1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-30 08:57:00 +02:00
vcmi/client/CAdvmapInterface.cpp
Ivan Savenko 665837d656 - hopefully better town development for AI
- fixed minimap blitting
- fixed crash on attacking town without moat
2012-05-19 16:22:34 +00:00

2180 lines
57 KiB
C++

#include "StdInc.h"
#include "CAdvmapInterface.h"
#include "../CCallback.h"
#include "CCastleInterface.h"
#include "UIFramework/CCursorHandler.h"
#include "CGameInfo.h"
#include "CHeroWindow.h"
#include "CKingdomInterface.h"
#include "CMessage.h"
#include "CPlayerInterface.h"
#include "UIFramework/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 "CPreGame.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/CSpellHandler.h"
#include "CSoundBase.h"
#include "../lib/CGameState.h"
#include "CMusicHandler.h"
#include "UIFramework/CGuiHandler.h"
#include "UIFramework/CIntObjectClasses.h"
#include "../lib/UnlockGuard.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 = CSDL_Ext::createSurfaceWithBpp<3>(pos.w,pos.h);
aiShield = new CPicture("AISHIELD.bmp");
const JsonNode config(GameConstants::DATA_DIR + "/config/minimap.json");
const JsonVector &minimap_vec = config["MinimapColors"].Vector();
BOOST_FOREACH(const JsonNode &m, minimap_vec) {
std::pair<int,SDL_Color> 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<int, CMinimapSurfacesRef>::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 <const CGHeroInstance *> 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;
int3 maplgp ( (hpos.x*mw)/mapSizes.x, (hpos.y*mh)/mapSizes.y, hpos.z );
for (int ii=0; ii<wo; ii++)
{
for (int jj=0; jj<ho; jj++)
{
SDL_PutPixelWithoutRefresh(temps,maplgp.x+ii,maplgp.y+jj,graphics->playerColors[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 = static_cast<int>((adventureInt->position.x / static_cast<double>(mapSizes.x)) * pos.w),
by = static_cast<int>((adventureInt->position.y / static_cast<double>(mapSizes.y)) * pos.h),
rx = static_cast<int>((tilesw / static_cast<double>(mapSizes.x)) * pos.w), //width
ry = static_cast<int>((tilesh / static_cast<double>(mapSizes.y)) * 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)
{
const Rect &minimap_pos = adventureInt->minimap.pos;
std::map<int,SDL_Color> &colors = adventureInt->minimap.colors;
std::map<int,SDL_Color> &colorsBlocked = adventureInt->minimap.colorsBlocked;
int3 mapSizes = LOCPLINT->cb->getMapSize();
for (size_t i=0; i<CGI->mh->sizes.z; i++)
{
SDL_Surface *pom;
if ((level>=0) && (i!=level))
continue;
if (map_.size()<i+1)
pom = CSDL_Ext::newSurface(minimap_pos.w,minimap_pos.h,screen);
else pom = map_[i];
for (int x=0;x<minimap_pos.w;x++)
{
for (int y=0;y<minimap_pos.h;y++)
{
int mx=(mapSizes.x*x)/minimap_pos.w;
int my=(mapSizes.y*y)/minimap_pos.h;
const TerrainTile * tile = LOCPLINT->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)
{
const Rect &minimap_pos = adventureInt->minimap.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; d<CGI->mh->map->twoLevel+1; ++d)
{
if(level>=0 && d!=level)
continue;
SDL_Surface * pt = CSDL_Ext::createSurfaceWithBpp<4>(minimap_pos.w, minimap_pos.h);
for (int i=0; i<mw; i++)
{
for (int j=0; j<mh; j++)
{
int3 pp( ((i*mapSizes.x)/mw), ((j*mapSizes.y)/mh), d );
if ( !LOCPLINT->cb->isVisible(pp) )
{
CSDL_Ext::SDL_PutPixelWithoutRefresh(pt,i,j,0,0,0,0);
}
}
}
FoW_.push_back(pt);
}
}
void CMinimapSurfacesRef::initFlaggableObjs(int level)
{
const Rect &minimap_pos = adventureInt->minimap.pos;
int mw = map_[0]->w, mh = map_[0]->h;
for(int d=0; d<CGI->mh->map->twoLevel+1; ++d)
{
if(level>=0 && d!=level)
continue;
SDL_Surface * pt = CSDL_Ext::createSurfaceWithBpp<4>(minimap_pos.w, minimap_pos.h);
for (int i=0; i<mw; i++)
{
for (int j=0; j<mh; j++)
{
CSDL_Ext::SDL_PutPixelWithoutRefresh(pt,i,j,0,0,0,0);
}
}
flObjs_.push_back(pt);
}
}
void CMinimap::updateRadar()
{}
void CMinimap::clickRight(tribool down, bool previousState)
{
adventureInt->handleRightClick(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;
double dx = (GH.current->motion.x - pos.x) / static_cast<double>(pos.w),
dy = (GH.current->motion.y - pos.y) / static_cast<double>(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<SDL_Surface*> & CMinimapSurfacesRef::map()
{
if (!ready) redraw();
return map_;
}
std::vector<SDL_Surface*> & CMinimapSurfacesRef::FoW()
{
if (!ready) redraw();
return FoW_;
}
std::vector<SDL_Surface*> & 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<SDL_Surface*> &map = surfs[player].map();
std::vector<SDL_Surface*> &FoW = surfs[player].FoW();
std::vector<SDL_Surface*> &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; ii<wo; ii++)
{
for (int jj=0; jj<ho; jj++)
{
if ((pos.x*wo+ii<this->pos.w) && (pos.y*ho+jj<this->pos.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.size(); ++v)
{
if(!dynamic_cast< const CGHeroInstance * >(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; ii<woShifted; ii++) //rendering flaggable objects
{
for (int jj=0; jj<hoShifted; jj++)
{
if(oo[v]->tempOwner == 255)
SDL_PutPixelWithoutRefresh(flObjs[pos.z],maplgp.x+ii,maplgp.y+jj,graphics->neutralColor->r,
graphics->neutralColor->g,graphics->neutralColor->b);
else
SDL_PutPixelWithoutRefresh(flObjs[pos.z],maplgp.x+ii,maplgp.y+jj,graphics->playerColors[oo[v]->getOwner()].r,
graphics->playerColors[oo[v]->getOwner()].g,graphics->playerColors[oo[v]->getOwner()].b);
}
}
}
}
//flaggable objects drawn
}
void CMinimapSurfacesRef::showVisibleTiles(int level)
{
int3 mapSizes = LOCPLINT->cb->getMapSize();
for(int d=0; d<CGI->mh->map->twoLevel+1; ++d)
{
if(level>=0 && d!=level)
continue;
for(int x=0; x<mapSizes.x; ++x)
{
for(int y=0; y<mapSizes.y; ++y)
{
if(LOCPLINT->cb->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<SDL_Surface*> &map = surfs[player].map();
std::vector<SDL_Surface*> &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; ii<wo; ii++)
{
for (int jj=0; jj<ho; jj++)
{
if ((pos.x*wo+ii<this->pos.w) && (pos.y*ho+jj<this->pos.h))
CSDL_Ext::SDL_PutPixelWithoutRefresh(FoW[pos.z],pos.x*wo+ii,pos.y*ho+jj,0,0,0,255);
}
}
}
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<CGPathNode> & cv = currentPath->nodes;
/* Vector directions
* 0 1 2
* \ | /
* 3 - 4 - 5
* / | \
* 6 7 8
*For example:
* |
* |__\
* /
* is id1=7, id2=5 (pns[7][5])
*/
bool pathContinuous = curPos.areNeighbours(nextPos) && curPos.areNeighbours(prevPos);
if(pathContinuous && cv[i].land == cv[i+1].land)
{
int id1=(curPos.x-nextPos.x+1)+3*(curPos.y-nextPos.y+1); //Direction of entering vector
int id2=(cv[i-1].coord.x-curPos.x+1)+3*(cv[i-1].coord.y-curPos.y+1); //Direction of exiting vector
pn=pns[id1][id2];
}
else //path discontinuity or sea/land transition (eg. when moving through Subterranean Gate or Boat)
{
pn = 0;
}
}
if (currentPath->nodes[i].turns)
pn+=25;
if (pn>=0)
{
CDefEssential * arrows = graphics->heroMoveArrows;
int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
if (x< -32 || y< -32 || x>pos.w || y>pos.h)
continue;
int hvx = (x+arrows->ourImages[pn].bitmap->w)-(pos.x+pos.w),
hvy = (y+arrows->ourImages[pn].bitmap->h)-(pos.y+pos.h);
SDL_Rect prevClip;
SDL_GetClipRect(to, &prevClip);
SDL_SetClipRect(to, extRect); //preventing blitting outside of that rect
if(ADVOPT.smoothMove) //version for smooth hero move, with pos shifts
{
if (hvx<0 && hvy<0)
{
Rect dstRect = genRect(32, 32, x + moveX, y + moveY);
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, 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;i<currentPath->nodes.size()-1;i++)
}
void CTerrainRect::show(SDL_Surface * to)
{
if(ADVOPT.smoothMove)
CGI->mh->terrainRect
(adventureInt->position, adventureInt->anim,
&LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,
to, &pos, moveX, moveY, false, int3());
else
CGI->mh->terrainRect
(adventureInt->position, adventureInt->anim,
&LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,
to, &pos, 0, 0, false, int3());
//SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));
//SDL_FreeSurface(teren);
if (currentPath/* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path
{
showPath(&pos, to);
}
}
int3 CTerrainRect::whichTileIsIt(const int & x, const int & y)
{
int3 ret;
ret.x = adventureInt->position.x + ((GH.current->motion.x-CGI->mh->offsetX-pos.x)/32);
ret.y = adventureInt->position.y + ((GH.current->motion.y-CGI->mh->offsetY-pos.y)/32);
ret.z = adventureInt->position.z;
return ret;
}
int3 CTerrainRect::whichTileIsIt()
{
return whichTileIsIt(GH.current->motion.x,GH.current->motion.y);
}
void CResDataBar::clickRight(tribool down, bool previousState)
{
}
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,Colors::Cornsilk,to);
}
std::vector<std::string> 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,Colors::Cornsilk,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 = pom = -1;
mode = NOTHING;
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");
hourglass = CDefHandler::giveDef("HOURGLAS.DEF");
hourglassSand = CDefHandler::giveDef("HOURSAND.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 >= NEW_DAY && mode <= NEW_WEEK4)
{
blitAnim(mode);
}
else if(mode == ENEMY_TURN)
{
CPicture bg("ADSTATOT.bmp");
bg.convertToScreenBPP();
CAnimImage ai("CREST58", enemyTurnInfo.color, 0, 20, 51);
ai.showAll(&*bg);
int hourglassFrame = enemyTurnInfo.progress * hourglass->ourImages.size();
static int sandFrame = 0;
vstd::amin(hourglassFrame, hourglass->ourImages.size()-1);
blitAt(hourglassSand->ourImages[sandFrame++ % hourglassSand->ourImages.size()].bitmap, 99, 51, bg);
blitAt(hourglass->ourImages[hourglassFrame].bitmap, 99, 51, bg);
blitAtLoc(bg, 8, 11, to);
}
else if(selInfoWin)
{
blitAt(selInfoWin, pos.x, pos.y, to);
}
}
CDefHandler * CInfoBar::getAnim(EMode mode)
{
switch(mode)
{
case NEW_DAY:
return day;
case NEW_WEEK1:
return week1;
case NEW_WEEK2:
return week2;
case NEW_WEEK3:
return week3;
case NEW_WEEK4:
return week4;
default:
return NULL;
}
}
void CInfoBar::blitAnim(EMode mode)//0 - day, 1 - week
{
CDefHandler * anim = NULL;
std::ostringstream txt;
anim = getAnim(mode);
if(mode > NEW_DAY) //new week animation
{
txt << CGI->generaltexth->allTexts[63] << " " << LOCPLINT->cb->getDate(2);
}
else if(mode == NEW_DAY) //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,Colors::Cornsilk);
if (pom == anim->ourImages.size()-1)
toNextTick+=750;
}
void CInfoBar::newDay(int Day)
{
if(LOCPLINT->cb->getDate(1) != 1)
{
mode = NEW_DAY; //showing day
}
else
{
switch(LOCPLINT->cb->getDate(2))
{
case 1:
mode = NEW_WEEK1;
break;
case 2:
mode = NEW_WEEK2;
break;
case 3:
mode = NEW_WEEK3;
break;
case 4:
mode = NEW_WEEK4;
break;
default:
mode = NOTHING;
break;
}
}
pom = 0;
if(!(active & TIME))
activateTimer();
toNextTick = 500;
blitAnim(mode);
}
void CInfoBar::showComp(const CComponent * comp, int time/*=5000*/)
{
if(comp->type != CComponent::hero)
{
curSel = NULL;
}
SDL_Surface * b = BitmapHandler::loadBitmap("ADSTATOT.bmp");
blitAt(b,pos.x+8,pos.y+11);
CComponent* tempComp = (CComponent*)comp; //evil. TODO: remove need to move component
tempComp->moveTo(Point(pos.x+52, pos.y+54));
tempComp->showAll(screen);
printAtMiddle(comp->subtitle,pos.x+91,pos.y+158,FONT_SMALL,Colors::Cornsilk);
printAtMiddleWB(comp->description,pos.x+94,pos.y+31,FONT_SMALL,26,Colors::Cornsilk);
SDL_FreeSurface(b);
if(!(active & TIME))
activateTimer();
mode = SHOW_COMPONENT;
toNextTick = time;
}
void CInfoBar::tick()
{
if(mode >= NEW_DAY && mode <= NEW_WEEK4) //animation
{
pom++;
if (pom >= getAnim(mode)->ourImages.size())
{
deactivateTimer();
toNextTick = -1;
mode = NOTHING;
}
toNextTick = 150;
}
else if(mode == SHOW_COMPONENT)
{
deactivateTimer();
toNextTick = -1;
mode = NOTHING;
}
if(adventureInt == GH.topInt())
redraw();
}
void CInfoBar::show(SDL_Surface * to)
{
}
void CInfoBar::activate()
{
//CIntObject::activate();
}
void CInfoBar::deactivate()
{
//CIntObject::deactivate();
if(active & TIME)
deactivateTimer();
toNextTick = -1;
mode = NOTHING;
}
void CInfoBar::updateSelection(const CGObjectInstance *obj)
{
if(obj->ID == GameConstants::HEROI_TYPE)
curSel = static_cast<const CGHeroInstance*>(obj);
else
curSel = NULL;
if(selInfoWin)
SDL_FreeSurface(selInfoWin);
selInfoWin = LOCPLINT->infoWin(obj);
}
void CInfoBar::enemyTurn(ui8 color, double progress)
{
mode = ENEMY_TURN;
enemyTurnInfo.color = color;
enemyTurnInfo.progress = progress;
redraw();
if(!(active & TIME))
activateTimer();
toNextTick = 250;
}
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),
{
duringAITurn = false;
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; g<ADVOPT.gemG.size(); ++g)
{
gems.push_back(CDefHandler::giveDef(ADVOPT.gemG[g]));
}
setPlayer(LOCPLINT->playerID);
underground.block(!CGI->mh->map->twoLevel);
}
CAdvMapInt::~CAdvMapInt()
{
SDL_FreeSurface(bg);
for(int i=0; i<gems.size(); i++)
delete gems[i];
}
void CAdvMapInt::fshowOverview()
{
GH.pushInt(new CKingdomInterface);
}
void CAdvMapInt::fswitchLevel()
{
if(!CGI->mh->map->twoLevel)
return;
if (position.z)
{
position.z--;
underground.setIndex(0,true);
underground.showAll(screenBuf);
}
else
{
underground.setIndex(1,true);
position.z++;
underground.showAll(screenBuf);
}
updateScreen = true;
minimap.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, (screen->w - 620)/2, (screen->h - 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;
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], 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;
}
active |= GENERAL;
screenBuf = screen;
GH.statusbar = &statusbar;
if(!duringAITurn)
{
//assert(selection);
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()
{
active &= ~GENERAL;
if(!duringAITurn)
{
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();
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;
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)
|| 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_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, boost::bind(&CGTownInstance::hasBuilt, _1, EBuilding::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);
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 = 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!");
}
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));
k -= SDLK_KP0 + 1;
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->getPath2(h->getPosition(false) + dir, path))
{
terrain.currentPath = NULL;
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->cb->setSelection(sel);
selection = sel;
if (LOCPLINT->battleInt == NULL)
CCS->musich->playMusic(CCS->musich->terrainMusics[LOCPLINT->cb->getTile(sel->visitablePos())->tertype], -1);
if(centerView)
centerOn(sel);
terrain.currentPath = NULL;
if(sel->ID==GameConstants::TOWNI_TYPE)
{
int pos = vstd::find_pos(LOCPLINT->towns,sel);
townList.selected = pos;
townList.fixPos();
updateSleepWake(NULL);
updateMoveHero(NULL);
}
else //hero selected
{
const CGHeroInstance *h = static_cast<const CGHeroInstance*>(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;
if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID)
{
adjustActiveness(false);
}
}
void CAdvMapInt::endingTurn()
{
if(LOCPLINT->cingconsole->active)
LOCPLINT->cingconsole->deactivate();
LOCPLINT->makingTurn = false;
LOCPLINT->cb->endTurn();
}
const CGObjectInstance* CAdvMapInt::getBlockingObject(const int3 &mapPos)
{
std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile
if (bobjs.empty())
return nullptr;
if (bobjs.back()->ID == GameConstants::HEROI_TYPE)
return bobjs.back();
else
return bobjs.front();
}
void CAdvMapInt::tileLClicked(const int3 &mapPos)
{
if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn)
return;
std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos);//blocking objects at tile
const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
const CGObjectInstance *topBlocking = getBlockingObject(mapPos);
int3 selPos = selection->getSightCenter();
if(spellBeingCasted && isInScreenRange(selPos, mapPos))
{
const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
switch(spellBeingCasted->id)
{
case Spells::SCUTTLE_BOAT: //Scuttle Boat
if(topBlocking && topBlocking->ID == 8)
leaveCastingMode(true, mapPos);
break;
case Spells::DIMENSION_DOOR:
if(!tile || tile->isClear(heroTile))
leaveCastingMode(true, mapPos);
break;
}
return;
}
//check if we can select this object
bool canSelect = topBlocking && topBlocking->ID == GameConstants::HEROI_TYPE && topBlocking->tempOwner == LOCPLINT->playerID;
canSelect |= topBlocking && topBlocking->ID == GameConstants::TOWNI_TYPE && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
if (selection->ID != GameConstants::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<const CGTownInstance*>(topBlocking));
else if ( canSelect )
select(static_cast<const CArmedInstance*>(topBlocking), false);
return;
}
else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
{
const CGPathNode *pn = LOCPLINT->cb->getPathInfo(mapPos);
if(currentHero == topBlocking) //clicked selected hero
{
LOCPLINT->openHeroWindow(currentHero);
return;
}
else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
{
select(static_cast<const CArmedInstance*>(topBlocking), false);
return;
}
else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
{
if (terrain.currentPath && terrain.currentPath->endPos() == mapPos)//we'll be moving
{
LOCPLINT->moveHero(currentHero,*terrain.currentPath);
return;
}
else/* if(mp.z == currentHero->pos.z)*/ //remove old path and find a new one if we clicked on the map level on which hero is present
{
CGPath &path = LOCPLINT->paths[currentHero];
terrain.currentPath = &path;
bool gotPath = LOCPLINT->cb->getPath2(mapPos, path); //try getting path, erase if failed
updateMoveHero(currentHero);
if (!gotPath)
LOCPLINT->eraseCurrentPathOf(currentHero);
else
return;
}
}
} //end of hero is selected "case"
else
{
throw std::runtime_error("Nothing is selected...");
}
if(const IShipyard *shipyard = ourInaccessibleShipyard(topBlocking))
{
LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
}
}
void CAdvMapInt::tileHovered(const int3 &mapPos)
{
if(!LOCPLINT->cb->isVisible(mapPos))
{
CCS->curh->changeGraphic(0, 0);
statusbar.clear();
return;
}
const CGObjectInstance *objAtTile = getBlockingObject(mapPos);
//std::vector<std::string> temp = LOCPLINT->cb->getObjDescriptions(mapPos);
if (objAtTile)
{
std::string text = objAtTile->getHoverText();
boost::replace_all(text,"\n"," ");
statusbar.print(text);
}
else
{
std::string hlp;
CGI->mh->getTerrainDescr(mapPos, hlp, false);
statusbar.print(hlp);
}
const CGPathNode *pnode = LOCPLINT->cb->getPathInfo(mapPos);
bool accessible = pnode->turns < 255;
int turns = pnode->turns;
vstd::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(mapPos, false);
int3 hpos = selection->getSightCenter();
if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos))
CCS->curh->changeGraphic(0, 41);
else
CCS->curh->changeGraphic(0, 0);
return;
}
}
}
const bool guardingCreature = CGI->mh->map->isInTheMap(LOCPLINT->cb->guardingCreaturePosition(mapPos));
if(selection->ID == GameConstants::TOWNI_TYPE)
{
if(objAtTile)
{
if(objAtTile->ID == GameConstants::TOWNI_TYPE && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner))
CCS->curh->changeGraphic(0, 3);
else if(objAtTile->ID == GameConstants::HEROI_TYPE && objAtTile->tempOwner == LOCPLINT->playerID)
CCS->curh->changeGraphic(0, 2);
else
CCS->curh->changeGraphic(0, 0);
}
else
CCS->curh->changeGraphic(0, 0);
}
else if(const CGHeroInstance *h = curHero())
{
if(objAtTile)
{
if(objAtTile->ID == GameConstants::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 == GameConstants::TOWNI_TYPE)
{
if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy town
{
if(accessible)
{
const CGTownInstance* townObj = dynamic_cast<const CGTownInstance*>(objAtTile);
// Show movement cursor for unguarded enemy towns, otherwise attack cursor.
if (townObj && !townObj->armedGarrison())
CCS->curh->changeGraphic(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<const CGGarrison*>(objAtTile); //TODO evil evil cast!
// Show battle cursor for guarded enemy garrisons, otherwise movement cursor.
if (garrObj && garrObj->stacksCount()
&& !LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, garrObj->tempOwner) )
CCS->curh->changeGraphic(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 &mapPos)
{
if(spellBeingCasted)
{
leaveCastingMode();
return;
}
if(!LOCPLINT->cb->isVisible(mapPos))
{
CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
return;
}
const CGObjectInstance * obj = getBlockingObject(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)
{
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 == GameConstants::HEROI_TYPE)
return static_cast<const CGHeroInstance *>(selection);
else
return NULL;
}
const CGTownInstance * CAdvMapInt::curTown() const
{
if(selection && selection->ID == GameConstants::TOWNI_TYPE)
return static_cast<const CGTownInstance *>(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;
}
void CAdvMapInt::aiTurnStarted()
{
adjustActiveness(true);
CCS->musich->playMusicFromSet(CCS->musich->aiMusics);
adventureInt->minimap.redraw();
adventureInt->infoBar.enemyTurn(LOCPLINT->cb->getCurrentPlayer(), 0.5);
}
void CAdvMapInt::adjustActiveness(bool aiTurnStart)
{
bool wasActive = isActive();
if(wasActive)
deactivate();
adventureInt->duringAITurn = aiTurnStart;
if(wasActive)
activate();
}
CAdventureOptions::CAdventureOptions()
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
bg = new CPicture("ADVOPTS.bmp");
graphics->blueToPlayersAdv(bg->bg, LOCPLINT->playerID);
pos = bg->center();
exit = new CAdventureMapButton("","",boost::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
exit->assignedKeys.insert(SDLK_ESCAPE);
//scenInfo = new CAdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 24, "ADVINFO.DEF",SDLK_i);
scenInfo = new CAdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 198, "ADVINFO.DEF",SDLK_i);
scenInfo->callback += CAdventureOptions::showScenarioInfo;
//viewWorld = new CAdventureMapButton("","",boost::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
puzzle = new CAdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 81, "ADVPUZ.DEF");
puzzle->callback += boost::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT);
dig = new CAdventureMapButton("","", 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()));
}