + 1 < list->size())
 
- 		selectIndex(index+1);
 
- }
 
- void CList::selectPrev()
 
- {
 
- 	int index = getSelectedIndex();
 
- 	if (index <= 0)
 
- 		selectIndex(0);
 
- 	else
 
- 		selectIndex(index-1);
 
- }
 
- CHeroList::CEmptyHeroItem::CEmptyHeroItem()
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	auto move = new CAnimImage("IMOBIL", 0, 0, 0, 1);
 
- 	auto img  = new CPicture("HPSXXX", move->pos.w + 1);
 
- 	auto mana = new CAnimImage("IMANA", 0, 0, move->pos.w + img->pos.w + 2, 1 );
 
- 	pos.w = mana->pos.w + mana->pos.x - pos.x;
 
- 	pos.h = std::max(std::max<SDLX_Size>(move->pos.h + 1, mana->pos.h + 1), img->pos.h);
 
- }
 
- CHeroList::CHeroItem::CHeroItem(CHeroList *parent, const CGHeroInstance * Hero):
 
-     CListItem(parent),
 
-     hero(Hero)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	movement = new CAnimImage("IMOBIL", 0, 0, 0, 1);
 
- 	portrait = new CAnimImage("PortraitsSmall", hero->portrait, 0, movement->pos.w + 1);
 
- 	mana     = new CAnimImage("IMANA", 0, 0, movement->pos.w + portrait->pos.w + 2, 1 );
 
- 	pos.w = mana->pos.w + mana->pos.x - pos.x;
 
- 	pos.h = std::max(std::max<SDLX_Size>(movement->pos.h + 1, mana->pos.h + 1), portrait->pos.h);
 
- 	update();
 
- }
 
- void CHeroList::CHeroItem::update()
 
- {
 
- 	movement->setFrame(std::min<size_t>(movement->size()-1, hero->movement / 100));
 
- 	mana->setFrame(std::min<size_t>(mana->size()-1, hero->mana / 5));
 
- 	redraw();
 
- }
 
- CIntObject * CHeroList::CHeroItem::genSelection()
 
- {
 
- 	return new CPicture("HPSYYY", movement->pos.w + 1);
 
- }
 
- void CHeroList::CHeroItem::select(bool on)
 
- {
 
- 	if (on && adventureInt->selection != hero)
 
- 			adventureInt->select(hero);
 
- }
 
- void CHeroList::CHeroItem::open()
 
- {
 
- 	LOCPLINT->openHeroWindow(hero);
 
- }
 
- void CHeroList::CHeroItem::showTooltip()
 
- {
 
- 	CRClickPopup::createAndPush(hero, GH.current->motion);
 
- }
 
- std::string CHeroList::CHeroItem::getHoverText()
 
- {
 
- 	return boost::str(boost::format(CGI->generaltexth->allTexts[15]) % hero->name % hero->type->heroClass->name);
 
- }
 
- CIntObject * CHeroList::createHeroItem(size_t index)
 
- {
 
- 	if (LOCPLINT->wanderingHeroes.size() > index)
 
- 		return new CHeroItem(this, LOCPLINT->wanderingHeroes[index]);
 
- 	return new CEmptyHeroItem();
 
- }
 
- CHeroList::CHeroList(int size, Point position, std::string btnUp, std::string btnDown):
 
-     CList(size, position, btnUp, btnDown, LOCPLINT->wanderingHeroes.size(), 303, 304, boost::bind(&CHeroList::createHeroItem, this, _1))
 
- {
 
- }
 
- void CHeroList::select(const CGHeroInstance * hero)
 
- {
 
- 	selectIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));
 
- }
 
- void CHeroList::update(const CGHeroInstance * hero)
 
- {
 
- 	//this hero is already present, update its status
 
- 	for (auto & elem : list->getItems())
 
- 	{
 
- 		auto item = dynamic_cast<CHeroItem*>(elem);
 
- 		if (item && item->hero == hero && vstd::contains(LOCPLINT->wanderingHeroes, hero))
 
- 		{
 
- 			item->update();
 
- 			return;
 
- 		}
 
- 	}
 
- 	//simplest solution for now: reset list and restore selection
 
- 	list->resize(LOCPLINT->wanderingHeroes.size());
 
- 	if (adventureInt->selection)
 
- 	{
 
- 		auto hero = dynamic_cast<const CGHeroInstance *>(adventureInt->selection);
 
- 		if (hero)
 
- 			select(hero);
 
- 	}
 
- 	CList::update();
 
- }
 
- CIntObject * CTownList::createTownItem(size_t index)
 
- {
 
- 	if (LOCPLINT->towns.size() > index)
 
- 		return new CTownItem(this, LOCPLINT->towns[index]);
 
- 	return new CAnimImage("ITPA", 0);
 
- }
 
- CTownList::CTownItem::CTownItem(CTownList *parent, const CGTownInstance *Town):
 
-     CListItem(parent),
 
-     town(Town)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	picture = new CAnimImage("ITPA", 0);
 
- 	pos = picture->pos;
 
- 	update();
 
- }
 
- CIntObject * CTownList::CTownItem::genSelection()
 
- {
 
- 	return new CAnimImage("ITPA", 1);
 
- }
 
- void CTownList::CTownItem::update()
 
- {
 
- 	size_t iconIndex = town->town->clientInfo.icons[town->hasFort()][town->builded >= CGI->modh->settings.MAX_BUILDING_PER_TURN];
 
- 	picture->setFrame(iconIndex + 2);
 
- 	redraw();
 
- }
 
- void CTownList::CTownItem::select(bool on)
 
- {
 
- 	if (on && adventureInt->selection != town)
 
- 			adventureInt->select(town);
 
- }
 
- void CTownList::CTownItem::open()
 
- {
 
- 	LOCPLINT->openTownWindow(town);
 
- }
 
- void CTownList::CTownItem::showTooltip()
 
- {
 
- 	CRClickPopup::createAndPush(town, GH.current->motion);
 
- }
 
- std::string CTownList::CTownItem::getHoverText()
 
- {
 
- 	return town->getObjectName();
 
- }
 
- CTownList::CTownList(int size, Point position, std::string btnUp, std::string btnDown):
 
-     CList(size, position, btnUp, btnDown, LOCPLINT->towns.size(),  306, 307, boost::bind(&CTownList::createTownItem, this, _1))
 
- {
 
- }
 
- void CTownList::select(const CGTownInstance * town)
 
- {
 
- 	selectIndex(vstd::find_pos(LOCPLINT->towns, town));
 
- }
 
- void CTownList::update(const CGTownInstance *)
 
- {
 
- 	//simplest solution for now: reset list and restore selection
 
- 	list->resize(LOCPLINT->towns.size());
 
- 	if (adventureInt->selection)
 
- 	{
 
- 		auto town = dynamic_cast<const CGTownInstance *>(adventureInt->selection);
 
- 		if (town)
 
- 			select(town);
 
- 	}
 
- 	CList::update();
 
- }
 
- const SDL_Color & CMinimapInstance::getTileColor(const int3 & pos)
 
- {
 
- 	static const SDL_Color fogOfWar = {0, 0, 0, 255};
 
- 	const TerrainTile * tile = LOCPLINT->cb->getTile(pos, false);
 
- 	// if tile is not visible it will be black on minimap
 
- 	if(!tile)
 
- 		return fogOfWar;
 
- 	// if object at tile is owned - it will be colored as its owner
 
- 	for(const CGObjectInstance *obj : tile->blockingObjects)
 
- 	{
 
- 		//heroes will be blitted later
 
- 		if (obj->ID == Obj::HERO)
 
- 			continue;
 
- 		PlayerColor player = obj->getOwner();
 
- 		if(player == PlayerColor::NEUTRAL)
 
- 			return *graphics->neutralColor;
 
- 		else
 
- 		if (player < PlayerColor::PLAYER_LIMIT)
 
- 			return graphics->playerColors[player.getNum()];
 
- 	}
 
- 	// else - use terrain color (blocked version or normal)
 
- 	if (tile->blocked && (!tile->visitable))
 
- 		return parent->colors.find(tile->terType)->second.second;
 
- 	else
 
- 		return parent->colors.find(tile->terType)->second.first;
 
- }
 
- void CMinimapInstance::tileToPixels (const int3 &tile, int &x, int &y, int toX, int toY)
 
- {
 
- 	int3 mapSizes = LOCPLINT->cb->getMapSize();
 
- 	double stepX = double(pos.w) / mapSizes.x;
 
- 	double stepY = double(pos.h) / mapSizes.y;
 
- 	x = toX + stepX * tile.x;
 
- 	y = toY + stepY * tile.y;
 
- }
 
- void CMinimapInstance::blitTileWithColor(const SDL_Color &color, const int3 &tile, SDL_Surface *to, int toX, int toY)
 
- {
 
- 	//coordinates of rectangle on minimap representing this tile
 
- 	// begin - first to blit, end - first NOT to blit
 
- 	int xBegin, yBegin, xEnd, yEnd;
 
- 	tileToPixels (tile, xBegin, yBegin, toX, toY);
 
- 	tileToPixels (int3 (tile.x + 1, tile.y + 1, tile.z), xEnd, yEnd, toX, toY);
 
- 	for (int y=yBegin; y<yEnd; y++)
 
- 	{
 
- 		Uint8 *ptr = (Uint8*)to->pixels + y * to->pitch + xBegin * minimap->format->BytesPerPixel;
 
- 		for (int x=xBegin; x<xEnd; x++)
 
- 			ColorPutter<4, 1>::PutColor(ptr, color);
 
- 	}
 
- }
 
- void CMinimapInstance::refreshTile(const int3 &tile)
 
- {
 
- 	blitTileWithColor(getTileColor(int3(tile.x, tile.y, level)), tile, minimap, 0, 0);
 
- }
 
- void CMinimapInstance::drawScaled(int level)
 
- {
 
- 	int3 mapSizes = LOCPLINT->cb->getMapSize();
 
- 	//size of one map tile on our minimap
 
- 	double stepX = double(pos.w) / mapSizes.x;
 
- 	double stepY = double(pos.h) / mapSizes.y;
 
- 	double currY = 0;
 
- 	for (int y=0; y<mapSizes.y; y++, currY += stepY)
 
- 	{
 
- 		double currX = 0;
 
- 		for (int x=0; x<mapSizes.x; x++, currX += stepX)
 
- 		{
 
- 			const SDL_Color &color = getTileColor(int3(x,y,level));
 
- 			//coordinates of rectangle on minimap representing this tile
 
- 			// begin - first to blit, end - first NOT to blit
 
- 			int xBegin = currX;
 
- 			int yBegin = currY;
 
- 			int xEnd = currX + stepX;
 
- 			int yEnd = currY + stepY;
 
- 			for (int y=yBegin; y<yEnd; y++)
 
- 			{
 
- 				Uint8 *ptr = (Uint8*)minimap->pixels + y * minimap->pitch + xBegin * minimap->format->BytesPerPixel;
 
- 				for (int x=xBegin; x<xEnd; x++)
 
- 					ColorPutter<4, 1>::PutColor(ptr, color);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- CMinimapInstance::CMinimapInstance(CMinimap *Parent, int Level):
 
-     parent(Parent),
 
-     minimap(CSDL_Ext::createSurfaceWithBpp<4>(parent->pos.w, parent->pos.h)),
 
-     level(Level)
 
- {
 
- 	pos.w = parent->pos.w;
 
- 	pos.h = parent->pos.h;
 
- 	drawScaled(level);
 
- }
 
- CMinimapInstance::~CMinimapInstance()
 
- {
 
- 	SDL_FreeSurface(minimap);
 
- }
 
- void CMinimapInstance::showAll(SDL_Surface *to)
 
- {
 
- 	blitAtLoc(minimap, 0, 0, to);
 
- 	//draw heroes
 
- 	std::vector <const CGHeroInstance *> heroes = LOCPLINT->cb->getHeroesInfo(false);
 
- 	for(auto & hero : heroes)
 
- 	{
 
- 		int3 position = hero->getPosition(false);
 
- 		if (position.z == level)
 
- 		{
 
- 			const SDL_Color & color = graphics->playerColors[hero->getOwner().getNum()];
 
- 			blitTileWithColor(color, position, to, pos.x, pos.y);
 
- 		}
 
- 	}
 
- }
 
- std::map<int, std::pair<SDL_Color, SDL_Color> > CMinimap::loadColors(std::string from)
 
- {
 
- 	std::map<int, std::pair<SDL_Color, SDL_Color> > ret;
 
- 	const JsonNode config(ResourceID(from, EResType::TEXT));
 
- 	for(auto &m : config.Struct())
 
- 	{
 
- 		auto index = boost::find(GameConstants::TERRAIN_NAMES, m.first);
 
- 		if (index == std::end(GameConstants::TERRAIN_NAMES))
 
- 		{
 
-             logGlobal->errorStream() << "Error: unknown terrain in terrains.json: " << m.first;
 
- 			continue;
 
- 		}
 
- 		int terrainID = index - std::begin(GameConstants::TERRAIN_NAMES);
 
- 		const JsonVector &unblockedVec = m.second["minimapUnblocked"].Vector();
 
- 		SDL_Color normal =
 
- 		{
 
- 			ui8(unblockedVec[0].Float()),
 
- 			ui8(unblockedVec[1].Float()),
 
- 			ui8(unblockedVec[2].Float()),
 
- 			ui8(255)
 
- 		};
 
- 		const JsonVector &blockedVec = m.second["minimapBlocked"].Vector();
 
- 		SDL_Color blocked =
 
- 		{
 
- 			ui8(blockedVec[0].Float()),
 
- 			ui8(blockedVec[1].Float()),
 
- 			ui8(blockedVec[2].Float()),
 
- 			ui8(255)
 
- 		};
 
- 		ret.insert(std::make_pair(terrainID, std::make_pair(normal, blocked)));
 
- 	}
 
- 	return ret;
 
- }
 
- CMinimap::CMinimap(const Rect &position):
 
-     CIntObject(LCLICK | RCLICK | HOVER | MOVE, position.topLeft()),
 
-     aiShield(nullptr),
 
-     minimap(nullptr),
 
-     level(0),
 
-     colors(loadColors("config/terrains.json"))
 
- {
 
- 	pos.w = position.w;
 
- 	pos.h = position.h;
 
- }
 
- int3 CMinimap::translateMousePosition()
 
- {
 
- 	// 0 = top-left corner, 1 = bottom-right corner
 
- 	double dx = double(GH.current->motion.x - pos.x) / pos.w;
 
- 	double dy = double(GH.current->motion.y - pos.y) / pos.h;
 
- 	int3 mapSizes = LOCPLINT->cb->getMapSize();
 
- 	int3 tile (mapSizes.x * dx, mapSizes.y * dy, level);
 
- 	return tile;
 
- }
 
- void CMinimap::moveAdvMapSelection()
 
- {
 
- 	int3 newLocation = translateMousePosition();
 
- 	adventureInt->centerOn(newLocation);
 
- 	if (!(adventureInt->active & GENERAL))
 
- 		GH.totalRedraw(); //redraw this as well as inactive adventure map
 
- 	else
 
- 		redraw();//redraw only this
 
- }
 
- void CMinimap::clickLeft(tribool down, bool previousState)
 
- {
 
- 	if (down)
 
- 		moveAdvMapSelection();
 
- }
 
- void CMinimap::clickRight(tribool down, bool previousState)
 
- {
 
- 	adventureInt->handleRightClick(CGI->generaltexth->zelp[291].second, down);
 
- }
 
- void CMinimap::hover(bool on)
 
- {
 
- 	if (on)
 
- 		GH.statusbar->setText(CGI->generaltexth->zelp[291].first);
 
- 	else
 
- 		GH.statusbar->clear();
 
- }
 
- void CMinimap::mouseMoved(const SDL_MouseMotionEvent & sEvent)
 
- {
 
- 	if (pressedL)
 
- 		moveAdvMapSelection();
 
- }
 
- void CMinimap::showAll(SDL_Surface * to)
 
- {
 
- 	CIntObject::showAll(to);
 
- 	if (minimap)
 
- 	{
 
- 		int3 mapSizes = LOCPLINT->cb->getMapSize();
 
- 		//draw radar
 
- 		SDL_Rect oldClip;
 
- 		SDL_Rect radar =
 
- 		{
 
- 			si16(adventureInt->position.x * pos.w / mapSizes.x + pos.x),
 
- 			si16(adventureInt->position.y * pos.h / mapSizes.y + pos.y),
 
- 			ui16(adventureInt->terrain.tilesw * pos.w / mapSizes.x),
 
- 			ui16(adventureInt->terrain.tilesh * pos.h / mapSizes.y)
 
- 		};
 
- 		SDL_GetClipRect(to, &oldClip);
 
- 		SDL_SetClipRect(to, &pos);
 
- 		CSDL_Ext::drawDashedBorder(to, radar, int3(255,75,125));
 
- 		SDL_SetClipRect(to, &oldClip);
 
- 	}
 
- }
 
- void CMinimap::update()
 
- {
 
- 	if (aiShield) //AI turn is going on. There is no need to update minimap
 
- 		return;
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	vstd::clear_pointer(minimap);
 
- 	minimap = new CMinimapInstance(this, level);
 
- 	redraw();
 
- }
 
- void CMinimap::setLevel(int newLevel)
 
- {
 
- 	level = newLevel;
 
- 	update();
 
- }
 
- void CMinimap::setAIRadar(bool on)
 
- {
 
- 	if (on)
 
- 	{
 
- 		OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 		vstd::clear_pointer(minimap);
 
- 		if (!aiShield)
 
- 			aiShield = new CPicture("AIShield");
 
- 	}
 
- 	else
 
- 	{
 
- 		vstd::clear_pointer(aiShield);
 
- 		update();
 
- 	}
 
- 	// this my happen during AI turn when this interface is inactive
 
- 	// force redraw in order to properly update interface
 
- 	GH.totalRedraw();
 
- }
 
- void CMinimap::hideTile(const int3 &pos)
 
- {
 
- 	if (minimap)
 
- 		minimap->refreshTile(pos);
 
- }
 
- void CMinimap::showTile(const int3 &pos)
 
- {
 
- 	if (minimap)
 
- 		minimap->refreshTile(pos);
 
- }
 
- CInfoBar::CVisibleInfo::CVisibleInfo(Point position):
 
-     CIntObject(0, position),
 
-     aiProgress(nullptr)
 
- {
 
- }
 
- void CInfoBar::CVisibleInfo::show(SDL_Surface *to)
 
- {
 
- 	CIntObject::show(to);
 
- 	for(auto object : forceRefresh)
 
- 		object->showAll(to);
 
- }
 
- void CInfoBar::CVisibleInfo::loadHero(const CGHeroInstance * hero)
 
- {
 
- 	assert(children.empty()); // visible info should be re-created to change type
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	new CPicture("ADSTATHR");
 
- 	new CHeroTooltip(Point(0,0), hero);
 
- }
 
- void CInfoBar::CVisibleInfo::loadTown(const CGTownInstance *town)
 
- {
 
- 	assert(children.empty()); // visible info should be re-created to change type
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	new CPicture("ADSTATCS");
 
- 	new CTownTooltip(Point(0,0), town);
 
- }
 
- void CInfoBar::CVisibleInfo::playNewDaySound()
 
- {
 
- 	if (LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) != 1) // not first day of the week
 
- 		CCS->soundh->playSound(soundBase::newDay);
 
- 	else
 
- 	if (LOCPLINT->cb->getDate(Date::WEEK) != 1) // not first week in month
 
- 		CCS->soundh->playSound(soundBase::newWeek);
 
- 	else
 
- 	if (LOCPLINT->cb->getDate(Date::MONTH) != 1) // not first month
 
- 		CCS->soundh->playSound(soundBase::newMonth);
 
- 	else
 
- 		CCS->soundh->playSound(soundBase::newDay);
 
- }
 
- std::string CInfoBar::CVisibleInfo::getNewDayName()
 
- {
 
- 	if (LOCPLINT->cb->getDate(Date::DAY) == 1)
 
- 		return "NEWDAY";
 
- 	if (LOCPLINT->cb->getDate(Date::DAY) != 1)
 
- 		return "NEWDAY";
 
- 	switch(LOCPLINT->cb->getDate(Date::WEEK))
 
- 	{
 
- 	case 1:  return "NEWWEEK1";
 
- 	case 2:  return "NEWWEEK2";
 
- 	case 3:  return "NEWWEEK3";
 
- 	case 4:  return "NEWWEEK4";
 
- 	default: assert(0); return "";
 
- 	}
 
- }
 
- void CInfoBar::CVisibleInfo::loadDay()
 
- {
 
- 	assert(children.empty()); // visible info should be re-created first to change type
 
- 	playNewDaySound();
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	new CShowableAnim(1, 0, getNewDayName(), CShowableAnim::PLAY_ONCE);
 
- 	std::string labelText;
 
- 	if (LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) == 1 && LOCPLINT->cb->getDate(Date::DAY) != 1) // monday of any week but first - show new week info
 
- 		labelText = CGI->generaltexth->allTexts[63] + " " + boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK));
 
- 	else
 
- 		labelText = CGI->generaltexth->allTexts[64] + " " + boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK));
 
- 	forceRefresh.push_back(new CLabel(95, 31, FONT_MEDIUM, CENTER, Colors::WHITE, labelText));
 
- }
 
- void CInfoBar::CVisibleInfo::loadEnemyTurn(PlayerColor player)
 
- {
 
- 	assert(children.empty()); // visible info should be re-created to change type
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	new CPicture("ADSTATNX");
 
- 	new CAnimImage("CREST58", player.getNum(), 0, 20, 51);
 
- 	new CShowableAnim(99, 51, "HOURSAND");
 
- 	// FIXME: currently there is no way to get progress from VCAI
 
- 	// if this will change at some point switch this ifdef to enable correct code
 
- #if 0
 
- 	//prepare hourglass for updating AI turn
 
- 	aiProgress = new CAnimImage("HOURGLAS", 0, 0, 99, 51);
 
- 	forceRefresh.push_back(aiProgress);
 
- #else
 
- 	//create hourglass that will be always animated ignoring AI status
 
- 	new CShowableAnim(99, 51, "HOURGLAS", CShowableAnim::PLAY_ONCE, 40);
 
- #endif
 
- }
 
- void CInfoBar::CVisibleInfo::loadGameStatus()
 
- {
 
- 	assert(children.empty()); // visible info should be re-created to change type
 
- 	//get amount of halls of each level
 
- 	std::vector<int> halls(4, 0);
 
- 	for(auto town : LOCPLINT->towns)
 
- 		halls[town->hallLevel()]++;
 
- 	std::vector<PlayerColor> allies, enemies;
 
- 	//generate list of allies and enemies
 
- 	for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)
 
- 	{
 
- 		if(LOCPLINT->cb->getPlayerStatus(PlayerColor(i), false) == EPlayerStatus::INGAME)
 
- 		{
 
- 			if (LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, PlayerColor(i)) != PlayerRelations::ENEMIES)
 
- 				allies.push_back(PlayerColor(i));
 
- 			else
 
- 				enemies.push_back(PlayerColor(i));
 
- 		}
 
- 	}
 
- 	//generate component
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	new CPicture("ADSTATIN");
 
- 	auto allyLabel  = new CLabel(10, 106, FONT_SMALL, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[390] + ":");
 
- 	auto enemyLabel = new CLabel(10, 136, FONT_SMALL, TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[391] + ":");
 
- 	int posx = allyLabel->pos.w + allyLabel->pos.x - pos.x + 4;
 
- 	for(PlayerColor & player : allies)
 
- 	{
 
- 		auto image = new CAnimImage("ITGFLAGS", player.getNum(), 0, posx, 102);
 
- 		posx += image->pos.w;
 
- 	}
 
- 	posx = enemyLabel->pos.w + enemyLabel->pos.x - pos.x + 4;
 
- 	for(PlayerColor & player : enemies)
 
- 	{
 
- 		auto image = new CAnimImage("ITGFLAGS", player.getNum(), 0, posx, 132);
 
- 		posx += image->pos.w;
 
- 	}
 
- 	for (size_t i=0; i<halls.size(); i++)
 
- 	{
 
- 		new CAnimImage("itmtl", i, 0, 6 + 42 * i , 11);
 
- 		if (halls[i])
 
- 			new CLabel( 26 + 42 * i, 64, FONT_SMALL, CENTER, Colors::WHITE, boost::lexical_cast<std::string>(halls[i]));
 
- 	}
 
- }
 
- void CInfoBar::CVisibleInfo::loadComponent(const Component & compToDisplay, std::string message)
 
- {
 
- 	assert(children.empty()); // visible info should be re-created to change type
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	new CPicture("ADSTATOT", 1);
 
- 	auto   comp = new CComponent(compToDisplay);
 
- 	comp->moveTo(Point(pos.x+47, pos.y+50));
 
- 	new CTextBox(message, Rect(10, 4, 160, 50), 0, FONT_SMALL, CENTER, Colors::WHITE);
 
- }
 
- void CInfoBar::CVisibleInfo::updateEnemyTurn(double progress)
 
- {
 
- 	if (aiProgress)
 
- 	aiProgress->setFrame((aiProgress->size() - 1) * progress);
 
- }
 
- void CInfoBar::reset(EState newState = EMPTY)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL;
 
- 	vstd::clear_pointer(visibleInfo);
 
- 	currentObject = nullptr;
 
- 	state = newState;
 
- 	visibleInfo = new CVisibleInfo(Point(8, 12));
 
- }
 
- void CInfoBar::showSelection()
 
- {
 
- 	if (adventureInt->selection)
 
- 	{
 
- 		auto hero = dynamic_cast<const CGHeroInstance *>(adventureInt->selection);
 
- 		if (hero)
 
- 		{
 
- 			showHeroSelection(hero);
 
- 			return;
 
- 		}
 
- 		auto town = dynamic_cast<const CGTownInstance *>(adventureInt->selection);
 
- 		if (town)
 
- 		{
 
- 			showTownSelection(town);
 
- 			return;
 
- 		}
 
- 	}
 
- 	showGameStatus();//FIXME: may be incorrect but shouldn't happen in general
 
- }
 
- void CInfoBar::tick()
 
- {
 
- 	removeUsedEvents(TIME);
 
- 	showSelection();
 
- }
 
- void CInfoBar::clickLeft(tribool down, bool previousState)
 
- {
 
- 	if (down)
 
- 	{
 
- 		if (state == HERO || state == TOWN)
 
- 			showGameStatus();
 
- 		else if (state == GAME)
 
- 			showDate();
 
- 		else
 
- 			showSelection();
 
- 	}
 
- }
 
- void CInfoBar::clickRight(tribool down, bool previousState)
 
- {
 
- 	adventureInt->handleRightClick(CGI->generaltexth->allTexts[109], down);
 
- }
 
- void CInfoBar::hover(bool on)
 
- {
 
- 	if (on)
 
- 		GH.statusbar->setText(CGI->generaltexth->zelp[292].first);
 
- 	else
 
- 		GH.statusbar->clear();
 
- }
 
- CInfoBar::CInfoBar(const Rect &position):
 
-     CIntObject(LCLICK | RCLICK | HOVER, position.topLeft()),
 
-     visibleInfo(nullptr),
 
-     state(EMPTY),
 
-     currentObject(nullptr)
 
- {
 
- 	pos.w = position.w;
 
- 	pos.h = position.h;
 
- 	//FIXME: enable some mode? Should be done by advMap::select() when game starts but just in case?
 
- }
 
- void CInfoBar::showDate()
 
- {
 
- 	reset(DATE);
 
- 	visibleInfo->loadDay();
 
- 	setTimer(3000);
 
- 	redraw();
 
- }
 
- void CInfoBar::showComponent(const Component & comp, std::string message)
 
- {
 
- 	reset(COMPONENT);
 
- 	visibleInfo->loadComponent(comp, message);
 
- 	setTimer(3000);
 
- 	redraw();
 
- }
 
- void CInfoBar::startEnemyTurn(PlayerColor color)
 
- {
 
- 	reset(AITURN);
 
- 	visibleInfo->loadEnemyTurn(color);
 
- 	redraw();
 
- }
 
- void CInfoBar::updateEnemyTurn(double progress)
 
- {
 
- 	assert(state == AITURN);
 
- 	visibleInfo->updateEnemyTurn(progress);
 
- 	redraw();
 
- }
 
- void CInfoBar::showHeroSelection(const CGHeroInstance * hero)
 
- {
 
- 	if (!hero)
 
- 		return;
 
- 	reset(HERO);
 
- 	currentObject = hero;
 
- 	visibleInfo->loadHero(hero);
 
- 	redraw();
 
- }
 
- void CInfoBar::showTownSelection(const CGTownInstance * town)
 
- {
 
- 	if (!town)
 
- 		return;
 
- 	reset(TOWN);
 
- 	currentObject = town;
 
- 	visibleInfo->loadTown(town);
 
- 	redraw();
 
- }
 
- void CInfoBar::showGameStatus()
 
- {
 
- 	reset(GAME);
 
- 	visibleInfo->loadGameStatus();
 
- 	setTimer(3000);
 
- 	redraw();
 
- }
 
 
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