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- /*
- * AdventureMapInterface.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 "AdventureMapInterface.h"
- #include "AdventureOptions.h"
- #include "AdventureState.h"
- #include "CInGameConsole.h"
- #include "CMinimap.h"
- #include "CList.h"
- #include "CInfoBar.h"
- #include "MapAudioPlayer.h"
- #include "TurnTimerWidget.h"
- #include "AdventureMapWidget.h"
- #include "AdventureMapShortcuts.h"
- #include "../mapView/mapHandler.h"
- #include "../mapView/MapView.h"
- #include "../windows/InfoWindows.h"
- #include "../widgets/RadialMenu.h"
- #include "../gui/CursorHandler.h"
- #include "../GameEngine.h"
- #include "../GameInstance.h"
- #include "../gui/Shortcut.h"
- #include "../gui/WindowHandler.h"
- #include "../render/Canvas.h"
- #include "../render/IImage.h"
- #include "../render/IRenderHandler.h"
- #include "../render/IScreenHandler.h"
- #include "../PlayerLocalState.h"
- #include "../CPlayerInterface.h"
- #include "../../CCallback.h"
- #include "../../lib/IGameSettings.h"
- #include "../../lib/StartInfo.h"
- #include "../../lib/texts/CGeneralTextHandler.h"
- #include "../../lib/spells/CSpellHandler.h"
- #include "../../lib/mapObjects/CGHeroInstance.h"
- #include "../../lib/mapObjects/CGTownInstance.h"
- #include "../../lib/mapping/CMapDefines.h"
- #include "../../lib/pathfinder/CGPathNode.h"
- #include "../../lib/pathfinder/TurnInfo.h"
- #include "../../lib/spells/ISpellMechanics.h"
- #include "../../lib/spells/Problem.h"
- std::shared_ptr<AdventureMapInterface> adventureInt;
- AdventureMapInterface::AdventureMapInterface():
- mapAudio(new MapAudioPlayer()),
- spellBeingCasted(nullptr),
- scrollingWasActive(false),
- scrollingWasBlocked(false),
- backgroundDimLevel(settings["adventure"]["backgroundDimLevel"].Integer())
- {
- OBJECT_CONSTRUCTION;
- pos.x = pos.y = 0;
- pos.w = ENGINE->screenDimensions().x;
- pos.h = ENGINE->screenDimensions().y;
- shortcuts = std::make_shared<AdventureMapShortcuts>(*this);
- widget = std::make_shared<AdventureMapWidget>(shortcuts);
- shortcuts->setState(EAdventureState::MAKING_TURN);
- widget->getMapView()->onViewMapActivated();
- if(GAME->interface()->cb->getStartInfo()->turnTimerInfo.turnTimer != 0)
- watches = std::make_shared<TurnTimerWidget>(Point(24, 24));
-
- addUsedEvents(KEYBOARD | TIME);
- }
- void AdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel)
- {
- shortcuts->onMapViewMoved(visibleArea, mapLevel);
- widget->getMinimap()->onMapViewMoved(visibleArea, mapLevel);
- widget->onMapViewMoved(visibleArea, mapLevel);
- }
- void AdventureMapInterface::onAudioResumed()
- {
- mapAudio->onAudioResumed();
- }
- void AdventureMapInterface::onAudioPaused()
- {
- mapAudio->onAudioPaused();
- }
- void AdventureMapInterface::onHeroMovementStarted(const CGHeroInstance * hero)
- {
- if (shortcuts->optionMapViewActive())
- {
- widget->getInfoBar()->popAll();
- widget->getInfoBar()->showSelection();
- }
- }
- void AdventureMapInterface::onHeroChanged(const CGHeroInstance *h)
- {
- widget->getHeroList()->updateElement(h);
- if (h && h == GAME->interface()->localState->getCurrentHero() && !widget->getInfoBar()->showingComponents())
- widget->getInfoBar()->showSelection();
- widget->updateActiveState();
- }
- void AdventureMapInterface::onTownChanged(const CGTownInstance * town)
- {
- widget->getTownList()->updateElement(town);
- if (town && town == GAME->interface()->localState->getCurrentTown() && !widget->getInfoBar()->showingComponents())
- widget->getInfoBar()->showSelection();
- }
- void AdventureMapInterface::showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer)
- {
- widget->getInfoBar()->pushComponents(components, message, timer);
- }
- void AdventureMapInterface::activate()
- {
- CIntObject::activate();
- adjustActiveness();
- if(GAME->interface())
- {
- GAME->interface()->cingconsole->activate();
- GAME->interface()->cingconsole->pos = this->pos;
- }
- ENGINE->fakeMouseMove(); //to restore the cursor
- // workaround for an edge case:
- // if player unequips Angel Wings / Boots of Levitation of currently active hero
- // game will correctly invalidate paths but current route will not be updated since verifyPath() is not called for current hero
- if (GAME->interface()->makingTurn && GAME->interface()->localState->getCurrentHero())
- GAME->interface()->localState->verifyPath(GAME->interface()->localState->getCurrentHero());
- }
- void AdventureMapInterface::deactivate()
- {
- CIntObject::deactivate();
- ENGINE->cursor().set(Cursor::Map::POINTER);
- if(GAME->interface())
- GAME->interface()->cingconsole->deactivate();
- }
- void AdventureMapInterface::showAll(Canvas & to)
- {
- CIntObject::showAll(to);
- dim(to);
- GAME->interface()->cingconsole->show(to);
- }
- void AdventureMapInterface::show(Canvas & to)
- {
- CIntObject::show(to);
- dim(to);
- GAME->interface()->cingconsole->show(to);
- }
- void AdventureMapInterface::dim(Canvas & to)
- {
- auto const isBigWindow = [&](std::shared_ptr<CIntObject> window) { return window->pos.w >= 800 && window->pos.h >= 600; }; // OH3 fullscreen
- if(settings["adventure"]["hideBackground"].Bool())
- for (auto window : ENGINE->windows().findWindows<CIntObject>())
- {
- if(!std::dynamic_pointer_cast<AdventureMapInterface>(window) && std::dynamic_pointer_cast<CIntObject>(window) && isBigWindow(window))
- {
- to.fillTexture(ENGINE->renderHandler().loadImage(ImagePath::builtin("DiBoxBck"), EImageBlitMode::OPAQUE));
- return;
- }
- }
- for (auto window : ENGINE->windows().findWindows<CIntObject>())
- {
- 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))
- {
- Rect targetRect(0, 0, ENGINE->screenDimensions().x, ENGINE->screenDimensions().y);
- ColorRGBA colorToFill(0, 0, 0, std::clamp<int>(backgroundDimLevel, 0, 255));
- if(backgroundDimLevel > 0)
- to.drawColorBlended(targetRect, colorToFill);
- return;
- }
- }
- }
- void AdventureMapInterface::tick(uint32_t msPassed)
- {
- handleMapScrollingUpdate(msPassed);
- // we want animations to be active during enemy turn but map itself to be non-interactive
- // so call timer update directly on inactive element
- widget->getMapView()->tick(msPassed);
- }
- void AdventureMapInterface::handleMapScrollingUpdate(uint32_t timePassed)
- {
- /// Width of window border, in pixels, that triggers map scrolling
- static constexpr int32_t borderScrollWidth = 15;
- int32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
- int32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
- Point cursorPosition = ENGINE->getCursorPosition();
- Point scrollDirection;
- if (cursorPosition.x < borderScrollWidth)
- scrollDirection.x = -1;
- if (cursorPosition.x > ENGINE->screenDimensions().x - borderScrollWidth)
- scrollDirection.x = +1;
- if (cursorPosition.y < borderScrollWidth)
- scrollDirection.y = -1;
- if (cursorPosition.y > ENGINE->screenDimensions().y - borderScrollWidth)
- scrollDirection.y = +1;
- Point scrollDelta = scrollDirection * scrollDistance;
- bool cursorInScrollArea = scrollDelta != Point(0,0);
- bool scrollingActive = cursorInScrollArea && shortcuts->optionMapScrollingActive() && !scrollingWasBlocked;
- bool scrollingBlocked = ENGINE->isKeyboardCtrlDown() || !settings["adventure"]["borderScroll"].Bool() || !ENGINE->screenHandler().hasFocus();
- if (!scrollingWasActive && scrollingBlocked)
- {
- scrollingWasBlocked = true;
- return;
- }
- if (!cursorInScrollArea && scrollingWasBlocked)
- {
- scrollingWasBlocked = false;
- return;
- }
- if (scrollingActive)
- widget->getMapView()->onMapScrolled(scrollDelta);
- if (!scrollingActive && !scrollingWasActive)
- return;
- if(scrollDelta.x > 0)
- {
- if(scrollDelta.y < 0)
- ENGINE->cursor().set(Cursor::Map::SCROLL_NORTHEAST);
- if(scrollDelta.y > 0)
- ENGINE->cursor().set(Cursor::Map::SCROLL_SOUTHEAST);
- if(scrollDelta.y == 0)
- ENGINE->cursor().set(Cursor::Map::SCROLL_EAST);
- }
- if(scrollDelta.x < 0)
- {
- if(scrollDelta.y < 0)
- ENGINE->cursor().set(Cursor::Map::SCROLL_NORTHWEST);
- if(scrollDelta.y > 0)
- ENGINE->cursor().set(Cursor::Map::SCROLL_SOUTHWEST);
- if(scrollDelta.y == 0)
- ENGINE->cursor().set(Cursor::Map::SCROLL_WEST);
- }
- if (scrollDelta.x == 0)
- {
- if(scrollDelta.y < 0)
- ENGINE->cursor().set(Cursor::Map::SCROLL_NORTH);
- if(scrollDelta.y > 0)
- ENGINE->cursor().set(Cursor::Map::SCROLL_SOUTH);
- if(scrollDelta.y == 0)
- ENGINE->cursor().set(Cursor::Map::POINTER);
- }
- scrollingWasActive = scrollingActive;
- }
- void AdventureMapInterface::centerOnTile(int3 on)
- {
- widget->getMapView()->onCenteredTile(on);
- }
- void AdventureMapInterface::centerOnObject(const CGObjectInstance * obj)
- {
- widget->getMapView()->onCenteredObject(obj);
- }
- void AdventureMapInterface::keyPressed(EShortcut key)
- {
- if (key == EShortcut::GLOBAL_CANCEL && spellBeingCasted)
- hotkeyAbortCastingMode();
- //fake mouse use to trigger onTileHovered()
- ENGINE->fakeMouseMove();
- }
- void AdventureMapInterface::onSelectionChanged(const CArmedInstance *sel)
- {
- assert(sel);
- widget->getInfoBar()->popAll();
- mapAudio->onSelectionChanged(sel);
- bool centerView = !settings["session"]["autoSkip"].Bool();
- if (centerView)
- centerOnObject(sel);
- if(sel->ID==Obj::TOWN)
- {
- auto town = dynamic_cast<const CGTownInstance*>(sel);
- widget->getInfoBar()->showTownSelection(town);
- widget->getTownList()->updateWidget();
- widget->getTownList()->select(town);
- widget->getHeroList()->select(nullptr);
- onHeroChanged(nullptr);
- }
- else //hero selected
- {
- auto hero = dynamic_cast<const CGHeroInstance*>(sel);
- widget->getInfoBar()->showHeroSelection(hero);
- widget->getHeroList()->select(hero);
- widget->getTownList()->select(nullptr);
- GAME->interface()->localState->verifyPath(hero);
- onHeroChanged(hero);
- }
- widget->updateActiveState();
- widget->getHeroList()->redraw();
- widget->getTownList()->redraw();
- }
- void AdventureMapInterface::onTownOrderChanged()
- {
- widget->getTownList()->updateWidget();
- }
- void AdventureMapInterface::onHeroOrderChanged()
- {
- widget->getHeroList()->updateWidget();
- }
- void AdventureMapInterface::onMapTilesChanged(boost::optional<std::unordered_set<int3>> positions)
- {
- if (positions)
- widget->getMinimap()->updateTiles(*positions);
- else
- widget->getMinimap()->update();
- }
- void AdventureMapInterface::onHotseatWaitStarted(PlayerColor playerID)
- {
- backgroundDimLevel = 255;
- onCurrentPlayerChanged(playerID);
- setState(EAdventureState::HOTSEAT_WAIT);
- }
- void AdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID, bool isHuman)
- {
- if(settings["session"]["spectate"].Bool())
- return;
- mapAudio->onEnemyTurnStarted();
- widget->getMinimap()->setAIRadar(!isHuman);
- widget->getInfoBar()->startEnemyTurn(playerID);
- setState(isHuman ? EAdventureState::MAKING_TURN : EAdventureState::AI_PLAYER_TURN);
- }
- void AdventureMapInterface::setState(EAdventureState state)
- {
- shortcuts->setState(state);
- adjustActiveness();
- widget->updateActiveState();
- }
- void AdventureMapInterface::adjustActiveness()
- {
- bool widgetMustBeActive = isActive() && shortcuts->optionSidePanelActive();
- bool mapViewMustBeActive = isActive() && (shortcuts->optionMapViewActive());
- widget->setInputEnabled(widgetMustBeActive);
- widget->getMapView()->setInputEnabled(mapViewMustBeActive);
- }
- void AdventureMapInterface::onCurrentPlayerChanged(PlayerColor playerID)
- {
- if (playerID == currentPlayerID)
- return;
- currentPlayerID = playerID;
- widget->setPlayerColor(playerID);
- }
- void AdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID)
- {
- backgroundDimLevel = settings["adventure"]["backgroundDimLevel"].Integer();
- onCurrentPlayerChanged(playerID);
- setState(EAdventureState::MAKING_TURN);
- if(playerID == GAME->interface()->playerID || settings["session"]["spectate"].Bool())
- {
- widget->getMinimap()->setAIRadar(false);
- widget->getInfoBar()->showSelection();
- }
- widget->getHeroList()->updateWidget();
- widget->getTownList()->updateWidget();
- const CGHeroInstance * heroToSelect = nullptr;
- // find first non-sleeping hero
- for (auto hero : GAME->interface()->localState->getWanderingHeroes())
- {
- if (!GAME->interface()->localState->isHeroSleeping(hero))
- {
- heroToSelect = hero;
- break;
- }
- }
- //select first hero if available.
- if (heroToSelect != nullptr)
- {
- GAME->interface()->localState->setSelection(heroToSelect);
- }
- else if (GAME->interface()->localState->getOwnedTowns().size())
- {
- GAME->interface()->localState->setSelection(GAME->interface()->localState->getOwnedTown(0));
- }
- else
- {
- GAME->interface()->localState->setSelection(GAME->interface()->localState->getWanderingHero(0));
- }
- onSelectionChanged(GAME->interface()->localState->getCurrentArmy());
- //show new day animation and sound on infobar, except for 1st day of the game
- if (GAME->interface()->cb->getDate(Date::DAY) != 1)
- widget->getInfoBar()->showDate();
- onHeroChanged(nullptr);
- ENGINE->windows().totalRedraw();
- mapAudio->onPlayerTurnStarted();
- if(settings["session"]["autoSkip"].Bool() && !ENGINE->isKeyboardShiftDown())
- {
- if(auto iw = ENGINE->windows().topWindow<CInfoWindow>())
- iw->close();
- ENGINE->dispatchMainThread([this]()
- {
- hotkeyEndingTurn();
- });
- }
- }
- void AdventureMapInterface::hotkeyEndingTurn()
- {
- if(settings["session"]["spectate"].Bool())
- return;
- if(!settings["general"]["startTurnAutosave"].Bool())
- {
- GAME->interface()->performAutosave();
- }
- GAME->interface()->makingTurn = false;
- GAME->interface()->cb->endTurn();
- mapAudio->onPlayerTurnEnded();
- // Normally, game will receive PlayerStartsTurn call almost instantly with new player ID that will switch UI to waiting mode
- // However, when simturns are active it is possible for such call not to come because another player is still acting
- // So find first player other than ours that is acting at the moment and update UI as if he had started turn
- for (auto player = PlayerColor(0); player < PlayerColor::PLAYER_LIMIT; ++player)
- {
- if (player != GAME->interface()->playerID && GAME->interface()->cb->isPlayerMakingTurn(player))
- {
- onEnemyTurnStarted(player, GAME->interface()->cb->getStartInfo()->playerInfos.at(player).isControlledByHuman());
- break;
- }
- }
- }
- const CGObjectInstance* AdventureMapInterface::getActiveObject(const int3 &mapPos)
- {
- std::vector < const CGObjectInstance * > bobjs = GAME->interface()->cb->getBlockingObjs(mapPos); //blocking objects at tile
- if (bobjs.empty())
- return nullptr;
- return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);
- }
- void AdventureMapInterface::onTileLeftClicked(const int3 &targetPosition)
- {
- if(!shortcuts->optionMapViewActive())
- return;
- const CGObjectInstance *topBlocking = GAME->interface()->cb->isVisible(targetPosition) ? getActiveObject(targetPosition) : nullptr;
- if(spellBeingCasted)
- {
- assert(shortcuts->optionSpellcasting());
- assert(spellBeingCasted->id == SpellID::SCUTTLE_BOAT || spellBeingCasted->id == SpellID::DIMENSION_DOOR);
- if(isValidAdventureSpellTarget(targetPosition))
- performSpellcasting(targetPosition);
- return;
- }
- if(!GAME->interface()->cb->isVisible(targetPosition))
- return;
- //check if we can select this object
- bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == GAME->interface()->playerID;
- canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && GAME->interface()->cb->getPlayerRelations(GAME->interface()->playerID, topBlocking->tempOwner) != PlayerRelations::ENEMIES;
- if(GAME->interface()->localState->getCurrentArmy()->ID != Obj::HERO) //hero is not selected (presumably town)
- {
- if(GAME->interface()->localState->getCurrentArmy() == topBlocking) //selected town clicked
- GAME->interface()->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
- else if(canSelect)
- GAME->interface()->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
- }
- else if(const CGHeroInstance * currentHero = GAME->interface()->localState->getCurrentHero()) //hero is selected
- {
- const CGPathNode *pn = GAME->interface()->getPathsInfo(currentHero)->getPathInfo(targetPosition);
- const auto shipyard = dynamic_cast<const IShipyard *>(topBlocking);
- if(currentHero == topBlocking) //clicked selected hero
- {
- GAME->interface()->openHeroWindow(currentHero);
- return;
- }
- else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
- {
- GAME->interface()->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
- return;
- }
- else if(shipyard != nullptr && pn->turns == 255 && GAME->interface()->cb->getPlayerRelations(GAME->interface()->playerID, topBlocking->tempOwner) != PlayerRelations::ENEMIES)
- {
- GAME->interface()->showShipyardDialogOrProblemPopup(shipyard);
- }
- else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
- {
- int3 destinationTile = targetPosition;
- if(topBlocking && topBlocking->isVisitable() && !topBlocking->visitableAt(destinationTile) && settings["gameTweaks"]["simpleObjectSelection"].Bool())
- destinationTile = topBlocking->visitablePos();
- if(GAME->interface()->localState->hasPath(currentHero) &&
- GAME->interface()->localState->getPath(currentHero).endPos() == destinationTile &&
- !ENGINE->isKeyboardShiftDown())//we'll be moving
- {
- assert(!GAME->map().hasOngoingAnimations());
- if(!GAME->map().hasOngoingAnimations() && GAME->interface()->localState->getPath(currentHero).nextNode().turns == 0)
- GAME->interface()->moveHero(currentHero, GAME->interface()->localState->getPath(currentHero));
- return;
- }
- else
- {
- if(ENGINE->isKeyboardShiftDown()) //normal click behaviour (as no hero selected)
- {
- if(canSelect)
- GAME->interface()->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
- }
- else //remove old path and find a new one if we clicked on accessible tile
- {
- GAME->interface()->localState->setPath(currentHero, destinationTile);
- onHeroChanged(currentHero);
- }
- }
- }
- } //end of hero is selected "case"
- else
- {
- throw std::runtime_error("Nothing is selected...");
- }
- }
- void AdventureMapInterface::onTileHovered(const int3 &targetPosition)
- {
- if(!shortcuts->optionMapViewActive())
- return;
- //may occur just at the start of game (fake move before full initialization)
- if(!GAME->interface()->localState->getCurrentArmy())
- return;
- bool isTargetPositionVisible = GAME->interface()->cb->isVisible(targetPosition);
- const CGObjectInstance *objAtTile = isTargetPositionVisible ? getActiveObject(targetPosition) : nullptr;
- if(spellBeingCasted)
- {
- switch(spellBeingCasted->id)
- {
- case SpellID::SCUTTLE_BOAT:
- if(isValidAdventureSpellTarget(targetPosition))
- ENGINE->cursor().set(Cursor::Map::SCUTTLE_BOAT);
- else
- ENGINE->cursor().set(Cursor::Map::POINTER);
- return;
- case SpellID::DIMENSION_DOOR:
- if(isValidAdventureSpellTarget(targetPosition))
- {
- if(GAME->interface()->cb->getSettings().getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && GAME->interface()->cb->isTileGuardedUnchecked(targetPosition))
- ENGINE->cursor().set(Cursor::Map::T1_ATTACK);
- else
- ENGINE->cursor().set(Cursor::Map::TELEPORT);
- return;
- }
- else
- ENGINE->cursor().set(Cursor::Map::POINTER);
- return;
- default:
- ENGINE->cursor().set(Cursor::Map::POINTER);
- return;
- }
- }
- if(!isTargetPositionVisible)
- {
- ENGINE->cursor().set(Cursor::Map::POINTER);
- return;
- }
- auto objRelations = PlayerRelations::ALLIES;
- if(objAtTile)
- {
- objRelations = GAME->interface()->cb->getPlayerRelations(GAME->interface()->playerID, objAtTile->tempOwner);
- std::string text = GAME->interface()->localState->getCurrentHero() ? objAtTile->getHoverText(GAME->interface()->localState->getCurrentHero()) : objAtTile->getHoverText(GAME->interface()->playerID);
- boost::replace_all(text,"\n"," ");
- if (ENGINE->isKeyboardCmdDown())
- text.append(" (" + std::to_string(targetPosition.x) + ", " + std::to_string(targetPosition.y) + ")");
- ENGINE->statusbar()->write(text);
- }
- else if(isTargetPositionVisible)
- {
- std::string tileTooltipText = GAME->map().getTerrainDescr(targetPosition, false);
- if (ENGINE->isKeyboardCmdDown())
- tileTooltipText.append(" (" + std::to_string(targetPosition.x) + ", " + std::to_string(targetPosition.y) + ")");
- ENGINE->statusbar()->write(tileTooltipText);
- }
- if(GAME->interface()->localState->getCurrentArmy()->ID == Obj::TOWN || ENGINE->isKeyboardShiftDown())
- {
- if(objAtTile)
- {
- if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
- ENGINE->cursor().set(Cursor::Map::TOWN);
- else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
- ENGINE->cursor().set(Cursor::Map::HERO);
- else
- ENGINE->cursor().set(Cursor::Map::POINTER);
- }
- else
- ENGINE->cursor().set(Cursor::Map::POINTER);
- }
- else if(const CGHeroInstance * hero = GAME->interface()->localState->getCurrentHero())
- {
- std::array<Cursor::Map, 4> cursorMove = { Cursor::Map::T1_MOVE, Cursor::Map::T2_MOVE, Cursor::Map::T3_MOVE, Cursor::Map::T4_MOVE, };
- std::array<Cursor::Map, 4> cursorAttack = { Cursor::Map::T1_ATTACK, Cursor::Map::T2_ATTACK, Cursor::Map::T3_ATTACK, Cursor::Map::T4_ATTACK, };
- std::array<Cursor::Map, 4> cursorSail = { Cursor::Map::T1_SAIL, Cursor::Map::T2_SAIL, Cursor::Map::T3_SAIL, Cursor::Map::T4_SAIL, };
- std::array<Cursor::Map, 4> cursorDisembark = { Cursor::Map::T1_DISEMBARK, Cursor::Map::T2_DISEMBARK, Cursor::Map::T3_DISEMBARK, Cursor::Map::T4_DISEMBARK, };
- std::array<Cursor::Map, 4> cursorExchange = { Cursor::Map::T1_EXCHANGE, Cursor::Map::T2_EXCHANGE, Cursor::Map::T3_EXCHANGE, Cursor::Map::T4_EXCHANGE, };
- std::array<Cursor::Map, 4> cursorVisit = { Cursor::Map::T1_VISIT, Cursor::Map::T2_VISIT, Cursor::Map::T3_VISIT, Cursor::Map::T4_VISIT, };
- 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, };
- const CGPathNode * pathNode = GAME->interface()->getPathsInfo(hero)->getPathInfo(targetPosition);
- assert(pathNode);
- if((ENGINE->isKeyboardAltDown() || settings["gameTweaks"]["forceMovementInfo"].Bool()) && pathNode->reachable()) //overwrite status bar text with movement info
- {
- showMoveDetailsInStatusbar(*hero, *pathNode);
- }
- if (objAtTile && pathNode->action == EPathNodeAction::UNKNOWN)
- {
- if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
- {
- ENGINE-> cursor().set(Cursor::Map::TOWN);
- return;
- }
- else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
- {
- ENGINE-> cursor().set(Cursor::Map::HERO);
- return;
- }
- else if (objAtTile->ID == Obj::SHIPYARD && objRelations != PlayerRelations::ENEMIES)
- {
- ENGINE-> cursor().set(Cursor::Map::T1_SAIL);
- return;
- }
- if(objAtTile->isVisitable() && !objAtTile->visitableAt(targetPosition) && settings["gameTweaks"]["simpleObjectSelection"].Bool())
- pathNode = GAME->interface()->getPathsInfo(hero)->getPathInfo(objAtTile->visitablePos());
- }
- int turns = pathNode->turns;
- vstd::amin(turns, 3);
- switch(pathNode->action)
- {
- case EPathNodeAction::NORMAL:
- case EPathNodeAction::TELEPORT_NORMAL:
- if(pathNode->layer == EPathfindingLayer::LAND)
- ENGINE->cursor().set(cursorMove[turns]);
- else
- ENGINE->cursor().set(cursorSail[turns]);
- break;
- case EPathNodeAction::VISIT:
- case EPathNodeAction::BLOCKING_VISIT:
- case EPathNodeAction::TELEPORT_BLOCKING_VISIT:
- if(objAtTile && objAtTile->ID == Obj::HERO)
- {
- if(GAME->interface()->localState->getCurrentArmy() == objAtTile)
- ENGINE->cursor().set(Cursor::Map::HERO);
- else
- ENGINE->cursor().set(cursorExchange[turns]);
- }
- else if(pathNode->layer == EPathfindingLayer::LAND)
- ENGINE->cursor().set(cursorVisit[turns]);
- else if (pathNode->layer == EPathfindingLayer::SAIL &&
- objAtTile &&
- objAtTile->isCoastVisitable() &&
- pathNode->theNodeBefore &&
- pathNode->theNodeBefore->layer == EPathfindingLayer::LAND )
- {
- // exception - when visiting shipwreck located on coast from land - show 'horse' cursor, not 'ship' cursor
- ENGINE->cursor().set(cursorVisit[turns]);
- }
- else
- ENGINE->cursor().set(cursorSailVisit[turns]);
- break;
- case EPathNodeAction::BATTLE:
- case EPathNodeAction::TELEPORT_BATTLE:
- ENGINE->cursor().set(cursorAttack[turns]);
- break;
- case EPathNodeAction::EMBARK:
- ENGINE->cursor().set(cursorSail[turns]);
- break;
- case EPathNodeAction::DISEMBARK:
- ENGINE->cursor().set(cursorDisembark[turns]);
- break;
- default:
- ENGINE->cursor().set(Cursor::Map::POINTER);
- break;
- }
- }
- }
- void AdventureMapInterface::showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode)
- {
- const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.movementPointsLimit(pathNode.layer == EPathfindingLayer::LAND) : hero.movementPointsRemaining();
- const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains;
- const int remainingPointsAfterMove = pathNode.moveRemains;
- int totalMovementCost = hero.movementPointsRemaining();
- for (int i = 1; i <= pathNode.turns; ++i)
- {
- auto turnInfo = hero.getTurnInfo(i);
- if (pathNode.layer == EPathfindingLayer::SAIL)
- totalMovementCost += turnInfo->getMovePointsLimitWater();
- else
- totalMovementCost += turnInfo->getMovePointsLimitLand();
- }
- totalMovementCost -= pathNode.moveRemains;
- std::string result = LIBRARY->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));
- boost::replace_first(result, "%TOTAL", std::to_string(totalMovementCost));
- ENGINE->statusbar()->write(result);
- }
- void AdventureMapInterface::onTileRightClicked(const int3 &mapPos)
- {
- if(!shortcuts->optionMapViewActive())
- return;
- if(spellBeingCasted)
- {
- hotkeyAbortCastingMode();
- return;
- }
- if(!GAME->interface()->cb->isVisible(mapPos))
- {
- CRClickPopup::createAndPush(LIBRARY->generaltexth->allTexts[61]); //Uncharted Territory
- return;
- }
- const CGObjectInstance * obj = getActiveObject(mapPos);
- if(!obj)
- {
- // Bare or undiscovered terrain
- const TerrainTile * tile = GAME->interface()->cb->getTile(mapPos);
- if(tile)
- {
- std::string hlp = GAME->map().getTerrainDescr(mapPos, true);
- CRClickPopup::createAndPush(hlp);
- }
- return;
- }
- CRClickPopup::createAndPush(obj, ENGINE->getCursorPosition(), ETextAlignment::CENTER);
- }
- void AdventureMapInterface::enterCastingMode(const CSpell * sp)
- {
- assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
- spellBeingCasted = sp;
- Settings config = settings.write["session"]["showSpellRange"];
- config->Bool() = true;
- setState(EAdventureState::CASTING_SPELL);
- }
- void AdventureMapInterface::exitCastingMode()
- {
- assert(spellBeingCasted);
- spellBeingCasted = nullptr;
- setState(EAdventureState::MAKING_TURN);
- Settings config = settings.write["session"]["showSpellRange"];
- config->Bool() = false;
- }
- void AdventureMapInterface::hotkeyAbortCastingMode()
- {
- exitCastingMode();
- GAME->interface()->showInfoDialog(LIBRARY->generaltexth->allTexts[731]); //Spell cancelled
- }
- void AdventureMapInterface::performSpellcasting(const int3 & dest)
- {
- SpellID id = spellBeingCasted->id;
- exitCastingMode();
- GAME->interface()->cb->castSpell(GAME->interface()->localState->getCurrentHero(), id, dest);
- }
- Rect AdventureMapInterface::terrainAreaPixels() const
- {
- return widget->getMapView()->pos;
- }
- void AdventureMapInterface::hotkeyExitWorldView()
- {
- setState(EAdventureState::MAKING_TURN);
- widget->getMapView()->onViewMapActivated();
- }
- void AdventureMapInterface::openWorldView(int tileSize)
- {
- setState(EAdventureState::WORLD_VIEW);
- widget->getMapView()->onViewWorldActivated(tileSize);
- }
- void AdventureMapInterface::openWorldView()
- {
- openWorldView(11);
- }
- void AdventureMapInterface::openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
- {
- openWorldView(11);
- widget->getMapView()->onViewSpellActivated(11, objectPositions, showTerrain);
- }
- void AdventureMapInterface::hotkeyNextTown()
- {
- widget->getTownList()->selectNext();
- }
- void AdventureMapInterface::hotkeySwitchMapLevel()
- {
- widget->getMapView()->onMapLevelSwitched();
- }
- void AdventureMapInterface::hotkeyZoom(int delta, bool useDeadZone)
- {
- widget->getMapView()->onMapZoomLevelChanged(delta, useDeadZone);
- }
- void AdventureMapInterface::onScreenResize()
- {
- OBJECT_CONSTRUCTION;
- // remember our activation state and reactive after reconstruction
- // since othervice activate() calls for created elements will bypass virtual dispatch
- // and will call directly CIntObject::activate() instead of dispatching virtual function call
- bool widgetActive = isActive();
- if (widgetActive)
- deactivate();
- widget.reset();
- pos.x = pos.y = 0;
- pos.w = ENGINE->screenDimensions().x;
- pos.h = ENGINE->screenDimensions().y;
- widget = std::make_shared<AdventureMapWidget>(shortcuts);
- widget->getMapView()->onViewMapActivated();
- widget->setPlayerColor(currentPlayerID);
- widget->updateActiveState();
- widget->getMinimap()->update();
- widget->getInfoBar()->showSelection();
- if (GAME->interface() && GAME->interface()->localState->getCurrentArmy())
- widget->getMapView()->onCenteredObject(GAME->interface()->localState->getCurrentArmy());
- adjustActiveness();
- if (widgetActive)
- activate();
- }
- bool AdventureMapInterface::isValidAdventureSpellTarget(int3 targetPosition) const
- {
- spells::detail::ProblemImpl problem;
- return spellBeingCasted->getAdventureMechanics().canBeCastAt(problem, GAME->interface()->cb.get(), GAME->interface()->localState->getCurrentHero(), targetPosition);
- }
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