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AdventureMapInterface.cpp 30 KB

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  1. /*
  2. * AdventureMapInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "AdventureMapInterface.h"
  12. #include "AdventureOptions.h"
  13. #include "AdventureState.h"
  14. #include "CInGameConsole.h"
  15. #include "CMinimap.h"
  16. #include "CList.h"
  17. #include "CInfoBar.h"
  18. #include "MapAudioPlayer.h"
  19. #include "TurnTimerWidget.h"
  20. #include "AdventureMapWidget.h"
  21. #include "AdventureMapShortcuts.h"
  22. #include "../mapView/mapHandler.h"
  23. #include "../mapView/MapView.h"
  24. #include "../windows/InfoWindows.h"
  25. #include "../widgets/RadialMenu.h"
  26. #include "../gui/CursorHandler.h"
  27. #include "../GameEngine.h"
  28. #include "../GameInstance.h"
  29. #include "../gui/Shortcut.h"
  30. #include "../gui/WindowHandler.h"
  31. #include "../render/Canvas.h"
  32. #include "../render/IImage.h"
  33. #include "../render/IRenderHandler.h"
  34. #include "../render/IScreenHandler.h"
  35. #include "../PlayerLocalState.h"
  36. #include "../CPlayerInterface.h"
  37. #include "../../CCallback.h"
  38. #include "../../lib/IGameSettings.h"
  39. #include "../../lib/StartInfo.h"
  40. #include "../../lib/texts/CGeneralTextHandler.h"
  41. #include "../../lib/spells/CSpellHandler.h"
  42. #include "../../lib/mapObjects/CGHeroInstance.h"
  43. #include "../../lib/mapObjects/CGTownInstance.h"
  44. #include "../../lib/mapping/CMapDefines.h"
  45. #include "../../lib/pathfinder/CGPathNode.h"
  46. #include "../../lib/pathfinder/TurnInfo.h"
  47. #include "../../lib/spells/ISpellMechanics.h"
  48. #include "../../lib/spells/Problem.h"
  49. std::shared_ptr<AdventureMapInterface> adventureInt;
  50. AdventureMapInterface::AdventureMapInterface():
  51. mapAudio(new MapAudioPlayer()),
  52. spellBeingCasted(nullptr),
  53. scrollingWasActive(false),
  54. scrollingWasBlocked(false),
  55. backgroundDimLevel(settings["adventure"]["backgroundDimLevel"].Integer())
  56. {
  57. OBJECT_CONSTRUCTION;
  58. pos.x = pos.y = 0;
  59. pos.w = ENGINE->screenDimensions().x;
  60. pos.h = ENGINE->screenDimensions().y;
  61. shortcuts = std::make_shared<AdventureMapShortcuts>(*this);
  62. widget = std::make_shared<AdventureMapWidget>(shortcuts);
  63. shortcuts->setState(EAdventureState::MAKING_TURN);
  64. widget->getMapView()->onViewMapActivated();
  65. if(GAME->interface()->cb->getStartInfo()->turnTimerInfo.turnTimer != 0)
  66. watches = std::make_shared<TurnTimerWidget>(Point(24, 24));
  67. addUsedEvents(KEYBOARD | TIME);
  68. }
  69. void AdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel)
  70. {
  71. shortcuts->onMapViewMoved(visibleArea, mapLevel);
  72. widget->getMinimap()->onMapViewMoved(visibleArea, mapLevel);
  73. widget->onMapViewMoved(visibleArea, mapLevel);
  74. }
  75. void AdventureMapInterface::onAudioResumed()
  76. {
  77. mapAudio->onAudioResumed();
  78. }
  79. void AdventureMapInterface::onAudioPaused()
  80. {
  81. mapAudio->onAudioPaused();
  82. }
  83. void AdventureMapInterface::onHeroMovementStarted(const CGHeroInstance * hero)
  84. {
  85. if (shortcuts->optionMapViewActive())
  86. {
  87. widget->getInfoBar()->popAll();
  88. widget->getInfoBar()->showSelection();
  89. }
  90. }
  91. void AdventureMapInterface::onHeroChanged(const CGHeroInstance *h)
  92. {
  93. widget->getHeroList()->updateElement(h);
  94. if (h && h == GAME->interface()->localState->getCurrentHero() && !widget->getInfoBar()->showingComponents())
  95. widget->getInfoBar()->showSelection();
  96. widget->updateActiveState();
  97. }
  98. void AdventureMapInterface::onTownChanged(const CGTownInstance * town)
  99. {
  100. widget->getTownList()->updateElement(town);
  101. if (town && town == GAME->interface()->localState->getCurrentTown() && !widget->getInfoBar()->showingComponents())
  102. widget->getInfoBar()->showSelection();
  103. }
  104. void AdventureMapInterface::showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer)
  105. {
  106. widget->getInfoBar()->pushComponents(components, message, timer);
  107. }
  108. void AdventureMapInterface::activate()
  109. {
  110. CIntObject::activate();
  111. adjustActiveness();
  112. if(GAME->interface())
  113. {
  114. GAME->interface()->cingconsole->activate();
  115. GAME->interface()->cingconsole->pos = this->pos;
  116. }
  117. ENGINE->fakeMouseMove(); //to restore the cursor
  118. // workaround for an edge case:
  119. // if player unequips Angel Wings / Boots of Levitation of currently active hero
  120. // game will correctly invalidate paths but current route will not be updated since verifyPath() is not called for current hero
  121. if (GAME->interface()->makingTurn && GAME->interface()->localState->getCurrentHero())
  122. GAME->interface()->localState->verifyPath(GAME->interface()->localState->getCurrentHero());
  123. }
  124. void AdventureMapInterface::deactivate()
  125. {
  126. CIntObject::deactivate();
  127. ENGINE->cursor().set(Cursor::Map::POINTER);
  128. if(GAME->interface())
  129. GAME->interface()->cingconsole->deactivate();
  130. }
  131. void AdventureMapInterface::showAll(Canvas & to)
  132. {
  133. CIntObject::showAll(to);
  134. dim(to);
  135. GAME->interface()->cingconsole->show(to);
  136. }
  137. void AdventureMapInterface::show(Canvas & to)
  138. {
  139. CIntObject::show(to);
  140. dim(to);
  141. GAME->interface()->cingconsole->show(to);
  142. }
  143. void AdventureMapInterface::dim(Canvas & to)
  144. {
  145. auto const isBigWindow = [&](std::shared_ptr<CIntObject> window) { return window->pos.w >= 800 && window->pos.h >= 600; }; // OH3 fullscreen
  146. if(settings["adventure"]["hideBackground"].Bool())
  147. for (auto window : ENGINE->windows().findWindows<CIntObject>())
  148. {
  149. if(!std::dynamic_pointer_cast<AdventureMapInterface>(window) && std::dynamic_pointer_cast<CIntObject>(window) && isBigWindow(window))
  150. {
  151. to.fillTexture(ENGINE->renderHandler().loadImage(ImagePath::builtin("DiBoxBck"), EImageBlitMode::OPAQUE));
  152. return;
  153. }
  154. }
  155. for (auto window : ENGINE->windows().findWindows<CIntObject>())
  156. {
  157. if (!std::dynamic_pointer_cast<AdventureMapInterface>(window) && !std::dynamic_pointer_cast<RadialMenu>(window) && !window->isPopupWindow() && (settings["adventure"]["backgroundDimSmallWindows"].Bool() || isBigWindow(window) || shortcuts->getState() == EAdventureState::HOTSEAT_WAIT))
  158. {
  159. Rect targetRect(0, 0, ENGINE->screenDimensions().x, ENGINE->screenDimensions().y);
  160. ColorRGBA colorToFill(0, 0, 0, std::clamp<int>(backgroundDimLevel, 0, 255));
  161. if(backgroundDimLevel > 0)
  162. to.drawColorBlended(targetRect, colorToFill);
  163. return;
  164. }
  165. }
  166. }
  167. void AdventureMapInterface::tick(uint32_t msPassed)
  168. {
  169. handleMapScrollingUpdate(msPassed);
  170. // we want animations to be active during enemy turn but map itself to be non-interactive
  171. // so call timer update directly on inactive element
  172. widget->getMapView()->tick(msPassed);
  173. }
  174. void AdventureMapInterface::handleMapScrollingUpdate(uint32_t timePassed)
  175. {
  176. /// Width of window border, in pixels, that triggers map scrolling
  177. static constexpr int32_t borderScrollWidth = 15;
  178. int32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
  179. int32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
  180. Point cursorPosition = ENGINE->getCursorPosition();
  181. Point scrollDirection;
  182. if (cursorPosition.x < borderScrollWidth)
  183. scrollDirection.x = -1;
  184. if (cursorPosition.x > ENGINE->screenDimensions().x - borderScrollWidth)
  185. scrollDirection.x = +1;
  186. if (cursorPosition.y < borderScrollWidth)
  187. scrollDirection.y = -1;
  188. if (cursorPosition.y > ENGINE->screenDimensions().y - borderScrollWidth)
  189. scrollDirection.y = +1;
  190. Point scrollDelta = scrollDirection * scrollDistance;
  191. bool cursorInScrollArea = scrollDelta != Point(0,0);
  192. bool scrollingActive = cursorInScrollArea && shortcuts->optionMapScrollingActive() && !scrollingWasBlocked;
  193. bool scrollingBlocked = ENGINE->isKeyboardCtrlDown() || !settings["adventure"]["borderScroll"].Bool() || !ENGINE->screenHandler().hasFocus();
  194. if (!scrollingWasActive && scrollingBlocked)
  195. {
  196. scrollingWasBlocked = true;
  197. return;
  198. }
  199. if (!cursorInScrollArea && scrollingWasBlocked)
  200. {
  201. scrollingWasBlocked = false;
  202. return;
  203. }
  204. if (scrollingActive)
  205. widget->getMapView()->onMapScrolled(scrollDelta);
  206. if (!scrollingActive && !scrollingWasActive)
  207. return;
  208. if(scrollDelta.x > 0)
  209. {
  210. if(scrollDelta.y < 0)
  211. ENGINE->cursor().set(Cursor::Map::SCROLL_NORTHEAST);
  212. if(scrollDelta.y > 0)
  213. ENGINE->cursor().set(Cursor::Map::SCROLL_SOUTHEAST);
  214. if(scrollDelta.y == 0)
  215. ENGINE->cursor().set(Cursor::Map::SCROLL_EAST);
  216. }
  217. if(scrollDelta.x < 0)
  218. {
  219. if(scrollDelta.y < 0)
  220. ENGINE->cursor().set(Cursor::Map::SCROLL_NORTHWEST);
  221. if(scrollDelta.y > 0)
  222. ENGINE->cursor().set(Cursor::Map::SCROLL_SOUTHWEST);
  223. if(scrollDelta.y == 0)
  224. ENGINE->cursor().set(Cursor::Map::SCROLL_WEST);
  225. }
  226. if (scrollDelta.x == 0)
  227. {
  228. if(scrollDelta.y < 0)
  229. ENGINE->cursor().set(Cursor::Map::SCROLL_NORTH);
  230. if(scrollDelta.y > 0)
  231. ENGINE->cursor().set(Cursor::Map::SCROLL_SOUTH);
  232. if(scrollDelta.y == 0)
  233. ENGINE->cursor().set(Cursor::Map::POINTER);
  234. }
  235. scrollingWasActive = scrollingActive;
  236. }
  237. void AdventureMapInterface::centerOnTile(int3 on)
  238. {
  239. widget->getMapView()->onCenteredTile(on);
  240. }
  241. void AdventureMapInterface::centerOnObject(const CGObjectInstance * obj)
  242. {
  243. widget->getMapView()->onCenteredObject(obj);
  244. }
  245. void AdventureMapInterface::keyPressed(EShortcut key)
  246. {
  247. if (key == EShortcut::GLOBAL_CANCEL && spellBeingCasted)
  248. hotkeyAbortCastingMode();
  249. //fake mouse use to trigger onTileHovered()
  250. ENGINE->fakeMouseMove();
  251. }
  252. void AdventureMapInterface::onSelectionChanged(const CArmedInstance *sel)
  253. {
  254. assert(sel);
  255. widget->getInfoBar()->popAll();
  256. mapAudio->onSelectionChanged(sel);
  257. bool centerView = !settings["session"]["autoSkip"].Bool();
  258. if (centerView)
  259. centerOnObject(sel);
  260. if(sel->ID==Obj::TOWN)
  261. {
  262. auto town = dynamic_cast<const CGTownInstance*>(sel);
  263. widget->getInfoBar()->showTownSelection(town);
  264. widget->getTownList()->updateWidget();
  265. widget->getTownList()->select(town);
  266. widget->getHeroList()->select(nullptr);
  267. onHeroChanged(nullptr);
  268. }
  269. else //hero selected
  270. {
  271. auto hero = dynamic_cast<const CGHeroInstance*>(sel);
  272. widget->getInfoBar()->showHeroSelection(hero);
  273. widget->getHeroList()->select(hero);
  274. widget->getTownList()->select(nullptr);
  275. GAME->interface()->localState->verifyPath(hero);
  276. onHeroChanged(hero);
  277. }
  278. widget->updateActiveState();
  279. widget->getHeroList()->redraw();
  280. widget->getTownList()->redraw();
  281. }
  282. void AdventureMapInterface::onTownOrderChanged()
  283. {
  284. widget->getTownList()->updateWidget();
  285. }
  286. void AdventureMapInterface::onHeroOrderChanged()
  287. {
  288. widget->getHeroList()->updateWidget();
  289. }
  290. void AdventureMapInterface::onMapTilesChanged(boost::optional<std::unordered_set<int3>> positions)
  291. {
  292. if (positions)
  293. widget->getMinimap()->updateTiles(*positions);
  294. else
  295. widget->getMinimap()->update();
  296. }
  297. void AdventureMapInterface::onHotseatWaitStarted(PlayerColor playerID)
  298. {
  299. backgroundDimLevel = 255;
  300. onCurrentPlayerChanged(playerID);
  301. setState(EAdventureState::HOTSEAT_WAIT);
  302. }
  303. void AdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID, bool isHuman)
  304. {
  305. if(settings["session"]["spectate"].Bool())
  306. return;
  307. mapAudio->onEnemyTurnStarted();
  308. widget->getMinimap()->setAIRadar(!isHuman);
  309. widget->getInfoBar()->startEnemyTurn(playerID);
  310. setState(isHuman ? EAdventureState::MAKING_TURN : EAdventureState::AI_PLAYER_TURN);
  311. }
  312. void AdventureMapInterface::setState(EAdventureState state)
  313. {
  314. shortcuts->setState(state);
  315. adjustActiveness();
  316. widget->updateActiveState();
  317. }
  318. void AdventureMapInterface::adjustActiveness()
  319. {
  320. bool widgetMustBeActive = isActive() && shortcuts->optionSidePanelActive();
  321. bool mapViewMustBeActive = isActive() && (shortcuts->optionMapViewActive());
  322. widget->setInputEnabled(widgetMustBeActive);
  323. widget->getMapView()->setInputEnabled(mapViewMustBeActive);
  324. }
  325. void AdventureMapInterface::onCurrentPlayerChanged(PlayerColor playerID)
  326. {
  327. if (playerID == currentPlayerID)
  328. return;
  329. currentPlayerID = playerID;
  330. widget->setPlayerColor(playerID);
  331. }
  332. void AdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID)
  333. {
  334. backgroundDimLevel = settings["adventure"]["backgroundDimLevel"].Integer();
  335. onCurrentPlayerChanged(playerID);
  336. setState(EAdventureState::MAKING_TURN);
  337. if(playerID == GAME->interface()->playerID || settings["session"]["spectate"].Bool())
  338. {
  339. widget->getMinimap()->setAIRadar(false);
  340. widget->getInfoBar()->showSelection();
  341. }
  342. widget->getHeroList()->updateWidget();
  343. widget->getTownList()->updateWidget();
  344. const CGHeroInstance * heroToSelect = nullptr;
  345. // find first non-sleeping hero
  346. for (auto hero : GAME->interface()->localState->getWanderingHeroes())
  347. {
  348. if (!GAME->interface()->localState->isHeroSleeping(hero))
  349. {
  350. heroToSelect = hero;
  351. break;
  352. }
  353. }
  354. //select first hero if available.
  355. if (heroToSelect != nullptr)
  356. {
  357. GAME->interface()->localState->setSelection(heroToSelect);
  358. }
  359. else if (GAME->interface()->localState->getOwnedTowns().size())
  360. {
  361. GAME->interface()->localState->setSelection(GAME->interface()->localState->getOwnedTown(0));
  362. }
  363. else
  364. {
  365. GAME->interface()->localState->setSelection(GAME->interface()->localState->getWanderingHero(0));
  366. }
  367. onSelectionChanged(GAME->interface()->localState->getCurrentArmy());
  368. //show new day animation and sound on infobar, except for 1st day of the game
  369. if (GAME->interface()->cb->getDate(Date::DAY) != 1)
  370. widget->getInfoBar()->showDate();
  371. onHeroChanged(nullptr);
  372. ENGINE->windows().totalRedraw();
  373. mapAudio->onPlayerTurnStarted();
  374. if(settings["session"]["autoSkip"].Bool() && !ENGINE->isKeyboardShiftDown())
  375. {
  376. if(auto iw = ENGINE->windows().topWindow<CInfoWindow>())
  377. iw->close();
  378. ENGINE->dispatchMainThread([this]()
  379. {
  380. hotkeyEndingTurn();
  381. });
  382. }
  383. }
  384. void AdventureMapInterface::hotkeyEndingTurn()
  385. {
  386. if(settings["session"]["spectate"].Bool())
  387. return;
  388. if(!settings["general"]["startTurnAutosave"].Bool())
  389. {
  390. GAME->interface()->performAutosave();
  391. }
  392. GAME->interface()->makingTurn = false;
  393. GAME->interface()->cb->endTurn();
  394. mapAudio->onPlayerTurnEnded();
  395. // Normally, game will receive PlayerStartsTurn call almost instantly with new player ID that will switch UI to waiting mode
  396. // However, when simturns are active it is possible for such call not to come because another player is still acting
  397. // So find first player other than ours that is acting at the moment and update UI as if he had started turn
  398. for (auto player = PlayerColor(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  399. {
  400. if (player != GAME->interface()->playerID && GAME->interface()->cb->isPlayerMakingTurn(player))
  401. {
  402. onEnemyTurnStarted(player, GAME->interface()->cb->getStartInfo()->playerInfos.at(player).isControlledByHuman());
  403. break;
  404. }
  405. }
  406. }
  407. const CGObjectInstance* AdventureMapInterface::getActiveObject(const int3 &mapPos)
  408. {
  409. std::vector < const CGObjectInstance * > bobjs = GAME->interface()->cb->getBlockingObjs(mapPos); //blocking objects at tile
  410. if (bobjs.empty())
  411. return nullptr;
  412. return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);
  413. }
  414. void AdventureMapInterface::onTileLeftClicked(const int3 &targetPosition)
  415. {
  416. if(!shortcuts->optionMapViewActive())
  417. return;
  418. const CGObjectInstance *topBlocking = GAME->interface()->cb->isVisible(targetPosition) ? getActiveObject(targetPosition) : nullptr;
  419. if(spellBeingCasted)
  420. {
  421. assert(shortcuts->optionSpellcasting());
  422. assert(spellBeingCasted->id == SpellID::SCUTTLE_BOAT || spellBeingCasted->id == SpellID::DIMENSION_DOOR);
  423. if(isValidAdventureSpellTarget(targetPosition))
  424. performSpellcasting(targetPosition);
  425. return;
  426. }
  427. if(!GAME->interface()->cb->isVisible(targetPosition))
  428. return;
  429. //check if we can select this object
  430. bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == GAME->interface()->playerID;
  431. canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && GAME->interface()->cb->getPlayerRelations(GAME->interface()->playerID, topBlocking->tempOwner) != PlayerRelations::ENEMIES;
  432. if(GAME->interface()->localState->getCurrentArmy()->ID != Obj::HERO) //hero is not selected (presumably town)
  433. {
  434. if(GAME->interface()->localState->getCurrentArmy() == topBlocking) //selected town clicked
  435. GAME->interface()->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
  436. else if(canSelect)
  437. GAME->interface()->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  438. }
  439. else if(const CGHeroInstance * currentHero = GAME->interface()->localState->getCurrentHero()) //hero is selected
  440. {
  441. const CGPathNode *pn = GAME->interface()->getPathsInfo(currentHero)->getPathInfo(targetPosition);
  442. const auto shipyard = dynamic_cast<const IShipyard *>(topBlocking);
  443. if(currentHero == topBlocking) //clicked selected hero
  444. {
  445. GAME->interface()->openHeroWindow(currentHero);
  446. return;
  447. }
  448. else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
  449. {
  450. GAME->interface()->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  451. return;
  452. }
  453. else if(shipyard != nullptr && pn->turns == 255 && GAME->interface()->cb->getPlayerRelations(GAME->interface()->playerID, topBlocking->tempOwner) != PlayerRelations::ENEMIES)
  454. {
  455. GAME->interface()->showShipyardDialogOrProblemPopup(shipyard);
  456. }
  457. else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
  458. {
  459. int3 destinationTile = targetPosition;
  460. if(topBlocking && topBlocking->isVisitable() && !topBlocking->visitableAt(destinationTile) && settings["gameTweaks"]["simpleObjectSelection"].Bool())
  461. destinationTile = topBlocking->visitablePos();
  462. if(GAME->interface()->localState->hasPath(currentHero) &&
  463. GAME->interface()->localState->getPath(currentHero).endPos() == destinationTile &&
  464. !ENGINE->isKeyboardShiftDown())//we'll be moving
  465. {
  466. assert(!GAME->map().hasOngoingAnimations());
  467. if(!GAME->map().hasOngoingAnimations() && GAME->interface()->localState->getPath(currentHero).nextNode().turns == 0)
  468. GAME->interface()->moveHero(currentHero, GAME->interface()->localState->getPath(currentHero));
  469. return;
  470. }
  471. else
  472. {
  473. if(ENGINE->isKeyboardShiftDown()) //normal click behaviour (as no hero selected)
  474. {
  475. if(canSelect)
  476. GAME->interface()->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  477. }
  478. else //remove old path and find a new one if we clicked on accessible tile
  479. {
  480. GAME->interface()->localState->setPath(currentHero, destinationTile);
  481. onHeroChanged(currentHero);
  482. }
  483. }
  484. }
  485. } //end of hero is selected "case"
  486. else
  487. {
  488. throw std::runtime_error("Nothing is selected...");
  489. }
  490. }
  491. void AdventureMapInterface::onTileHovered(const int3 &targetPosition)
  492. {
  493. if(!shortcuts->optionMapViewActive())
  494. return;
  495. //may occur just at the start of game (fake move before full initialization)
  496. if(!GAME->interface()->localState->getCurrentArmy())
  497. return;
  498. bool isTargetPositionVisible = GAME->interface()->cb->isVisible(targetPosition);
  499. const CGObjectInstance *objAtTile = isTargetPositionVisible ? getActiveObject(targetPosition) : nullptr;
  500. if(spellBeingCasted)
  501. {
  502. switch(spellBeingCasted->id)
  503. {
  504. case SpellID::SCUTTLE_BOAT:
  505. if(isValidAdventureSpellTarget(targetPosition))
  506. ENGINE->cursor().set(Cursor::Map::SCUTTLE_BOAT);
  507. else
  508. ENGINE->cursor().set(Cursor::Map::POINTER);
  509. return;
  510. case SpellID::DIMENSION_DOOR:
  511. if(isValidAdventureSpellTarget(targetPosition))
  512. {
  513. if(GAME->interface()->cb->getSettings().getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && GAME->interface()->cb->isTileGuardedUnchecked(targetPosition))
  514. ENGINE->cursor().set(Cursor::Map::T1_ATTACK);
  515. else
  516. ENGINE->cursor().set(Cursor::Map::TELEPORT);
  517. return;
  518. }
  519. else
  520. ENGINE->cursor().set(Cursor::Map::POINTER);
  521. return;
  522. default:
  523. ENGINE->cursor().set(Cursor::Map::POINTER);
  524. return;
  525. }
  526. }
  527. if(!isTargetPositionVisible)
  528. {
  529. ENGINE->cursor().set(Cursor::Map::POINTER);
  530. return;
  531. }
  532. auto objRelations = PlayerRelations::ALLIES;
  533. if(objAtTile)
  534. {
  535. objRelations = GAME->interface()->cb->getPlayerRelations(GAME->interface()->playerID, objAtTile->tempOwner);
  536. std::string text = GAME->interface()->localState->getCurrentHero() ? objAtTile->getHoverText(GAME->interface()->localState->getCurrentHero()) : objAtTile->getHoverText(GAME->interface()->playerID);
  537. boost::replace_all(text,"\n"," ");
  538. if (ENGINE->isKeyboardCmdDown())
  539. text.append(" (" + std::to_string(targetPosition.x) + ", " + std::to_string(targetPosition.y) + ")");
  540. ENGINE->statusbar()->write(text);
  541. }
  542. else if(isTargetPositionVisible)
  543. {
  544. std::string tileTooltipText = GAME->map().getTerrainDescr(targetPosition, false);
  545. if (ENGINE->isKeyboardCmdDown())
  546. tileTooltipText.append(" (" + std::to_string(targetPosition.x) + ", " + std::to_string(targetPosition.y) + ")");
  547. ENGINE->statusbar()->write(tileTooltipText);
  548. }
  549. if(GAME->interface()->localState->getCurrentArmy()->ID == Obj::TOWN || ENGINE->isKeyboardShiftDown())
  550. {
  551. if(objAtTile)
  552. {
  553. if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
  554. ENGINE->cursor().set(Cursor::Map::TOWN);
  555. else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
  556. ENGINE->cursor().set(Cursor::Map::HERO);
  557. else
  558. ENGINE->cursor().set(Cursor::Map::POINTER);
  559. }
  560. else
  561. ENGINE->cursor().set(Cursor::Map::POINTER);
  562. }
  563. else if(const CGHeroInstance * hero = GAME->interface()->localState->getCurrentHero())
  564. {
  565. std::array<Cursor::Map, 4> cursorMove = { Cursor::Map::T1_MOVE, Cursor::Map::T2_MOVE, Cursor::Map::T3_MOVE, Cursor::Map::T4_MOVE, };
  566. std::array<Cursor::Map, 4> cursorAttack = { Cursor::Map::T1_ATTACK, Cursor::Map::T2_ATTACK, Cursor::Map::T3_ATTACK, Cursor::Map::T4_ATTACK, };
  567. std::array<Cursor::Map, 4> cursorSail = { Cursor::Map::T1_SAIL, Cursor::Map::T2_SAIL, Cursor::Map::T3_SAIL, Cursor::Map::T4_SAIL, };
  568. std::array<Cursor::Map, 4> cursorDisembark = { Cursor::Map::T1_DISEMBARK, Cursor::Map::T2_DISEMBARK, Cursor::Map::T3_DISEMBARK, Cursor::Map::T4_DISEMBARK, };
  569. std::array<Cursor::Map, 4> cursorExchange = { Cursor::Map::T1_EXCHANGE, Cursor::Map::T2_EXCHANGE, Cursor::Map::T3_EXCHANGE, Cursor::Map::T4_EXCHANGE, };
  570. std::array<Cursor::Map, 4> cursorVisit = { Cursor::Map::T1_VISIT, Cursor::Map::T2_VISIT, Cursor::Map::T3_VISIT, Cursor::Map::T4_VISIT, };
  571. std::array<Cursor::Map, 4> cursorSailVisit = { Cursor::Map::T1_SAIL_VISIT, Cursor::Map::T2_SAIL_VISIT, Cursor::Map::T3_SAIL_VISIT, Cursor::Map::T4_SAIL_VISIT, };
  572. const CGPathNode * pathNode = GAME->interface()->getPathsInfo(hero)->getPathInfo(targetPosition);
  573. assert(pathNode);
  574. if((ENGINE->isKeyboardAltDown() || settings["gameTweaks"]["forceMovementInfo"].Bool()) && pathNode->reachable()) //overwrite status bar text with movement info
  575. {
  576. showMoveDetailsInStatusbar(*hero, *pathNode);
  577. }
  578. if (objAtTile && pathNode->action == EPathNodeAction::UNKNOWN)
  579. {
  580. if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
  581. {
  582. ENGINE-> cursor().set(Cursor::Map::TOWN);
  583. return;
  584. }
  585. else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
  586. {
  587. ENGINE-> cursor().set(Cursor::Map::HERO);
  588. return;
  589. }
  590. else if (objAtTile->ID == Obj::SHIPYARD && objRelations != PlayerRelations::ENEMIES)
  591. {
  592. ENGINE-> cursor().set(Cursor::Map::T1_SAIL);
  593. return;
  594. }
  595. if(objAtTile->isVisitable() && !objAtTile->visitableAt(targetPosition) && settings["gameTweaks"]["simpleObjectSelection"].Bool())
  596. pathNode = GAME->interface()->getPathsInfo(hero)->getPathInfo(objAtTile->visitablePos());
  597. }
  598. int turns = pathNode->turns;
  599. vstd::amin(turns, 3);
  600. switch(pathNode->action)
  601. {
  602. case EPathNodeAction::NORMAL:
  603. case EPathNodeAction::TELEPORT_NORMAL:
  604. if(pathNode->layer == EPathfindingLayer::LAND)
  605. ENGINE->cursor().set(cursorMove[turns]);
  606. else
  607. ENGINE->cursor().set(cursorSail[turns]);
  608. break;
  609. case EPathNodeAction::VISIT:
  610. case EPathNodeAction::BLOCKING_VISIT:
  611. case EPathNodeAction::TELEPORT_BLOCKING_VISIT:
  612. if(objAtTile && objAtTile->ID == Obj::HERO)
  613. {
  614. if(GAME->interface()->localState->getCurrentArmy() == objAtTile)
  615. ENGINE->cursor().set(Cursor::Map::HERO);
  616. else
  617. ENGINE->cursor().set(cursorExchange[turns]);
  618. }
  619. else if(pathNode->layer == EPathfindingLayer::LAND)
  620. ENGINE->cursor().set(cursorVisit[turns]);
  621. else if (pathNode->layer == EPathfindingLayer::SAIL &&
  622. objAtTile &&
  623. objAtTile->isCoastVisitable() &&
  624. pathNode->theNodeBefore &&
  625. pathNode->theNodeBefore->layer == EPathfindingLayer::LAND )
  626. {
  627. // exception - when visiting shipwreck located on coast from land - show 'horse' cursor, not 'ship' cursor
  628. ENGINE->cursor().set(cursorVisit[turns]);
  629. }
  630. else
  631. ENGINE->cursor().set(cursorSailVisit[turns]);
  632. break;
  633. case EPathNodeAction::BATTLE:
  634. case EPathNodeAction::TELEPORT_BATTLE:
  635. ENGINE->cursor().set(cursorAttack[turns]);
  636. break;
  637. case EPathNodeAction::EMBARK:
  638. ENGINE->cursor().set(cursorSail[turns]);
  639. break;
  640. case EPathNodeAction::DISEMBARK:
  641. ENGINE->cursor().set(cursorDisembark[turns]);
  642. break;
  643. default:
  644. ENGINE->cursor().set(Cursor::Map::POINTER);
  645. break;
  646. }
  647. }
  648. }
  649. void AdventureMapInterface::showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode)
  650. {
  651. const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.movementPointsLimit(pathNode.layer == EPathfindingLayer::LAND) : hero.movementPointsRemaining();
  652. const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains;
  653. const int remainingPointsAfterMove = pathNode.moveRemains;
  654. int totalMovementCost = hero.movementPointsRemaining();
  655. for (int i = 1; i <= pathNode.turns; ++i)
  656. {
  657. auto turnInfo = hero.getTurnInfo(i);
  658. if (pathNode.layer == EPathfindingLayer::SAIL)
  659. totalMovementCost += turnInfo->getMovePointsLimitWater();
  660. else
  661. totalMovementCost += turnInfo->getMovePointsLimitLand();
  662. }
  663. totalMovementCost -= pathNode.moveRemains;
  664. std::string result = LIBRARY->generaltexth->translate("vcmi.adventureMap", pathNode.turns > 0 ? "moveCostDetails" : "moveCostDetailsNoTurns");
  665. boost::replace_first(result, "%TURNS", std::to_string(pathNode.turns));
  666. boost::replace_first(result, "%POINTS", std::to_string(movementPointsLastTurnCost));
  667. boost::replace_first(result, "%REMAINING", std::to_string(remainingPointsAfterMove));
  668. boost::replace_first(result, "%TOTAL", std::to_string(totalMovementCost));
  669. ENGINE->statusbar()->write(result);
  670. }
  671. void AdventureMapInterface::onTileRightClicked(const int3 &mapPos)
  672. {
  673. if(!shortcuts->optionMapViewActive())
  674. return;
  675. if(spellBeingCasted)
  676. {
  677. hotkeyAbortCastingMode();
  678. return;
  679. }
  680. if(!GAME->interface()->cb->isVisible(mapPos))
  681. {
  682. CRClickPopup::createAndPush(LIBRARY->generaltexth->allTexts[61]); //Uncharted Territory
  683. return;
  684. }
  685. const CGObjectInstance * obj = getActiveObject(mapPos);
  686. if(!obj)
  687. {
  688. // Bare or undiscovered terrain
  689. const TerrainTile * tile = GAME->interface()->cb->getTile(mapPos);
  690. if(tile)
  691. {
  692. std::string hlp = GAME->map().getTerrainDescr(mapPos, true);
  693. CRClickPopup::createAndPush(hlp);
  694. }
  695. return;
  696. }
  697. CRClickPopup::createAndPush(obj, ENGINE->getCursorPosition(), ETextAlignment::CENTER);
  698. }
  699. void AdventureMapInterface::enterCastingMode(const CSpell * sp)
  700. {
  701. assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
  702. spellBeingCasted = sp;
  703. Settings config = settings.write["session"]["showSpellRange"];
  704. config->Bool() = true;
  705. setState(EAdventureState::CASTING_SPELL);
  706. }
  707. void AdventureMapInterface::exitCastingMode()
  708. {
  709. assert(spellBeingCasted);
  710. spellBeingCasted = nullptr;
  711. setState(EAdventureState::MAKING_TURN);
  712. Settings config = settings.write["session"]["showSpellRange"];
  713. config->Bool() = false;
  714. }
  715. void AdventureMapInterface::hotkeyAbortCastingMode()
  716. {
  717. exitCastingMode();
  718. GAME->interface()->showInfoDialog(LIBRARY->generaltexth->allTexts[731]); //Spell cancelled
  719. }
  720. void AdventureMapInterface::performSpellcasting(const int3 & dest)
  721. {
  722. SpellID id = spellBeingCasted->id;
  723. exitCastingMode();
  724. GAME->interface()->cb->castSpell(GAME->interface()->localState->getCurrentHero(), id, dest);
  725. }
  726. Rect AdventureMapInterface::terrainAreaPixels() const
  727. {
  728. return widget->getMapView()->pos;
  729. }
  730. void AdventureMapInterface::hotkeyExitWorldView()
  731. {
  732. setState(EAdventureState::MAKING_TURN);
  733. widget->getMapView()->onViewMapActivated();
  734. }
  735. void AdventureMapInterface::openWorldView(int tileSize)
  736. {
  737. setState(EAdventureState::WORLD_VIEW);
  738. widget->getMapView()->onViewWorldActivated(tileSize);
  739. }
  740. void AdventureMapInterface::openWorldView()
  741. {
  742. openWorldView(11);
  743. }
  744. void AdventureMapInterface::openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  745. {
  746. openWorldView(11);
  747. widget->getMapView()->onViewSpellActivated(11, objectPositions, showTerrain);
  748. }
  749. void AdventureMapInterface::hotkeyNextTown()
  750. {
  751. widget->getTownList()->selectNext();
  752. }
  753. void AdventureMapInterface::hotkeySwitchMapLevel()
  754. {
  755. widget->getMapView()->onMapLevelSwitched();
  756. }
  757. void AdventureMapInterface::hotkeyZoom(int delta, bool useDeadZone)
  758. {
  759. widget->getMapView()->onMapZoomLevelChanged(delta, useDeadZone);
  760. }
  761. void AdventureMapInterface::onScreenResize()
  762. {
  763. OBJECT_CONSTRUCTION;
  764. // remember our activation state and reactive after reconstruction
  765. // since othervice activate() calls for created elements will bypass virtual dispatch
  766. // and will call directly CIntObject::activate() instead of dispatching virtual function call
  767. bool widgetActive = isActive();
  768. if (widgetActive)
  769. deactivate();
  770. widget.reset();
  771. pos.x = pos.y = 0;
  772. pos.w = ENGINE->screenDimensions().x;
  773. pos.h = ENGINE->screenDimensions().y;
  774. widget = std::make_shared<AdventureMapWidget>(shortcuts);
  775. widget->getMapView()->onViewMapActivated();
  776. widget->setPlayerColor(currentPlayerID);
  777. widget->updateActiveState();
  778. widget->getMinimap()->update();
  779. widget->getInfoBar()->showSelection();
  780. if (GAME->interface() && GAME->interface()->localState->getCurrentArmy())
  781. widget->getMapView()->onCenteredObject(GAME->interface()->localState->getCurrentArmy());
  782. adjustActiveness();
  783. if (widgetActive)
  784. activate();
  785. }
  786. bool AdventureMapInterface::isValidAdventureSpellTarget(int3 targetPosition) const
  787. {
  788. spells::detail::ProblemImpl problem;
  789. return spellBeingCasted->getAdventureMechanics().canBeCastAt(problem, GAME->interface()->cb.get(), GAME->interface()->localState->getCurrentHero(), targetPosition);
  790. }