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41cb1603e1
- recreate adventure map interface on each scenario (to make sure that there is no garbage data from prev. game) - added check to avoid such situations in future
1557 lines
42 KiB
C++
1557 lines
42 KiB
C++
#include "StdInc.h"
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#include "CAdvmapInterface.h"
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#include "../CCallback.h"
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#include "CCastleInterface.h"
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#include "gui/CCursorHandler.h"
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#include "CGameInfo.h"
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#include "CHeroWindow.h"
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#include "CKingdomInterface.h"
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#include "CMessage.h"
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#include "CPlayerInterface.h"
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#include "gui/SDL_Extensions.h"
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#include "CBitmapHandler.h"
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#include "../lib/CConfigHandler.h"
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#include "CSpellWindow.h"
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#include "Graphics.h"
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#include "CDefHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/CObjectHandler.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/mapping/CMap.h"
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#include "../lib/JsonNode.h"
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#include "mapHandler.h"
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#include "CPreGame.h"
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#include "../lib/VCMI_Lib.h"
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#include "../lib/CSpellHandler.h"
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#include "CSoundBase.h"
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#include "../lib/CGameState.h"
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#include "CMusicHandler.h"
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#include "gui/CGuiHandler.h"
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#include "gui/CIntObjectClasses.h"
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#include "../lib/UnlockGuard.h"
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#ifdef _MSC_VER
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#pragma warning (disable : 4355)
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#endif
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/*
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* CAdvMapInterface.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#define ADVOPT (conf.go()->ac)
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using namespace boost::logic;
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using namespace boost::assign;
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using namespace CSDL_Ext;
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CAdvMapInt *adventureInt;
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CTerrainRect::CTerrainRect()
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:curHoveredTile(-1,-1,-1), currentPath(nullptr)
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{
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tilesw=(ADVOPT.advmapW+31)/32;
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tilesh=(ADVOPT.advmapH+31)/32;
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pos.x=ADVOPT.advmapX;
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pos.y=ADVOPT.advmapY;
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pos.w=ADVOPT.advmapW;
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pos.h=ADVOPT.advmapH;
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moveX = moveY = 0;
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addUsedEvents(LCLICK | RCLICK | HOVER | MOVE);
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}
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void CTerrainRect::deactivate()
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{
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CIntObject::deactivate();
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curHoveredTile = int3(-1,-1,-1); //we lost info about hovered tile when disabling
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}
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void CTerrainRect::clickLeft(tribool down, bool previousState)
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{
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if ((down==false) || indeterminate(down))
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return;
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int3 mp = whichTileIsIt();
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if (mp.x<0 || mp.y<0 || mp.x >= LOCPLINT->cb->getMapSize().x || mp.y >= LOCPLINT->cb->getMapSize().y)
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return;
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adventureInt->tileLClicked(mp);
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}
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void CTerrainRect::clickRight(tribool down, bool previousState)
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{
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int3 mp = whichTileIsIt();
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if (CGI->mh->map->isInTheMap(mp) && down)
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adventureInt->tileRClicked(mp);
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}
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void CTerrainRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
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{
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int3 tHovered = whichTileIsIt(sEvent.x,sEvent.y);
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int3 pom = adventureInt->verifyPos(tHovered);
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if(tHovered != pom) //tile outside the map
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{
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CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
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return;
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}
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if (pom != curHoveredTile)
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curHoveredTile=pom;
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else
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return;
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adventureInt->tileHovered(curHoveredTile);
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}
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void CTerrainRect::hover(bool on)
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{
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if (!on)
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{
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adventureInt->statusbar.clear();
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CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
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}
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//Hoverable::hover(on);
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}
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void CTerrainRect::showPath(const SDL_Rect * extRect, SDL_Surface * to)
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{
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const static int pns[9][9] = {
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{16, 17, 18, 7, -1, 19, 6, 5, -1},
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{ 8, 9, 18, 7, -1, 19, 6, -1, 20},
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{ 8, 1, 10, 7, -1, 19, -1, 21, 20},
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{24, 17, 18, 15, -1, -1, 6, 5, 4},
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{-1, -1, -1, -1, -1, -1, -1, -1, -1},
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{ 8, 1, 2, -1, -1, 11, 22, 21, 20},
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{24, 17, -1, 23, -1, 3, 14, 5, 4},
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{24, -1, 2, 23, -1, 3, 22, 13, 4},
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{-1, 1, 2, 23, -1, 3, 22, 21, 12}
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}; //table of magic values TODO meaning, change variable name
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for (int i=0; i < (int)currentPath->nodes.size()-1; ++i)
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{
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const int3 &curPos = currentPath->nodes[i].coord, &nextPos = currentPath->nodes[i+1].coord;
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if(curPos.z != adventureInt->position.z)
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continue;
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int pn=-1;//number of picture
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if (i==0) //last tile
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{
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int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
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y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
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if (x<0 || y<0 || x>pos.w || y>pos.h)
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continue;
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pn=0;
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}
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else
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{
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const int3 &prevPos = currentPath->nodes[i-1].coord;
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std::vector<CGPathNode> & cv = currentPath->nodes;
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/* Vector directions
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* 0 1 2
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* \ | /
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* 3 - 4 - 5
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* / | \
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* 6 7 8
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*For example:
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* |
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* |__\
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* /
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* is id1=7, id2=5 (pns[7][5])
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*/
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bool pathContinuous = curPos.areNeighbours(nextPos) && curPos.areNeighbours(prevPos);
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if(pathContinuous && cv[i].land == cv[i+1].land)
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{
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int id1=(curPos.x-nextPos.x+1)+3*(curPos.y-nextPos.y+1); //Direction of entering vector
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int id2=(cv[i-1].coord.x-curPos.x+1)+3*(cv[i-1].coord.y-curPos.y+1); //Direction of exiting vector
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pn=pns[id1][id2];
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}
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else //path discontinuity or sea/land transition (eg. when moving through Subterranean Gate or Boat)
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{
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pn = 0;
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}
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}
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if (currentPath->nodes[i].turns)
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pn+=25;
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if (pn>=0)
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{
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CDefEssential * arrows = graphics->heroMoveArrows;
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int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
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y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
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if (x< -32 || y< -32 || x>pos.w || y>pos.h)
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continue;
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int hvx = (x+arrows->ourImages[pn].bitmap->w)-(pos.x+pos.w),
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hvy = (y+arrows->ourImages[pn].bitmap->h)-(pos.y+pos.h);
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SDL_Rect prevClip;
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SDL_GetClipRect(to, &prevClip);
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SDL_SetClipRect(to, extRect); //preventing blitting outside of that rect
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if(ADVOPT.smoothMove) //version for smooth hero move, with pos shifts
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{
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if (hvx<0 && hvy<0)
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{
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Rect dstRect = genRect(32, 32, x + moveX, y + moveY);
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CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, nullptr, to, &dstRect);
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}
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else if(hvx<0)
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{
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Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
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Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x + moveX, y + moveY);
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CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
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}
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else if (hvy<0)
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{
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Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
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Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);
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CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
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}
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else
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{
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Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
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Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);
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CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
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}
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}
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else //standard version
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{
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if (hvx<0 && hvy<0)
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{
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Rect dstRect = genRect(32, 32, x, y);
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CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, nullptr, to, &dstRect);
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}
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else if(hvx<0)
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{
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Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
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Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x, y);
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CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
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}
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else if (hvy<0)
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{
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Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
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Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x, y);
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CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
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}
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else
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{
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Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
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Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x, y);
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CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
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}
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}
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SDL_SetClipRect(to, &prevClip);
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}
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} //for (int i=0;i<currentPath->nodes.size()-1;i++)
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}
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void CTerrainRect::show(SDL_Surface * to)
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{
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if(ADVOPT.smoothMove)
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CGI->mh->terrainRect
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(adventureInt->position, adventureInt->anim,
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&LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,
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to, &pos, moveX, moveY, false, int3());
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else
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CGI->mh->terrainRect
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(adventureInt->position, adventureInt->anim,
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&LOCPLINT->cb->getVisibilityMap(), true, adventureInt->heroAnim,
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to, &pos, 0, 0, false, int3());
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//SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));
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//SDL_FreeSurface(teren);
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if (currentPath/* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path
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{
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showPath(&pos, to);
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}
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}
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int3 CTerrainRect::whichTileIsIt(const int & x, const int & y)
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{
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int3 ret;
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ret.x = adventureInt->position.x + ((GH.current->motion.x-CGI->mh->offsetX-pos.x)/32);
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ret.y = adventureInt->position.y + ((GH.current->motion.y-CGI->mh->offsetY-pos.y)/32);
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ret.z = adventureInt->position.z;
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return ret;
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}
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int3 CTerrainRect::whichTileIsIt()
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{
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return whichTileIsIt(GH.current->motion.x,GH.current->motion.y);
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}
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void CResDataBar::clickRight(tribool down, bool previousState)
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{
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}
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CResDataBar::CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist)
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{
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bg = BitmapHandler::loadBitmap(defname);
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SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
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graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
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pos = genRect(bg->h, bg->w, pos.x+x, pos.y+y);
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txtpos.resize(8);
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for (int i = 0; i < 8 ; i++)
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{
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txtpos[i].first = pos.x + offx + resdist*i;
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txtpos[i].second = pos.y + offy;
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}
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txtpos[7].first = txtpos[6].first + datedist;
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datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
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+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
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addUsedEvents(RCLICK);
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}
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CResDataBar::CResDataBar()
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{
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bg = BitmapHandler::loadBitmap(ADVOPT.resdatabarG);
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SDL_SetColorKey(bg,SDL_SRCCOLORKEY,SDL_MapRGB(bg->format,0,255,255));
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graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
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pos = genRect(bg->h,bg->w,ADVOPT.resdatabarX,ADVOPT.resdatabarY);
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txtpos.resize(8);
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for (int i = 0; i < 8 ; i++)
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{
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txtpos[i].first = pos.x + ADVOPT.resOffsetX + ADVOPT.resDist*i;
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txtpos[i].second = pos.y + ADVOPT.resOffsetY;
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}
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txtpos[7].first = txtpos[6].first + ADVOPT.resDateDist;
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datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
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+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
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}
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CResDataBar::~CResDataBar()
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{
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SDL_FreeSurface(bg);
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}
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void CResDataBar::draw(SDL_Surface * to)
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{
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blitAt(bg,pos.x,pos.y,to);
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for (auto i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))
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{
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std::string text = boost::lexical_cast<std::string>(LOCPLINT->cb->getResourceAmount(i));
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graphics->fonts[FONT_SMALL]->renderTextLeft(to, text, Colors::WHITE, Point(txtpos[i].first,txtpos[i].second));
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}
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std::vector<std::string> temp;
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temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::MONTH)));
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temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK)));
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temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK)));
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graphics->fonts[FONT_SMALL]->renderTextLeft(to, processStr(datetext,temp), Colors::WHITE, Point(txtpos[7].first,txtpos[7].second));
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}
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void CResDataBar::show(SDL_Surface * to)
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{
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}
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void CResDataBar::showAll(SDL_Surface * to)
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{
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draw(to);
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}
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CAdvMapInt::CAdvMapInt():
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minimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH)),
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statusbar(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG),
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kingOverview(CGI->generaltexth->zelp[293].first,CGI->generaltexth->zelp[293].second,
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boost::bind(&CAdvMapInt::fshowOverview,this),&ADVOPT.kingOverview, SDLK_k),
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underground(CGI->generaltexth->zelp[294].first,CGI->generaltexth->zelp[294].second,
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boost::bind(&CAdvMapInt::fswitchLevel,this),&ADVOPT.underground, SDLK_u),
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questlog(CGI->generaltexth->zelp[295].first,CGI->generaltexth->zelp[295].second,
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boost::bind(&CAdvMapInt::fshowQuestlog,this),&ADVOPT.questlog, SDLK_q),
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sleepWake(CGI->generaltexth->zelp[296].first,CGI->generaltexth->zelp[296].second,
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boost::bind(&CAdvMapInt::fsleepWake,this), &ADVOPT.sleepWake, SDLK_w),
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moveHero(CGI->generaltexth->zelp[297].first,CGI->generaltexth->zelp[297].second,
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boost::bind(&CAdvMapInt::fmoveHero,this), &ADVOPT.moveHero, SDLK_m),
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spellbook(CGI->generaltexth->zelp[298].first,CGI->generaltexth->zelp[298].second,
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boost::bind(&CAdvMapInt::fshowSpellbok,this), &ADVOPT.spellbook, SDLK_c),
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advOptions(CGI->generaltexth->zelp[299].first,CGI->generaltexth->zelp[299].second,
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boost::bind(&CAdvMapInt::fadventureOPtions,this), &ADVOPT.advOptions, SDLK_a),
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sysOptions(CGI->generaltexth->zelp[300].first,CGI->generaltexth->zelp[300].second,
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boost::bind(&CAdvMapInt::fsystemOptions,this), &ADVOPT.sysOptions, SDLK_o),
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nextHero(CGI->generaltexth->zelp[301].first,CGI->generaltexth->zelp[301].second,
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boost::bind(&CAdvMapInt::fnextHero,this), &ADVOPT.nextHero, SDLK_h),
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endTurn(CGI->generaltexth->zelp[302].first,CGI->generaltexth->zelp[302].second,
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boost::bind(&CAdvMapInt::fendTurn,this), &ADVOPT.endTurn, SDLK_e),
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heroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD),
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townList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD),
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infoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192) )
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{
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duringAITurn = false;
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state = NA;
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spellBeingCasted = nullptr;
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pos.x = pos.y = 0;
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pos.w = screen->w;
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pos.h = screen->h;
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position = int3(0,0,0);
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selection = nullptr;
|
|
townList.onSelect = 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
|
|
|
|
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);
|
|
addUsedEvents(MOVE);
|
|
}
|
|
|
|
CAdvMapInt::~CAdvMapInt()
|
|
{
|
|
SDL_FreeSurface(bg);
|
|
|
|
for(int i=0; i<gems.size(); i++)
|
|
delete gems[i];
|
|
}
|
|
|
|
void CAdvMapInt::fshowOverview()
|
|
{
|
|
GH.pushInt(new CKingdomInterface);
|
|
}
|
|
void CAdvMapInt::fswitchLevel()
|
|
{
|
|
if(!CGI->mh->map->twoLevel)
|
|
return;
|
|
if (position.z)
|
|
{
|
|
position.z--;
|
|
underground.setIndex(0,true);
|
|
underground.showAll(screenBuf);
|
|
}
|
|
else
|
|
{
|
|
underground.setIndex(1,true);
|
|
position.z++;
|
|
underground.showAll(screenBuf);
|
|
}
|
|
updateScreen = true;
|
|
minimap.setLevel(position.z);
|
|
}
|
|
void CAdvMapInt::fshowQuestlog()
|
|
{
|
|
LOCPLINT->showQuestLog();
|
|
}
|
|
void CAdvMapInt::fsleepWake()
|
|
{
|
|
const CGHeroInstance *h = curHero();
|
|
if (!h)
|
|
return;
|
|
bool newSleep = !isHeroSleeping(h);
|
|
setHeroSleeping(h, newSleep);
|
|
updateSleepWake(h);
|
|
if (newSleep)
|
|
{
|
|
fnextHero();
|
|
|
|
//moveHero.block(true);
|
|
//uncomment to enable original HoMM3 behaviour:
|
|
//move button is disabled for hero going to sleep, even though it's enabled when you reselect him
|
|
}
|
|
}
|
|
|
|
void CAdvMapInt::fmoveHero()
|
|
{
|
|
const CGHeroInstance *h = curHero();
|
|
if (!h || !terrain.currentPath)
|
|
return;
|
|
|
|
LOCPLINT->moveHero(h, *terrain.currentPath);
|
|
}
|
|
|
|
void CAdvMapInt::fshowSpellbok()
|
|
{
|
|
if (!curHero()) //checking necessary values
|
|
return;
|
|
|
|
centerOn(selection);
|
|
|
|
auto spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), curHero(), LOCPLINT, false);
|
|
GH.pushInt(spellWindow);
|
|
}
|
|
|
|
void CAdvMapInt::fadventureOPtions()
|
|
{
|
|
GH.pushInt(new CAdventureOptions);
|
|
}
|
|
|
|
void CAdvMapInt::fsystemOptions()
|
|
{
|
|
GH.pushInt(new CSystemOptionsWindow());
|
|
}
|
|
|
|
void CAdvMapInt::fnextHero()
|
|
{
|
|
auto hero = dynamic_cast<const CGHeroInstance*>(selection);
|
|
int next = getNextHeroIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));
|
|
if (next < 0)
|
|
return;
|
|
select(LOCPLINT->wanderingHeroes[next], true);
|
|
}
|
|
|
|
void CAdvMapInt::fendTurn()
|
|
{
|
|
if(!LOCPLINT->makingTurn)
|
|
return;
|
|
|
|
if ( settings["adventure"]["heroReminder"].Bool())
|
|
{
|
|
for (int i = 0; i < LOCPLINT->wanderingHeroes.size(); i++)
|
|
if (!isHeroSleeping(LOCPLINT->wanderingHeroes[i]) && (LOCPLINT->wanderingHeroes[i]->movement > 0))
|
|
{
|
|
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[55], 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 == boost::indeterminate)
|
|
hasPath = LOCPLINT->paths[h].nodes.size() ? true : false;
|
|
if (!h)
|
|
{
|
|
moveHero.block(true);
|
|
return;
|
|
}
|
|
moveHero.block(!hasPath || (h->movement == 0));
|
|
}
|
|
|
|
int CAdvMapInt::getNextHeroIndex(int startIndex)
|
|
{
|
|
if (LOCPLINT->wanderingHeroes.size() == 0)
|
|
return -1;
|
|
if (startIndex < 0)
|
|
startIndex = 0;
|
|
int i = startIndex;
|
|
do
|
|
{
|
|
i++;
|
|
if (i >= LOCPLINT->wanderingHeroes.size())
|
|
i = 0;
|
|
}
|
|
while (((LOCPLINT->wanderingHeroes[i]->movement == 0) || isHeroSleeping(LOCPLINT->wanderingHeroes[i])) && (i != startIndex));
|
|
|
|
if ((LOCPLINT->wanderingHeroes[i]->movement != 0) && !isHeroSleeping(LOCPLINT->wanderingHeroes[i]))
|
|
return i;
|
|
else
|
|
return -1;
|
|
}
|
|
|
|
void CAdvMapInt::updateNextHero(const CGHeroInstance *h)
|
|
{
|
|
int start = vstd::find_pos(LOCPLINT->wanderingHeroes, h);
|
|
int next = getNextHeroIndex(start);
|
|
if (next < 0)
|
|
{
|
|
nextHero.block(true);
|
|
return;
|
|
}
|
|
const CGHeroInstance *nextH = LOCPLINT->wanderingHeroes[next];
|
|
bool noActiveHeroes = (next == start) && ((nextH->movement == 0) || isHeroSleeping(nextH));
|
|
nextHero.block(noActiveHeroes);
|
|
}
|
|
|
|
void CAdvMapInt::activate()
|
|
{
|
|
CIntObject::activate();
|
|
if (!(active & KEYBOARD))
|
|
CIntObject::activate(KEYBOARD);
|
|
|
|
screenBuf = screen;
|
|
GH.statusbar = &statusbar;
|
|
if(!duringAITurn)
|
|
{
|
|
kingOverview.activate();
|
|
underground.activate();
|
|
questlog.activate();
|
|
sleepWake.activate();
|
|
moveHero.activate();
|
|
spellbook.activate();
|
|
sysOptions.activate();
|
|
advOptions.activate();
|
|
nextHero.activate();
|
|
endTurn.activate();
|
|
|
|
minimap.activate();
|
|
heroList.activate();
|
|
townList.activate();
|
|
terrain.activate();
|
|
infoBar.activate();
|
|
LOCPLINT->cingconsole->activate();
|
|
|
|
GH.fakeMouseMove(); //to restore the cursor
|
|
}
|
|
}
|
|
void CAdvMapInt::deactivate()
|
|
{
|
|
CIntObject::deactivate();
|
|
|
|
if(!duringAITurn)
|
|
{
|
|
scrollingDir = 0;
|
|
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
|
|
kingOverview.deactivate();
|
|
underground.deactivate();
|
|
questlog.deactivate();
|
|
sleepWake.deactivate();
|
|
moveHero.deactivate();
|
|
spellbook.deactivate();
|
|
advOptions.deactivate();
|
|
sysOptions.deactivate();
|
|
nextHero.deactivate();
|
|
endTurn.deactivate();
|
|
minimap.deactivate();
|
|
heroList.deactivate();
|
|
townList.deactivate();
|
|
terrain.deactivate();
|
|
infoBar.deactivate();
|
|
if(LOCPLINT)
|
|
LOCPLINT->cingconsole->deactivate();
|
|
}
|
|
}
|
|
void CAdvMapInt::showAll(SDL_Surface * to)
|
|
{
|
|
blitAt(bg,0,0,to);
|
|
|
|
if(state != INGAME)
|
|
return;
|
|
|
|
kingOverview.showAll(to);
|
|
underground.showAll(to);
|
|
questlog.showAll(to);
|
|
sleepWake.showAll(to);
|
|
moveHero.showAll(to);
|
|
spellbook.showAll(to);
|
|
advOptions.showAll(to);
|
|
sysOptions.showAll(to);
|
|
nextHero.showAll(to);
|
|
endTurn.showAll(to);
|
|
|
|
minimap.showAll(to);
|
|
heroList.showAll(to);
|
|
townList.showAll(to);
|
|
updateScreen = true;
|
|
show(to);
|
|
|
|
resdatabar.draw(to);
|
|
|
|
statusbar.show(to);
|
|
|
|
infoBar.showAll(to);
|
|
LOCPLINT->cingconsole->showAll(to);
|
|
}
|
|
|
|
bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero)
|
|
{
|
|
if (!hero)
|
|
return false;
|
|
|
|
return vstd::contains(LOCPLINT->sleepingHeroes, hero);
|
|
}
|
|
|
|
void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep)
|
|
{
|
|
if (sleep)
|
|
LOCPLINT->sleepingHeroes += hero;
|
|
else
|
|
LOCPLINT->sleepingHeroes -= hero;
|
|
updateNextHero(nullptr);
|
|
}
|
|
|
|
void CAdvMapInt::show(SDL_Surface * to)
|
|
{
|
|
if(state != INGAME)
|
|
return;
|
|
|
|
++animValHitCount; //for animations
|
|
if(animValHitCount == 8)
|
|
{
|
|
CGI->mh->updateWater();
|
|
animValHitCount = 0;
|
|
++anim;
|
|
updateScreen = true;
|
|
}
|
|
++heroAnim;
|
|
|
|
int scrollSpeed = settings["adventure"]["scrollSpeed"].Float();
|
|
//if advmap needs updating AND (no dialog is shown OR ctrl is pressed)
|
|
if((animValHitCount % (4/scrollSpeed)) == 0
|
|
&& (
|
|
(GH.topInt() == this)
|
|
|| SDL_GetKeyState(nullptr)[SDLK_LCTRL]
|
|
|| SDL_GetKeyState(nullptr)[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;
|
|
minimap.redraw();
|
|
}
|
|
}
|
|
if(updateScreen)
|
|
{
|
|
int3 betterPos = LOCPLINT->repairScreenPos(position);
|
|
if (betterPos != position)
|
|
{
|
|
logGlobal->warnStream() << "Incorrect position for adventure map!";
|
|
position = betterPos;
|
|
}
|
|
|
|
terrain.show(to);
|
|
for(int i=0;i<4;i++)
|
|
blitAt(gems[i]->ourImages[LOCPLINT->playerID.getNum()].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);
|
|
updateScreen=false;
|
|
LOCPLINT->cingconsole->showAll(to);
|
|
}
|
|
infoBar.show(to);
|
|
statusbar.showAll(to);
|
|
}
|
|
|
|
void CAdvMapInt::selectionChanged()
|
|
{
|
|
const CGTownInstance *to = LOCPLINT->towns[townList.getSelectedIndex()];
|
|
if (selection != to)
|
|
select(to);
|
|
}
|
|
void CAdvMapInt::centerOn(int3 on)
|
|
{
|
|
bool switchedLevels = on.z != position.z;
|
|
|
|
on.x -= CGI->mh->frameW;
|
|
on.y -= CGI->mh->frameH;
|
|
|
|
on = LOCPLINT->repairScreenPos(on);
|
|
|
|
position = on;
|
|
updateScreen=true;
|
|
underground.setIndex(on.z,true); //change underground switch button image
|
|
underground.redraw();
|
|
if (switchedLevels)
|
|
minimap.setLevel(position.z);
|
|
}
|
|
|
|
void CAdvMapInt::centerOn(const CGObjectInstance *obj)
|
|
{
|
|
centerOn(obj->getSightCenter());
|
|
}
|
|
|
|
void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
|
|
{
|
|
ui8 Dir = 0;
|
|
int k = key.keysym.sym;
|
|
const CGHeroInstance *h = curHero(); //selected hero
|
|
const CGTownInstance *t = curTown(); //selected town
|
|
|
|
switch(k)
|
|
{
|
|
case SDLK_g:
|
|
if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)
|
|
return;
|
|
|
|
{
|
|
//find first town with tavern
|
|
auto itr = range::find_if(LOCPLINT->towns, [](const CGTownInstance * town)
|
|
{
|
|
return town->hasBuilt(BuildingID::TAVERN);
|
|
});
|
|
|
|
if(itr != LOCPLINT->towns.end())
|
|
LOCPLINT->showThievesGuildWindow(*itr);
|
|
else
|
|
LOCPLINT->showInfoDialog("No available town with tavern!");
|
|
}
|
|
return;
|
|
case SDLK_i:
|
|
if(isActive())
|
|
CAdventureOptions::showScenarioInfo();
|
|
return;
|
|
case SDLK_l:
|
|
if(isActive())
|
|
LOCPLINT->proposeLoadingGame();
|
|
return;
|
|
case SDLK_s:
|
|
if(isActive())
|
|
GH.pushInt(new CSavingScreen(CPlayerInterface::howManyPeople > 1));
|
|
return;
|
|
case SDLK_d:
|
|
{
|
|
if(h && isActive() && key.state == SDL_PRESSED)
|
|
LOCPLINT->tryDiggging(h);
|
|
return;
|
|
}
|
|
case SDLK_p:
|
|
if(isActive())
|
|
LOCPLINT->showPuzzleMap();
|
|
return;
|
|
case SDLK_r:
|
|
if(isActive() && LOCPLINT->ctrlPressed())
|
|
{
|
|
LOCPLINT->showYesNoDialog("Are you sure you want to restart game?",
|
|
[]{ LOCPLINT->sendCustomEvent(RESTART_GAME); },
|
|
[]{}, true);
|
|
}
|
|
return;
|
|
case SDLK_SPACE: //space - try to revisit current object with selected hero
|
|
{
|
|
if(!isActive())
|
|
return;
|
|
if(h && key.state == SDL_PRESSED)
|
|
{
|
|
auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
|
|
//TODO!!!!!!! possible freeze, when GS mutex is locked and network thread can't apply package
|
|
//this thread leaves scope and tries to lock pim while holding gs,
|
|
//network thread tries to lock gs (appluy cl) while holding pim
|
|
//this thread should first lock pim, however gs locking/unlocking is done inside cb
|
|
LOCPLINT->cb->moveHero(h,h->pos);
|
|
}
|
|
}
|
|
return;
|
|
case SDLK_RETURN:
|
|
{
|
|
if(!isActive() || !selection || key.state != SDL_PRESSED)
|
|
return;
|
|
if(h)
|
|
LOCPLINT->openHeroWindow(h);
|
|
else if(t)
|
|
LOCPLINT->openTownWindow(t);
|
|
return;
|
|
}
|
|
case SDLK_ESCAPE:
|
|
{
|
|
if(isActive() || GH.topInt() != this || !spellBeingCasted || key.state != SDL_PRESSED)
|
|
return;
|
|
|
|
leaveCastingMode();
|
|
return;
|
|
}
|
|
case SDLK_t:
|
|
{
|
|
//act on key down if marketplace windows is not already opened
|
|
if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS)
|
|
return;
|
|
|
|
if(LOCPLINT->ctrlPressed()) //CTRL + T => open marketplace
|
|
{
|
|
//check if we have any marketplace
|
|
const CGTownInstance *townWithMarket = nullptr;
|
|
for(const CGTownInstance *t : LOCPLINT->cb->getTownsInfo())
|
|
{
|
|
if(t->hasBuilt(BuildingID::MARKETPLACE))
|
|
{
|
|
townWithMarket = t;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(townWithMarket) //if any town has marketplace, open window
|
|
GH.pushInt(new CMarketplaceWindow(townWithMarket));
|
|
else //if not - complain
|
|
LOCPLINT->showInfoDialog("No available marketplace!");
|
|
}
|
|
else if(isActive()) //no ctrl, advmapint is on the top => switch to town
|
|
{
|
|
townList.selectNext();
|
|
}
|
|
return;
|
|
}
|
|
default:
|
|
{
|
|
static const int3 directions[] = { int3(-1, +1, 0), int3(0, +1, 0), int3(+1, +1, 0),
|
|
int3(-1, 0, 0), int3(0, 0, 0), int3(+1, 0, 0),
|
|
int3(-1, -1, 0), int3(0, -1, 0), int3(+1, -1, 0) };
|
|
|
|
//numpad arrow
|
|
if(CGuiHandler::isArrowKey(SDLKey(k)))
|
|
k = CGuiHandler::arrowToNum(SDLKey(k));
|
|
|
|
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 = 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->cb->setSelection(sel);
|
|
selection = sel;
|
|
if (LOCPLINT->battleInt == nullptr && LOCPLINT->makingTurn)
|
|
{
|
|
auto pos = sel->visitablePos();
|
|
auto tile = LOCPLINT->cb->getTile(pos);
|
|
if(tile)
|
|
CCS->musich->playMusicFromSet("terrain", tile->terType, true);
|
|
}
|
|
if(centerView)
|
|
centerOn(sel);
|
|
|
|
terrain.currentPath = nullptr;
|
|
if(sel->ID==Obj::TOWN)
|
|
{
|
|
auto town = dynamic_cast<const CGTownInstance*>(sel);
|
|
|
|
infoBar.showTownSelection(town);
|
|
townList.select(town);
|
|
heroList.select(nullptr);
|
|
|
|
updateSleepWake(nullptr);
|
|
updateMoveHero(nullptr);
|
|
}
|
|
else //hero selected
|
|
{
|
|
auto hero = dynamic_cast<const CGHeroInstance*>(sel);
|
|
|
|
infoBar.showHeroSelection(hero);
|
|
heroList.select(hero);
|
|
townList.select(nullptr);
|
|
|
|
terrain.currentPath = LOCPLINT->getAndVerifyPath(hero);
|
|
|
|
updateSleepWake(hero);
|
|
updateMoveHero(hero);
|
|
}
|
|
townList.redraw();
|
|
heroList.redraw();
|
|
}
|
|
|
|
void CAdvMapInt::mouseMoved( const SDL_MouseMotionEvent & sEvent )
|
|
{
|
|
//adventure map scrolling with mouse
|
|
if(!SDL_GetKeyState(nullptr)[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(PlayerColor Player)
|
|
{
|
|
state = WAITING;
|
|
}
|
|
|
|
void CAdvMapInt::setPlayer(PlayerColor Player)
|
|
{
|
|
player = Player;
|
|
graphics->blueToPlayersAdv(bg,player);
|
|
|
|
kingOverview.setPlayerColor(player);
|
|
underground.setPlayerColor(player);
|
|
questlog.setPlayerColor(player);
|
|
sleepWake.setPlayerColor(player);
|
|
moveHero.setPlayerColor(player);
|
|
spellbook.setPlayerColor(player);
|
|
sysOptions.setPlayerColor(player);
|
|
advOptions.setPlayerColor(player);
|
|
nextHero.setPlayerColor(player);
|
|
endTurn.setPlayerColor(player);
|
|
graphics->blueToPlayersAdv(resdatabar.bg,player);
|
|
|
|
//heroList.updateHList();
|
|
//townList.genList();
|
|
}
|
|
|
|
void CAdvMapInt::startTurn()
|
|
{
|
|
state = INGAME;
|
|
if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID)
|
|
{
|
|
adjustActiveness(false);
|
|
minimap.setAIRadar(false);
|
|
}
|
|
}
|
|
|
|
void CAdvMapInt::endingTurn()
|
|
{
|
|
if(LOCPLINT->cingconsole->active)
|
|
LOCPLINT->cingconsole->deactivate();
|
|
LOCPLINT->makingTurn = false;
|
|
LOCPLINT->cb->endTurn();
|
|
}
|
|
|
|
const CGObjectInstance* CAdvMapInt::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 == Obj::HERO)
|
|
return bobjs.back();
|
|
else
|
|
return bobjs.front();
|
|
}
|
|
|
|
void CAdvMapInt::tileLClicked(const int3 &mapPos)
|
|
{
|
|
if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn)
|
|
return;
|
|
|
|
const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
|
|
|
|
const CGObjectInstance *topBlocking = getBlockingObject(mapPos);
|
|
|
|
int3 selPos = selection->getSightCenter();
|
|
if(spellBeingCasted && isInScreenRange(selPos, mapPos))
|
|
{
|
|
const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
|
|
|
|
switch(spellBeingCasted->id)
|
|
{
|
|
case SpellID::SCUTTLE_BOAT: //Scuttle Boat
|
|
if(topBlocking && topBlocking->ID == Obj::BOAT)
|
|
leaveCastingMode(true, mapPos);
|
|
break;
|
|
case SpellID::DIMENSION_DOOR:
|
|
if(!tile || tile->isClear(heroTile))
|
|
leaveCastingMode(true, mapPos);
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
//check if we can select this object
|
|
bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
|
|
canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
|
|
|
|
if (selection->ID != Obj::HERO) //hero is not selected (presumably town)
|
|
{
|
|
assert(!terrain.currentPath); //path can be active only when hero is selected
|
|
if(selection == topBlocking) //selected town clicked
|
|
LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
|
|
else if ( canSelect )
|
|
select(static_cast<const CArmedInstance*>(topBlocking), false);
|
|
return;
|
|
}
|
|
else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
|
|
{
|
|
const CGPathNode *pn = LOCPLINT->cb->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(ECursor::ADVENTURE, 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.setText(text);
|
|
}
|
|
else
|
|
{
|
|
std::string hlp;
|
|
CGI->mh->getTerrainDescr(mapPos, hlp, false);
|
|
statusbar.setText(hlp);
|
|
}
|
|
|
|
const CGPathNode *pnode = LOCPLINT->cb->getPathInfo(mapPos);
|
|
|
|
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 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->guardingCreaturePosition(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())
|
|
{
|
|
bool accessible = pnode->turns < 255;
|
|
|
|
if(objAtTile)
|
|
{
|
|
if(objAtTile->ID == Obj::HERO)
|
|
{
|
|
if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy hero
|
|
{
|
|
if(accessible)
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
|
|
else
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
|
|
}
|
|
else //our or ally hero
|
|
{
|
|
if(selection == objAtTile)
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
|
|
else if(accessible)
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 8 + turns*6);
|
|
else
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 2);
|
|
}
|
|
}
|
|
else if(objAtTile->ID == Obj::TOWN)
|
|
{
|
|
if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy town
|
|
{
|
|
if(accessible)
|
|
{
|
|
const CGTownInstance* townObj = dynamic_cast<const CGTownInstance*>(objAtTile);
|
|
|
|
// Show movement cursor for unguarded enemy towns, otherwise attack cursor.
|
|
if (townObj && !townObj->armedGarrison())
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
|
|
else
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
|
|
|
|
}
|
|
else
|
|
{
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
|
|
}
|
|
}
|
|
else //our or ally town
|
|
{
|
|
if(accessible)
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
|
|
else
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 3);
|
|
}
|
|
}
|
|
else if(objAtTile->ID == Obj::BOAT)
|
|
{
|
|
if(accessible)
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 6 + turns*6);
|
|
else
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
|
|
}
|
|
else if (objAtTile->ID == Obj::GARRISON || objAtTile->ID == Obj::GARRISON2)
|
|
{
|
|
if (accessible)
|
|
{
|
|
const CGGarrison* garrObj = dynamic_cast<const CGGarrison*>(objAtTile); //TODO evil evil cast!
|
|
|
|
// Show battle cursor for guarded enemy garrisons, otherwise movement cursor.
|
|
if (garrObj && garrObj->stacksCount()
|
|
&& !LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, garrObj->tempOwner) )
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
|
|
else
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
|
|
}
|
|
else
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
|
|
}
|
|
else if (guardingCreature && accessible) //(objAtTile->ID == 54) //monster
|
|
{
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
|
|
}
|
|
else
|
|
{
|
|
if(accessible)
|
|
{
|
|
if(pnode->land)
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
|
|
else
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 28 + turns);
|
|
}
|
|
else
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
|
|
}
|
|
}
|
|
else //no objs
|
|
{
|
|
if(accessible/* && pnode->accessible != CGPathNode::FLYABLE*/)
|
|
{
|
|
if (guardingCreature)
|
|
{
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
|
|
}
|
|
else
|
|
{
|
|
if(pnode->land)
|
|
{
|
|
if(LOCPLINT->cb->getTile(h->getPosition(false))->terType != ETerrainType::WATER)
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 4 + turns*6);
|
|
else
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 7 + turns*6); //anchor
|
|
}
|
|
else
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 6 + turns*6);
|
|
}
|
|
}
|
|
else
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
|
|
}
|
|
}
|
|
|
|
if(ourInaccessibleShipyard(objAtTile))
|
|
{
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 6);
|
|
}
|
|
}
|
|
|
|
void CAdvMapInt::tileRClicked(const int3 &mapPos)
|
|
{
|
|
if(spellBeingCasted)
|
|
{
|
|
leaveCastingMode();
|
|
return;
|
|
}
|
|
if(!LOCPLINT->cb->isVisible(mapPos))
|
|
{
|
|
CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
|
|
return;
|
|
}
|
|
|
|
const CGObjectInstance * obj = 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)
|
|
{
|
|
assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
|
|
spellBeingCasted = sp;
|
|
|
|
deactivate();
|
|
terrain.activate();
|
|
GH.fakeMouseMove();
|
|
}
|
|
|
|
void CAdvMapInt::leaveCastingMode(bool cast /*= false*/, int3 dest /*= int3(-1, -1, -1)*/)
|
|
{
|
|
assert(spellBeingCasted);
|
|
SpellID id = spellBeingCasted->id;
|
|
spellBeingCasted = nullptr;
|
|
terrain.deactivate();
|
|
activate();
|
|
|
|
if(cast)
|
|
LOCPLINT->cb->castSpell(curHero(), id, dest);
|
|
else
|
|
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
|
|
}
|
|
|
|
const CGHeroInstance * CAdvMapInt::curHero() const
|
|
{
|
|
if(selection && selection->ID == Obj::HERO)
|
|
return static_cast<const CGHeroInstance *>(selection);
|
|
else
|
|
return nullptr;
|
|
}
|
|
|
|
const CGTownInstance * CAdvMapInt::curTown() const
|
|
{
|
|
if(selection && selection->ID == Obj::TOWN)
|
|
return static_cast<const CGTownInstance *>(selection);
|
|
else
|
|
return nullptr;
|
|
}
|
|
|
|
const IShipyard * CAdvMapInt::ourInaccessibleShipyard(const CGObjectInstance *obj) const
|
|
{
|
|
const IShipyard *ret = IShipyard::castFrom(obj);
|
|
|
|
if(!ret || obj->tempOwner != player || CCS->curh->type || (CCS->curh->frame != 6 && CCS->curh->frame != 0))
|
|
return nullptr;
|
|
|
|
return ret;
|
|
}
|
|
|
|
void CAdvMapInt::aiTurnStarted()
|
|
{
|
|
adjustActiveness(true);
|
|
CCS->musich->playMusicFromSet("enemy-turn", true);
|
|
adventureInt->minimap.setAIRadar(true);
|
|
adventureInt->infoBar.startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());
|
|
adventureInt->infoBar.showAll(screen);//force refresh on inactive object
|
|
}
|
|
|
|
void CAdvMapInt::adjustActiveness(bool aiTurnStart)
|
|
{
|
|
bool wasActive = isActive();
|
|
|
|
if(wasActive)
|
|
deactivate();
|
|
adventureInt->duringAITurn = aiTurnStart;
|
|
if(wasActive)
|
|
activate();
|
|
}
|
|
|
|
CAdventureOptions::CAdventureOptions():
|
|
CWindowObject(PLAYER_COLORED, "ADVOPTS")
|
|
{
|
|
OBJ_CONSTRUCTION_CAPTURING_ALL;
|
|
|
|
exit = new CAdventureMapButton("","",boost::bind(&CAdventureOptions::close, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
|
|
exit->assignedKeys.insert(SDLK_ESCAPE);
|
|
|
|
scenInfo = new CAdventureMapButton("","", boost::bind(&CAdventureOptions::close, 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(&CAdventureOptions::close, this), 24, 81, "ADVPUZ.DEF");
|
|
puzzle->callback += boost::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT);
|
|
|
|
dig = new CAdventureMapButton("","", boost::bind(&CAdventureOptions::close, this), 24, 139, "ADVDIG.DEF");
|
|
if(const CGHeroInstance *h = adventureInt->curHero())
|
|
dig->callback += boost::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()));
|
|
}
|
|
}
|