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| #include "StdInc.h"#include "CAdvmapInterface.h"#include "CCastleInterface.h"#include "CHeroWindow.h"#include "CKingdomInterface.h"#include "CSpellWindow.h"#include "GUIClasses.h"#include "CTradeWindow.h"#include "../CBitmapHandler.h"#include "../CDefHandler.h"#include "../CGameInfo.h"#include "../CMessage.h"#include "../CMusicHandler.h"#include "../CPlayerInterface.h"#include "../CPreGame.h"#include "../Graphics.h"#include "../mapHandler.h"#include "../gui/CCursorHandler.h"#include "../gui/CGuiHandler.h"#include "../gui/SDL_Extensions.h"#include "../widgets/MiscWidgets.h"#include "../windows/InfoWindows.h"#include "../../CCallback.h"#include "../../lib/CConfigHandler.h"#include "../../lib/CGameState.h"#include "../../lib/CGeneralTextHandler.h"#include "../../lib/CHeroHandler.h"#include "../../lib/CSoundBase.h"#include "../../lib/CSpellHandler.h"#include "../../lib/CTownHandler.h"#include "../../lib/JsonNode.h"#include "../../lib/mapObjects/CGHeroInstance.h"#include "../../lib/mapping/CMap.h"#include "../../lib/UnlockGuard.h"#include "../../lib/VCMI_Lib.h"#ifdef _MSC_VER#pragma warning (disable : 4355)#endif/* * CAdvMapInterface.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#define ADVOPT (conf.go()->ac)using namespace boost::logic;using namespace boost::assign;using namespace CSDL_Ext;CAdvMapInt *adventureInt;CTerrainRect::CTerrainRect()	:curHoveredTile(-1,-1,-1), currentPath(nullptr){	tilesw=(ADVOPT.advmapW+31)/32;	tilesh=(ADVOPT.advmapH+31)/32;	pos.x=ADVOPT.advmapX;	pos.y=ADVOPT.advmapY;	pos.w=ADVOPT.advmapW;	pos.h=ADVOPT.advmapH;	moveX = moveY = 0;	addUsedEvents(LCLICK | RCLICK | HOVER | MOVE);}void CTerrainRect::deactivate(){	CIntObject::deactivate();	curHoveredTile = int3(-1,-1,-1); //we lost info about hovered tile when disabling}void CTerrainRect::clickLeft(tribool down, bool previousState){	if ((down==false) || indeterminate(down))		return;	int3 mp = whichTileIsIt();	if (mp.x<0 || mp.y<0 || mp.x >= LOCPLINT->cb->getMapSize().x || mp.y >= LOCPLINT->cb->getMapSize().y)		return;	adventureInt->tileLClicked(mp);}void CTerrainRect::clickRight(tribool down, bool previousState){	int3 mp = whichTileIsIt();	if (CGI->mh->map->isInTheMap(mp) && down)		adventureInt->tileRClicked(mp);}void CTerrainRect::mouseMoved (const SDL_MouseMotionEvent & sEvent){	int3 tHovered = whichTileIsIt(sEvent.x,sEvent.y);	int3 pom = adventureInt->verifyPos(tHovered);	if(tHovered != pom) //tile outside the map	{		CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);		return;	}	if (pom != curHoveredTile)		curHoveredTile=pom;	else		return;	adventureInt->tileHovered(curHoveredTile);}void CTerrainRect::hover(bool on){	if (!on)	{		adventureInt->statusbar.clear();		CCS->curh->changeGraphic(ECursor::ADVENTURE,0);	}	//Hoverable::hover(on);}void CTerrainRect::showPath(const SDL_Rect * extRect, SDL_Surface * to){	const static int pns[9][9] = {				{16, 17, 18,  7, -1, 19,  6,  5, -1},				{ 8,  9, 18,  7, -1, 19,  6, -1, 20},				{ 8,  1, 10,  7, -1, 19, -1, 21, 20},				{24, 17, 18, 15, -1, -1,  6,  5,  4},				{-1, -1, -1, -1, -1, -1, -1, -1, -1},				{ 8,  1,  2, -1, -1, 11, 22, 21, 20},				{24, 17, -1, 23, -1,  3, 14,  5,  4},				{24, -1,  2, 23, -1,  3, 22, 13,  4},				{-1,  1,  2, 23, -1,  3, 22, 21, 12}			}; //table of magic values TODO meaning, change variable name	for (int i=0; i < (int)currentPath->nodes.size()-1; ++i)	{		const int3 &curPos = currentPath->nodes[i].coord, &nextPos = currentPath->nodes[i+1].coord;		if(curPos.z != adventureInt->position.z)			continue;		int pn=-1;//number of picture		if (i==0) //last tile		{			int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,				y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;			if (x<0 || y<0 || x>pos.w || y>pos.h)				continue;			pn=0;		}		else		{			const int3 &prevPos = currentPath->nodes[i-1].coord;			std::vector<CGPathNode> & cv = currentPath->nodes;			/* Vector directions			 *  0   1   2			 *    \ | /			 *  3 - 4 - 5			 *    / | \			 *  6   7  8			 *For example:			 *  |			 *  |__\			 *     /			 * is id1=7, id2=5 (pns[7][5])			*/			bool pathContinuous = curPos.areNeighbours(nextPos) && curPos.areNeighbours(prevPos);			if(pathContinuous && cv[i].land == cv[i+1].land)			{				int id1=(curPos.x-nextPos.x+1)+3*(curPos.y-nextPos.y+1);   //Direction of entering vector				int id2=(cv[i-1].coord.x-curPos.x+1)+3*(cv[i-1].coord.y-curPos.y+1); //Direction of exiting vector				pn=pns[id1][id2];			}			else //path discontinuity or sea/land transition (eg. when moving through Subterranean Gate or Boat)			{				pn = 0;			}		}		if (currentPath->nodes[i].turns)			pn+=25;		if (pn>=0)		{			CDefEssential * arrows = graphics->heroMoveArrows;			int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,				y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;			if (x< -32 || y< -32 || x>pos.w || y>pos.h)				continue;			int hvx = (x+arrows->ourImages[pn].bitmap->w)-(pos.x+pos.w),				hvy = (y+arrows->ourImages[pn].bitmap->h)-(pos.y+pos.h);			SDL_Rect prevClip;			SDL_GetClipRect(to, &prevClip);			SDL_SetClipRect(to, extRect); //preventing blitting outside of that rect			if(ADVOPT.smoothMove) //version for smooth hero move, with pos shifts			{				if (hvx<0 && hvy<0)				{					Rect dstRect = genRect(32, 32, x + moveX, y + moveY);					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, nullptr, to, &dstRect);				}				else if(hvx<0)				{					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x + moveX, y + moveY);					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);				}				else if (hvy<0)				{					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);				}				else				{					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);				}			}			else //standard version			{				if (hvx<0 && hvy<0)				{					Rect dstRect = genRect(32, 32, x, y);					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, nullptr, to, &dstRect);				}				else if(hvx<0)				{					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x, y);					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);				}				else if (hvy<0)				{					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x, y);					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);				}				else				{					Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);					Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x, y);					CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);				}			}			SDL_SetClipRect(to, &prevClip);		}	} //for (int i=0;i<currentPath->nodes.size()-1;i++)}void CTerrainRect::show(SDL_Surface * to){	if(ADVOPT.smoothMove)		CGI->mh->terrainRect			(adventureInt->position, adventureInt->anim,			 &LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,			 to, &pos, moveX, moveY, false, int3());	else		CGI->mh->terrainRect			(adventureInt->position, adventureInt->anim,			 &LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,			 to, &pos, 0, 0, false, int3());	//SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));	//SDL_FreeSurface(teren);	if (currentPath/* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path	{		showPath(&pos, to);	}}int3 CTerrainRect::whichTileIsIt(const int & x, const int & y){	int3 ret;	ret.x = adventureInt->position.x + ((GH.current->motion.x-CGI->mh->offsetX-pos.x)/32);	ret.y = adventureInt->position.y + ((GH.current->motion.y-CGI->mh->offsetY-pos.y)/32);	ret.z = adventureInt->position.z;	return ret;}int3 CTerrainRect::whichTileIsIt(){	return whichTileIsIt(GH.current->motion.x,GH.current->motion.y);}void CResDataBar::clickRight(tribool down, bool previousState){}CResDataBar::CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist){	bg = BitmapHandler::loadBitmap(defname);	CSDL_Ext::setDefaultColorKey(bg);		graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);	pos = genRect(bg->h, bg->w, pos.x+x, pos.y+y);	txtpos.resize(8);	for (int i = 0; i < 8 ; i++)	{		txtpos[i].first = pos.x + offx + resdist*i;		txtpos[i].second = pos.y + offy;	}	txtpos[7].first = txtpos[6].first + datedist;	datetext =  CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]	+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";	addUsedEvents(RCLICK);}CResDataBar::CResDataBar(){	bg = BitmapHandler::loadBitmap(ADVOPT.resdatabarG);	CSDL_Ext::setDefaultColorKey(bg);		graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);	pos = genRect(bg->h,bg->w,ADVOPT.resdatabarX,ADVOPT.resdatabarY);	txtpos.resize(8);	for (int i = 0; i < 8 ; i++)	{		txtpos[i].first = pos.x + ADVOPT.resOffsetX + ADVOPT.resDist*i;		txtpos[i].second = pos.y + ADVOPT.resOffsetY;	}	txtpos[7].first = txtpos[6].first + ADVOPT.resDateDist;	datetext =  CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]				+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";}CResDataBar::~CResDataBar(){	SDL_FreeSurface(bg);}void CResDataBar::draw(SDL_Surface * to){	blitAt(bg,pos.x,pos.y,to);	for (auto i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))	{		std::string text = boost::lexical_cast<std::string>(LOCPLINT->cb->getResourceAmount(i));		graphics->fonts[FONT_SMALL]->renderTextLeft(to, text, Colors::WHITE, Point(txtpos[i].first,txtpos[i].second));	}	std::vector<std::string> temp;	temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::MONTH)));	temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK)));	temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK)));	graphics->fonts[FONT_SMALL]->renderTextLeft(to, processStr(datetext,temp), Colors::WHITE, Point(txtpos[7].first,txtpos[7].second));}void CResDataBar::show(SDL_Surface * to){}void CResDataBar::showAll(SDL_Surface * to){	draw(to);}CAdvMapInt::CAdvMapInt():    minimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH)),statusbar(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG),heroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD),townList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD),infoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192) ){	duringAITurn = false;	state = NA;	spellBeingCasted = nullptr;	pos.x = pos.y = 0;	pos.w = screen->w;	pos.h = screen->h;	position = int3(0,0,0);	selection = nullptr;	townList.onSelect = std::bind(&CAdvMapInt::selectionChanged,this);	adventureInt=this;	bg = BitmapHandler::loadBitmap(ADVOPT.mainGraphic);	scrollingDir = 0;	updateScreen  = false;	anim=0;	animValHitCount=0; //animation frame	heroAnim=0;	heroAnimValHitCount=0; // hero animation frame	for (int g=0; g<ADVOPT.gemG.size(); ++g)	{		gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[g]));	}	auto makeButton = [&] (int textID, std::function<void()> callback, config::ButtonInfo info, int key) -> CButton *	{		auto button = new 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);	setPlayer(LOCPLINT->playerID);	underground->block(!CGI->mh->map->twoLevel);	addUsedEvents(MOVE);}CAdvMapInt::~CAdvMapInt(){	SDL_FreeSurface(bg);	for(int i=0; i<gems.size(); i++)		delete gems[i];}void CAdvMapInt::fshowOverview(){	GH.pushInt(new CKingdomInterface);}void CAdvMapInt::fswitchLevel(){	if(!CGI->mh->map->twoLevel)		return;	if (position.z)	{		position.z--;		underground->setIndex(0,true);		underground->showAll(screenBuf);	}	else	{		underground->setIndex(1,true);		position.z++;		underground->showAll(screenBuf);	}	updateScreen = true;	minimap.setLevel(position.z);}void CAdvMapInt::fshowQuestlog(){	LOCPLINT->showQuestLog();}void CAdvMapInt::fsleepWake(){	const CGHeroInstance *h = curHero();	if (!h)		return;	bool newSleep = !isHeroSleeping(h);	setHeroSleeping(h, newSleep);	updateSleepWake(h);	if (newSleep)	{		fnextHero();		//moveHero.block(true);		//uncomment to enable original HoMM3 behaviour:		//move button is disabled for hero going to sleep, even though it's enabled when you reselect him	}}void CAdvMapInt::fmoveHero(){	const CGHeroInstance *h = curHero();	if (!h || !terrain.currentPath)		return;	LOCPLINT->moveHero(h, *terrain.currentPath);}void CAdvMapInt::fshowSpellbok(){	if (!curHero()) //checking necessary values		return;	centerOn(selection);	auto   spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), curHero(), LOCPLINT, false);	GH.pushInt(spellWindow);}void CAdvMapInt::fadventureOPtions(){	GH.pushInt(new CAdventureOptions);}void CAdvMapInt::fsystemOptions(){	GH.pushInt(new CSystemOptionsWindow());}void CAdvMapInt::fnextHero(){	auto hero = dynamic_cast<const CGHeroInstance*>(selection);	int next = getNextHeroIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));	if (next < 0)		return;	select(LOCPLINT->wanderingHeroes[next], true);}void CAdvMapInt::fendTurn(){	if(!LOCPLINT->makingTurn)		return;	if ( settings["adventure"]["heroReminder"].Bool())	{		for (int i = 0; i < LOCPLINT->wanderingHeroes.size(); i++)			if (!isHeroSleeping(LOCPLINT->wanderingHeroes[i]) && (LOCPLINT->wanderingHeroes[i]->movement > 0))			{				LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[55], std::bind(&CAdvMapInt::endingTurn, this), 0, false);				return;			}	}	endingTurn();}void CAdvMapInt::updateSleepWake(const CGHeroInstance *h){	sleepWake->block(!h);	if (!h)		return;	bool state = isHeroSleeping(h);	sleepWake->setIndex(state ? 1 : 0, true);	sleepWake->assignedKeys.clear();	sleepWake->assignedKeys.insert(state ? SDLK_w : SDLK_z);}void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath){	//default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately	if (hasPath == boost::indeterminate)		 hasPath = LOCPLINT->paths[h].nodes.size() ? true : false;	if (!h)	{		moveHero->block(true);		return;	}	moveHero->block(!hasPath || (h->movement == 0));}int CAdvMapInt::getNextHeroIndex(int startIndex){	if (LOCPLINT->wanderingHeroes.size() == 0)		return -1;	if (startIndex < 0)		startIndex = 0;	int i = startIndex;	do	{		i++;		if (i >= LOCPLINT->wanderingHeroes.size())			i = 0;	}	while (((LOCPLINT->wanderingHeroes[i]->movement == 0) || isHeroSleeping(LOCPLINT->wanderingHeroes[i])) && (i != startIndex));	if ((LOCPLINT->wanderingHeroes[i]->movement != 0) && !isHeroSleeping(LOCPLINT->wanderingHeroes[i]))		return i;	else		return -1;}void CAdvMapInt::updateNextHero(const CGHeroInstance *h){	int start = vstd::find_pos(LOCPLINT->wanderingHeroes, h);	int next = getNextHeroIndex(start);	if (next < 0)	{		nextHero->block(true);		return;	}	const CGHeroInstance *nextH = LOCPLINT->wanderingHeroes[next];	bool noActiveHeroes = (next == start) && ((nextH->movement == 0) || isHeroSleeping(nextH));	nextHero->block(noActiveHeroes);}void CAdvMapInt::activate(){	CIntObject::activate();	if (!(active & KEYBOARD))		CIntObject::activate(KEYBOARD);	screenBuf = screen;	GH.statusbar = &statusbar;	if(!duringAITurn)	{		kingOverview->activate();		underground->activate();		questlog->activate();		sleepWake->activate();		moveHero->activate();		spellbook->activate();		sysOptions->activate();		advOptions->activate();		nextHero->activate();		endTurn->activate();		minimap.activate();		heroList.activate();		townList.activate();		terrain.activate();		infoBar.activate();		LOCPLINT->cingconsole->activate();		GH.fakeMouseMove(); //to restore the cursor	}}void CAdvMapInt::deactivate(){	CIntObject::deactivate();	if(!duringAITurn)	{		scrollingDir = 0;		CCS->curh->changeGraphic(ECursor::ADVENTURE,0);		kingOverview->deactivate();		underground->deactivate();		questlog->deactivate();		sleepWake->deactivate();		moveHero->deactivate();		spellbook->deactivate();		advOptions->deactivate();		sysOptions->deactivate();		nextHero->deactivate();		endTurn->deactivate();		minimap.deactivate();		heroList.deactivate();		townList.deactivate();		terrain.deactivate();		infoBar.deactivate();		if(LOCPLINT)			LOCPLINT->cingconsole->deactivate();	}}void CAdvMapInt::showAll(SDL_Surface * to){	blitAt(bg,0,0,to);	if(state != INGAME)		return;	kingOverview->showAll(to);	underground->showAll(to);	questlog->showAll(to);	sleepWake->showAll(to);	moveHero->showAll(to);	spellbook->showAll(to);	advOptions->showAll(to);	sysOptions->showAll(to);	nextHero->showAll(to);	endTurn->showAll(to);	minimap.showAll(to);	heroList.showAll(to);	townList.showAll(to);	updateScreen = true;	show(to);	resdatabar.draw(to);	statusbar.show(to);	infoBar.showAll(to);	LOCPLINT->cingconsole->showAll(to);}bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero){	if (!hero)		return false;	return vstd::contains(LOCPLINT->sleepingHeroes, hero);}void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep){	if (sleep)		LOCPLINT->sleepingHeroes += hero;	else		LOCPLINT->sleepingHeroes -= hero;	updateNextHero(nullptr);}void CAdvMapInt::show(SDL_Surface * to){	if(state != INGAME)		return;	++animValHitCount; //for animations	if(animValHitCount == 8)	{		CGI->mh->updateWater();		animValHitCount = 0;		++anim;		updateScreen = true;	}	++heroAnim;	int scrollSpeed = settings["adventure"]["scrollSpeed"].Float();	//if advmap needs updating AND (no dialog is shown OR ctrl is pressed)	if((animValHitCount % (4/scrollSpeed)) == 0		&&  (			(GH.topInt() == this)			|| isCtrlKeyDown()		)	)	{		if( (scrollingDir & LEFT)   &&  (position.x>-CGI->mh->frameW) )			position.x--;		if( (scrollingDir & RIGHT)  &&  (position.x   <   CGI->mh->map->width - CGI->mh->tilesW + CGI->mh->frameW) )			position.x++;		if( (scrollingDir & UP)  &&  (position.y>-CGI->mh->frameH) )			position.y--;		if( (scrollingDir & DOWN)  &&  (position.y  <  CGI->mh->map->height - CGI->mh->tilesH + CGI->mh->frameH) )			position.y++;		if(scrollingDir)		{			updateScreen = true;			minimap.redraw();		}	}	if(updateScreen)	{		int3 betterPos = LOCPLINT->repairScreenPos(position);		if (betterPos != position)		{			logGlobal->warnStream() << "Incorrect position for adventure map!";			position = betterPos;		}		terrain.show(to);		for(int i=0;i<4;i++)			blitAt(gems[i]->ourImages[LOCPLINT->playerID.getNum()].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);		updateScreen=false;		LOCPLINT->cingconsole->showAll(to);	}	infoBar.show(to);	statusbar.showAll(to);}void CAdvMapInt::selectionChanged(){	const CGTownInstance *to = LOCPLINT->towns[townList.getSelectedIndex()];	if (selection != to)		select(to);}void CAdvMapInt::centerOn(int3 on){	bool switchedLevels = on.z != position.z;	on.x -= CGI->mh->frameW;	on.y -= CGI->mh->frameH;	on = LOCPLINT->repairScreenPos(on);	position = on;	updateScreen=true;	underground->setIndex(on.z,true); //change underground switch button image	underground->redraw();	if (switchedLevels)		minimap.setLevel(position.z);	minimap.redraw();}void CAdvMapInt::centerOn(const CGObjectInstance *obj){	centerOn(obj->getSightCenter());}void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key){	ui8 Dir = 0;	int k = key.keysym.sym;	const CGHeroInstance *h = curHero(); //selected hero	const CGTownInstance *t = curTown(); //selected town	switch(k)	{	case SDLK_g:		if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)			return;		{			//find first town with tavern			auto itr = range::find_if(LOCPLINT->towns, [](const CGTownInstance * town)			{				return town->hasBuilt(BuildingID::TAVERN);			});			if(itr != LOCPLINT->towns.end())				LOCPLINT->showThievesGuildWindow(*itr);			else				LOCPLINT->showInfoDialog("No available town with tavern!");		}		return;	case SDLK_i:		if(isActive())			CAdventureOptions::showScenarioInfo();		return;	case SDLK_l:		if(isActive())			LOCPLINT->proposeLoadingGame();		return;	case SDLK_s:		if(isActive())			GH.pushInt(new CSavingScreen(CPlayerInterface::howManyPeople > 1));		return;	case SDLK_d:		{			if(h && isActive() && key.state == SDL_PRESSED)				LOCPLINT->tryDiggging(h);			return;		}	case SDLK_p:		if(isActive())			LOCPLINT->showPuzzleMap();		return;	case SDLK_r:		if(isActive() && LOCPLINT->ctrlPressed())		{			LOCPLINT->showYesNoDialog("Are you sure you want to restart game?",				[]{ LOCPLINT->sendCustomEvent(RESTART_GAME); },				[]{}, true);		}		return;	case SDLK_SPACE: //space - try to revisit current object with selected hero		{			if(!isActive())				return;			if(h && key.state == SDL_PRESSED)			{				auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);				//TODO!!!!!!! possible freeze, when GS mutex is locked and network thread can't apply package				//this thread leaves scope and tries to lock pim while holding gs, 				//network thread tries to lock gs (appluy cl) while holding pim				//this thread should first lock pim, however gs locking/unlocking is done inside cb				LOCPLINT->cb->moveHero(h,h->pos);			}		}		return;	case SDLK_RETURN:		{			if(!isActive() || !selection || key.state != SDL_PRESSED)				return;			if(h)				LOCPLINT->openHeroWindow(h);			else if(t)				LOCPLINT->openTownWindow(t);			return;		}	case SDLK_ESCAPE:		{			if(isActive() || GH.topInt() != this || !spellBeingCasted || key.state != SDL_PRESSED)				return;			leaveCastingMode();			return;		}	case SDLK_t:		{			//act on key down if marketplace windows is not already opened			if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)				return;			if(LOCPLINT->ctrlPressed()) //CTRL + T => open marketplace			{				//check if we have any marketplace				const CGTownInstance *townWithMarket = nullptr;				for(const CGTownInstance *t : LOCPLINT->cb->getTownsInfo())				{					if(t->hasBuilt(BuildingID::MARKETPLACE))					{						townWithMarket = t;						break;					}				}				if(townWithMarket) //if any town has marketplace, open window					GH.pushInt(new CMarketplaceWindow(townWithMarket));				else //if not - complain					LOCPLINT->showInfoDialog("No available marketplace!");			}			else if(isActive()) //no ctrl, advmapint is on the top => switch to town			{				townList.selectNext();			}			return;		}	default:		{			static const int3 directions[] = {  int3(-1, +1, 0), int3(0, +1, 0), int3(+1, +1, 0),												int3(-1, 0, 0),  int3(0, 0, 0),  int3(+1, 0, 0),												int3(-1, -1, 0), int3(0, -1, 0), int3(+1, -1, 0) };			//numpad arrow			if(CGuiHandler::isArrowKey(SDLKey(k)))				k = CGuiHandler::arrowToNum(SDLKey(k));						#ifdef VCMI_SDL1			k -= SDLK_KP0 + 1;			#else			k -= SDLK_KP_1;			#endif // VCMI_SDL1						if(k < 0 || k > 8)				return;			int3 dir = directions[k];			if(!isActive() || LOCPLINT->ctrlPressed())//ctrl makes arrow move screen, not hero			{				Dir = (dir.x<0 ? LEFT  : 0) |					  (dir.x>0 ? RIGHT : 0) |					  (dir.y<0 ? UP    : 0) |					  (dir.y>0 ? DOWN  : 0) ;				break;			}			if(!h || key.state != SDL_PRESSED)				break;			if(k == 4)			{				centerOn(h);				return;			}			CGPath &path = LOCPLINT->paths[h];			terrain.currentPath = &path;			if(!LOCPLINT->cb->getPathsInfo(h)->getPath(h->getPosition(false) + dir, path))			{				terrain.currentPath = nullptr;				return;			}			if (path.nodes.size() > 2)				updateMoveHero(h);			else			if(!path.nodes[0].turns)				LOCPLINT->moveHero(h, path);		}		return;	}	if(Dir && key.state == SDL_PRESSED //arrow is pressed		&& LOCPLINT->ctrlPressed()	)		scrollingDir |= Dir;	else		scrollingDir &= ~Dir;}void CAdvMapInt::handleRightClick(std::string text, tribool down){	if(down)	{		CRClickPopup::createAndPush(text);	}}int3 CAdvMapInt::verifyPos(int3 ver){	if (ver.x<0)		ver.x=0;	if (ver.y<0)		ver.y=0;	if (ver.z<0)		ver.z=0;	if (ver.x>=CGI->mh->sizes.x)		ver.x=CGI->mh->sizes.x-1;	if (ver.y>=CGI->mh->sizes.y)		ver.y=CGI->mh->sizes.y-1;	if (ver.z>=CGI->mh->sizes.z)		ver.z=CGI->mh->sizes.z-1;	return ver;}void CAdvMapInt::select(const CArmedInstance *sel, bool centerView /*= true*/){	assert(sel);	LOCPLINT->setSelection(sel);	selection = sel;	if (LOCPLINT->battleInt == nullptr && LOCPLINT->makingTurn)	{		auto pos = sel->visitablePos();		auto tile = LOCPLINT->cb->getTile(pos);		if(tile)			CCS->musich->playMusicFromSet("terrain", tile->terType, true);	}	if(centerView)		centerOn(sel);	terrain.currentPath = nullptr;	if(sel->ID==Obj::TOWN)	{		auto town = dynamic_cast<const CGTownInstance*>(sel);		infoBar.showTownSelection(town);		townList.select(town);		heroList.select(nullptr);		updateSleepWake(nullptr);		updateMoveHero(nullptr);	}	else //hero selected	{		auto hero = dynamic_cast<const CGHeroInstance*>(sel);		infoBar.showHeroSelection(hero);		heroList.select(hero);		townList.select(nullptr);		terrain.currentPath = LOCPLINT->getAndVerifyPath(hero);		updateSleepWake(hero);		updateMoveHero(hero);	}	townList.redraw();	heroList.redraw();}void CAdvMapInt::mouseMoved( const SDL_MouseMotionEvent & sEvent ){	//adventure map scrolling with mouse	if(!isCtrlKeyDown() &&  isActive())	{		if(sEvent.x<15)		{			scrollingDir |= LEFT;		}		else		{			scrollingDir &= ~LEFT;		}		if(sEvent.x>screen->w-15)		{			scrollingDir |= RIGHT;		}		else		{			scrollingDir &= ~RIGHT;		}		if(sEvent.y<15)		{			scrollingDir |= UP;		}		else		{			scrollingDir &= ~UP;		}		if(sEvent.y>screen->h-15)		{			scrollingDir |= DOWN;		}		else		{			scrollingDir &= ~DOWN;		}	}}bool CAdvMapInt::isActive(){	return active & ~CIntObject::KEYBOARD;}void CAdvMapInt::startHotSeatWait(PlayerColor Player){	state = WAITING;}void CAdvMapInt::setPlayer(PlayerColor Player){	player = Player;	graphics->blueToPlayersAdv(bg,player);	kingOverview->setPlayerColor(player);	underground->setPlayerColor(player);	questlog->setPlayerColor(player);	sleepWake->setPlayerColor(player);	moveHero->setPlayerColor(player);	spellbook->setPlayerColor(player);	sysOptions->setPlayerColor(player);	advOptions->setPlayerColor(player);	nextHero->setPlayerColor(player);	endTurn->setPlayerColor(player);	graphics->blueToPlayersAdv(resdatabar.bg,player);	//heroList.updateHList();	//townList.genList();}void CAdvMapInt::startTurn(){	state = INGAME;	if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID)	{		adjustActiveness(false);		minimap.setAIRadar(false);	}}void CAdvMapInt::endingTurn(){	if(LOCPLINT->cingconsole->active)		LOCPLINT->cingconsole->deactivate();	LOCPLINT->makingTurn = false;	LOCPLINT->cb->endTurn();}const CGObjectInstance* CAdvMapInt::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(!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);	if (selection->ID != Obj::HERO) //hero is not selected (presumably town)	{		assert(!terrain.currentPath); //path can be active only when hero is selected		if(selection == topBlocking) //selected town clicked			LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));		else if ( canSelect )				select(static_cast<const CArmedInstance*>(topBlocking), false);		return;	}	else if(const CGHeroInstance * currentHero = curHero()) //hero is selected	{		const CGPathNode *pn = LOCPLINT->cb->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			{				LOCPLINT->moveHero(currentHero,*terrain.currentPath);				return;			}			else/* if(mp.z == currentHero->pos.z)*/ //remove old path and find a new one if we clicked on the map level on which hero is present			{				CGPath &path = LOCPLINT->paths[currentHero];				terrain.currentPath = &path;				bool gotPath = LOCPLINT->cb->getPathsInfo(currentHero)->getPath(mapPos, path); //try getting path, erase if failed				updateMoveHero(currentHero);				if (!gotPath)					LOCPLINT->eraseCurrentPathOf(currentHero);				else					return;			}		}	} //end of hero is selected "case"	else	{		throw std::runtime_error("Nothing is selected...");	}	if(const IShipyard *shipyard = ourInaccessibleShipyard(topBlocking))	{		LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);	}}void CAdvMapInt::tileHovered(const int3 &mapPos){	if(!LOCPLINT->cb->isVisible(mapPos))	{		CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);		statusbar.clear();		return;	}	const CGObjectInstance *objAtTile = getActiveObject(mapPos);	if (objAtTile)	{		std::string text = curHero() ? objAtTile->getHoverText(curHero()) : objAtTile->getHoverText(LOCPLINT->playerID);		boost::replace_all(text,"\n"," ");		statusbar.setText(text);	}	else	{		std::string hlp;		CGI->mh->getTerrainDescr(mapPos, hlp, false);		statusbar.setText(hlp);	}	if(!selection) //may occur just at the start of game (fake move before full intiialization)		return;	if(spellBeingCasted)	{		switch(spellBeingCasted->id)		{		case SpellID::SCUTTLE_BOAT:			if(objAtTile && objAtTile->ID == Obj::BOAT)				CCS->curh->changeGraphic(ECursor::ADVENTURE, 42);			else				CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);			return;		case SpellID::DIMENSION_DOOR:			{				const TerrainTile *t = LOCPLINT->cb->getTile(mapPos, false);				int3 hpos = selection->getSightCenter();				if((!t  ||  t->isClear(LOCPLINT->cb->getTile(hpos)))   &&   isInScreenRange(hpos, mapPos))					CCS->curh->changeGraphic(ECursor::ADVENTURE, 41);				else					CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);				return;			}		}	}	const bool guardingCreature = CGI->mh->map->isInTheMap(LOCPLINT->cb->getGuardingCreaturePosition(mapPos));	if(selection->ID == Obj::TOWN)	{		if(objAtTile)		{			if(objAtTile->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner) != PlayerRelations::ENEMIES)				CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);			else if(objAtTile->ID == Obj::HERO && objAtTile->tempOwner == LOCPLINT->playerID)				CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);			else				CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);		}		else			CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);	}	else if(const CGHeroInstance *h = curHero())	{		const CGPathNode *pnode = LOCPLINT->cb->getPathsInfo(h)->getPathInfo(mapPos);		int turns = pnode->turns;		vstd::amin(turns, 3);		bool accessible  =  pnode->turns < 255;		if(objAtTile)		{			if(objAtTile->ID == Obj::HERO)			{				if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy hero				{					if(accessible)						CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);					else						CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);				}				else //our or ally hero				{					if(selection == objAtTile)						CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);					else if(accessible)						CCS->curh->changeGraphic(ECursor::ADVENTURE, 8 + turns*6);					else						CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);				}			}			else if(objAtTile->ID == Obj::TOWN)			{				if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy town				{					if(accessible)					{						const CGTownInstance* townObj = dynamic_cast<const CGTownInstance*>(objAtTile);						// Show movement cursor for unguarded enemy towns, otherwise attack cursor.						if (townObj && !townObj->armedGarrison())							CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);						else							CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);					}					else					{						CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);					}				}				else //our or ally town				{					if(accessible)						CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);					else						CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);				}			}			else if(objAtTile->ID == Obj::BOAT)			{				if(accessible)					CCS->curh->changeGraphic(ECursor::ADVENTURE, 6 + turns*6);				else					CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);			}			else if (objAtTile->ID == Obj::GARRISON || objAtTile->ID == Obj::GARRISON2)			{				if (accessible)				{					const CGGarrison* garrObj = dynamic_cast<const CGGarrison*>(objAtTile); //TODO evil evil cast!					// Show battle cursor for guarded enemy garrisons, otherwise movement cursor.					if (garrObj  &&  garrObj->stacksCount()						&& !LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, garrObj->tempOwner) )						CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);					else						CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);				}				else					CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);			}			else if (guardingCreature && accessible) //(objAtTile->ID == 54) //monster			{				CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);			}			else			{				if(accessible)				{					if(pnode->land)						CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);					else						CCS->curh->changeGraphic(ECursor::ADVENTURE, 28 + turns);				}				else					CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);			}		}		else //no objs		{			if(accessible/* && pnode->accessible != CGPathNode::FLYABLE*/)			{				if (guardingCreature)				{					CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);				} 				else				{					if(pnode->land)					{                        if(LOCPLINT->cb->getTile(h->getPosition(false))->terType != ETerrainType::WATER)							CCS->curh->changeGraphic(ECursor::ADVENTURE, 4 + turns*6);						else							CCS->curh->changeGraphic(ECursor::ADVENTURE, 7 + turns*6); //anchor					}					else						CCS->curh->changeGraphic(ECursor::ADVENTURE, 6 + turns*6);				}			}			else				CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);		}	}	if(ourInaccessibleShipyard(objAtTile))	{		CCS->curh->changeGraphic(ECursor::ADVENTURE, 6);	}}void CAdvMapInt::tileRClicked(const int3 &mapPos){	if(spellBeingCasted)	{		leaveCastingMode();		return;	}	if(!LOCPLINT->cb->isVisible(mapPos))	{		CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory		return;	}	const CGObjectInstance * obj = 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.current->motion, CENTER);}void CAdvMapInt::enterCastingMode(const CSpell * sp){	assert(sp->id == SpellID::SCUTTLE_BOAT  ||  sp->id == SpellID::DIMENSION_DOOR);	spellBeingCasted = sp;	deactivate();	terrain.activate();	GH.fakeMouseMove();}void CAdvMapInt::leaveCastingMode(bool cast /*= false*/, int3 dest /*= int3(-1, -1, -1)*/){	assert(spellBeingCasted);	SpellID id = spellBeingCasted->id;	spellBeingCasted = nullptr;	terrain.deactivate();	activate();	if(cast)		LOCPLINT->cb->castSpell(curHero(), id, dest);	else		LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled}const CGHeroInstance * CAdvMapInt::curHero() const{	if(selection && selection->ID == Obj::HERO)		return static_cast<const CGHeroInstance *>(selection);	else		return nullptr;}const CGTownInstance * CAdvMapInt::curTown() const{	if(selection && selection->ID == Obj::TOWN)		return static_cast<const CGTownInstance *>(selection);	else		return nullptr;}const IShipyard * CAdvMapInt::ourInaccessibleShipyard(const CGObjectInstance *obj) const{	const IShipyard *ret = IShipyard::castFrom(obj);	if(!ret || obj->tempOwner != player || CCS->curh->type || (CCS->curh->frame != 6 && CCS->curh->frame != 0))		return nullptr;	return ret;}void CAdvMapInt::aiTurnStarted(){	adjustActiveness(true);	CCS->musich->playMusicFromSet("enemy-turn", true);	adventureInt->minimap.setAIRadar(true);	adventureInt->infoBar.startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());	adventureInt->infoBar.showAll(screen);//force refresh on inactive object}void CAdvMapInt::adjustActiveness(bool aiTurnStart){	bool wasActive = isActive();	if(wasActive) 		deactivate();	adventureInt->duringAITurn = aiTurnStart;	if(wasActive) 		activate();}CAdventureOptions::CAdventureOptions():	CWindowObject(PLAYER_COLORED, "ADVOPTS"){	OBJ_CONSTRUCTION_CAPTURING_ALL;	exit = new CButton(Point(204, 313), "IOK6432.DEF", CButton::tooltip(), std::bind(&CAdventureOptions::close, this), SDLK_RETURN);	exit->assignedKeys.insert(SDLK_ESCAPE);	scenInfo = new CButton(Point(24, 198), "ADVINFO.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_i);	scenInfo->addCallback(CAdventureOptions::showScenarioInfo);	//viewWorld = new CButton("","",std::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);	puzzle = new CButton(Point(24, 81), "ADVPUZ.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_p);	puzzle->addCallback(std::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT));	dig = new CButton(Point(24, 139), "ADVDIG.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_d);	if(const CGHeroInstance *h = adventureInt->curHero())		dig->addCallback(std::bind(&CPlayerInterface::tryDiggging, LOCPLINT, h));	else		dig->block(true);}void CAdventureOptions::showScenarioInfo(){	auto campState = LOCPLINT->cb->getStartInfo()->campState;	if(campState)	{		GH.pushInt(new CBonusSelection(campState));	}	else	{		GH.pushInt(new CScenarioInfo(LOCPLINT->cb->getMapHeader(), LOCPLINT->cb->getStartInfo()));	}}
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