#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 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 (adventureInt->mode == EAdvMapMode::WORLD_VIEW) return; 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) { if (adventureInt->mode == EAdvMapMode::WORLD_VIEW) return; 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 & 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;inodes.size()-1;i++) } void CTerrainRect::show(SDL_Surface * to) { if (adventureInt->mode == EAdvMapMode::NORMAL) { MapDrawingInfo info(adventureInt->position, &LOCPLINT->cb->getVisibilityMap(), &pos); info.otherheroAnim = true; info.anim = adventureInt->anim; info.heroAnim = adventureInt->heroAnim; if (ADVOPT.smoothMove) info.movement = int3(moveX, moveY, 0); CGI->mh->drawTerrainRectNew(to, &info); if (currentPath/* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path { showPath(&pos, to); } } //SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6)); //SDL_FreeSurface(teren); } void CTerrainRect::showAll(SDL_Surface * to) { // world view map is static and doesn't need redraw every frame if (adventureInt->mode == EAdvMapMode::WORLD_VIEW) { MapDrawingInfo info(adventureInt->position, &LOCPLINT->cb->getVisibilityMap(), &pos, adventureInt->worldViewIconsDef); info.scaled = true; info.scale = adventureInt->worldViewScale; CGI->mh->drawTerrainRectNew(to, &info); } } 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); } int3 CTerrainRect::tileCountOnScreen() { switch (adventureInt->mode) { default: logGlobal->errorStream() << "Unhandled map mode " << (int)adventureInt->mode; return int3(); case EAdvMapMode::NORMAL: return int3(tilesw, tilesh, 1); case EAdvMapMode::WORLD_VIEW: return int3(tilesw / adventureInt->worldViewScale, tilesh / adventureInt->worldViewScale, 1); } } 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(LOCPLINT->cb->getResourceAmount(i)); graphics->fonts[FONT_SMALL]->renderTextLeft(to, text, Colors::WHITE, Point(txtpos[i].first,txtpos[i].second)); } std::vector temp; temp.push_back(boost::lexical_cast(LOCPLINT->cb->getDate(Date::MONTH))); temp.push_back(boost::lexical_cast(LOCPLINT->cb->getDate(Date::WEEK))); temp.push_back(boost::lexical_cast(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(): mode(EAdvMapMode::NORMAL), 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); bgWorldView = BitmapHandler::loadBitmap(ADVOPT.worldViewGraphic); scrollingDir = 0; updateScreen = false; anim=0; animValHitCount=0; //animation frame heroAnim=0; heroAnimValHitCount=0; // hero animation frame if (!bgWorldView) { logGlobal->warn("bgWorldView not defined in resolution config; fallback to VWorld.bmp"); bgWorldView = BitmapHandler::loadBitmap("VWorld.bmp"); } worldViewIconsDef = CDefHandler::giveDef("VwSymbol.def"); for (int g=0; g 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); panelMain = new CAdvMapPanel(nullptr, Point(0, 0)); panelWorldView = new CAdvMapWorldViewPanel(bgWorldView, Point(heroList.pos.x - 2, 195)); // TODO correct drawing position panelMain->addChildColorableButton(kingOverview); panelMain->addChildColorableButton(underground); panelMain->addChildColorableButton(questlog); panelMain->addChildColorableButton(sleepWake); panelMain->addChildColorableButton(moveHero); panelMain->addChildColorableButton(spellbook); panelMain->addChildColorableButton(advOptions); panelMain->addChildColorableButton(sysOptions); panelMain->addChildColorableButton(nextHero); panelMain->addChildColorableButton(endTurn); // TODO move configs to resolutions.json, similarly to previous buttons config::ButtonInfo worldViewBackConfig = config::ButtonInfo(); worldViewBackConfig.defName = "IOK6432.DEF"; worldViewBackConfig.x = screen->w - 73; worldViewBackConfig.y = 343 + 195; worldViewBackConfig.playerColoured = false; panelWorldView->addChildToPanel( makeButton(288, std::bind(&CAdvMapInt::fworldViewBack,this), worldViewBackConfig, SDLK_ESCAPE), ACTIVATE | DEACTIVATE); config::ButtonInfo worldViewScale1xConfig = config::ButtonInfo(); worldViewScale1xConfig.defName = "VWMAG1.DEF"; worldViewScale1xConfig.x = screen->w - 191; worldViewScale1xConfig.y = 23 + 195; worldViewScale1xConfig.playerColoured = false; panelWorldView->addChildToPanel( makeButton(291, std::bind(&CAdvMapInt::fworldViewScale1x,this), worldViewScale1xConfig, SDLK_1), ACTIVATE | DEACTIVATE); config::ButtonInfo worldViewScale2xConfig = config::ButtonInfo(); worldViewScale2xConfig.defName = "VWMAG2.DEF"; worldViewScale2xConfig.x = screen->w - 191 + 63; worldViewScale2xConfig.y = 23 + 195; worldViewScale2xConfig.playerColoured = false; panelWorldView->addChildToPanel( makeButton(291, std::bind(&CAdvMapInt::fworldViewScale2x,this), worldViewScale2xConfig, SDLK_2), ACTIVATE | DEACTIVATE); config::ButtonInfo worldViewScale4xConfig = config::ButtonInfo(); worldViewScale4xConfig.defName = "VWMAG4.DEF"; worldViewScale4xConfig.x = screen->w - 191 + 126; worldViewScale4xConfig.y = 23 + 195; worldViewScale4xConfig.playerColoured = false; panelWorldView->addChildToPanel( makeButton(291, std::bind(&CAdvMapInt::fworldViewScale4x,this), worldViewScale4xConfig, SDLK_4), ACTIVATE | DEACTIVATE); config::ButtonInfo worldViewUndergroundConfig = config::ButtonInfo(); worldViewUndergroundConfig.defName = "IAM010.DEF"; worldViewUndergroundConfig.additionalDefs.push_back("IAM003.DEF"); worldViewUndergroundConfig.x = screen->w - 115; worldViewUndergroundConfig.y = 343 + 195; worldViewUndergroundConfig.playerColoured = true; worldViewUnderground = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this), worldViewUndergroundConfig, SDLK_u); panelWorldView->addChildColorableButton(worldViewUnderground); setPlayer(LOCPLINT->playerID); int iconColorMultiplier = player.getNum() * 19; int wvLeft = heroList.pos.x - 2; // TODO correct drawing position for (int i = 0; i < 5; ++i) { panelWorldView->addChildIcon(std::pair(i, Point(wvLeft + 5, 253 + i * 20)), worldViewIconsDef, iconColorMultiplier); panelWorldView->addChildToPanel(new CLabel(wvLeft + 45, 263 + i * 20, EFonts::FONT_SMALL, EAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[612 + i])); } for (int i = 0; i < 7; ++i) { panelWorldView->addChildIcon(std::pair(i + 5, Point(wvLeft + 5, 377 + i * 20)), worldViewIconsDef, iconColorMultiplier); panelWorldView->addChildIcon(std::pair(i + 12, Point(wvLeft + 160, 377 + i * 20)), worldViewIconsDef, iconColorMultiplier); panelWorldView->addChildToPanel(new CLabel(wvLeft + 45, 387 + i * 20, EFonts::FONT_SMALL, EAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[619 + i])); } panelWorldView->addChildToPanel(new CLabel(wvLeft + 5, 367, EFonts::FONT_SMALL, EAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[617])); panelWorldView->addChildToPanel(new CLabel(wvLeft + 185, 387, EFonts::FONT_SMALL, EAlignment::BOTTOMRIGHT, Colors::WHITE, CGI->generaltexth->allTexts[618])); activeMapPanel = panelMain; underground->block(!CGI->mh->map->twoLevel); worldViewUnderground->block(!CGI->mh->map->twoLevel); addUsedEvents(MOVE); } CAdvMapInt::~CAdvMapInt() { SDL_FreeSurface(bg); for(int i=0; imh->discardWorldViewCache(); auto hero = curHero(); if (hero) centerOn(hero); } void CAdvMapInt::fworldViewScale1x() { // TODO set corresponding scale button to "selected" mode changeMode(EAdvMapMode::WORLD_VIEW, 0.22f); } void CAdvMapInt::fworldViewScale2x() { changeMode(EAdvMapMode::WORLD_VIEW, 0.36f); } void CAdvMapInt::fworldViewScale4x() { changeMode(EAdvMapMode::WORLD_VIEW, 0.5f); } void CAdvMapInt::fswitchLevel() { // with support for future multi-level maps :) int maxLevels = CGI->mh->map->twoLevel ? 2 : 1; if (maxLevels < 2) return; position.z = (position.z + 1) % maxLevels; underground->setIndex(position.z, true); underground->redraw(); worldViewUnderground->setIndex(position.z, true); worldViewUnderground->redraw(); updateScreen = true; minimap.setLevel(position.z); if (mode == EAdvMapMode::WORLD_VIEW) terrain.redraw(); } void CAdvMapInt::fshowQuestlog() { LOCPLINT->showQuestLog(); } void CAdvMapInt::fsleepWake() { const CGHeroInstance *h = curHero(); if (!h) return; bool newSleep = !isHeroSleeping(h); setHeroSleeping(h, newSleep); updateSleepWake(h); if (newSleep) { fnextHero(); //moveHero.block(true); //uncomment to enable original HoMM3 behaviour: //move button is disabled for hero going to sleep, even though it's enabled when you reselect him } } void CAdvMapInt::fmoveHero() { const CGHeroInstance *h = curHero(); if (!h || !terrain.currentPath) 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(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) { activeMapPanel->activate(); if (mode == EAdvMapMode::NORMAL) { heroList.activate(); townList.activate(); infoBar.activate(); } minimap.activate(); terrain.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); activeMapPanel->deactivate(); if (mode == EAdvMapMode::NORMAL) { heroList.deactivate(); townList.deactivate(); infoBar.deactivate(); } minimap.deactivate(); terrain.deactivate(); if(LOCPLINT) LOCPLINT->cingconsole->deactivate(); } } void CAdvMapInt::showAll(SDL_Surface * to) { blitAt(bg,0,0,to); if(state != INGAME) return; switch (mode) { case EAdvMapMode::NORMAL: heroList.showAll(to); townList.showAll(to); infoBar.showAll(to); break; case EAdvMapMode::WORLD_VIEW: terrain.showAll(to); break; } activeMapPanel->showAll(to); updateScreen = true; minimap.showAll(to); show(to); resdatabar.draw(to); statusbar.show(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.push_back(hero); //FIXME: should we check for existence? else LOCPLINT->sleepingHeroes -= hero; updateNextHero(nullptr); } void CAdvMapInt::show(SDL_Surface * to) { if(state != INGAME) return; ++animValHitCount; //for animations if(animValHitCount == 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 (mode == EAdvMapMode::WORLD_VIEW) terrain.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; switch (mode) { default: case EAdvMapMode::NORMAL: on.x -= CGI->mh->frameW; // is this intentional? frame size doesn't really have to correspond to camera size... on.y -= CGI->mh->frameH; break; case EAdvMapMode::WORLD_VIEW: on.x -= CGI->mh->tilesW / 2 / worldViewScale; on.y -= CGI->mh->tilesH / 2 / worldViewScale; break; } on = LOCPLINT->repairScreenPos(on); position = on; updateScreen=true; underground->setIndex(on.z,true); //change underground switch button image underground->redraw(); worldViewUnderground->setIndex(on.z, true); worldViewUnderground->redraw(); if (switchedLevels) minimap.setLevel(position.z); minimap.redraw(); if (mode == EAdvMapMode::WORLD_VIEW) terrain.redraw(); } void CAdvMapInt::centerOn(const CGObjectInstance *obj) { centerOn(obj->getSightCenter()); } void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key) { if (mode == EAdvMapMode::WORLD_VIEW) return; 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(sel); infoBar.showTownSelection(town); townList.select(town); heroList.select(nullptr); updateSleepWake(nullptr); updateMoveHero(nullptr); } else //hero selected { auto hero = dynamic_cast(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 // currently disabled in world view mode (as it is in OH3), but should work correctly if mode check is removed if(!isCtrlKeyDown() && isActive() && mode == EAdvMapMode::NORMAL) { 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); panelMain->setPlayerColor(player); panelWorldView->setPlayerColor(player); panelWorldView->recolorIcons(worldViewIconsDef, player.getNum() * 19); 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(mode != EAdvMapMode::NORMAL) return; if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn) return; const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos); const CGObjectInstance *topBlocking = getActiveObject(mapPos); int3 selPos = selection->getSightCenter(); if(spellBeingCasted && isInScreenRange(selPos, mapPos)) { const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos); switch(spellBeingCasted->id) { case SpellID::SCUTTLE_BOAT: //Scuttle Boat if(topBlocking && topBlocking->ID == Obj::BOAT) leaveCastingMode(true, mapPos); break; case SpellID::DIMENSION_DOOR: if(!tile || tile->isClear(heroTile)) leaveCastingMode(true, mapPos); break; } return; } //check if we can select this object bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID; canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner); 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(topBlocking)); else if ( canSelect ) select(static_cast(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(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(mode != EAdvMapMode::NORMAL) return; 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(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(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(mode != EAdvMapMode::NORMAL) return; if(spellBeingCasted) { leaveCastingMode(); return; } if(!LOCPLINT->cb->isVisible(mapPos)) { CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory return; } const CGObjectInstance * obj = getActiveObject(mapPos); if(!obj) { // Bare or undiscovered terrain const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos); if (tile) { std::string hlp; CGI->mh->getTerrainDescr(mapPos, hlp, true); CRClickPopup::createAndPush(hlp); } return; } CRClickPopup::createAndPush(obj, GH.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(selection); else return nullptr; } const CGTownInstance * CAdvMapInt::curTown() const { if(selection && selection->ID == Obj::TOWN) return static_cast(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(); } void CAdvMapInt::changeMode(EAdvMapMode newMode, float newScale /* = 0.4f */) { if (mode != newMode) { mode = newMode; switch (mode) { case EAdvMapMode::NORMAL: panelMain->activate(); panelWorldView->deactivate(); activeMapPanel = panelMain; townList.activate(); heroList.activate(); infoBar.activate(); break; case EAdvMapMode::WORLD_VIEW: panelMain->deactivate(); panelWorldView->activate(); activeMapPanel = panelWorldView; townList.deactivate(); heroList.deactivate(); infoBar.showSelection(); // to prevent new day animation interfering world view mode infoBar.deactivate(); break; } worldViewScale = newScale; redraw(); } else if (worldViewScale != newScale) // still in world view mode, but the scale changed { worldViewScale = newScale; terrain.redraw(); minimap.redraw(); // to recalculate radar rect on minimap } } CAdventureOptions::CAdventureOptions(): CWindowObject(PLAYER_COLORED, "ADVOPTS") { OBJ_CONSTRUCTION_CAPTURING_ALL; viewWorld = new CButton(Point(24, 23), "ADVVIEW.DEF", CButton::tooltip(), [&]{ close(); }, SDLK_x); viewWorld->addCallback(std::bind(&CPlayerInterface::viewWorldMap, LOCPLINT)); 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); 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())); } }