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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 "../CGameInfo.h"
 
- #include "../gui/CursorHandler.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../gui/Shortcut.h"
 
- #include "../gui/WindowHandler.h"
 
- #include "../render/Canvas.h"
 
- #include "../CMT.h"
 
- #include "../PlayerLocalState.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/CConfigHandler.h"
 
- #include "../../lib/StartInfo.h"
 
- #include "../../lib/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"
 
- std::shared_ptr<AdventureMapInterface> adventureInt;
 
- AdventureMapInterface::AdventureMapInterface():
 
- 	mapAudio(new MapAudioPlayer()),
 
- 	spellBeingCasted(nullptr),
 
- 	scrollingWasActive(false),
 
- 	scrollingWasBlocked(false)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
 
- 	pos.x = pos.y = 0;
 
- 	pos.w = GH.screenDimensions().x;
 
- 	pos.h = GH.screenDimensions().y;
 
- 	shortcuts = std::make_shared<AdventureMapShortcuts>(*this);
 
- 	widget = std::make_shared<AdventureMapWidget>(shortcuts);
 
- 	shortcuts->setState(EAdventureState::MAKING_TURN);
 
- 	widget->getMapView()->onViewMapActivated();
 
- 	if(LOCPLINT->cb->getStartInfo()->turnTimerInfo.isEnabled() || LOCPLINT->cb->getStartInfo()->turnTimerInfo.isBattleEnabled())
 
- 		watches = std::make_shared<TurnTimerWidget>();
 
- 	
 
- 	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 == LOCPLINT->localState->getCurrentHero() && !widget->getInfoBar()->showingComponents())
 
- 		widget->getInfoBar()->showSelection();
 
- 	widget->updateActiveState();
 
- }
 
- void AdventureMapInterface::onTownChanged(const CGTownInstance * town)
 
- {
 
- 	widget->getTownList()->updateElement(town);
 
- 	if (town && town == LOCPLINT->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();
 
- 	screenBuf = screen;
 
- 	
 
- 	if(LOCPLINT)
 
- 	{
 
- 		LOCPLINT->cingconsole->activate();
 
- 		LOCPLINT->cingconsole->pos = this->pos;
 
- 	}
 
- 	GH.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 (LOCPLINT->makingTurn && LOCPLINT->localState->getCurrentHero())
 
- 		LOCPLINT->localState->verifyPath(LOCPLINT->localState->getCurrentHero());
 
- }
 
- void AdventureMapInterface::deactivate()
 
- {
 
- 	CIntObject::deactivate();
 
- 	CCS->curh->set(Cursor::Map::POINTER);
 
- 	if(LOCPLINT)
 
- 		LOCPLINT->cingconsole->deactivate();
 
- }
 
- void AdventureMapInterface::showAll(Canvas & to)
 
- {
 
- 	CIntObject::showAll(to);
 
- 	dim(to);
 
- 	LOCPLINT->cingconsole->show(to);
 
- }
 
- void AdventureMapInterface::show(Canvas & to)
 
- {
 
- 	CIntObject::show(to);
 
- 	dim(to);
 
- 	LOCPLINT->cingconsole->show(to);
 
- }
 
- void AdventureMapInterface::dim(Canvas & to)
 
- {
 
- 	for (auto window : GH.windows().findWindows<IShowActivatable>())
 
- 	{
 
- 		std::shared_ptr<AdventureMapInterface> casted = std::dynamic_pointer_cast<AdventureMapInterface>(window);
 
- 		if (!casted && !window->isPopupWindow())
 
- 		{
 
- 			int backgroundDimLevel = settings["adventure"]["backgroundDimLevel"].Integer();
 
- 			Rect targetRect(0, 0, GH.screenDimensions().x, GH.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 = GH.getCursorPosition();
 
- 	Point scrollDirection;
 
- 	if (cursorPosition.x < borderScrollWidth)
 
- 		scrollDirection.x = -1;
 
- 	if (cursorPosition.x > GH.screenDimensions().x - borderScrollWidth)
 
- 		scrollDirection.x = +1;
 
- 	if (cursorPosition.y < borderScrollWidth)
 
- 		scrollDirection.y = -1;
 
- 	if (cursorPosition.y > GH.screenDimensions().y - borderScrollWidth)
 
- 		scrollDirection.y = +1;
 
- 	Point scrollDelta = scrollDirection * scrollDistance;
 
- 	bool cursorInScrollArea = scrollDelta != Point(0,0);
 
- 	bool scrollingActive = cursorInScrollArea && shortcuts->optionMapScrollingActive() && !scrollingWasBlocked;
 
- 	bool scrollingBlocked = GH.isKeyboardCtrlDown() || !settings["adventure"]["borderScroll"].Bool();
 
- 	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)
 
- 			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);
 
- 	}
 
- 	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()
 
- 	GH.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()->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);
 
- 		LOCPLINT->localState->verifyPath(hero);
 
- 		onHeroChanged(hero);
 
- 	}
 
- 	widget->updateActiveState();
 
- 	widget->getHeroList()->redraw();
 
- 	widget->getTownList()->redraw();
 
- }
 
- 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)
 
- {
 
- 	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::OTHER_HUMAN_PLAYER_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)
 
- {
 
- 	LOCPLINT->localState->setSelection(nullptr);
 
- 	if (playerID == currentPlayerID)
 
- 		return;
 
- 	currentPlayerID = playerID;
 
- 	widget->setPlayer(playerID);
 
- }
 
- void AdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID)
 
- {
 
- 	onCurrentPlayerChanged(playerID);
 
- 	setState(EAdventureState::MAKING_TURN);
 
- 	if(playerID == LOCPLINT->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 : LOCPLINT->localState->getWanderingHeroes())
 
- 	{
 
- 		if (!LOCPLINT->localState->isHeroSleeping(hero))
 
- 		{
 
- 			heroToSelect = hero;
 
- 			break;
 
- 		}
 
- 	}
 
- 	//select first hero if available.
 
- 	if (heroToSelect != nullptr)
 
- 	{
 
- 		LOCPLINT->localState->setSelection(heroToSelect);
 
- 	}
 
- 	else if (LOCPLINT->localState->getOwnedTowns().size())
 
- 	{
 
- 		LOCPLINT->localState->setSelection(LOCPLINT->localState->getOwnedTown(0));
 
- 	}
 
- 	else
 
- 	{
 
- 		LOCPLINT->localState->setSelection(LOCPLINT->localState->getWanderingHero(0));
 
- 	}
 
- 	//show new day animation and sound on infobar, except for 1st day of the game
 
- 	if (LOCPLINT->cb->getDate(Date::DAY) != 1)
 
- 		widget->getInfoBar()->showDate();
 
- 	onHeroChanged(nullptr);
 
- 	Canvas canvas = Canvas::createFromSurface(screen);
 
- 	showAll(canvas);
 
- 	mapAudio->onPlayerTurnStarted();
 
- 	if(settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
 
- 	{
 
- 		if(auto iw = GH.windows().topWindow<CInfoWindow>())
 
- 			iw->close();
 
- 		hotkeyEndingTurn();
 
- 	}
 
- }
 
- void AdventureMapInterface::hotkeyEndingTurn()
 
- {
 
- 	if(settings["session"]["spectate"].Bool())
 
- 		return;
 
- 	if(!settings["general"]["startTurnAutosave"].Bool())
 
- 	{
 
- 		LOCPLINT->performAutosave();
 
- 	}
 
- 	LOCPLINT->makingTurn = false;
 
- 	LOCPLINT->cb->endTurn();
 
- 	mapAudio->onPlayerTurnEnded();
 
- }
 
- const CGObjectInstance* AdventureMapInterface::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);
 
- }
 
- void AdventureMapInterface::onTileLeftClicked(const int3 &mapPos)
 
- {
 
- 	if(!shortcuts->optionMapViewActive())
 
- 		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 = LOCPLINT->localState->getCurrentArmy()->getSightCenter();
 
- 	if(spellBeingCasted)
 
- 	{
 
- 		assert(shortcuts->optionSpellcasting());
 
- 		if (!isInScreenRange(selPos, mapPos))
 
- 			return;
 
- 		const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
 
- 		switch(spellBeingCasted->id)
 
- 		{
 
- 		case SpellID::SCUTTLE_BOAT: //Scuttle Boat
 
- 			if(topBlocking && topBlocking->ID == Obj::BOAT)
 
- 				performSpellcasting(mapPos);
 
- 			break;
 
- 		case SpellID::DIMENSION_DOOR:
 
- 			if(!tile || tile->isClear(heroTile))
 
- 				performSpellcasting(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) != PlayerRelations::ENEMIES;
 
- 	bool isHero = false;
 
- 	if(LOCPLINT->localState->getCurrentArmy()->ID != Obj::HERO) //hero is not selected (presumably town)
 
- 	{
 
- 		if(LOCPLINT->localState->getCurrentArmy() == topBlocking) //selected town clicked
 
- 			LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
 
- 		else if(canSelect)
 
- 			LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
 
- 	}
 
- 	else if(const CGHeroInstance * currentHero = LOCPLINT->localState->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
 
- 		{
 
- 			LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
 
- 			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
 
- 			{
 
- 				if(GH.isKeyboardCtrlDown()) //normal click behaviour (as no hero selected)
 
- 				{
 
- 					if(canSelect)
 
- 						LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
 
- 				}
 
- 				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 AdventureMapInterface::onTileHovered(const int3 &mapPos)
 
- {
 
- 	if(!shortcuts->optionMapViewActive())
 
- 		return;
 
- 	//may occur just at the start of game (fake move before full intiialization)
 
- 	if(!LOCPLINT->localState->getCurrentArmy())
 
- 		return;
 
- 	if(!LOCPLINT->cb->isVisible(mapPos))
 
- 	{
 
- 		CCS->curh->set(Cursor::Map::POINTER);
 
- 		GH.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 = LOCPLINT->localState->getCurrentHero() ? objAtTile->getHoverText(LOCPLINT->localState->getCurrentHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
 
- 		boost::replace_all(text,"\n"," ");
 
- 		GH.statusbar()->write(text);
 
- 	}
 
- 	else
 
- 	{
 
- 		std::string hlp = CGI->mh->getTerrainDescr(mapPos, false);
 
- 		GH.statusbar()->write(hlp);
 
- 	}
 
- 	if(spellBeingCasted)
 
- 	{
 
- 		switch(spellBeingCasted->id)
 
- 		{
 
- 		case SpellID::SCUTTLE_BOAT:
 
- 			{
 
- 			int3 hpos = LOCPLINT->localState->getCurrentArmy()->getSightCenter();
 
- 			if(objAtTile && objAtTile->ID == Obj::BOAT && isInScreenRange(hpos, mapPos))
 
- 				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 = LOCPLINT->localState->getCurrentArmy()->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(LOCPLINT->localState->getCurrentArmy()->ID == Obj::TOWN || GH.isKeyboardCtrlDown())
 
- 	{
 
- 		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 = LOCPLINT->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 = 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 EPathNodeAction::NORMAL:
 
- 		case EPathNodeAction::TELEPORT_NORMAL:
 
- 			if(pathNode->layer == EPathfindingLayer::LAND)
 
- 				CCS->curh->set(cursorMove[turns]);
 
- 			else
 
- 				CCS->curh->set(cursorSailVisit[turns]);
 
- 			break;
 
- 		case EPathNodeAction::VISIT:
 
- 		case EPathNodeAction::BLOCKING_VISIT:
 
- 		case EPathNodeAction::TELEPORT_BLOCKING_VISIT:
 
- 			if(objAtTile && objAtTile->ID == Obj::HERO)
 
- 			{
 
- 				if(LOCPLINT->localState->getCurrentArmy()  == 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 EPathNodeAction::BATTLE:
 
- 		case EPathNodeAction::TELEPORT_BATTLE:
 
- 			CCS->curh->set(cursorAttack[turns]);
 
- 			break;
 
- 		case EPathNodeAction::EMBARK:
 
- 			CCS->curh->set(cursorSail[turns]);
 
- 			break;
 
- 		case EPathNodeAction::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 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.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));
 
- 	GH.statusbar()->write(result);
 
- }
 
- void AdventureMapInterface::onTileRightClicked(const int3 &mapPos)
 
- {
 
- 	if(!shortcuts->optionMapViewActive())
 
- 		return;
 
- 	if(spellBeingCasted)
 
- 	{
 
- 		hotkeyAbortCastingMode();
 
- 		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 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();
 
- 	LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
 
- }
 
- void AdventureMapInterface::performSpellcasting(const int3 & dest)
 
- {
 
- 	SpellID id = spellBeingCasted->id;
 
- 	exitCastingMode();
 
- 	LOCPLINT->cb->castSpell(LOCPLINT->localState->getCurrentHero(), id, dest);
 
- }
 
- Rect AdventureMapInterface::terrainAreaPixels() const
 
- {
 
- 	return widget->getMapView()->pos;
 
- }
 
- const IShipyard * AdventureMapInterface::ourInaccessibleShipyard(const CGObjectInstance *obj) const
 
- {
 
- 	const IShipyard *ret = IShipyard::castFrom(obj);
 
- 	if(!ret ||
 
- 		obj->tempOwner != currentPlayerID ||
 
- 		(CCS->curh->get<Cursor::Map>() != Cursor::Map::T1_SAIL && CCS->curh->get<Cursor::Map>() != Cursor::Map::POINTER))
 
- 		return nullptr;
 
- 	return ret;
 
- }
 
- 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)
 
- {
 
- 	widget->getMapView()->onMapZoomLevelChanged(delta);
 
- }
 
- void AdventureMapInterface::onScreenResize()
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
 
- 	// 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 = GH.screenDimensions().x;
 
- 	pos.h = GH.screenDimensions().y;
 
- 	widget = std::make_shared<AdventureMapWidget>(shortcuts);
 
- 	widget->getMapView()->onViewMapActivated();
 
- 	widget->setPlayer(currentPlayerID);
 
- 	widget->updateActiveState();
 
- 	widget->getMinimap()->update();
 
- 	widget->getInfoBar()->showSelection();
 
- 	if (LOCPLINT && LOCPLINT->localState->getCurrentArmy())
 
- 		widget->getMapView()->onCenteredObject(LOCPLINT->localState->getCurrentArmy());
 
- 	adjustActiveness();
 
- 	if (widgetActive)
 
- 		activate();
 
- }
 
 
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