/* * CAdvMapInt.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 * */ #include "StdInc.h" #include "CAdventureMapInterface.h" #include "CAdvMapPanel.h" #include "CAdventureOptions.h" #include "CInGameConsole.h" #include "CMinimap.h" #include "CResDataBar.h" #include "CList.h" #include "CInfoBar.h" #include "MapAudioPlayer.h" #include "../mapView/mapHandler.h" #include "../mapView/MapView.h" #include "../windows/CKingdomInterface.h" #include "../windows/CSpellWindow.h" #include "../windows/CTradeWindow.h" #include "../windows/GUIClasses.h" #include "../windows/InfoWindows.h" #include "../CGameInfo.h" #include "../CMusicHandler.h" #include "../CPlayerInterface.h" #include "../lobby/CSavingScreen.h" #include "../render/CAnimation.h" #include "../gui/CursorHandler.h" #include "../render/IImage.h" #include "../gui/CGuiHandler.h" #include "../widgets/TextControls.h" #include "../widgets/Buttons.h" #include "../windows/settings/SettingsMainWindow.h" #include "../CMT.h" #include "../PlayerLocalState.h" #include "../../CCallback.h" #include "../../lib/CConfigHandler.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/spells/CSpellHandler.h" #include "../../lib/mapObjects/CGHeroInstance.h" #include "../../lib/mapObjects/CGTownInstance.h" #include "../../lib/CPathfinder.h" #include "../../lib/mapping/CMap.h" #include "../../lib/UnlockGuard.h" #include "../../lib/TerrainHandler.h" #include #define ADVOPT (conf.go()->ac) std::shared_ptr adventureInt; CAdventureMapInterface::CAdventureMapInterface(): minimap(new CMinimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH))), statusbar(CGStatusBar::create(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG)), heroList(new CHeroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD)), townList(new CTownList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD)), infoBar(new CInfoBar(Point(ADVOPT.infoboxX, ADVOPT.infoboxY))), resdatabar(new CResDataBar), mapAudio(new MapAudioPlayer()), terrain(new MapView(Point(ADVOPT.advmapX, ADVOPT.advmapY), Point(ADVOPT.advmapW, ADVOPT.advmapH))), state(EGameState::NOT_INITIALIZED), spellBeingCasted(nullptr), currentSelection(nullptr), activeMapPanel(nullptr), scrollingCursorSet(false) { pos.x = pos.y = 0; pos.w = GH.screenDimensions().x; pos.h = GH.screenDimensions().y; strongInterest = true; // handle all mouse move events to prevent dead mouse move space in fullscreen mode townList->onSelect = std::bind(&CAdventureMapInterface::selectionChanged,this); bg = IImage::createFromFile(ADVOPT.mainGraphic); if(!ADVOPT.worldViewGraphic.empty()) { bgWorldView = IImage::createFromFile(ADVOPT.worldViewGraphic); } else { bgWorldView = nullptr; logGlobal->warn("ADVOPT.worldViewGraphic is empty => bitmap not loaded"); } if (!bgWorldView) { logGlobal->warn("bgWorldView not defined in resolution config; fallback to VWorld.bmp"); bgWorldView = IImage::createFromFile("VWorld.bmp"); } worldViewIcons = std::make_shared("VwSymbol");//todo: customize with ADVOPT worldViewIcons->preload(); for(int g = 0; g < ADVOPT.gemG.size(); ++g) { gems.push_back(std::make_shared(ADVOPT.gemG[g], 0, 0, ADVOPT.gemX[g], ADVOPT.gemY[g])); } auto makeButton = [&](int textID, std::function callback, config::ButtonInfo info, int key) -> std::shared_ptr { auto button = std::make_shared(Point(info.x, info.y), info.defName, CGI->generaltexth->zelp[textID], callback, key, info.playerColoured); for(auto image : info.additionalDefs) button->addImage(image); return button; }; kingOverview = makeButton(293, std::bind(&CAdventureMapInterface::fshowOverview,this), ADVOPT.kingOverview, SDLK_k); underground = makeButton(294, std::bind(&CAdventureMapInterface::fswitchLevel,this), ADVOPT.underground, SDLK_u); questlog = makeButton(295, std::bind(&CAdventureMapInterface::fshowQuestlog,this), ADVOPT.questlog, SDLK_q); sleepWake = makeButton(296, std::bind(&CAdventureMapInterface::fsleepWake,this), ADVOPT.sleepWake, SDLK_w); moveHero = makeButton(297, std::bind(&CAdventureMapInterface::fmoveHero,this), ADVOPT.moveHero, SDLK_m); spellbook = makeButton(298, std::bind(&CAdventureMapInterface::fshowSpellbok,this), ADVOPT.spellbook, SDLK_c); advOptions = makeButton(299, std::bind(&CAdventureMapInterface::fadventureOPtions,this), ADVOPT.advOptions, SDLK_a); sysOptions = makeButton(300, std::bind(&CAdventureMapInterface::fsystemOptions,this), ADVOPT.sysOptions, SDLK_o); nextHero = makeButton(301, std::bind(&CAdventureMapInterface::fnextHero,this), ADVOPT.nextHero, SDLK_h); endTurn = makeButton(302, std::bind(&CAdventureMapInterface::fendTurn,this), ADVOPT.endTurn, SDLK_e); int panelSpaceBottom = GH.screenDimensions().y - resdatabar->pos.h - 4; panelMain = std::make_shared(nullptr, Point(0, 0)); // TODO correct drawing position panelWorldView = std::make_shared(worldViewIcons, bgWorldView, Point(heroList->pos.x - 2, 195), panelSpaceBottom, LOCPLINT->playerID); panelMain->addChildColorableButton(kingOverview); panelMain->addChildColorableButton(underground); panelMain->addChildColorableButton(questlog); panelMain->addChildColorableButton(sleepWake); panelMain->addChildColorableButton(moveHero); panelMain->addChildColorableButton(spellbook); panelMain->addChildColorableButton(advOptions); panelMain->addChildColorableButton(sysOptions); panelMain->addChildColorableButton(nextHero); panelMain->addChildColorableButton(endTurn); // TODO move configs to resolutions.json, similarly to previous buttons config::ButtonInfo worldViewBackConfig = config::ButtonInfo(); worldViewBackConfig.defName = "IOK6432.DEF"; worldViewBackConfig.x = GH.screenDimensions().x - 73; worldViewBackConfig.y = 343 + 195; worldViewBackConfig.playerColoured = false; panelWorldView->addChildToPanel( makeButton(288, std::bind(&CAdventureMapInterface::fworldViewBack,this), worldViewBackConfig, SDLK_ESCAPE), ACTIVATE | DEACTIVATE); config::ButtonInfo worldViewPuzzleConfig = config::ButtonInfo(); worldViewPuzzleConfig.defName = "VWPUZ.DEF"; worldViewPuzzleConfig.x = GH.screenDimensions().x - 188; worldViewPuzzleConfig.y = 343 + 195; worldViewPuzzleConfig.playerColoured = false; panelWorldView->addChildToPanel( // no help text for this one std::make_shared(Point(worldViewPuzzleConfig.x, worldViewPuzzleConfig.y), worldViewPuzzleConfig.defName, std::pair(), std::bind(&CPlayerInterface::showPuzzleMap,LOCPLINT), SDLK_p, worldViewPuzzleConfig.playerColoured), ACTIVATE | DEACTIVATE); config::ButtonInfo worldViewScale1xConfig = config::ButtonInfo(); worldViewScale1xConfig.defName = "VWMAG1.DEF"; worldViewScale1xConfig.x = GH.screenDimensions().x - 191; worldViewScale1xConfig.y = 23 + 195; worldViewScale1xConfig.playerColoured = false; panelWorldView->addChildToPanel( // help text is wrong for this button makeButton(291, std::bind(&CAdventureMapInterface::fworldViewScale1x,this), worldViewScale1xConfig, SDLK_1), ACTIVATE | DEACTIVATE); config::ButtonInfo worldViewScale2xConfig = config::ButtonInfo(); worldViewScale2xConfig.defName = "VWMAG2.DEF"; worldViewScale2xConfig.x = GH.screenDimensions().x- 191 + 63; worldViewScale2xConfig.y = 23 + 195; worldViewScale2xConfig.playerColoured = false; panelWorldView->addChildToPanel( // help text is wrong for this button makeButton(291, std::bind(&CAdventureMapInterface::fworldViewScale2x,this), worldViewScale2xConfig, SDLK_2), ACTIVATE | DEACTIVATE); config::ButtonInfo worldViewScale4xConfig = config::ButtonInfo(); worldViewScale4xConfig.defName = "VWMAG4.DEF"; worldViewScale4xConfig.x = GH.screenDimensions().x- 191 + 126; worldViewScale4xConfig.y = 23 + 195; worldViewScale4xConfig.playerColoured = false; panelWorldView->addChildToPanel( // help text is wrong for this button makeButton(291, std::bind(&CAdventureMapInterface::fworldViewScale4x,this), worldViewScale4xConfig, SDLK_4), ACTIVATE | DEACTIVATE); config::ButtonInfo worldViewUndergroundConfig = config::ButtonInfo(); worldViewUndergroundConfig.defName = "IAM010.DEF"; worldViewUndergroundConfig.additionalDefs.push_back("IAM003.DEF"); worldViewUndergroundConfig.x = GH.screenDimensions().x - 115; worldViewUndergroundConfig.y = 343 + 195; worldViewUndergroundConfig.playerColoured = true; worldViewUnderground = makeButton(294, std::bind(&CAdventureMapInterface::fswitchLevel,this), worldViewUndergroundConfig, SDLK_u); panelWorldView->addChildColorableButton(worldViewUnderground); onCurrentPlayerChanged(LOCPLINT->playerID); int iconColorMultiplier = currentPlayerID.getNum() * 19; int wvLeft = heroList->pos.x - 2; // TODO correct drawing position //int wvTop = 195; for (int i = 0; i < 5; ++i) { panelWorldView->addChildIcon(std::pair(i, Point(5, 58 + i * 20)), iconColorMultiplier); panelWorldView->addChildToPanel(std::make_shared(wvLeft + 45, 263 + i * 20, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[612 + i])); } for (int i = 0; i < 7; ++i) { panelWorldView->addChildIcon(std::pair(i + 5, Point(5, 182 + i * 20)), iconColorMultiplier); panelWorldView->addChildIcon(std::pair(i + 12, Point(160, 182 + i * 20)), iconColorMultiplier); panelWorldView->addChildToPanel(std::make_shared(wvLeft + 45, 387 + i * 20, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[619 + i])); } panelWorldView->addChildToPanel(std::make_shared(wvLeft + 5, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[617])); panelWorldView->addChildToPanel(std::make_shared(wvLeft + 45, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[618])); activeMapPanel = panelMain; exitWorldView(); underground->block(!CGI->mh->getMap()->twoLevel); questlog->block(!CGI->mh->getMap()->quests.size()); worldViewUnderground->block(!CGI->mh->getMap()->twoLevel); } void CAdventureMapInterface::fshowOverview() { GH.pushIntT(); } void CAdventureMapInterface::fworldViewBack() { exitWorldView(); auto hero = getCurrentHero(); if (hero) centerOnObject(hero); } void CAdventureMapInterface::fworldViewScale1x() { // TODO set corresponding scale button to "selected" mode openWorldView(7); } void CAdventureMapInterface::fworldViewScale2x() { openWorldView(11); } void CAdventureMapInterface::fworldViewScale4x() { openWorldView(16); } void CAdventureMapInterface::fswitchLevel() { // with support for future multi-level maps :) int maxLevels = CGI->mh->getMap()->levels(); if (maxLevels < 2) return; terrain->onMapLevelSwitched(); } void CAdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel) { underground->setIndex(mapLevel, true); underground->redraw(); worldViewUnderground->setIndex(mapLevel, true); worldViewUnderground->redraw(); minimap->onMapViewMoved(visibleArea, mapLevel); } void CAdventureMapInterface::onAudioResumed() { mapAudio->onAudioResumed(); } void CAdventureMapInterface::onAudioPaused() { mapAudio->onAudioPaused(); } void CAdventureMapInterface::fshowQuestlog() { LOCPLINT->showQuestLog(); } void CAdventureMapInterface::fsleepWake() { const CGHeroInstance *h = getCurrentHero(); 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 } // redraw to update the image of sleep/wake button panelMain->redraw(); } void CAdventureMapInterface::fmoveHero() { const CGHeroInstance *h = getCurrentHero(); if (!h || !LOCPLINT->localState->hasPath(h) || CGI->mh->hasOngoingAnimations()) return; LOCPLINT->moveHero(h, LOCPLINT->localState->getPath(h)); } void CAdventureMapInterface::fshowSpellbok() { if (!getCurrentHero()) //checking necessary values return; centerOnObject(currentSelection); GH.pushIntT(getCurrentHero(), LOCPLINT, false); } void CAdventureMapInterface::fadventureOPtions() { GH.pushIntT(); } void CAdventureMapInterface::fsystemOptions() { GH.pushIntT(); } void CAdventureMapInterface::fnextHero() { auto hero = dynamic_cast(currentSelection); int next = getNextHeroIndex(vstd::find_pos(LOCPLINT->localState->wanderingHeroes, hero)); if (next < 0) return; setSelection(LOCPLINT->localState->wanderingHeroes[next], true); } void CAdventureMapInterface::fendTurn() { if(!LOCPLINT->makingTurn) return; if(settings["adventure"]["heroReminder"].Bool()) { for(auto hero : LOCPLINT->localState->wanderingHeroes) { if(!isHeroSleeping(hero) && hero->movement > 0) { // Only show hero reminder if conditions met: // - There still movement points // - Hero don't have a path or there not points for first step on path LOCPLINT->localState->verifyPath(hero); if(!LOCPLINT->localState->hasPath(hero)) { LOCPLINT->showYesNoDialog( CGI->generaltexth->allTexts[55], std::bind(&CAdventureMapInterface::endingTurn, this), nullptr ); return; } auto path = LOCPLINT->localState->getPath(hero); if (path.nodes.size() < 2 || path.nodes[path.nodes.size() - 2].turns) { LOCPLINT->showYesNoDialog( CGI->generaltexth->allTexts[55], std::bind(&CAdventureMapInterface::endingTurn, this), nullptr ); return; } } } } endingTurn(); } void CAdventureMapInterface::updateSleepWake(const CGHeroInstance *h) { sleepWake->block(!h); if (!h) return; bool state = isHeroSleeping(h); sleepWake->setIndex(state ? 1 : 0, true); sleepWake->assignedKeys.clear(); sleepWake->assignedKeys.insert(state ? SDLK_w : SDLK_z); } void CAdventureMapInterface::updateSpellbook(const CGHeroInstance *h) { spellbook->block(!h); } int CAdventureMapInterface::getNextHeroIndex(int startIndex) { if (LOCPLINT->localState->wanderingHeroes.size() == 0) return -1; if (startIndex < 0) startIndex = 0; int i = startIndex; do { i++; if (i >= LOCPLINT->localState->wanderingHeroes.size()) i = 0; } while (((LOCPLINT->localState->wanderingHeroes[i]->movement == 0) || isHeroSleeping(LOCPLINT->localState->wanderingHeroes[i])) && (i != startIndex)); if ((LOCPLINT->localState->wanderingHeroes[i]->movement != 0) && !isHeroSleeping(LOCPLINT->localState->wanderingHeroes[i])) return i; else return -1; } void CAdventureMapInterface::onHeroChanged(const CGHeroInstance *h) { heroList->update(h); if (h == getCurrentHero()) infoBar->showSelection(); int start = vstd::find_pos(LOCPLINT->localState->wanderingHeroes, h); int next = getNextHeroIndex(start); if (next < 0) { nextHero->block(true); return; } const CGHeroInstance *nextH = LOCPLINT->localState->wanderingHeroes[next]; bool noActiveHeroes = (next == start) && ((nextH->movement == 0) || isHeroSleeping(nextH)); nextHero->block(noActiveHeroes); if(!h) { moveHero->block(true); return; } //default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately bool hasPath = LOCPLINT->localState->hasPath(h); moveHero->block(!(bool)hasPath || (h->movement == 0)); } void CAdventureMapInterface::onTownChanged(const CGTownInstance * town) { townList->update(town); infoBar->showSelection(); } void CAdventureMapInterface::showInfoBoxMessage(const std::vector & components, std::string message, int timer) { infoBar->pushComponents(components, message, timer); } void CAdventureMapInterface::activate() { CIntObject::activate(); if (!(active & KEYBOARD)) CIntObject::activate(KEYBOARD); screenBuf = screen; GH.statusbar = statusbar; if(LOCPLINT) { LOCPLINT->cingconsole->activate(); LOCPLINT->cingconsole->pos = this->pos; } if(state != EGameState::ENEMY_TURN) { assert(state == EGameState::MAKING_TURN); activeMapPanel->activate(); if (state == EGameState::MAKING_TURN) { heroList->activate(); townList->activate(); infoBar->activate(); } minimap->activate(); terrain->activate(); statusbar->activate(); GH.fakeMouseMove(); //to restore the cursor } } void CAdventureMapInterface::deactivate() { CIntObject::deactivate(); if(state != EGameState::ENEMY_TURN) { assert(state == EGameState::MAKING_TURN); CCS->curh->set(Cursor::Map::POINTER); activeMapPanel->deactivate(); if (state == EGameState::MAKING_TURN) { heroList->deactivate(); townList->deactivate(); infoBar->deactivate(); } minimap->deactivate(); terrain->deactivate(); statusbar->deactivate(); } } void CAdventureMapInterface::showAll(SDL_Surface * to) { bg->draw(to, 0, 0); if(state != EGameState::MAKING_TURN) return; heroList->showAll(to); townList->showAll(to); infoBar->showAll(to); activeMapPanel->showAll(to); minimap->showAll(to); terrain->showAll(to); show(to); resdatabar->showAll(to); statusbar->show(to); LOCPLINT->cingconsole->show(to); } bool CAdventureMapInterface::isHeroSleeping(const CGHeroInstance *hero) { if (!hero) return false; return vstd::contains(LOCPLINT->localState->sleepingHeroes, hero); } void CAdventureMapInterface::onHeroWokeUp(const CGHeroInstance * hero) { if (!isHeroSleeping(hero)) return; sleepWake->clickLeft(true, false); sleepWake->clickLeft(false, true); //could've just called //fsleepWake(); //but no authentic button click/sound ;-) } void CAdventureMapInterface::setHeroSleeping(const CGHeroInstance *hero, bool sleep) { if (sleep) LOCPLINT->localState->sleepingHeroes.push_back(hero); //FIXME: should we check for existence? else LOCPLINT->localState->sleepingHeroes -= hero; onHeroChanged(hero); } void CAdventureMapInterface::show(SDL_Surface * to) { if(state != EGameState::MAKING_TURN) return; handleMapScrollingUpdate(); for(int i = 0; i < 4; i++) { if(settings["session"]["spectate"].Bool()) gems[i]->setFrame(PlayerColor(1).getNum()); else gems[i]->setFrame(LOCPLINT->playerID.getNum()); } minimap->show(to); terrain->show(to); for(int i = 0; i < 4; i++) gems[i]->showAll(to); LOCPLINT->cingconsole->show(to); infoBar->show(to); statusbar->showAll(to); } void CAdventureMapInterface::handleMapScrollingUpdate() { uint32_t timePassed = GH.mainFPSmng->getElapsedMilliseconds(); uint32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float(); uint32_t scrollDistance = scrollSpeedPixels * timePassed / 1000; bool scrollingActive = !GH.isKeyboardCtrlDown() && isActive() && state == EGameState::MAKING_TURN; Point cursorPosition = GH.getCursorPosition(); Point scrollDirection; if (cursorPosition.x < 15) scrollDirection.x = -1; if (cursorPosition.x > GH.screenDimensions().x - 15) scrollDirection.x = +1; if (cursorPosition.y < 15) scrollDirection.y = -1; if (cursorPosition.y > GH.screenDimensions().y - 15) scrollDirection.y = +1; Point scrollDelta = scrollDirection * scrollDistance; if (scrollingActive && scrollDelta != Point(0,0)) terrain->onMapScrolled(scrollDelta); if (scrollDelta == Point(0,0) && !scrollingCursorSet) return; if(scrollDelta.x > 0) { if(scrollDelta.y < 0) CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST); if(scrollDelta.y > 0) CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST); if(scrollDelta.y == 0) CCS->curh->set(Cursor::Map::SCROLL_EAST); } if(scrollDelta.x < 0) { if(scrollDelta.y < 0) CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST); if(scrollDelta.y > 0) CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST); if(scrollDelta.y == 0) CCS->curh->set(Cursor::Map::SCROLL_WEST); } if (scrollDelta.x == 0) { if(scrollDelta.y < 0) CCS->curh->set(Cursor::Map::SCROLL_NORTH); if(scrollDelta.y > 0) CCS->curh->set(Cursor::Map::SCROLL_SOUTH); if(scrollDelta.y == 0) CCS->curh->set(Cursor::Map::POINTER); } } void CAdventureMapInterface::selectionChanged() { const CGTownInstance *to = LOCPLINT->localState->ownedTowns[townList->getSelectedIndex()]; if (currentSelection != to) setSelection(to); } void CAdventureMapInterface::centerOnTile(int3 on) { terrain->onCenteredTile(on); } void CAdventureMapInterface::centerOnObject(const CGObjectInstance * obj) { terrain->onCenteredObject(obj); } void CAdventureMapInterface::keyPressed(const SDL_Keycode & key) { if (state != EGameState::MAKING_TURN) return; const CGHeroInstance *h = getCurrentHero(); //selected hero const CGTownInstance *t = getCurrentTown(); //selected town switch(key) { case SDLK_g: if(GH.topInt()->type & BLOCK_ADV_HOTKEYS) return; { //find first town with tavern auto itr = range::find_if(LOCPLINT->localState->ownedTowns, [](const CGTownInstance * town) { return town->hasBuilt(BuildingID::TAVERN); }); if(itr != LOCPLINT->localState->ownedTowns.end()) LOCPLINT->showThievesGuildWindow(*itr); else LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithTavern")); } return; case SDLK_i: if(isActive()) CAdventureOptions::showScenarioInfo(); return; case SDLK_s: if(isActive()) GH.pushIntT(); return; case SDLK_l: if(isActive()) LOCPLINT->proposeLoadingGame(); return; case SDLK_d: { if(h && isActive() && LOCPLINT->makingTurn) LOCPLINT->tryDiggging(h); return; } case SDLK_p: if(isActive()) LOCPLINT->showPuzzleMap(); return; case SDLK_v: if(isActive()) LOCPLINT->viewWorldMap(); return; case SDLK_r: if(isActive() && GH.isKeyboardCtrlDown()) { LOCPLINT->showYesNoDialog(CGI->generaltexth->translate("vcmi.adventureMap.confirmRestartGame"), [](){ GH.pushUserEvent(EUserEvent::RESTART_GAME); }, nullptr); } return; case SDLK_SPACE: //space - try to revisit current object with selected hero { if(!isActive()) return; if(h) { LOCPLINT->cb->moveHero(h,h->pos); } } return; case SDLK_RETURN: { if(!isActive() || !currentSelection) return; if(h) LOCPLINT->openHeroWindow(h); else if(t) LOCPLINT->openTownWindow(t); return; } case SDLK_ESCAPE: { //FIXME: this case is never executed since AdvMapInt is disabled while in spellcasting mode if(!isActive() || GH.topInt().get() != this || !spellBeingCasted) return; abortCastingMode(); return; } case SDLK_t: { //act on key down if marketplace windows is not already opened if(GH.topInt()->type & BLOCK_ADV_HOTKEYS) return; if(GH.isKeyboardCtrlDown()) //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.pushIntT(townWithMarket); else //if not - complain LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithMarket")); } else if(isActive()) //no ctrl, advmapint is on the top => switch to town { townList->selectNext(); } return; } case SDLK_LALT: case SDLK_RALT: { //fake mouse use to trigger onTileHovered() GH.fakeMouseMove(); return; } default: { auto direction = keyToMoveDirection(key); if (!direction) return; if(!h || !isActive()) return; if (CGI->mh->hasOngoingAnimations()) return; if(*direction == Point(0,0)) { centerOnObject(h); return; } int3 dst = h->visitablePos() + int3(direction->x, direction->y, 0); if (!CGI->mh->isInMap((dst))) return; if ( !LOCPLINT->localState->setPath(h, dst)) return; const CGPath & path = LOCPLINT->localState->getPath(h); if (path.nodes.size() > 2) onHeroChanged(h); else if(!path.nodes[0].turns) LOCPLINT->moveHero(h, path); } return; } } std::optional CAdventureMapInterface::keyToMoveDirection(const SDL_Keycode & key) { switch (key) { case SDLK_DOWN: return Point( 0, +1); case SDLK_LEFT: return Point(-1, 0); case SDLK_RIGHT: return Point(+1, 0); case SDLK_UP: return Point( 0, -1); case SDLK_KP_1: return Point(-1, +1); case SDLK_KP_2: return Point( 0, +1); case SDLK_KP_3: return Point(+1, +1); case SDLK_KP_4: return Point(-1, 0); case SDLK_KP_5: return Point( 0, 0); case SDLK_KP_6: return Point(+1, 0); case SDLK_KP_7: return Point(-1, -1); case SDLK_KP_8: return Point( 0, -1); case SDLK_KP_9: return Point(+1, -1); } return std::nullopt; } void CAdventureMapInterface::setSelection(const CArmedInstance *sel, bool centerView) { assert(sel); if(currentSelection != sel) infoBar->popAll(); currentSelection = sel; mapAudio->onSelectionChanged(sel); if(centerView) centerOnObject(sel); if(sel->ID==Obj::TOWN) { auto town = dynamic_cast(sel); infoBar->showTownSelection(town); townList->select(town); heroList->select(nullptr); updateSleepWake(nullptr); onHeroChanged(nullptr); updateSpellbook(nullptr); } else //hero selected { auto hero = dynamic_cast(sel); infoBar->showHeroSelection(hero); heroList->select(hero); townList->select(nullptr); LOCPLINT->localState->verifyPath(hero); updateSleepWake(hero); onHeroChanged(hero); updateSpellbook(hero); } townList->redraw(); heroList->redraw(); } bool CAdventureMapInterface::isActive() { return active & ~CIntObject::KEYBOARD; } void CAdventureMapInterface::onMapTilesChanged(boost::optional> positions) { if (positions) minimap->updateTiles(*positions); else minimap->update(); } void CAdventureMapInterface::onHotseatWaitStarted(PlayerColor playerID) { onCurrentPlayerChanged(playerID); state = EGameState::HOTSEAT_WAIT; } void CAdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID) { if(settings["session"]["spectate"].Bool()) return; adjustActiveness(true); mapAudio->onEnemyTurnStarted(); minimap->setAIRadar(true); infoBar->startEnemyTurn(LOCPLINT->cb->getCurrentPlayer()); minimap->showAll(screen);//force refresh on inactive object infoBar->showAll(screen);//force refresh on inactive object } void CAdventureMapInterface::adjustActiveness(bool aiTurnStart) { bool wasActive = isActive(); if(wasActive) deactivate(); if (aiTurnStart) state = EGameState::ENEMY_TURN; else state = EGameState::MAKING_TURN; if(wasActive) activate(); } void CAdventureMapInterface::onCurrentPlayerChanged(PlayerColor playerID) { currentSelection = nullptr; if (playerID == currentPlayerID) return; currentPlayerID = playerID; bg->playerColored(currentPlayerID); panelMain->setPlayerColor(currentPlayerID); panelWorldView->setPlayerColor(currentPlayerID); panelWorldView->recolorIcons(currentPlayerID, currentPlayerID.getNum() * 19); resdatabar->colorize(currentPlayerID); } void CAdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID) { onCurrentPlayerChanged(playerID); state = EGameState::MAKING_TURN; if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID || settings["session"]["spectate"].Bool()) { adjustActiveness(false); minimap->setAIRadar(false); infoBar->showSelection(); } heroList->update(); townList->update(); const CGHeroInstance * heroToSelect = nullptr; // find first non-sleeping hero for (auto hero : LOCPLINT->localState->wanderingHeroes) { if (boost::range::find(LOCPLINT->localState->sleepingHeroes, hero) == LOCPLINT->localState->sleepingHeroes.end()) { heroToSelect = hero; break; } } bool centerView = !settings["session"]["autoSkip"].Bool(); //select first hero if available. if (heroToSelect != nullptr) { setSelection(heroToSelect, centerView); } else if (LOCPLINT->localState->ownedTowns.size()) setSelection(LOCPLINT->localState->ownedTowns.front(), centerView); else setSelection(LOCPLINT->localState->wanderingHeroes.front()); //show new day animation and sound on infobar infoBar->showDate(); onHeroChanged(nullptr); showAll(screen); mapAudio->onPlayerTurnStarted(); if(settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown()) { if(CInfoWindow *iw = dynamic_cast(GH.topInt().get())) iw->close(); endingTurn(); } } void CAdventureMapInterface::endingTurn() { if(settings["session"]["spectate"].Bool()) return; LOCPLINT->makingTurn = false; LOCPLINT->cb->endTurn(); mapAudio->onPlayerTurnEnded(); } const CGObjectInstance* CAdventureMapInterface::getActiveObject(const int3 &mapPos) { std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile if (bobjs.empty()) return nullptr; return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder); /* if (bobjs.back()->ID == Obj::HERO) return bobjs.back(); else return bobjs.front();*/ } void CAdventureMapInterface::onTileLeftClicked(const int3 &mapPos) { if(state != EGameState::MAKING_TURN) return; //FIXME: this line breaks H3 behavior for Dimension Door if(!LOCPLINT->cb->isVisible(mapPos)) return; if(!LOCPLINT->makingTurn) return; const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos); const CGObjectInstance *topBlocking = getActiveObject(mapPos); int3 selPos = currentSelection->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(mapPos); break; case SpellID::DIMENSION_DOOR: if(!tile || tile->isClear(heroTile)) leaveCastingMode(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); bool isHero = false; if(currentSelection->ID != Obj::HERO) //hero is not selected (presumably town) { if(currentSelection == topBlocking) //selected town clicked LOCPLINT->openTownWindow(static_cast(topBlocking)); else if(canSelect) setSelection(static_cast(topBlocking), false); } else if(const CGHeroInstance * currentHero = getCurrentHero()) //hero is selected { isHero = true; const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos); if(currentHero == topBlocking) //clicked selected hero { LOCPLINT->openHeroWindow(currentHero); return; } else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile { setSelection(static_cast(topBlocking), false); return; } else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise { if(LOCPLINT->localState->hasPath(currentHero) && LOCPLINT->localState->getPath(currentHero).endPos() == mapPos)//we'll be moving { if(!CGI->mh->hasOngoingAnimations()) LOCPLINT->moveHero(currentHero, LOCPLINT->localState->getPath(currentHero)); return; } else //remove old path and find a new one if we clicked on accessible tile { LOCPLINT->localState->setPath(currentHero, mapPos); onHeroChanged(currentHero); } } } //end of hero is selected "case" else { throw std::runtime_error("Nothing is selected..."); } const auto shipyard = ourInaccessibleShipyard(topBlocking); if(isHero && shipyard != nullptr) { LOCPLINT->showShipyardDialogOrProblemPopup(shipyard); } } void CAdventureMapInterface::onTileHovered(const int3 &mapPos) { if(state == EGameState::MAKING_TURN) return; if(!currentSelection) //may occur just at the start of game (fake move before full intiialization) return; if(!LOCPLINT->cb->isVisible(mapPos)) { CCS->curh->set(Cursor::Map::POINTER); statusbar->clear(); return; } auto objRelations = PlayerRelations::ALLIES; const CGObjectInstance *objAtTile = getActiveObject(mapPos); if(objAtTile) { objRelations = LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner); std::string text = getCurrentHero() ? objAtTile->getHoverText(getCurrentHero()) : objAtTile->getHoverText(LOCPLINT->playerID); boost::replace_all(text,"\n"," "); statusbar->write(text); } else { std::string hlp = CGI->mh->getTerrainDescr(mapPos, false); statusbar->write(hlp); } if(spellBeingCasted) { switch(spellBeingCasted->id) { case SpellID::SCUTTLE_BOAT: if(objAtTile && objAtTile->ID == Obj::BOAT) CCS->curh->set(Cursor::Map::SCUTTLE_BOAT); else CCS->curh->set(Cursor::Map::POINTER); return; case SpellID::DIMENSION_DOOR: { const TerrainTile * t = LOCPLINT->cb->getTile(mapPos, false); int3 hpos = currentSelection->getSightCenter(); if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos)) CCS->curh->set(Cursor::Map::TELEPORT); else CCS->curh->set(Cursor::Map::POINTER); return; } } } if(currentSelection->ID == Obj::TOWN) { if(objAtTile) { if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES) CCS->curh->set(Cursor::Map::TOWN); else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER) CCS->curh->set(Cursor::Map::HERO); else CCS->curh->set(Cursor::Map::POINTER); } else CCS->curh->set(Cursor::Map::POINTER); } else if(const CGHeroInstance * hero = getCurrentHero()) { std::array cursorMove = { Cursor::Map::T1_MOVE, Cursor::Map::T2_MOVE, Cursor::Map::T3_MOVE, Cursor::Map::T4_MOVE, }; std::array cursorAttack = { Cursor::Map::T1_ATTACK, Cursor::Map::T2_ATTACK, Cursor::Map::T3_ATTACK, Cursor::Map::T4_ATTACK, }; std::array cursorSail = { Cursor::Map::T1_SAIL, Cursor::Map::T2_SAIL, Cursor::Map::T3_SAIL, Cursor::Map::T4_SAIL, }; std::array cursorDisembark = { Cursor::Map::T1_DISEMBARK, Cursor::Map::T2_DISEMBARK, Cursor::Map::T3_DISEMBARK, Cursor::Map::T4_DISEMBARK, }; std::array cursorExchange = { Cursor::Map::T1_EXCHANGE, Cursor::Map::T2_EXCHANGE, Cursor::Map::T3_EXCHANGE, Cursor::Map::T4_EXCHANGE, }; std::array cursorVisit = { Cursor::Map::T1_VISIT, Cursor::Map::T2_VISIT, Cursor::Map::T3_VISIT, Cursor::Map::T4_VISIT, }; std::array cursorSailVisit = { Cursor::Map::T1_SAIL_VISIT, Cursor::Map::T2_SAIL_VISIT, Cursor::Map::T3_SAIL_VISIT, Cursor::Map::T4_SAIL_VISIT, }; const CGPathNode * pathNode = LOCPLINT->cb->getPathsInfo(hero)->getPathInfo(mapPos); assert(pathNode); if((GH.isKeyboardAltDown() || settings["gameTweaks"]["forceMovementInfo"].Bool()) && pathNode->reachable()) //overwrite status bar text with movement info { showMoveDetailsInStatusbar(*hero, *pathNode); } int turns = pathNode->turns; vstd::amin(turns, 3); switch(pathNode->action) { case CGPathNode::NORMAL: case CGPathNode::TELEPORT_NORMAL: if(pathNode->layer == EPathfindingLayer::LAND) CCS->curh->set(cursorMove[turns]); else CCS->curh->set(cursorSailVisit[turns]); break; case CGPathNode::VISIT: case CGPathNode::BLOCKING_VISIT: case CGPathNode::TELEPORT_BLOCKING_VISIT: if(objAtTile && objAtTile->ID == Obj::HERO) { if(currentSelection == objAtTile) CCS->curh->set(Cursor::Map::HERO); else CCS->curh->set(cursorExchange[turns]); } else if(pathNode->layer == EPathfindingLayer::LAND) CCS->curh->set(cursorVisit[turns]); else CCS->curh->set(cursorSailVisit[turns]); break; case CGPathNode::BATTLE: case CGPathNode::TELEPORT_BATTLE: CCS->curh->set(cursorAttack[turns]); break; case CGPathNode::EMBARK: CCS->curh->set(cursorSail[turns]); break; case CGPathNode::DISEMBARK: CCS->curh->set(cursorDisembark[turns]); break; default: if(objAtTile && objRelations != PlayerRelations::ENEMIES) { if(objAtTile->ID == Obj::TOWN) CCS->curh->set(Cursor::Map::TOWN); else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER) CCS->curh->set(Cursor::Map::HERO); else CCS->curh->set(Cursor::Map::POINTER); } else CCS->curh->set(Cursor::Map::POINTER); break; } } if(ourInaccessibleShipyard(objAtTile)) { CCS->curh->set(Cursor::Map::T1_SAIL); } } void CAdventureMapInterface::showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode) { const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.maxMovePoints(pathNode.layer == EPathfindingLayer::LAND) : hero.movement; const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains; const int remainingPointsAfterMove = pathNode.turns == 0 ? pathNode.moveRemains : 0; std::string result = VLC->generaltexth->translate("vcmi.adventureMap", pathNode.turns > 0 ? "moveCostDetails" : "moveCostDetailsNoTurns"); boost::replace_first(result, "%TURNS", std::to_string(pathNode.turns)); boost::replace_first(result, "%POINTS", std::to_string(movementPointsLastTurnCost)); boost::replace_first(result, "%REMAINING", std::to_string(remainingPointsAfterMove)); statusbar->write(result); } void CAdventureMapInterface::onTileRightClicked(const int3 &mapPos) { if(state != EGameState::MAKING_TURN) return; if(spellBeingCasted) { abortCastingMode(); return; } if(!LOCPLINT->cb->isVisible(mapPos)) { CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory return; } const CGObjectInstance * obj = getActiveObject(mapPos); if(!obj) { // Bare or undiscovered terrain const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos); if(tile) { std::string hlp = CGI->mh->getTerrainDescr(mapPos, true); CRClickPopup::createAndPush(hlp); } return; } CRClickPopup::createAndPush(obj, GH.getCursorPosition(), ETextAlignment::CENTER); } void CAdventureMapInterface::enterCastingMode(const CSpell * sp) { assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR); spellBeingCasted = sp; deactivate(); terrain->activate(); GH.fakeMouseMove(); } void CAdventureMapInterface::abortCastingMode() { assert(spellBeingCasted); spellBeingCasted = nullptr; terrain->deactivate(); activate(); } void CAdventureMapInterface::leaveCastingMode(const int3 & dest) { SpellID id = spellBeingCasted->id; abortCastingMode(); // if(cast) LOCPLINT->cb->castSpell(getCurrentHero(), id, dest); // else // LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled } const CGHeroInstance * CAdventureMapInterface::getCurrentHero() const { if(currentSelection && currentSelection->ID == Obj::HERO) return dynamic_cast(currentSelection); else return nullptr; } const CGTownInstance * CAdventureMapInterface::getCurrentTown() const { if(currentSelection && currentSelection->ID == Obj::TOWN) return dynamic_cast(currentSelection); else return nullptr; } const CArmedInstance * CAdventureMapInterface::getCurrentArmy() const { if (currentSelection) return dynamic_cast(currentSelection); else return nullptr; } Rect CAdventureMapInterface::terrainAreaPixels() const { return terrain->pos; } const IShipyard * CAdventureMapInterface::ourInaccessibleShipyard(const CGObjectInstance *obj) const { const IShipyard *ret = IShipyard::castFrom(obj); if(!ret || obj->tempOwner != currentPlayerID || (CCS->curh->get() != Cursor::Map::T1_SAIL && CCS->curh->get() != Cursor::Map::POINTER)) return nullptr; return ret; } void CAdventureMapInterface::exitWorldView() { state = EGameState::MAKING_TURN; panelMain->activate(); panelWorldView->deactivate(); activeMapPanel = panelMain; townList->activate(); heroList->activate(); infoBar->activate(); redraw(); terrain->onViewMapActivated(); } void CAdventureMapInterface::openWorldView(int tileSize) { state = EGameState::WORLD_VIEW; panelMain->deactivate(); panelWorldView->activate(); activeMapPanel = panelWorldView; townList->deactivate(); heroList->deactivate(); infoBar->showSelection(); // to prevent new day animation interfering world view mode infoBar->deactivate(); redraw(); terrain->onViewWorldActivated(tileSize); } void CAdventureMapInterface::openWorldView() { openWorldView(11); } void CAdventureMapInterface::openWorldView(const std::vector& objectPositions, bool showTerrain) { openWorldView(11); terrain->onViewSpellActivated(11, objectPositions, showTerrain); }