#include "AdventureMapButton.h" #include "CAdvmapInterface.h" #include "../CCallback.h" #include "CCastleInterface.h" #include "CCursorHandler.h" #include "CGameInfo.h" #include "CHeroWindow.h" #include "CKingdomInterface.h" #include "CMessage.h" #include "CPlayerInterface.h" #include "SDL_Extensions.h" #include "CBitmapHandler.h" #include "CConfigHandler.h" #include "CSpellWindow.h" #include "Graphics.h" #include "CDefHandler.h" #include "../lib/CGeneralTextHandler.h" #include "../lib/CHeroHandler.h" #include "../lib/CObjectHandler.h" #include "../lib/CTownHandler.h" #include "../lib/map.h" #include "../lib/JsonNode.h" #include "mapHandler.h" #include "../stdafx.h" #include #include #include #include #include #include "CPreGame.h" #include "../lib/VCMI_Lib.h" #include "../lib/CSpellHandler.h" #include #include "CSoundBase.h" #include "../lib/CGameState.h" #include "CMusicHandler.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; CMinimap::CMinimap() { OBJ_CONSTRUCTION_CAPTURING_ALL; used = LCLICK | RCLICK | HOVER; int3 mapSizes = LOCPLINT->cb->getMapSize(); statusbarTxt = CGI->generaltexth->zelp[291].first; rcText = CGI->generaltexth->zelp[291].second; pos.x=ADVOPT.minimapX; pos.y=ADVOPT.minimapY; pos.h=ADVOPT.minimapW; pos.w=ADVOPT.minimapH; temps = newSurface(pos.w,pos.h); aiShield = new CPicture("AISHIELD.bmp"); const JsonNode config(DATA_DIR "/config/minimap.json"); const JsonVector &minimap_vec = config["MinimapColors"].Vector(); BOOST_FOREACH(const JsonNode &m, minimap_vec) { std::pair vinya; vinya.first = m["terrain_id"].Float(); const JsonVector &unblocked_vec = m["unblocked"].Vector(); vinya.second.r = unblocked_vec[0].Float(); vinya.second.g = unblocked_vec[1].Float(); vinya.second.b = unblocked_vec[2].Float(); vinya.second.unused = 255; colors.insert(vinya); const JsonVector &blocked_vec = m["blocked"].Vector(); vinya.second.r = blocked_vec[0].Float(); vinya.second.g = blocked_vec[1].Float(); vinya.second.b = blocked_vec[2].Float(); vinya.second.unused = 255; colorsBlocked.insert(vinya); } } CMinimap::~CMinimap() { SDL_FreeSurface(temps); for (std::map::iterator it = surfs.begin(); it != surfs.end(); ++it) { it->second.free(); } } void CMinimap::draw(SDL_Surface * to) { int player = adventureInt->player; if(LOCPLINT->makingTurn) { int3 mapSizes = LOCPLINT->cb->getMapSize(); //draw terrain blitAt(surfs[player].map()[adventureInt->position.z],0,0,temps); //draw heroes std::vector hh = LOCPLINT->cb->getHeroesInfo(false); int mw = surfs[player].map()[0]->w, mh = surfs[player].map()[0]->h, wo = mw/mapSizes.x, ho = mh/mapSizes.y; for (size_t i=0; i < hh.size(); ++i) { int3 hpos = hh[i]->getPosition(false); if(hpos.z!=adventureInt->position.z) continue; //float zawx = ((float)hpos.x/CGI->mh->sizes.x), zawy = ((float)hpos.y/CGI->mh->sizes.y); int3 maplgp ( (hpos.x*mw)/mapSizes.x, (hpos.y*mh)/mapSizes.y, hpos.z ); for (int ii=0; iiplayerColors[hh[i]->getOwner()].r, graphics->playerColors[hh[i]->getOwner()].g,graphics->playerColors[hh[i]->getOwner()].b); } } } blitAt(surfs[player].flObjs()[adventureInt->position.z],0,0,temps); blitAt(surfs[player].FoW()[adventureInt->position.z],0,0,temps); //draw radar const int tilesw=(ADVOPT.advmapW+31)/32; const int tilesh=(ADVOPT.advmapH+31)/32; int bx = (((float)adventureInt->position.x)/(((float)mapSizes.x)))*pos.w, by = (((float)adventureInt->position.y)/(((float)mapSizes.y)))*pos.h, rx = (((float)tilesw)/(mapSizes.x))*((float)pos.w), //width ry = (((float)tilesh)/(mapSizes.y))*((float)pos.h); //height CSDL_Ext::drawDashedBorder(temps, Rect(bx, by, rx, ry), int3(255,75,125)); //blitAt(radar,bx,by,temps); blitAt(temps,pos.x,pos.y,to); } else { aiShield->showAll(to); } } CMinimapSurfacesRef::CMinimapSurfacesRef() : ready(false) { } void CMinimapSurfacesRef::redraw(int level) { ready = true; initMap(level); //FoW initFoW(level); //flaggable objects initFlaggableObjs(level); //showing tiles showVisibleTiles(); } void CMinimapSurfacesRef::initMap(int level) { /*for(int g=0; gminimap.pos; std::map &colors = adventureInt->minimap.colors; std::map &colorsBlocked = adventureInt->minimap.colorsBlocked; int3 mapSizes = LOCPLINT->cb->getMapSize(); for (size_t i=0; imh->sizes.z; i++) { SDL_Surface *pom; if ((level>=0) && (i!=level)) continue; if (map_.size()cb->getTile(int3(mx, my, i), false); if(tile) { if (tile->blocked && (!tile->visitable)) SDL_PutPixelWithoutRefresh(pom, x, y, colorsBlocked[tile->tertype].r, colorsBlocked[tile->tertype].g, colorsBlocked[tile->tertype].b); else SDL_PutPixelWithoutRefresh(pom, x, y, colors[tile->tertype].r, colors[tile->tertype].g, colors[tile->tertype].b); } } } map_.push_back(pom); } } void CMinimapSurfacesRef::initFoW(int level) { /*for(int g=0; gminimap.pos; int3 mapSizes = LOCPLINT->cb->getMapSize(); int mw = map_[0]->w, mh = map_[0]->h;//, //wo = mw/mapSizes.x, ho = mh/mapSizes.y; //TODO use me for(int d=0; dmh->map->twoLevel+1; ++d) { if(level>=0 && d!=level) continue; SDL_Surface * pt = CSDL_Ext::newSurface(minimap_pos.w, minimap_pos.h, CSDL_Ext::std32bppSurface); for (int i=0; icb->isVisible(pp) ) { CSDL_Ext::SDL_PutPixelWithoutRefresh(pt,i,j,0,0,0); } } } FoW_.push_back(pt); } } void CMinimapSurfacesRef::initFlaggableObjs(int level) { /*for(int g=0; gminimap.pos; int3 mapSizes = LOCPLINT->cb->getMapSize(); int mw = map_[0]->w, mh = map_[0]->h; for(int d=0; dmh->map->twoLevel+1; ++d) { if(level>=0 && d!=level) continue; SDL_Surface * pt = CSDL_Ext::newSurface(minimap_pos.w, minimap_pos.h, CSDL_Ext::std32bppSurface); for (int i=0; ihandleRightClick(rcText,down); } void CMinimap::clickLeft(tribool down, bool previousState) { if (down && !(used & MOVE)) changeUsedEvents(MOVE, true); else if (!down && used & MOVE) changeUsedEvents(MOVE, false); //ClickableL::clickLeft(down); if (!((bool)down)) return; float dx=((float)(GH.current->motion.x-pos.x))/((float)pos.w), dy=((float)(GH.current->motion.y-pos.y))/((float)pos.h); int3 newCPos; newCPos.x = (CGI->mh->sizes.x*dx); newCPos.y = (CGI->mh->sizes.y*dy); newCPos.z = adventureInt->position.z; adventureInt->centerOn(newCPos); } void CMinimap::hover (bool on) { //Hoverable::hover(on); if (on) adventureInt->statusbar.print(statusbarTxt); else if (adventureInt->statusbar.current==statusbarTxt) adventureInt->statusbar.clear(); } void CMinimap::mouseMoved (const SDL_MouseMotionEvent & sEvent) { if (pressedL) { clickLeft(true, true); } } void CMinimap::activate() { CIntObject::activate(); } void CMinimap::deactivate() { CIntObject::deactivate(); } std::vector & CMinimapSurfacesRef::map() { if (!ready) redraw(); return map_; } std::vector & CMinimapSurfacesRef::FoW() { if (!ready) redraw(); return FoW_; } std::vector & CMinimapSurfacesRef::flObjs() { if (!ready) redraw(); return flObjs_; } void CMinimapSurfacesRef::free() { if (ready) { for (int g = 0; g < map_.size(); ++g) SDL_FreeSurface(map_[g]); map_.clear(); for (int g = 0; g < FoW_.size(); ++g) SDL_FreeSurface(FoW_[g]); FoW_.clear(); for (int g = 0; g < flObjs_.size(); ++g) SDL_FreeSurface(flObjs_[g]); flObjs_.clear(); } } void CMinimap::showTile(const int3 &pos) { const int player = adventureInt->player; std::vector &map = surfs[player].map(); std::vector &FoW = surfs[player].FoW(); std::vector &flObjs = surfs[player].flObjs(); int3 mapSizes = LOCPLINT->cb->getMapSize(); //drawing terrain int mw = map[0]->w, mh = map[0]->h; double wo = ((double)mw)/mapSizes.x, ho = ((double)mh)/mapSizes.y; for (int ii=0; iipos.w) && (pos.y*ho+jjpos.h)) CSDL_Ext::SDL_PutPixelWithoutRefresh(FoW[pos.z],pos.x*wo+ii,pos.y*ho+jj,0,0,0,0); const TerrainTile * tile = LOCPLINT->cb->getTile(pos, false); if(tile) { if (tile->blocked && (!tile->visitable)) SDL_PutPixelWithoutRefresh(surfs[player].map()[pos.z], pos.x*wo+ii, pos.y*ho+jj, colorsBlocked[tile->tertype].r, colorsBlocked[tile->tertype].g, colorsBlocked[tile->tertype].b); else SDL_PutPixelWithoutRefresh(surfs[player].map()[pos.z], pos.x*wo+ii, pos.y*ho+jj, colors[tile->tertype].r, colors[tile->tertype].g, colors[tile->tertype].b); } } } //drawing flaggable objects int woShifted = wo, hoShifted = ho; //for better minimap rendering on L-sized maps std::vector < const CGObjectInstance * > oo = LOCPLINT->cb->getFlaggableObjects(pos); for(size_t v=0; v(oo[v])) //heroes have been printed { int3 maplgp ( (pos.x*mw)/mapSizes.x, (pos.y*mh)/mapSizes.y, pos.z ); if(((int)wo) * mapSizes.x != mw && pos.x+1 < mapSizes.x)//minimap size in X is not multiple of map size in X { std::vector < const CGObjectInstance * > op1x = LOCPLINT->cb->getFlaggableObjects(int3(pos.x+1, pos.y, pos.z)); if(op1x.size()!=0) { woShifted = wo + 1; } else { woShifted = wo; } } if(((int)ho) * mapSizes.y != mh && pos.y+1 < mapSizes.y) //minimap size in Y is not multiple of map size in Y { std::vector < const CGObjectInstance * > op1y = LOCPLINT->cb->getFlaggableObjects(int3(pos.x, pos.y+1, pos.z)); if(op1y.size()!=0) { hoShifted = ho + 1; } else { hoShifted = ho; } } for (int ii=0; iitempOwner == 255) SDL_PutPixelWithoutRefresh(flObjs[pos.z],maplgp.x+ii,maplgp.y+jj,graphics->neutralColor->b, graphics->neutralColor->g,graphics->neutralColor->r); else SDL_PutPixelWithoutRefresh(flObjs[pos.z],maplgp.x+ii,maplgp.y+jj,graphics->playerColors[oo[v]->getOwner()].b, graphics->playerColors[oo[v]->getOwner()].g,graphics->playerColors[oo[v]->getOwner()].r); } } } } //flaggable objects drawn } void CMinimapSurfacesRef::showVisibleTiles(int level) { int3 mapSizes = LOCPLINT->cb->getMapSize(); for(int d=0; dmh->map->twoLevel+1; ++d) { if(level>=0 && d!=level) continue; for(int x=0; xcb->isVisible(int3(x, y, d))) { adventureInt->minimap.showTile(int3(x, y, d)); } } } } } void CMinimap::hideTile(const int3 &pos) { const int player = adventureInt->player; std::vector &map = surfs[player].map(); std::vector &FoW = surfs[player].FoW(); int3 mapSizes = LOCPLINT->cb->getMapSize(); //drawing terrain int mw = map[0]->w, mh = map[0]->h; double wo = ((double)mw)/mapSizes.x, ho = ((double)mh)/mapSizes.y; for (int ii=0; iipos.w) && (pos.y*ho+jjpos.h)) CSDL_Ext::SDL_PutPixelWithoutRefresh(FoW[pos.z],pos.x*wo+ii,pos.y*ho+jj,0,0,0,0); } } } CTerrainRect::CTerrainRect() :curHoveredTile(-1,-1,-1), currentPath(NULL) { 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; } CTerrainRect::~CTerrainRect() { } void CTerrainRect::activate() { activateLClick(); activateRClick(); activateHover(); activateMouseMove(); } void CTerrainRect::deactivate() { deactivateLClick(); deactivateRClick(); deactivateHover(); deactivateMouseMove(); 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(0, 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(0,0); } //Hoverable::hover(on); } void CTerrainRect::showPath(const SDL_Rect * extRect, SDL_Surface * to) { const static int pns[9][9] = { {16, 17, 18, 7, -1, 19, 6, 5, -1}, { 8, 9, 18, 7, -1, 19, 6, -1, 20}, { 8, 1, 10, 7, -1, 19, -1, 21, 20}, {24, 17, 18, 15, -1, -1, 6, 5, 4}, {-1, -1, -1, -1, -1, -1, -1, -1, -1}, { 8, 1, 2, -1, -1, 11, 22, 21, 20}, {24, 17, -1, 23, -1, 3, 14, 5, 4}, {24, -1, 2, 23, -1, 3, 22, 13, 4}, {-1, 1, 2, 23, -1, 3, 22, 21, 12} }; //table of magic values TODO meaning, change variable name for (size_t i=0; i < currentPath->nodes.size()-1; ++i) { const int3 &curPos = currentPath->nodes[i].coord, &nextPos = currentPath->nodes[i+1].coord; if(curPos.z != adventureInt->position.z) continue; int pn=-1;//number of picture if (i==0) //last tile { int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x, y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y; if (x<0 || y<0 || x>pos.w || y>pos.h) continue; pn=0; } else { const int3 &prevPos = currentPath->nodes[i-1].coord; std::vector & 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<0 || y<0 || 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, NULL, 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, NULL, 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;inodes.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) { } void CResDataBar::activate() { activateRClick(); } void CResDataBar::deactivate() { deactivateRClick(); } CResDataBar::CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist) { bg = BitmapHandler::loadBitmap(defname); SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255)); graphics->blueToPlayersAdv(bg,LOCPLINT->playerID); pos = genRect(bg->h, bg->w, pos.x+x, pos.y+y); txtpos.resize(8); for (int i = 0; i < 8 ; i++) { txtpos[i].first = pos.x + offx + resdist*i; txtpos[i].second = pos.y + offy; } txtpos[7].first = txtpos[6].first + datedist; datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63] + ": %s, " + CGI->generaltexth->allTexts[64] + ": %s"; } CResDataBar::CResDataBar() { bg = BitmapHandler::loadBitmap(ADVOPT.resdatabarG); SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255)); graphics->blueToPlayersAdv(bg,LOCPLINT->playerID); pos = genRect(bg->h,bg->w,ADVOPT.resdatabarX,ADVOPT.resdatabarY); txtpos.resize(8); for (int i = 0; i < 8 ; i++) { txtpos[i].first = pos.x + ADVOPT.resOffsetX + ADVOPT.resDist*i; txtpos[i].second = pos.y + ADVOPT.resOffsetY; } txtpos[7].first = txtpos[6].first + ADVOPT.resDateDist; datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63] + ": %s, " + CGI->generaltexth->allTexts[64] + ": %s"; } CResDataBar::~CResDataBar() { SDL_FreeSurface(bg); } void CResDataBar::draw(SDL_Surface * to) { blitAt(bg,pos.x,pos.y,to); char * buf = new char[15]; for (int i=0;i<7;i++) { SDL_itoa(LOCPLINT->cb->getResourceAmount(i),buf,10); printAt(buf,txtpos[i].first,txtpos[i].second,FONT_SMALL,zwykly,to); } std::vector temp; SDL_itoa(LOCPLINT->cb->getDate(3),buf,10); temp+=std::string(buf); SDL_itoa(LOCPLINT->cb->getDate(2),buf,10); temp+=std::string(buf); SDL_itoa(LOCPLINT->cb->getDate(1),buf,10); temp+=std::string(buf); printAt(processStr(datetext,temp),txtpos[7].first,txtpos[7].second,FONT_SMALL,zwykly,to); temp.clear(); //updateRect(&pos,screen); delete[] buf; } void CResDataBar::show( SDL_Surface * to ) { } void CResDataBar::showAll( SDL_Surface * to ) { draw(to); } CInfoBar::CInfoBar() { toNextTick = mode = pom = -1; pos.x=ADVOPT.infoboxX; pos.y=ADVOPT.infoboxY; pos.w=194; pos.h=186; day = CDefHandler::giveDef("NEWDAY.DEF"); week1 = CDefHandler::giveDef("NEWWEEK1.DEF"); week2 = CDefHandler::giveDef("NEWWEEK2.DEF"); week3 = CDefHandler::giveDef("NEWWEEK3.DEF"); week4 = CDefHandler::giveDef("NEWWEEK4.DEF"); selInfoWin = NULL; } CInfoBar::~CInfoBar() { delete day; delete week1; delete week2; delete week3; delete week4; if(selInfoWin) SDL_FreeSurface(selInfoWin); } void CInfoBar::showAll(SDL_Surface * to) { if ((mode>=0) && mode<5) { blitAnim(mode); return; } else if (mode==5) { mode = -1; } if(selInfoWin) { blitAt(selInfoWin, pos.x, pos.y, to); } } CDefHandler * CInfoBar::getAnim(int mode) { switch(mode) { case 0: return day; case 1: return week1; case 2: return week2; case 3: return week3; case 4: return week4; default: return NULL; } } void CInfoBar::blitAnim(int mode)//0 - day, 1 - week { CDefHandler * anim = NULL; std::ostringstream txt; anim = getAnim(mode); if(mode) //new week animation { txt << CGI->generaltexth->allTexts[63] << " " << LOCPLINT->cb->getDate(2); } else //new day { txt << CGI->generaltexth->allTexts[64] << " " << LOCPLINT->cb->getDate(1); } blitAt(anim->ourImages[pom].bitmap,pos.x+9,pos.y+10); printAtMiddle(txt.str(),pos.x+95,pos.y+31,FONT_MEDIUM,zwykly); if (pom == anim->ourImages.size()-1) toNextTick+=750; } void CInfoBar::newDay(int Day) { if(LOCPLINT->cb->getDate(1) != 1) { mode = 0; //showing day } else { switch(LOCPLINT->cb->getDate(2)) { case 1: mode = 1; break; case 2: mode = 2; break; case 3: mode = 3; break; case 4: mode = 4; break; default: mode = -1; break; } } pom = 0; if(!(active & TIME)) activateTimer(); toNextTick = 500; blitAnim(mode); } void CInfoBar::showComp(SComponent * comp, int time) { if(comp->type != SComponent::hero) { curSel = NULL; } SDL_Surface * b = BitmapHandler::loadBitmap("ADSTATOT.bmp"); blitAt(b,pos.x+8,pos.y+11); blitAt(comp->getImg(),pos.x+52,pos.y+54); printAtMiddle(comp->subtitle,pos.x+91,pos.y+158,FONT_SMALL,zwykly); printAtMiddleWB(comp->description,pos.x+94,pos.y+31,FONT_SMALL,26,zwykly); SDL_FreeSurface(b); if(!(active & TIME)) activateTimer(); mode = 6; toNextTick = time; } void CInfoBar::tick() { if(mode >= 0 && mode < 5) { pom++; if (pom >= getAnim(mode)->ourImages.size()) { deactivateTimer(); toNextTick = -1; mode = 5; showAll(screen2); return; } toNextTick = 150; blitAnim(mode); } else if(mode == 6) { deactivateTimer(); toNextTick = -1; mode = 5; showAll(screen2); } } void CInfoBar::show( SDL_Surface * to ) { } void CInfoBar::activate() { //CIntObject::activate(); } void CInfoBar::deactivate() { //CIntObject::deactivate(); if(active & TIME) deactivateTimer(); } void CInfoBar::updateSelection(const CGObjectInstance *obj) { if(obj->ID == HEROI_TYPE) curSel = static_cast(obj); else curSel = NULL; if(selInfoWin) SDL_FreeSurface(selInfoWin); selInfoWin = LOCPLINT->infoWin(obj); } CAdvMapInt::CAdvMapInt() :statusbar(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG), kingOverview(CGI->generaltexth->zelp[293].first,CGI->generaltexth->zelp[293].second, boost::bind(&CAdvMapInt::fshowOverview,this),&ADVOPT.kingOverview, SDLK_k), underground(CGI->generaltexth->zelp[294].first,CGI->generaltexth->zelp[294].second, boost::bind(&CAdvMapInt::fswitchLevel,this),&ADVOPT.underground, SDLK_u), questlog(CGI->generaltexth->zelp[295].first,CGI->generaltexth->zelp[295].second, boost::bind(&CAdvMapInt::fshowQuestlog,this),&ADVOPT.questlog, SDLK_q), sleepWake(CGI->generaltexth->zelp[296].first,CGI->generaltexth->zelp[296].second, boost::bind(&CAdvMapInt::fsleepWake,this), &ADVOPT.sleepWake, SDLK_w), moveHero(CGI->generaltexth->zelp[297].first,CGI->generaltexth->zelp[297].second, boost::bind(&CAdvMapInt::fmoveHero,this), &ADVOPT.moveHero, SDLK_m), spellbook(CGI->generaltexth->zelp[298].first,CGI->generaltexth->zelp[298].second, boost::bind(&CAdvMapInt::fshowSpellbok,this), &ADVOPT.spellbook, SDLK_c), advOptions(CGI->generaltexth->zelp[299].first,CGI->generaltexth->zelp[299].second, boost::bind(&CAdvMapInt::fadventureOPtions,this), &ADVOPT.advOptions, SDLK_a), sysOptions(CGI->generaltexth->zelp[300].first,CGI->generaltexth->zelp[300].second, boost::bind(&CAdvMapInt::fsystemOptions,this), &ADVOPT.sysOptions, SDLK_o), nextHero(CGI->generaltexth->zelp[301].first,CGI->generaltexth->zelp[301].second, boost::bind(&CAdvMapInt::fnextHero,this), &ADVOPT.nextHero, SDLK_h), endTurn(CGI->generaltexth->zelp[302].first,CGI->generaltexth->zelp[302].second, boost::bind(&CAdvMapInt::fendTurn,this), &ADVOPT.endTurn, SDLK_e), heroList(ADVOPT.hlistSize), townList(ADVOPT.tlistSize,ADVOPT.tlistX,ADVOPT.tlistY,ADVOPT.tlistAU,ADVOPT.tlistAD)//(5,&genRect(192,48,747,196),747,196,747,372), { state = NA; spellBeingCasted = NULL; pos.x = pos.y = 0; pos.w = screen->w; pos.h = screen->h; selection = NULL; townList.fun = boost::bind(&CAdvMapInt::selectionChanged,this); adventureInt=this; bg = BitmapHandler::loadBitmap(ADVOPT.mainGraphic); scrollingDir = 0; updateScreen = false; anim=0; animValHitCount=0; //animation frame heroAnim=0; heroAnimValHitCount=0; // hero animation frame heroList.init(); heroList.genList(); //townList.init(); //townList.genList(); for (int g=0; gplayerID); } CAdvMapInt::~CAdvMapInt() { SDL_FreeSurface(bg); for(int i=0; imh->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.draw(screenBuf); } void CAdvMapInt::fshowQuestlog() { } 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); CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), curHero(), LOCPLINT, false); GH.pushInt(spellWindow); } void CAdvMapInt::fadventureOPtions() { GH.pushInt(new CAdventureOptions); } void CAdvMapInt::fsystemOptions() { CSystemOptionsWindow * sysopWindow = new CSystemOptionsWindow(Rect::createCentered(487, 481), LOCPLINT); GH.pushInt(sysopWindow); } void CAdvMapInt::fnextHero() { int next = getNextHeroIndex(heroList.selected); if (next < 0) return; heroList.select(next); } void CAdvMapInt::fendTurn() { if(!LOCPLINT->makingTurn) return; 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::vector(), boost::bind(&CAdvMapInt::endingTurn, this), 0, false); return; } endingTurn(); } void CAdvMapInt::updateSleepWake(const CGHeroInstance *h) { sleepWake.block(!h); if (!h) return; bool state = isHeroSleeping(h); sleepWake.setIndex(state ? 1 : 0, true); sleepWake.assignedKeys.clear(); sleepWake.assignedKeys.insert(state ? SDLK_w : SDLK_z); sleepWake.update(); } void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath) { //default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately if (hasPath == tribool::indeterminate_value) 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 = heroList.getPosOfHero(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() { if(isActive()) { tlog1 << "Error: advmapint already active...\n"; return; } screenBuf = screen; GH.statusbar = &statusbar; activateMouseMove(); 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(); if(!LOCPLINT->cingconsole->active) LOCPLINT->cingconsole->activate(); GH.fakeMouseMove(); //to restore the cursor } void CAdvMapInt::deactivate() { deactivateMouseMove(); scrollingDir = 0; CCS->curh->changeGraphic(0,0); 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(); infoBar.mode=-1; if(LOCPLINT->cingconsole->active) //TODO 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.draw(to); heroList.draw(to); townList.draw(to); updateScreen = true; show(to); resdatabar.draw(to); statusbar.show(to); infoBar.showAll(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 += hero; else LOCPLINT->sleepingHeroes -= hero; updateNextHero(NULL); } 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; //if advmap needs updating AND (no dialog is shown OR ctrl is pressed) if((animValHitCount % (4/LOCPLINT->sysOpts.mapScrollingSpeed)) == 0 && ( (GH.topInt() == this) || SDL_GetKeyState(NULL)[SDLK_LCTRL] || SDL_GetKeyState(NULL)[SDLK_RCTRL]) ) { if( (scrollingDir & LEFT) && (position.x>-CGI->mh->frameW) ) position.x--; if( (scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - CGI->mh->tilesW + CGI->mh->frameW) ) position.x++; if( (scrollingDir & UP) && (position.y>-CGI->mh->frameH) ) position.y--; if( (scrollingDir & DOWN) && (position.y < CGI->mh->map->height - CGI->mh->tilesH + CGI->mh->frameH) ) position.y++; if(scrollingDir) { updateScreen = true; updateMinimap=true; } } if(updateScreen) { terrain.show(to); for(int i=0;i<4;i++) blitAt(gems[i]->ourImages[LOCPLINT->playerID].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to); updateScreen=false; LOCPLINT->cingconsole->show(to); } if (updateMinimap) { minimap.draw(to); updateMinimap=false; } } void CAdvMapInt::selectionChanged() { const CGTownInstance *to = LOCPLINT->towns[townList.selected]; select(to); } void CAdvMapInt::centerOn(int3 on) { on.x -= CGI->mh->frameW; on.y -= CGI->mh->frameH; on = LOCPLINT->repairScreenPos(on); adventureInt->position = on; adventureInt->updateScreen=true; updateMinimap=true; underground.setIndex(on.z,true); //change underground switch button image if(GH.topInt() == this) underground.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_i: if(isActive()) CAdventureOptions::showScenarioInfo(); 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_SPACE: //space - try to revisit current object with selected hero { if(!isActive()) return; if(h && key.state == SDL_PRESSED) { LOCPLINT->pim->unlock(); LOCPLINT->cb->moveHero(h,h->pos); LOCPLINT->pim->lock(); } } 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; //check if we have any marketplace const CGTownInstance *townWithMarket = NULL; BOOST_FOREACH(const CGTownInstance *t, LOCPLINT->cb->getTownsInfo()) { if(vstd::contains(t->builtBuildings, 14)) { 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!", std::vector(), soundBase::sound_todo); 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(isArrowKey(SDLKey(k))) { switch(k) { case SDLK_UP: Dir = UP; break; case SDLK_LEFT: Dir = LEFT; break; case SDLK_RIGHT: Dir = RIGHT; break; case SDLK_DOWN: Dir = DOWN; break; } k = arrowToNum(SDLKey(k)); } if(!isActive() || LOCPLINT->ctrlPressed())//ctrl makes arrow move screen, not hero break; k -= SDLK_KP0 + 1; if(k < 0 || k > 8 || key.state != SDL_PRESSED) return; if(!h) break; if(k == 4) { centerOn(h); return; } int3 dir = directions[k]; CGPath &path = LOCPLINT->paths[h]; terrain.currentPath = &path; if(!LOCPLINT->cb->getPath2(h->getPosition(false) + dir, path)) { terrain.currentPath = NULL; return; } if(!path.nodes[0].turns) { LOCPLINT->moveHero(h, path); } } return; } if(Dir && key.state == SDL_PRESSED //arrow is pressed && LOCPLINT->ctrlPressed() ) scrollingDir |= Dir; else scrollingDir &= ~Dir; } void CAdvMapInt::handleRightClick(std::string text, tribool down) { if(down) { CRClickPopup::createAndPush(text); } } int3 CAdvMapInt::verifyPos(int3 ver) { if (ver.x<0) ver.x=0; if (ver.y<0) ver.y=0; if (ver.z<0) ver.z=0; if (ver.x>=CGI->mh->sizes.x) ver.x=CGI->mh->sizes.x-1; if (ver.y>=CGI->mh->sizes.y) ver.y=CGI->mh->sizes.y-1; if (ver.z>=CGI->mh->sizes.z) ver.z=CGI->mh->sizes.z-1; return ver; } void CAdvMapInt::select(const CArmedInstance *sel, bool centerView /*= true*/) { assert(sel); LOCPLINT->cb->setSelection(sel); selection = sel; if (LOCPLINT->battleInt == NULL) CCS->musich->playMusic(CCS->musich->terrainMusics[LOCPLINT->cb->getTile(sel->visitablePos())->tertype]); if(centerView) centerOn(sel); terrain.currentPath = NULL; if(sel->ID==TOWNI_TYPE) { int pos = vstd::findPos(LOCPLINT->towns,sel); townList.selected = pos; townList.fixPos(); updateSleepWake(NULL); updateMoveHero(NULL); } else //hero selected { const CGHeroInstance *h = static_cast(sel); if(LOCPLINT->getWHero(heroList.selected) != h) { heroList.selected = heroList.getPosOfHero(h); heroList.fixPos(); } terrain.currentPath = LOCPLINT->getAndVerifyPath(h); updateSleepWake(h); updateMoveHero(h); } townList.draw(screen); heroList.draw(screen); infoBar.updateSelection(sel); infoBar.showAll(screen); } void CAdvMapInt::mouseMoved( const SDL_MouseMotionEvent & sEvent ) { //adventure map scrolling with mouse if(!SDL_GetKeyState(NULL)[SDLK_LCTRL] && isActive()) { if(sEvent.x<15) { scrollingDir |= LEFT; } else { scrollingDir &= ~LEFT; } if(sEvent.x>screen->w-15) { scrollingDir |= RIGHT; } else { scrollingDir &= ~RIGHT; } if(sEvent.y<15) { scrollingDir |= UP; } else { scrollingDir &= ~UP; } if(sEvent.y>screen->h-15) { scrollingDir |= DOWN; } else { scrollingDir &= ~DOWN; } } } bool CAdvMapInt::isActive() { return active & ~CIntObject::KEYBOARD; } void CAdvMapInt::startHotSeatWait(int Player) { state = WAITING; } void CAdvMapInt::setPlayer(int 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; } void CAdvMapInt::endingTurn() { if(LOCPLINT->cingconsole->active) LOCPLINT->cingconsole->deactivate(); LOCPLINT->makingTurn = false; LOCPLINT->cb->endTurn(); } void CAdvMapInt::tileLClicked(const int3 &mp) { if(!LOCPLINT->cb->isVisible(mp) || !LOCPLINT->makingTurn) return; std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mp), //blocking objects at tile vobjs = LOCPLINT->cb->getVisitableObjs(mp); //visitable objects const TerrainTile *tile = LOCPLINT->cb->getTile(mp); const CGObjectInstance *topBlocking = bobjs.size() ? bobjs.back() : NULL; int3 selPos = selection->getSightCenter(); if(spellBeingCasted && isInScreenRange(selPos, mp)) { const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos); switch(spellBeingCasted->id) { case Spells::SCUTTLE_BOAT: //Scuttle Boat if(topBlocking && topBlocking->ID == 8) leaveCastingMode(true, mp); break; case Spells::DIMENSION_DOOR: if(!tile || tile->isClear(heroTile)) leaveCastingMode(true, mp); break; } return; } //check if we can select this object bool canSelect = topBlocking && topBlocking->ID == HEROI_TYPE && topBlocking->tempOwner == LOCPLINT->playerID; canSelect |= topBlocking && topBlocking->ID == TOWNI_TYPE && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner); if (selection->ID != HEROI_TYPE) //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(topBlocking)); else if ( canSelect ) select(static_cast(topBlocking), false); return; } else if(const CGHeroInstance * currentHero = curHero()) //hero is selected { const CGPathNode *pn = LOCPLINT->cb->getPathInfo(mp); if(currentHero == topBlocking) //clicked selected hero { LOCPLINT->openHeroWindow(currentHero); return; } else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile { select(static_cast(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() == mp)//we'll be moving { LOCPLINT->moveHero(currentHero,*terrain.currentPath); return; } else/* if(mp.z == currentHero->pos.z)*/ //remove old path and find a new one if we clicked on the map level on which hero is present { CGPath &path = LOCPLINT->paths[currentHero]; terrain.currentPath = &path; bool gotPath = LOCPLINT->cb->getPath2(mp, 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::string("Nothing is selected..."); } if(const IShipyard *shipyard = ourInaccessibleShipyard(topBlocking)) { LOCPLINT->showShipyardDialogOrProblemPopup(shipyard); } } void CAdvMapInt::tileHovered(const int3 &tile) { if(!LOCPLINT->cb->isVisible(tile)) { CCS->curh->changeGraphic(0, 0); statusbar.clear(); return; } std::vector temp = LOCPLINT->cb->getObjDescriptions(tile); if (temp.size()) { boost::replace_all(temp.back(),"\n"," "); statusbar.print(temp.back()); } else { std::string hlp; CGI->mh->getTerrainDescr(tile, hlp, false); statusbar.print(hlp); } const CGPathNode *pnode = LOCPLINT->cb->getPathInfo(tile); std::vector objs = LOCPLINT->cb->getBlockingObjs(tile); const CGObjectInstance *objAtTile = objs.size() ? objs.back() : NULL; bool accessible = pnode->turns < 255; int turns = pnode->turns; amin(turns, 3); if(!selection) //may occur just at the start of game (fake move before full intiialization) return; if(spellBeingCasted) { switch(spellBeingCasted->id) { case Spells::SCUTTLE_BOAT: if(objAtTile && objAtTile->ID == 8) CCS->curh->changeGraphic(0, 42); else CCS->curh->changeGraphic(0, 0); return; case Spells::DIMENSION_DOOR: { const TerrainTile *t = LOCPLINT->cb->getTile(tile, false); int3 hpos = selection->getSightCenter(); if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, tile)) CCS->curh->changeGraphic(0, 41); else CCS->curh->changeGraphic(0, 0); return; } } } const bool guardingCreature = CGI->mh->map->isInTheMap(LOCPLINT->cb->guardingCreaturePosition(tile)); if(selection->ID == TOWNI_TYPE) { if(objAtTile) { if(objAtTile->ID == TOWNI_TYPE && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner)) CCS->curh->changeGraphic(0, 3); else if(objAtTile->ID == HEROI_TYPE && objAtTile->tempOwner == LOCPLINT->playerID) CCS->curh->changeGraphic(0, 2); } else CCS->curh->changeGraphic(0, 0); } else if(const CGHeroInstance *h = curHero()) { if(objAtTile) { if(objAtTile->ID == HEROI_TYPE) { if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy hero { if(accessible) CCS->curh->changeGraphic(0, 5 + turns*6); else CCS->curh->changeGraphic(0, 0); } else //our or ally hero { if(selection == objAtTile) CCS->curh->changeGraphic(0, 2); else if(accessible) CCS->curh->changeGraphic(0, 8 + turns*6); else CCS->curh->changeGraphic(0, 2); } } else if(objAtTile->ID == TOWNI_TYPE) { if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy town { if(accessible) { const CGTownInstance* townObj = dynamic_cast(objAtTile); // Show movement cursor for unguarded enemy towns, otherwise attack cursor. if (townObj && !townObj->armedGarrison()) CCS->curh->changeGraphic(0, 9 + turns*6); else CCS->curh->changeGraphic(0, 5 + turns*6); } else { CCS->curh->changeGraphic(0, 0); } } else //our or ally town { if(accessible) CCS->curh->changeGraphic(0, 9 + turns*6); else CCS->curh->changeGraphic(0, 3); } } else if(objAtTile->ID == 8) //boat { if(accessible) CCS->curh->changeGraphic(0, 6 + turns*6); else CCS->curh->changeGraphic(0, 0); } else if (objAtTile->ID == 33 || objAtTile->ID == 219) // Garrison { if (accessible) { const CGGarrison* garrObj = dynamic_cast(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(0, 5 + turns*6); else CCS->curh->changeGraphic(0, 9 + turns*6); } else CCS->curh->changeGraphic(0, 0); } else if (guardingCreature && accessible) //(objAtTile->ID == 54) //monster { CCS->curh->changeGraphic(0, 5 + turns*6); } else { if(accessible) { if(pnode->land) CCS->curh->changeGraphic(0, 9 + turns*6); else CCS->curh->changeGraphic(0, 28 + turns); } else CCS->curh->changeGraphic(0, 0); } } else //no objs { if(accessible/* && pnode->accessible != CGPathNode::FLYABLE*/) { if (guardingCreature) { CCS->curh->changeGraphic(0, 5 + turns*6); } else { if(pnode->land) { if(LOCPLINT->cb->getTile(h->getPosition(false))->tertype != TerrainTile::water) CCS->curh->changeGraphic(0, 4 + turns*6); else CCS->curh->changeGraphic(0, 7 + turns*6); //anchor } else CCS->curh->changeGraphic(0, 6 + turns*6); } } else CCS->curh->changeGraphic(0, 0); } } if(ourInaccessibleShipyard(objAtTile)) { CCS->curh->changeGraphic(0, 6); } } void CAdvMapInt::tileRClicked(const int3 &mp) { if(spellBeingCasted) { leaveCastingMode(); return; } if(!LOCPLINT->cb->isVisible(mp)) { CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory return; } std::vector < const CGObjectInstance * > objs = LOCPLINT->cb->getBlockingObjs(mp); if(!objs.size()) { // Bare or undiscovered terrain const TerrainTile * tile = LOCPLINT->cb->getTile(mp); if (tile) { std::string hlp; CGI->mh->getTerrainDescr(mp, hlp, true); CRClickPopup::createAndPush(hlp); } return; } const CGObjectInstance * obj = objs.back(); CRClickPopup::createAndPush(obj, GH.current->motion, CENTER); } void CAdvMapInt::enterCastingMode(const CSpell * sp) { using namespace Spells; assert(sp->id == SCUTTLE_BOAT || sp->id == DIMENSION_DOOR); spellBeingCasted = sp; deactivate(); terrain.activate(); GH.fakeMouseMove(); } void CAdvMapInt::leaveCastingMode(bool cast /*= false*/, int3 dest /*= int3(-1, -1, -1)*/) { assert(spellBeingCasted); int id = spellBeingCasted->id; spellBeingCasted = NULL; 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 == HEROI_TYPE) return static_cast(selection); else return NULL; } const CGTownInstance * CAdvMapInt::curTown() const { if(selection && selection->ID == TOWNI_TYPE) return static_cast(selection); else return NULL; } const IShipyard * CAdvMapInt::ourInaccessibleShipyard(const CGObjectInstance *obj) const { const IShipyard *ret = IShipyard::castFrom(obj); if(!ret || obj->tempOwner != player || CCS->curh->mode || (CCS->curh->number != 6 && CCS->curh->number != 0)) return NULL; return ret; } CAdventureOptions::CAdventureOptions() { OBJ_CONSTRUCTION_CAPTURING_ALL; bg = new CPicture("ADVOPTS.bmp"); graphics->blueToPlayersAdv(bg->bg, LOCPLINT->playerID); pos = bg->center(); exit = new AdventureMapButton("","",boost::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN); exit->assignedKeys.insert(SDLK_ESCAPE); //scenInfo = new AdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 24, "ADVINFO.DEF",SDLK_i); scenInfo = new AdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 198, "ADVINFO.DEF",SDLK_i); scenInfo->callback += CAdventureOptions::showScenarioInfo; //viewWorld = new AdventureMapButton("","",boost::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN); puzzle = new AdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 81, "ADVPUZ.DEF"); puzzle->callback += boost::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT); dig = new AdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 139, "ADVDIG.DEF"); if(const CGHeroInstance *h = adventureInt->curHero()) dig->callback += boost::bind(&CPlayerInterface::tryDiggging, LOCPLINT, h); else dig->block(true); } CAdventureOptions::~CAdventureOptions() { } void CAdventureOptions::showScenarioInfo() { GH.pushInt(new CScenarioInfo(LOCPLINT->cb->getMapHeader(), LOCPLINT->cb->getStartInfo())); }