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vcmi/client/CAdvmapInterface.cpp
Michał W. Urbańczyk 617e1f962e New files for lib:
* lib/ERMScriptModule.cpp
* lib/ERMScriptModule.h
* lib/CObstacleInstance.h

More jugglery with callbacks. Moving stuff from CGameState to CGameInfoCallback. Work on unified game events interface for player (AI or GUI) and script module. Directing events to ERM interpretetr, first attempts of calling some triggers. Crashy, if there any scripts.
Some other changes, including fighting amount of includes in includes and tracking of hero visits (need further work).
2011-05-09 22:20:47 +00:00

2161 lines
56 KiB
C++

#include "AdventureMapButton.h"
#include "CAdvmapInterface.h"
#include "../CCallback.h"
#include "CCastleInterface.h"
#include "CCursorHandler.h"
#include "CGameInfo.h"
#include "CHeroWindow.h"
#include "CKingdomInterface.h"
#include "CMessage.h"
#include "CPlayerInterface.h"
#include "SDL_Extensions.h"
#include "CBitmapHandler.h"
#include "CConfigHandler.h"
#include "CSpellWindow.h"
#include "Graphics.h"
#include "CDefHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CObjectHandler.h"
#include "../lib/CTownHandler.h"
#include "../lib/map.h"
#include "mapHandler.h"
#include "../stdafx.h"
#include <boost/algorithm/string.hpp>
#include <boost/algorithm/string/replace.hpp>
#include <boost/assign/std/vector.hpp>
#include <boost/thread.hpp>
#include <sstream>
#include "CPreGame.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/CSpellHandler.h"
#include <boost/foreach.hpp>
#include "CSoundBase.h"
#include "../lib/CGameState.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(bool draw)
{
int3 mapSizes = LOCPLINT->cb->getMapSize();
statusbarTxt = CGI->generaltexth->zelp[291].first;
rcText = CGI->generaltexth->zelp[291].second;
pos.x=ADVOPT.minimapX;//630
pos.y=ADVOPT.minimapY;//26
pos.h=ADVOPT.minimapW;//144
pos.w=ADVOPT.minimapH;//144
temps = newSurface(pos.w,pos.h);
std::ifstream is(DATA_DIR "/config/minimap.txt",std::ifstream::in);
for (int i=0;i<TERRAIN_TYPES;i++)
{
std::pair<int,SDL_Color> vinya;
std::pair<int,SDL_Color> vinya2;
int pom;
is >> pom;
vinya2.first=vinya.first=pom;
is >> pom;
vinya.second.r=pom;
is >> pom;
vinya.second.g=pom;
is >> pom;
vinya.second.b=pom;
is >> pom;
vinya2.second.r=pom;
is >> pom;
vinya2.second.g=pom;
is >> pom;
vinya2.second.b=pom;
vinya.second.unused=vinya2.second.unused=255;
colors.insert(vinya);
colorsBlocked.insert(vinya2);
}
is.close();
if (draw)
redraw();
}
CMinimap::~CMinimap()
{
SDL_FreeSurface(temps);
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::draw(SDL_Surface * to)
{
int3 mapSizes = LOCPLINT->cb->getMapSize();
//draw terrain
blitAt(map[adventureInt->position.z],0,0,temps);
//draw heroes
std::vector <const CGHeroInstance *> hh = LOCPLINT->cb->getHeroesInfo(false);
int mw = map[0]->w, mh = map[0]->h,
wo = mw/mapSizes.x, ho = mh/mapSizes.y;
for (size_t i=0; i < hh.size(); ++i)
{
int3 hpos = hh[i]->getPosition(false);
if(hpos.z!=adventureInt->position.z)
continue;
//float zawx = ((float)hpos.x/CGI->mh->sizes.x), zawy = ((float)hpos.y/CGI->mh->sizes.y);
int3 maplgp ( (hpos.x*mw)/mapSizes.x, (hpos.y*mh)/mapSizes.y, hpos.z );
for (int ii=0; 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(flObjs[adventureInt->position.z],0,0,temps);
blitAt(FoW[adventureInt->position.z],0,0,temps);
//draw radar
const int tilesw=(ADVOPT.advmapW+31)/32;
const int tilesh=(ADVOPT.advmapH+31)/32;
int bx = (((float)adventureInt->position.x)/(((float)mapSizes.x)))*pos.w,
by = (((float)adventureInt->position.y)/(((float)mapSizes.y)))*pos.h,
rx = (((float)tilesw)/(mapSizes.x))*((float)pos.w), //width
ry = (((float)tilesh)/(mapSizes.y))*((float)pos.h); //height
CSDL_Ext::drawDashedBorder(temps, Rect(bx, by, rx, ry), int3(255,75,125));
//blitAt(radar,bx,by,temps);
blitAt(temps,pos.x,pos.y,to);
}
void CMinimap::redraw(int level)// (level==-1) => redraw all levels
{
initMap(level);
//FoW
initFoW(level);
//flaggable objects
initFlaggableObjs(level);
//showing tiles
showVisibleTiles();
}
void CMinimap::initMap(int level)
{
/*for(int g=0; g<map.size(); ++g)
{
SDL_FreeSurface(map[g]);
}
map.clear();*/
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(pos.w,pos.h,screen);
else pom = map[i];
for (int x=0;x<pos.w;x++)
{
for (int y=0;y<pos.h;y++)
{
int mx=(mapSizes.x*x)/pos.w;
int my=(mapSizes.y*y)/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 CMinimap::initFoW(int level)
{
/*for(int g=0; g<FoW.size(); ++g)
{
SDL_FreeSurface(FoW[g]);
}
FoW.clear();*/
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::newSurface(pos.w, pos.h, CSDL_Ext::std32bppSurface);
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);
}
}
}
FoW.push_back(pt);
}
}
void CMinimap::initFlaggableObjs(int level)
{
/*for(int g=0; g<flObjs.size(); ++g)
{
SDL_FreeSurface(flObjs[g]);
}
flObjs.clear();*/
int3 mapSizes = LOCPLINT->cb->getMapSize();
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::newSurface(pos.w, pos.h, CSDL_Ext::std32bppSurface);
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 && (!previousState))
activateMouseMove();
else if (!down)
{
if (std::find(GH.motioninterested.begin(),GH.motioninterested.end(),this)!=GH.motioninterested.end())
deactivateMouseMove();
}
//ClickableL::clickLeft(down);
if (!((bool)down))
return;
float dx=((float)(GH.current->motion.x-pos.x))/((float)pos.w),
dy=((float)(GH.current->motion.y-pos.y))/((float)pos.h);
int3 newCPos;
newCPos.x = (CGI->mh->sizes.x*dx);
newCPos.y = (CGI->mh->sizes.y*dy);
newCPos.z = adventureInt->position.z;
adventureInt->centerOn(newCPos);
}
void CMinimap::hover (bool on)
{
//Hoverable::hover(on);
if (on)
adventureInt->statusbar.print(statusbarTxt);
else if (adventureInt->statusbar.current==statusbarTxt)
adventureInt->statusbar.clear();
}
void CMinimap::mouseMoved (const SDL_MouseMotionEvent & sEvent)
{
if (pressedL)
{
clickLeft(true, true);
}
}
void CMinimap::activate()
{
activateLClick();
activateRClick();
activateHover();
if (pressedL)
activateMouseMove();
}
void CMinimap::deactivate()
{
if (pressedL)
deactivateMouseMove();
deactivateLClick();
deactivateRClick();
deactivateHover();
}
void CMinimap::showTile(const int3 &pos)
{
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(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(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->b,
graphics->neutralColor->g,graphics->neutralColor->r);
else
SDL_PutPixelWithoutRefresh(flObjs[pos.z],maplgp.x+ii,maplgp.y+jj,graphics->playerColors[oo[v]->getOwner()].b,
graphics->playerColors[oo[v]->getOwner()].g,graphics->playerColors[oo[v]->getOwner()].r);
}
}
}
}
//flaggable objects drawn
}
void CMinimap::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)))
{
showTile(int3(x, y, d));
}
}
}
}
}
void CMinimap::hideTile(const int3 &pos)
{
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);
}
}
}
void CMinimap::show( SDL_Surface * to )
{
}
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 != true)
return;
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)
{
for (size_t i=0; i < currentPath->nodes.size()-1; ++i)
{
int pn=-1;//number of picture
if (i==0) //last tile
{
int x = 32*(currentPath->nodes[i].coord.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
y = 32*(currentPath->nodes[i].coord.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
if (x<0 || y<0 || x>pos.w || y>pos.h)
continue;
pn=0;
}
else
{
/*
* notation of arrow direction:
* 1 2 3
* 4 5 6
* 7 8 9
* ie. 157 means an arrow from left upper tile to left bottom tile through 5 (all arrows go through 5 in this notation)
*/
std::vector<CGPathNode> & cv = currentPath->nodes;
if (cv[i+1].coord.x == cv[i].coord.x-1 && cv[i+1].coord.y == cv[i].coord.y-1) //15x
{
if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //156
{
pn = 3;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //159
{
pn = 12;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y+1) //158
{
pn = 21;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //157
{
pn = 22;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //153
{
pn = 2;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y) //154
{
pn = 23;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //152
{
pn = 1;
}
}
else if (cv[i+1].coord.x == cv[i].coord.x && cv[i+1].coord.y == cv[i].coord.y-1) //25x
{
if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //253
{
pn = 2;
}
if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //256
{
pn = 3;
}
if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //259
{
pn = 4;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y+1) //258
{
pn = 13;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //257
{
pn = 22;
}
if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y) //254
{
pn = 23;
}
if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //251
{
pn = 24;
}
}
else if (cv[i+1].coord.x == cv[i].coord.x+1 && cv[i+1].coord.y == cv[i].coord.y-1) //35x
{
if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y+1) //358
{
pn = 5;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //357
{
pn = 14;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y) //354
{
pn = 23;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //351
{
pn = 24;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //359
{
pn = 4;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //356
{
pn = 3;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //352
{
pn = 17;
}
}
else if (cv[i+1].coord.x == cv[i].coord.x+1 && cv[i+1].coord.y == cv[i].coord.y) //65x
{
if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //657
{
pn = 6;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y) //654
{
pn = 15;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //651
{
pn = 24;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //652
{
pn = 17;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y+1) //658
{
pn = 5;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //653
{
pn = 18;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //659
{
pn = 4;
}
}
else if (cv[i+1].coord.x == cv[i].coord.x+1 && cv[i+1].coord.y == cv[i].coord.y+1) //95x
{
if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y) //954
{
pn = 7;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //951
{
pn = 16;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //952
{
pn = 17;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //957
{
pn = 6;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //953
{
pn = 18;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //956
{
pn = 19;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y+1) //958
{
pn = 5;
}
}
else if (cv[i+1].coord.x == cv[i].coord.x && cv[i+1].coord.y == cv[i].coord.y+1) //85x
{
if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //857
{
pn = 6;
}
if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y) //854
{
pn = 7;
}
if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //851
{
pn = 8;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //852
{
pn = 9;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //853
{
pn = 18;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //856
{
pn = 19;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //859
{
pn = 20;
}
}
else if (cv[i+1].coord.x == cv[i].coord.x-1 && cv[i+1].coord.y == cv[i].coord.y+1) //75x
{
if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //752
{
pn = 1;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //753
{
pn = 10;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //756
{
pn = 19;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //751
{
pn = 8;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //759
{
pn = 20;
}
}
else if (cv[i+1].coord.x == cv[i].coord.x-1 && cv[i+1].coord.y == cv[i].coord.y) //45x
{
if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y-1) //453
{
pn = 2;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y) //456
{
pn = 11;
}
else if(cv[i-1].coord.x == cv[i].coord.x+1 && cv[i-1].coord.y == cv[i].coord.y+1) //459
{
pn = 20;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y-1) //452
{
pn = 1;
}
else if(cv[i-1].coord.x == cv[i].coord.x && cv[i-1].coord.y == cv[i].coord.y+1) //456
{
pn = 21;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y-1) //451
{
pn = 8;
}
else if(cv[i-1].coord.x == cv[i].coord.x-1 && cv[i-1].coord.y == cv[i].coord.y+1) //457
{
pn = 22;
}
}
}
if (currentPath->nodes[i].turns)
pn+=25;
if (pn>=0)
{
CDefEssential * arrows = graphics->heroMoveArrows;
int x = 32*(currentPath->nodes[i].coord.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
y = 32*(currentPath->nodes[i].coord.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
if (x<0 || y<0 || x>pos.w || y>pos.h)
continue;
int hvx = (x+arrows->ourImages[pn].bitmap->w)-(pos.x+pos.w),
hvy = (y+arrows->ourImages[pn].bitmap->h)-(pos.y+pos.h);
SDL_Rect prevClip;
SDL_GetClipRect(to, &prevClip);
SDL_SetClipRect(to, extRect); //preventing blitting outside of that rect
if(ADVOPT.smoothMove) //version for smooth hero move, with pos shifts
{
if (hvx<0 && hvy<0)
{
Rect dstRect = genRect(32, 32, x + moveX, y + moveY);
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, NULL, to, &dstRect);
}
else if(hvx<0)
{
Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x + moveX, y + moveY);
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
}
else if (hvy<0)
{
Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
}
else
{
Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
}
}
else //standard version
{
if (hvx<0 && hvy<0)
{
Rect dstRect = genRect(32, 32, x, y);
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, NULL, to, &dstRect);
}
else if(hvx<0)
{
Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x, y);
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
}
else if (hvy<0)
{
Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x, y);
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
}
else
{
Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x, y);
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
}
}
SDL_SetClipRect(to, &prevClip);
}
} //for (int i=0;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,zwykly,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,zwykly,to);
temp.clear();
//updateRect(&pos,screen);
delete[] buf;
}
void CResDataBar::show( SDL_Surface * to )
{
}
void CResDataBar::showAll( SDL_Surface * to )
{
draw(to);
}
CInfoBar::CInfoBar()
{
toNextTick = mode = pom = -1;
pos.x=ADVOPT.infoboxX;
pos.y=ADVOPT.infoboxY;
pos.w=194;
pos.h=186;
day = CDefHandler::giveDef("NEWDAY.DEF");
week1 = CDefHandler::giveDef("NEWWEEK1.DEF");
week2 = CDefHandler::giveDef("NEWWEEK2.DEF");
week3 = CDefHandler::giveDef("NEWWEEK3.DEF");
week4 = CDefHandler::giveDef("NEWWEEK4.DEF");
selInfoWin = NULL;
}
CInfoBar::~CInfoBar()
{
delete day;
delete week1;
delete week2;
delete week3;
delete week4;
if(selInfoWin)
SDL_FreeSurface(selInfoWin);
}
void CInfoBar::showAll(SDL_Surface * to)
{
if ((mode>=0) && mode<5)
{
blitAnim(mode);
return;
}
else if (mode==5)
{
mode = -1;
}
if(selInfoWin)
{
blitAt(selInfoWin, pos.x, pos.y, to);
}
}
CDefHandler * CInfoBar::getAnim(int mode)
{
switch(mode)
{
case 0:
return day;
case 1:
return week1;
case 2:
return week2;
case 3:
return week3;
case 4:
return week4;
default:
return NULL;
}
}
void CInfoBar::blitAnim(int mode)//0 - day, 1 - week
{
CDefHandler * anim = NULL;
std::ostringstream txt;
anim = getAnim(mode);
if(mode) //new week animation
{
txt << CGI->generaltexth->allTexts[63] << " " << LOCPLINT->cb->getDate(2);
}
else //new day
{
txt << CGI->generaltexth->allTexts[64] << " " << LOCPLINT->cb->getDate(1);
}
blitAt(anim->ourImages[pom].bitmap,pos.x+9,pos.y+10);
printAtMiddle(txt.str(),pos.x+95,pos.y+31,FONT_MEDIUM,zwykly);
if (pom == anim->ourImages.size()-1)
toNextTick+=750;
}
void CInfoBar::newDay(int Day)
{
if(LOCPLINT->cb->getDate(1) != 1)
{
mode = 0; //showing day
}
else
{
switch(LOCPLINT->cb->getDate(2))
{
case 1:
mode = 1;
break;
case 2:
mode = 2;
break;
case 3:
mode = 3;
break;
case 4:
mode = 4;
break;
default:
mode = -1;
break;
}
}
pom = 0;
if(!(active & TIME))
activateTimer();
toNextTick = 500;
blitAnim(mode);
}
void CInfoBar::showComp(SComponent * comp, int time)
{
if(comp->type != SComponent::hero)
{
curSel = NULL;
}
SDL_Surface * b = BitmapHandler::loadBitmap("ADSTATOT.bmp");
blitAt(b,pos.x+8,pos.y+11);
blitAt(comp->getImg(),pos.x+52,pos.y+54);
printAtMiddle(comp->subtitle,pos.x+91,pos.y+158,FONT_SMALL,zwykly);
printAtMiddleWB(comp->description,pos.x+94,pos.y+31,FONT_SMALL,26,zwykly);
SDL_FreeSurface(b);
if(!(active & TIME))
activateTimer();
mode = 6;
toNextTick = time;
}
void CInfoBar::tick()
{
if(mode >= 0 && mode < 5)
{
pom++;
if (pom >= getAnim(mode)->ourImages.size())
{
deactivateTimer();
toNextTick = -1;
mode = 5;
showAll(screen2);
return;
}
toNextTick = 150;
blitAnim(mode);
}
else if(mode == 6)
{
deactivateTimer();
toNextTick = -1;
mode = 5;
showAll(screen2);
}
}
void CInfoBar::show( SDL_Surface * to )
{
}
void CInfoBar::activate()
{
//CIntObject::activate();
}
void CInfoBar::deactivate()
{
//CIntObject::deactivate();
if(active & TIME)
deactivateTimer();
}
void CInfoBar::updateSelection(const CGObjectInstance *obj)
{
if(obj->ID == HEROI_TYPE)
curSel = static_cast<const CGHeroInstance*>(obj);
else
curSel = NULL;
if(selInfoWin)
SDL_FreeSurface(selInfoWin);
selInfoWin = LOCPLINT->infoWin(obj);
}
CAdvMapInt::CAdvMapInt()
:statusbar(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG),
kingOverview(CGI->generaltexth->zelp[293].first,CGI->generaltexth->zelp[293].second,
boost::bind(&CAdvMapInt::fshowOverview,this),&ADVOPT.kingOverview, SDLK_k),
underground(CGI->generaltexth->zelp[294].first,CGI->generaltexth->zelp[294].second,
boost::bind(&CAdvMapInt::fswitchLevel,this),&ADVOPT.underground, SDLK_u),
questlog(CGI->generaltexth->zelp[295].first,CGI->generaltexth->zelp[295].second,
boost::bind(&CAdvMapInt::fshowQuestlog,this),&ADVOPT.questlog, SDLK_q),
sleepWake(CGI->generaltexth->zelp[296].first,CGI->generaltexth->zelp[296].second,
boost::bind(&CAdvMapInt::fsleepWake,this), &ADVOPT.sleepWake, SDLK_w),
moveHero(CGI->generaltexth->zelp[297].first,CGI->generaltexth->zelp[297].second,
boost::bind(&CAdvMapInt::fmoveHero,this), &ADVOPT.moveHero, SDLK_m),
spellbook(CGI->generaltexth->zelp[298].first,CGI->generaltexth->zelp[298].second,
boost::bind(&CAdvMapInt::fshowSpellbok,this), &ADVOPT.spellbook, SDLK_c),
advOptions(CGI->generaltexth->zelp[299].first,CGI->generaltexth->zelp[299].second,
boost::bind(&CAdvMapInt::fadventureOPtions,this), &ADVOPT.advOptions, SDLK_a),
sysOptions(CGI->generaltexth->zelp[300].first,CGI->generaltexth->zelp[300].second,
boost::bind(&CAdvMapInt::fsystemOptions,this), &ADVOPT.sysOptions, SDLK_o),
nextHero(CGI->generaltexth->zelp[301].first,CGI->generaltexth->zelp[301].second,
boost::bind(&CAdvMapInt::fnextHero,this), &ADVOPT.nextHero, SDLK_h),
endTurn(CGI->generaltexth->zelp[302].first,CGI->generaltexth->zelp[302].second,
boost::bind(&CAdvMapInt::fendTurn,this), &ADVOPT.endTurn, SDLK_e),
heroList(ADVOPT.hlistSize),
townList(ADVOPT.tlistSize,ADVOPT.tlistX,ADVOPT.tlistY,ADVOPT.tlistAU,ADVOPT.tlistAD)//(5,&genRect(192,48,747,196),747,196,747,372),
{
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);
}
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()
{
}
void CAdvMapInt::fmoveHero()
{
const CGHeroInstance *h = curHero();
if (!h || !terrain.currentPath)
return;
LOCPLINT->moveHero(h, *terrain.currentPath);
}
void CAdvMapInt::fshowSpellbok()
{
if (!curHero()) //checking necessary values
return;
centerOn(selection);
CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), curHero(), LOCPLINT, false);
GH.pushInt(spellWindow);
}
void CAdvMapInt::fadventureOPtions()
{
GH.pushInt(new CAdventureOptions);
}
void CAdvMapInt::fsystemOptions()
{
CSystemOptionsWindow * sysopWindow = new CSystemOptionsWindow(Rect::createCentered(487, 481), LOCPLINT);
GH.pushInt(sysopWindow);
}
void CAdvMapInt::fnextHero()
{
if(!LOCPLINT->wanderingHeroes.size()) //no wandering heroes
return;
int start = heroList.selected;
int i = start;
do
{
i++;
if(i >= LOCPLINT->wanderingHeroes.size())
i = 0;
} while (!LOCPLINT->wanderingHeroes[i]->movement && i!=start);
heroList.select(i);
}
void CAdvMapInt::fendTurn()
{
if(LOCPLINT->cingconsole->active)
LOCPLINT->cingconsole->deactivate();
LOCPLINT->makingTurn = false;
LOCPLINT->cb->endTurn();
}
void CAdvMapInt::activate()
{
if(isActive())
{
tlog1 << "Error: advmapint already active...\n";
return;
}
screenBuf = screen;
GH.statusbar = &statusbar;
activateMouseMove();
kingOverview.activate();
underground.activate();
questlog.activate();
sleepWake.activate();
moveHero.activate();
spellbook.activate();
sysOptions.activate();
advOptions.activate();
nextHero.activate();
endTurn.activate();
minimap.activate();
heroList.activate();
townList.activate();
terrain.activate();
infoBar.activate();
if(!LOCPLINT->cingconsole->active)
LOCPLINT->cingconsole->activate();
GH.fakeMouseMove(); //to restore the cursor
}
void CAdvMapInt::deactivate()
{
deactivateMouseMove();
scrollingDir = 0;
CCS->curh->changeGraphic(0,0);
kingOverview.deactivate();
underground.deactivate();
questlog.deactivate();
sleepWake.deactivate();
moveHero.deactivate();
spellbook.deactivate();
advOptions.deactivate();
sysOptions.deactivate();
nextHero.deactivate();
endTurn.deactivate();
minimap.deactivate();
heroList.deactivate();
townList.deactivate();
terrain.deactivate();
infoBar.deactivate();
infoBar.mode=-1;
if(LOCPLINT->cingconsole->active) //TODO
LOCPLINT->cingconsole->deactivate();
}
void CAdvMapInt::showAll(SDL_Surface *to)
{
blitAt(bg,0,0,to);
if(state != INGAME)
return;
kingOverview.showAll(to);
underground.showAll(to);
questlog.showAll(to);
sleepWake.showAll(to);
moveHero.showAll(to);
spellbook.showAll(to);
advOptions.showAll(to);
sysOptions.showAll(to);
nextHero.showAll(to);
endTurn.showAll(to);
minimap.draw(to);
heroList.draw(to);
townList.draw(to);
updateScreen = true;
show(to);
resdatabar.draw(to);
statusbar.show(to);
infoBar.showAll(to);
LOCPLINT->cingconsole->show(to);
}
void CAdvMapInt::show(SDL_Surface *to)
{
if(state != INGAME)
return;
++animValHitCount; //for animations
if(animValHitCount == 8)
{
CGI->mh->updateWater();
animValHitCount = 0;
++anim;
updateScreen = true;
}
++heroAnim;
//if advmap needs updating AND (no dialog is shown OR ctrl is pressed)
if((animValHitCount % (4/LOCPLINT->sysOpts.mapScrollingSpeed)) == 0
&& (
(GH.topInt() == this)
|| SDL_GetKeyState(NULL)[SDLK_LCTRL]
|| SDL_GetKeyState(NULL)[SDLK_RCTRL])
)
{
if( (scrollingDir & LEFT) && (position.x>-CGI->mh->frameW) )
position.x--;
if( (scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - CGI->mh->tilesW + CGI->mh->frameW) )
position.x++;
if( (scrollingDir & UP) && (position.y>-CGI->mh->frameH) )
position.y--;
if( (scrollingDir & DOWN) && (position.y < CGI->mh->map->height - CGI->mh->tilesH + CGI->mh->frameH) )
position.y++;
if(scrollingDir)
{
updateScreen = true;
updateMinimap=true;
}
}
if(updateScreen)
{
terrain.show(to);
for(int i=0;i<4;i++)
blitAt(gems[i]->ourImages[LOCPLINT->playerID].bitmap,ADVOPT.gemX[i],ADVOPT.gemY[i],to);
updateScreen=false;
LOCPLINT->cingconsole->show(to);
}
if (updateMinimap)
{
minimap.draw(to);
updateMinimap=false;
}
}
void CAdvMapInt::selectionChanged()
{
const CGTownInstance *to = LOCPLINT->towns[townList.selected];
select(to);
}
void CAdvMapInt::centerOn(int3 on)
{
on.x -= CGI->mh->frameW;
on.y -= CGI->mh->frameH;
on = LOCPLINT->repairScreenPos(on);
adventureInt->position = on;
adventureInt->updateScreen=true;
updateMinimap=true;
underground.setIndex(on.z,true); //change underground switch button image
if(GH.topInt() == this)
underground.redraw();
}
void CAdvMapInt::centerOn(const CGObjectInstance *obj)
{
centerOn(obj->getSightCenter());
}
void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
{
ui8 Dir = 0;
int k = key.keysym.sym;
const CGHeroInstance *h = curHero(); //selected hero
const CGTownInstance *t = curTown(); //selected town
switch(k)
{
case SDLK_i:
if(isActive())
CAdventureOptions::showScenarioInfo();
return;
case SDLK_s:
if(isActive())
GH.pushInt(new CSavingScreen(CPlayerInterface::howManyPeople > 1));
return;
case SDLK_d:
{
if(h && isActive() && key.state == SDL_PRESSED)
LOCPLINT->tryDiggging(h);
return;
}
case SDLK_p:
if(isActive())
LOCPLINT->showPuzzleMap();
return;
case SDLK_SPACE: //space - try to revisit current object with selected hero
{
if(!isActive())
return;
if(h && key.state == SDL_PRESSED)
{
LOCPLINT->pim->unlock();
LOCPLINT->cb->moveHero(h,h->pos);
LOCPLINT->pim->lock();
}
}
return;
case SDLK_RETURN:
{
if(!isActive() || !selection || key.state != SDL_PRESSED)
return;
if(h)
LOCPLINT->openHeroWindow(h);
else if(t)
LOCPLINT->openTownWindow(t);
return;
}
case SDLK_ESCAPE:
{
if(isActive() || GH.topInt() != this || !spellBeingCasted || key.state != SDL_PRESSED)
return;
leaveCastingMode();
return;
}
case SDLK_t:
{
//act on key down if marketplace windows is not already opened
if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS) return;
//check if we have any marketplace
const CGTownInstance *townWithMarket = NULL;
BOOST_FOREACH(const CGTownInstance *t, LOCPLINT->cb->getTownsInfo())
{
if(vstd::contains(t->builtBuildings, 14))
{
townWithMarket = t;
break;
}
}
if(townWithMarket) //if any town has marketplace, open window
GH.pushInt(new CMarketplaceWindow(townWithMarket));
else //if not - complain
LOCPLINT->showInfoDialog("No available marketplace!", std::vector<SComponent*>(), soundBase::sound_todo);
return;
}
default:
{
static const int3 directions[] = { int3(-1, +1, 0), int3(0, +1, 0), int3(+1, +1, 0),
int3(-1, 0, 0), int3(0, 0, 0), int3(+1, 0, 0),
int3(-1, -1, 0), int3(0, -1, 0), int3(+1, -1, 0) };
//numpad arrow
if(isArrowKey(SDLKey(k)))
{
switch(k)
{
case SDLK_UP:
Dir = UP;
break;
case SDLK_LEFT:
Dir = LEFT;
break;
case SDLK_RIGHT:
Dir = RIGHT;
break;
case SDLK_DOWN:
Dir = DOWN;
break;
}
k = arrowToNum(SDLKey(k));
}
if(!isActive() || LOCPLINT->ctrlPressed())//ctrl makes arrow move screen, not hero
break;
k -= SDLK_KP0 + 1;
if(k < 0 || k > 8 || key.state != SDL_PRESSED)
return;
if(!h)
break;
if(k == 4)
{
centerOn(h);
return;
}
int3 dir = directions[k];
CGPath &path = LOCPLINT->paths[h];
terrain.currentPath = &path;
if(!LOCPLINT->cb->getPath2(h->getPosition(false) + dir, path))
{
terrain.currentPath = NULL;
return;
}
if(!path.nodes[0].turns)
{
LOCPLINT->moveHero(h, path);
}
}
return;
}
if(Dir && key.state == SDL_PRESSED //arrow is pressed
&& LOCPLINT->ctrlPressed()
)
scrollingDir |= Dir;
else
scrollingDir &= ~Dir;
}
void CAdvMapInt::handleRightClick(std::string text, tribool down)
{
if(down)
{
CRClickPopup::createAndPush(text);
}
}
int3 CAdvMapInt::verifyPos(int3 ver)
{
if (ver.x<0)
ver.x=0;
if (ver.y<0)
ver.y=0;
if (ver.z<0)
ver.z=0;
if (ver.x>=CGI->mh->sizes.x)
ver.x=CGI->mh->sizes.x-1;
if (ver.y>=CGI->mh->sizes.y)
ver.y=CGI->mh->sizes.y-1;
if (ver.z>=CGI->mh->sizes.z)
ver.z=CGI->mh->sizes.z-1;
return ver;
}
void CAdvMapInt::select(const CArmedInstance *sel, bool centerView /*= true*/)
{
assert(sel);
LOCPLINT->cb->setSelection(sel);
selection = sel;
if(centerView)
centerOn(sel);
terrain.currentPath = NULL;
if(sel->ID==TOWNI_TYPE)
{
int pos = vstd::findPos(LOCPLINT->towns,sel);
townList.selected = pos;
townList.fixPos();
}
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);
}
townList.draw(screen);
heroList.draw(screen);
infoBar.updateSelection(sel);
infoBar.showAll(screen);
}
void CAdvMapInt::mouseMoved( const SDL_MouseMotionEvent & sEvent )
{
//adventure map scrolling with mouse
if(!SDL_GetKeyState(NULL)[SDLK_LCTRL] && isActive())
{
if(sEvent.x<15)
{
scrollingDir |= LEFT;
}
else
{
scrollingDir &= ~LEFT;
}
if(sEvent.x>screen->w-15)
{
scrollingDir |= RIGHT;
}
else
{
scrollingDir &= ~RIGHT;
}
if(sEvent.y<15)
{
scrollingDir |= UP;
}
else
{
scrollingDir &= ~UP;
}
if(sEvent.y>screen->h-15)
{
scrollingDir |= DOWN;
}
else
{
scrollingDir &= ~DOWN;
}
}
}
bool CAdvMapInt::isActive()
{
return active & ~CIntObject::KEYBOARD;
}
void CAdvMapInt::startHotSeatWait(int Player)
{
state = WAITING;
}
void CAdvMapInt::setPlayer(int Player)
{
player = Player;
graphics->blueToPlayersAdv(bg,player);
kingOverview.setPlayerColor(player);
underground.setPlayerColor(player);
questlog.setPlayerColor(player);
sleepWake.setPlayerColor(player);
moveHero.setPlayerColor(player);
spellbook.setPlayerColor(player);
sysOptions.setPlayerColor(player);
advOptions.setPlayerColor(player);
nextHero.setPlayerColor(player);
endTurn.setPlayerColor(player);
graphics->blueToPlayersAdv(resdatabar.bg,player);
//heroList.updateHList();
//townList.genList();
}
void CAdvMapInt::startTurn()
{
state = INGAME;
}
void CAdvMapInt::tileLClicked(const int3 &mp)
{
if(!LOCPLINT->cb->isVisible(mp))
return;
std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mp), //blocking objects at tile
vobjs = LOCPLINT->cb->getVisitableObjs(mp); //visitable objects
const TerrainTile *tile = LOCPLINT->cb->getTile(mp);
const CGObjectInstance *topBlocking = bobjs.size() ? bobjs.back() : NULL;
int3 selPos = selection->getSightCenter();
if(spellBeingCasted && isInScreenRange(selPos, mp))
{
const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
switch(spellBeingCasted->id)
{
case Spells::SCUTTLE_BOAT: //Scuttle Boat
if(topBlocking && topBlocking->ID == 8)
leaveCastingMode(true, mp);
break;
case Spells::DIMENSION_DOOR:
if(!tile || tile->isClear(heroTile))
leaveCastingMode(true, mp);
break;
}
return;
}
//check if we can select this object
bool canSelect = topBlocking && topBlocking->ID == HEROI_TYPE && topBlocking->tempOwner == LOCPLINT->playerID;
canSelect |= topBlocking && topBlocking->ID == TOWNI_TYPE && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
if (selection->ID != HEROI_TYPE) //hero is not selected (presumably town)
{
assert(!terrain.currentPath); //path can be active only when hero is selected
if(selection == topBlocking) //selected town clicked
LOCPLINT->openTownWindow(static_cast<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(mp);
if(currentHero == topBlocking) //clicked selected hero
{
LOCPLINT->openHeroWindow(currentHero);
return;
}
else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
{
select(static_cast<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() == mp)//we'll be moving
{
LOCPLINT->moveHero(currentHero,*terrain.currentPath);
return;
}
else if(mp.z == currentHero->pos.z) //remove old path and find a new one if we clicked on the map level on which hero is present
{
CGPath &path = LOCPLINT->paths[currentHero];
terrain.currentPath = &path;
if(!LOCPLINT->cb->getPath2(mp, path)) //try getting path, erase if failed
LOCPLINT->eraseCurrentPathOf(currentHero);
else
return;
}
}
} //end of hero is selected "case"
else
{
throw std::string("Nothing is selected...");
}
if(const IShipyard *shipyard = ourInaccessibleShipyard(topBlocking))
{
LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
}
}
void CAdvMapInt::tileHovered(const int3 &tile)
{
if(!LOCPLINT->cb->isVisible(tile))
{
CCS->curh->changeGraphic(0, 0);
statusbar.clear();
return;
}
std::vector<std::string> temp = LOCPLINT->cb->getObjDescriptions(tile);
if (temp.size())
{
boost::replace_all(temp.back(),"\n"," ");
statusbar.print(temp.back());
}
else
{
std::string hlp;
CGI->mh->getTerrainDescr(tile, hlp, false);
statusbar.print(hlp);
}
const CGPathNode *pnode = LOCPLINT->cb->getPathInfo(tile);
std::vector<const CGObjectInstance *> objs = LOCPLINT->cb->getBlockingObjs(tile);
const CGObjectInstance *objAtTile = objs.size() ? objs.back() : NULL;
bool accessible = pnode->turns < 255;
int turns = pnode->turns;
amin(turns, 3);
if(!selection) //may occur just at the start of game (fake move before full intiialization)
return;
if(spellBeingCasted)
{
switch(spellBeingCasted->id)
{
case Spells::SCUTTLE_BOAT:
if(objAtTile && objAtTile->ID == 8)
CCS->curh->changeGraphic(0, 42);
else
CCS->curh->changeGraphic(0, 0);
return;
case Spells::DIMENSION_DOOR:
{
const TerrainTile *t = LOCPLINT->cb->getTile(tile, false);
int3 hpos = selection->getSightCenter();
if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, tile))
CCS->curh->changeGraphic(0, 41);
else
CCS->curh->changeGraphic(0, 0);
return;
}
}
}
const bool guardingCreature = CGI->mh->map->isInTheMap(LOCPLINT->cb->guardingCreaturePosition(tile));
if(selection->ID == TOWNI_TYPE)
{
if(objAtTile)
{
if(objAtTile->ID == TOWNI_TYPE && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner))
CCS->curh->changeGraphic(0, 3);
else if(objAtTile->ID == HEROI_TYPE && objAtTile->tempOwner == LOCPLINT->playerID)
CCS->curh->changeGraphic(0, 2);
}
else
CCS->curh->changeGraphic(0, 0);
}
else if(const CGHeroInstance *h = curHero())
{
if(objAtTile)
{
if(objAtTile->ID == HEROI_TYPE)
{
if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy hero
{
if(accessible)
CCS->curh->changeGraphic(0, 5 + turns*6);
else
CCS->curh->changeGraphic(0, 0);
}
else //our or ally hero
{
if(selection == objAtTile)
CCS->curh->changeGraphic(0, 2);
else if(accessible)
CCS->curh->changeGraphic(0, 8 + turns*6);
else
CCS->curh->changeGraphic(0, 2);
}
}
else if(objAtTile->ID == TOWNI_TYPE)
{
if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy town
{
if(accessible)
{
const CGTownInstance* townObj = dynamic_cast<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 &mp)
{
if(spellBeingCasted)
{
leaveCastingMode();
return;
}
if(!LOCPLINT->cb->isVisible(mp))
{
CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
return;
}
std::vector < const CGObjectInstance * > objs = LOCPLINT->cb->getBlockingObjs(mp);
if(!objs.size())
{
// Bare or undiscovered terrain
const TerrainTile * tile = LOCPLINT->cb->getTile(mp);
if (tile)
{
std::string hlp;
CGI->mh->getTerrainDescr(mp, hlp, true);
CRClickPopup::createAndPush(hlp);
}
return;
}
const CGObjectInstance * obj = objs.back();
CRClickPopup::createAndPush(obj, GH.current->motion, CENTER);
}
void CAdvMapInt::enterCastingMode(const CSpell * sp)
{
using namespace Spells;
assert(sp->id == SCUTTLE_BOAT || sp->id == DIMENSION_DOOR);
spellBeingCasted = sp;
deactivate();
terrain.activate();
GH.fakeMouseMove();
}
void CAdvMapInt::leaveCastingMode(bool cast /*= false*/, int3 dest /*= int3(-1, -1, -1)*/)
{
assert(spellBeingCasted);
int id = spellBeingCasted->id;
spellBeingCasted = NULL;
terrain.deactivate();
activate();
if(cast)
LOCPLINT->cb->castSpell(curHero(), id, dest);
else
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
}
const CGHeroInstance * CAdvMapInt::curHero() const
{
if(selection && selection->ID == HEROI_TYPE)
return static_cast<const CGHeroInstance *>(selection);
else
return NULL;
}
const CGTownInstance * CAdvMapInt::curTown() const
{
if(selection && selection->ID == 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;
}
CAdventureOptions::CAdventureOptions()
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
bg = new CPicture("ADVOPTS.bmp");
graphics->blueToPlayersAdv(bg->bg, LOCPLINT->playerID);
pos = bg->center();
exit = new AdventureMapButton("","",boost::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
exit->assignedKeys.insert(SDLK_ESCAPE);
//scenInfo = new AdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 24, "ADVINFO.DEF",SDLK_i);
scenInfo = new AdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 198, "ADVINFO.DEF",SDLK_i);
scenInfo->callback += CAdventureOptions::showScenarioInfo;
//viewWorld = new AdventureMapButton("","",boost::bind(&CGuiHandler::popIntTotally, &GH, this), 204, 313, "IOK6432.DEF",SDLK_RETURN);
puzzle = new AdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 81, "ADVPUZ.DEF");
puzzle->callback += boost::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT);
dig = new AdventureMapButton("","", boost::bind(&CGuiHandler::popIntTotally, &GH, this), 24, 139, "ADVDIG.DEF");
if(const CGHeroInstance *h = adventureInt->curHero())
dig->callback += boost::bind(&CPlayerInterface::tryDiggging, LOCPLINT, h);
else
dig->block(true);
}
CAdventureOptions::~CAdventureOptions()
{
}
void CAdventureOptions::showScenarioInfo()
{
GH.pushInt(new CScenarioInfo(LOCPLINT->cb->getMapHeader(), LOCPLINT->cb->getStartInfo()));
}