/
CAdvmapInterface.cpp
1560 lines (1385 loc) · 42.5 KB
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CAdvmapInterface.cpp
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#include "StdInc.h"
#include "CAdvmapInterface.h"
#include "../CCallback.h"
#include "CCastleInterface.h"
#include "gui/CCursorHandler.h"
#include "CGameInfo.h"
#include "CHeroWindow.h"
#include "CKingdomInterface.h"
#include "CMessage.h"
#include "CPlayerInterface.h"
#include "gui/SDL_Extensions.h"
#include "CBitmapHandler.h"
#include "../lib/CConfigHandler.h"
#include "CSpellWindow.h"
#include "Graphics.h"
#include "CDefHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/mapObjects/CGHeroInstance.h"
#include "../lib/CTownHandler.h"
#include "../lib/mapping/CMap.h"
#include "../lib/JsonNode.h"
#include "mapHandler.h"
#include "CPreGame.h"
#include "../lib/VCMI_Lib.h"
#include "../lib/CSpellHandler.h"
#include "../lib/CSoundBase.h"
#include "../lib/CGameState.h"
#include "CMusicHandler.h"
#include "gui/CGuiHandler.h"
#include "gui/CIntObjectClasses.h"
#include "../lib/UnlockGuard.h"
#ifdef _MSC_VER
#pragma warning (disable : 4355)
#endif
/*
* CAdvMapInterface.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#define ADVOPT (conf.go()->ac)
using namespace boost::logic;
using namespace boost::assign;
using namespace CSDL_Ext;
CAdvMapInt *adventureInt;
CTerrainRect::CTerrainRect()
:curHoveredTile(-1,-1,-1), currentPath(nullptr)
{
tilesw=(ADVOPT.advmapW+31)/32;
tilesh=(ADVOPT.advmapH+31)/32;
pos.x=ADVOPT.advmapX;
pos.y=ADVOPT.advmapY;
pos.w=ADVOPT.advmapW;
pos.h=ADVOPT.advmapH;
moveX = moveY = 0;
addUsedEvents(LCLICK | RCLICK | HOVER | MOVE);
}
void CTerrainRect::deactivate()
{
CIntObject::deactivate();
curHoveredTile = int3(-1,-1,-1); //we lost info about hovered tile when disabling
}
void CTerrainRect::clickLeft(tribool down, bool previousState)
{
if ((down==false) || indeterminate(down))
return;
int3 mp = whichTileIsIt();
if (mp.x<0 || mp.y<0 || mp.x >= LOCPLINT->cb->getMapSize().x || mp.y >= LOCPLINT->cb->getMapSize().y)
return;
adventureInt->tileLClicked(mp);
}
void CTerrainRect::clickRight(tribool down, bool previousState)
{
int3 mp = whichTileIsIt();
if (CGI->mh->map->isInTheMap(mp) && down)
adventureInt->tileRClicked(mp);
}
void CTerrainRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
{
int3 tHovered = whichTileIsIt(sEvent.x,sEvent.y);
int3 pom = adventureInt->verifyPos(tHovered);
if(tHovered != pom) //tile outside the map
{
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
return;
}
if (pom != curHoveredTile)
curHoveredTile=pom;
else
return;
adventureInt->tileHovered(curHoveredTile);
}
void CTerrainRect::hover(bool on)
{
if (!on)
{
adventureInt->statusbar.clear();
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
}
//Hoverable::hover(on);
}
void CTerrainRect::showPath(const SDL_Rect * extRect, SDL_Surface * to)
{
const static int pns[9][9] = {
{16, 17, 18, 7, -1, 19, 6, 5, -1},
{ 8, 9, 18, 7, -1, 19, 6, -1, 20},
{ 8, 1, 10, 7, -1, 19, -1, 21, 20},
{24, 17, 18, 15, -1, -1, 6, 5, 4},
{-1, -1, -1, -1, -1, -1, -1, -1, -1},
{ 8, 1, 2, -1, -1, 11, 22, 21, 20},
{24, 17, -1, 23, -1, 3, 14, 5, 4},
{24, -1, 2, 23, -1, 3, 22, 13, 4},
{-1, 1, 2, 23, -1, 3, 22, 21, 12}
}; //table of magic values TODO meaning, change variable name
for (int i=0; i < (int)currentPath->nodes.size()-1; ++i)
{
const int3 &curPos = currentPath->nodes[i].coord, &nextPos = currentPath->nodes[i+1].coord;
if(curPos.z != adventureInt->position.z)
continue;
int pn=-1;//number of picture
if (i==0) //last tile
{
int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
if (x<0 || y<0 || x>pos.w || y>pos.h)
continue;
pn=0;
}
else
{
const int3 &prevPos = currentPath->nodes[i-1].coord;
std::vector<CGPathNode> & cv = currentPath->nodes;
/* Vector directions
* 0 1 2
* \ | /
* 3 - 4 - 5
* / | \
* 6 7 8
*For example:
* |
* |__\
* /
* is id1=7, id2=5 (pns[7][5])
*/
bool pathContinuous = curPos.areNeighbours(nextPos) && curPos.areNeighbours(prevPos);
if(pathContinuous && cv[i].land == cv[i+1].land)
{
int id1=(curPos.x-nextPos.x+1)+3*(curPos.y-nextPos.y+1); //Direction of entering vector
int id2=(cv[i-1].coord.x-curPos.x+1)+3*(cv[i-1].coord.y-curPos.y+1); //Direction of exiting vector
pn=pns[id1][id2];
}
else //path discontinuity or sea/land transition (eg. when moving through Subterranean Gate or Boat)
{
pn = 0;
}
}
if (currentPath->nodes[i].turns)
pn+=25;
if (pn>=0)
{
CDefEssential * arrows = graphics->heroMoveArrows;
int x = 32*(curPos.x-adventureInt->position.x)+CGI->mh->offsetX + pos.x,
y = 32*(curPos.y-adventureInt->position.y)+CGI->mh->offsetY + pos.y;
if (x< -32 || y< -32 || x>pos.w || y>pos.h)
continue;
int hvx = (x+arrows->ourImages[pn].bitmap->w)-(pos.x+pos.w),
hvy = (y+arrows->ourImages[pn].bitmap->h)-(pos.y+pos.h);
SDL_Rect prevClip;
SDL_GetClipRect(to, &prevClip);
SDL_SetClipRect(to, extRect); //preventing blitting outside of that rect
if(ADVOPT.smoothMove) //version for smooth hero move, with pos shifts
{
if (hvx<0 && hvy<0)
{
Rect dstRect = genRect(32, 32, x + moveX, y + moveY);
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, nullptr, to, &dstRect);
}
else if(hvx<0)
{
Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x + moveX, y + moveY);
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
}
else if (hvy<0)
{
Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
}
else
{
Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY);
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
}
}
else //standard version
{
if (hvx<0 && hvy<0)
{
Rect dstRect = genRect(32, 32, x, y);
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, nullptr, to, &dstRect);
}
else if(hvx<0)
{
Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0);
Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x, y);
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
}
else if (hvy<0)
{
Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x, y);
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
}
else
{
Rect srcRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, 0, 0);
Rect dstRect = genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x, y);
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, &srcRect, to, &dstRect);
}
}
SDL_SetClipRect(to, &prevClip);
}
} //for (int i=0;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)
{
}
CResDataBar::CResDataBar(const std::string &defname, int x, int y, int offx, int offy, int resdist, int datedist)
{
bg = BitmapHandler::loadBitmap(defname);
CSDL_Ext::setDefaultColorKey(bg);
graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
pos = genRect(bg->h, bg->w, pos.x+x, pos.y+y);
txtpos.resize(8);
for (int i = 0; i < 8 ; i++)
{
txtpos[i].first = pos.x + offx + resdist*i;
txtpos[i].second = pos.y + offy;
}
txtpos[7].first = txtpos[6].first + datedist;
datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
addUsedEvents(RCLICK);
}
CResDataBar::CResDataBar()
{
bg = BitmapHandler::loadBitmap(ADVOPT.resdatabarG);
CSDL_Ext::setDefaultColorKey(bg);
graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
pos = genRect(bg->h,bg->w,ADVOPT.resdatabarX,ADVOPT.resdatabarY);
txtpos.resize(8);
for (int i = 0; i < 8 ; i++)
{
txtpos[i].first = pos.x + ADVOPT.resOffsetX + ADVOPT.resDist*i;
txtpos[i].second = pos.y + ADVOPT.resOffsetY;
}
txtpos[7].first = txtpos[6].first + ADVOPT.resDateDist;
datetext = CGI->generaltexth->allTexts[62]+": %s, " + CGI->generaltexth->allTexts[63]
+ ": %s, " + CGI->generaltexth->allTexts[64] + ": %s";
}
CResDataBar::~CResDataBar()
{
SDL_FreeSurface(bg);
}
void CResDataBar::draw(SDL_Surface * to)
{
blitAt(bg,pos.x,pos.y,to);
for (auto i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))
{
std::string text = boost::lexical_cast<std::string>(LOCPLINT->cb->getResourceAmount(i));
graphics->fonts[FONT_SMALL]->renderTextLeft(to, text, Colors::WHITE, Point(txtpos[i].first,txtpos[i].second));
}
std::vector<std::string> temp;
temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::MONTH)));
temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK)));
temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK)));
graphics->fonts[FONT_SMALL]->renderTextLeft(to, processStr(datetext,temp), Colors::WHITE, Point(txtpos[7].first,txtpos[7].second));
}
void CResDataBar::show(SDL_Surface * to)
{
}
void CResDataBar::showAll(SDL_Surface * to)
{
draw(to);
}
CAdvMapInt::CAdvMapInt():
minimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH)),
statusbar(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG),
kingOverview(CGI->generaltexth->zelp[293].first,CGI->generaltexth->zelp[293].second,
std::bind(&CAdvMapInt::fshowOverview,this),&ADVOPT.kingOverview, SDLK_k),
underground(CGI->generaltexth->zelp[294].first,CGI->generaltexth->zelp[294].second,
std::bind(&CAdvMapInt::fswitchLevel,this),&ADVOPT.underground, SDLK_u),
questlog(CGI->generaltexth->zelp[295].first,CGI->generaltexth->zelp[295].second,
std::bind(&CAdvMapInt::fshowQuestlog,this),&ADVOPT.questlog, SDLK_q),
sleepWake(CGI->generaltexth->zelp[296].first,CGI->generaltexth->zelp[296].second,
std::bind(&CAdvMapInt::fsleepWake,this), &ADVOPT.sleepWake, SDLK_w),
moveHero(CGI->generaltexth->zelp[297].first,CGI->generaltexth->zelp[297].second,
std::bind(&CAdvMapInt::fmoveHero,this), &ADVOPT.moveHero, SDLK_m),
spellbook(CGI->generaltexth->zelp[298].first,CGI->generaltexth->zelp[298].second,
std::bind(&CAdvMapInt::fshowSpellbok,this), &ADVOPT.spellbook, SDLK_c),
advOptions(CGI->generaltexth->zelp[299].first,CGI->generaltexth->zelp[299].second,
std::bind(&CAdvMapInt::fadventureOPtions,this), &ADVOPT.advOptions, SDLK_a),
sysOptions(CGI->generaltexth->zelp[300].first,CGI->generaltexth->zelp[300].second,
std::bind(&CAdvMapInt::fsystemOptions,this), &ADVOPT.sysOptions, SDLK_o),
nextHero(CGI->generaltexth->zelp[301].first,CGI->generaltexth->zelp[301].second,
std::bind(&CAdvMapInt::fnextHero,this), &ADVOPT.nextHero, SDLK_h),
endTurn(CGI->generaltexth->zelp[302].first,CGI->generaltexth->zelp[302].second,
std::bind(&CAdvMapInt::fendTurn,this), &ADVOPT.endTurn, SDLK_e),
heroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD),
townList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD),
infoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192) )
{
duringAITurn = false;
state = NA;
spellBeingCasted = nullptr;
pos.x = pos.y = 0;
pos.w = screen->w;
pos.h = screen->h;
position = int3(0,0,0);
selection = nullptr;
townList.onSelect = std::bind(&CAdvMapInt::selectionChanged,this);
adventureInt=this;
bg = BitmapHandler::loadBitmap(ADVOPT.mainGraphic);
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], std::bind(&CAdvMapInt::endingTurn, this), 0, false);
return;
}
}
endingTurn();
}
void CAdvMapInt::updateSleepWake(const CGHeroInstance *h)
{
sleepWake.block(!h);
if (!h)
return;
bool state = isHeroSleeping(h);
sleepWake.setIndex(state ? 1 : 0, true);
sleepWake.assignedKeys.clear();
sleepWake.assignedKeys.insert(state ? SDLK_w : SDLK_z);
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)
|| isCtrlKeyDown()
)
)
{
if( (scrollingDir & LEFT) && (position.x>-CGI->mh->frameW) )
position.x--;
if( (scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - CGI->mh->tilesW + CGI->mh->frameW) )
position.x++;
if( (scrollingDir & UP) && (position.y>-CGI->mh->frameH) )
position.y--;
if( (scrollingDir & DOWN) && (position.y < CGI->mh->map->height - CGI->mh->tilesH + CGI->mh->frameH) )
position.y++;
if(scrollingDir)
{
updateScreen = true;
minimap.redraw();
}
}
if(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));
#ifdef VCMI_SDL1
k -= SDLK_KP0 + 1;
#else
k -= SDLK_KP_1;
#endif // VCMI_SDL1
if(k < 0 || k > 8)
return;
int3 dir = directions[k];
if(!isActive() || LOCPLINT->ctrlPressed())//ctrl makes arrow move screen, not hero
{
Dir = (dir.x<0 ? LEFT : 0) |
(dir.x>0 ? RIGHT : 0) |
(dir.y<0 ? UP : 0) |
(dir.y>0 ? DOWN : 0) ;
break;
}
if(!h || key.state != SDL_PRESSED)
break;
if(k == 4)
{
centerOn(h);
return;
}
CGPath &path = LOCPLINT->paths[h];
terrain.currentPath = &path;
if(!LOCPLINT->cb->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*/)