AdventureMapInterface.cpp 26 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 "../CGameInfo.h"
  26. #include "../gui/CursorHandler.h"
  27. #include "../gui/CGuiHandler.h"
  28. #include "../gui/Shortcut.h"
  29. #include "../gui/WindowHandler.h"
  30. #include "../render/Canvas.h"
  31. #include "../CMT.h"
  32. #include "../PlayerLocalState.h"
  33. #include "../CPlayerInterface.h"
  34. #include "../../CCallback.h"
  35. #include "../../lib/CConfigHandler.h"
  36. #include "../../lib/StartInfo.h"
  37. #include "../../lib/CGeneralTextHandler.h"
  38. #include "../../lib/spells/CSpellHandler.h"
  39. #include "../../lib/mapObjects/CGHeroInstance.h"
  40. #include "../../lib/mapObjects/CGTownInstance.h"
  41. #include "../../lib/mapping/CMapDefines.h"
  42. #include "../../lib/pathfinder/CGPathNode.h"
  43. std::shared_ptr<AdventureMapInterface> adventureInt;
  44. AdventureMapInterface::AdventureMapInterface():
  45. mapAudio(new MapAudioPlayer()),
  46. spellBeingCasted(nullptr),
  47. scrollingWasActive(false),
  48. scrollingWasBlocked(false)
  49. {
  50. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  51. pos.x = pos.y = 0;
  52. pos.w = GH.screenDimensions().x;
  53. pos.h = GH.screenDimensions().y;
  54. shortcuts = std::make_shared<AdventureMapShortcuts>(*this);
  55. widget = std::make_shared<AdventureMapWidget>(shortcuts);
  56. shortcuts->setState(EAdventureState::MAKING_TURN);
  57. widget->getMapView()->onViewMapActivated();
  58. if(LOCPLINT->cb->getStartInfo()->turnTimerInfo.isEnabled() || LOCPLINT->cb->getStartInfo()->turnTimerInfo.isBattleEnabled())
  59. watches = std::make_shared<TurnTimerWidget>();
  60. addUsedEvents(KEYBOARD | TIME);
  61. }
  62. void AdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel)
  63. {
  64. shortcuts->onMapViewMoved(visibleArea, mapLevel);
  65. widget->getMinimap()->onMapViewMoved(visibleArea, mapLevel);
  66. widget->onMapViewMoved(visibleArea, mapLevel);
  67. }
  68. void AdventureMapInterface::onAudioResumed()
  69. {
  70. mapAudio->onAudioResumed();
  71. }
  72. void AdventureMapInterface::onAudioPaused()
  73. {
  74. mapAudio->onAudioPaused();
  75. }
  76. void AdventureMapInterface::onHeroMovementStarted(const CGHeroInstance * hero)
  77. {
  78. if (shortcuts->optionMapViewActive())
  79. {
  80. widget->getInfoBar()->popAll();
  81. widget->getInfoBar()->showSelection();
  82. }
  83. }
  84. void AdventureMapInterface::onHeroChanged(const CGHeroInstance *h)
  85. {
  86. widget->getHeroList()->updateElement(h);
  87. if (h && h == LOCPLINT->localState->getCurrentHero() && !widget->getInfoBar()->showingComponents())
  88. widget->getInfoBar()->showSelection();
  89. widget->updateActiveState();
  90. }
  91. void AdventureMapInterface::onTownChanged(const CGTownInstance * town)
  92. {
  93. widget->getTownList()->updateElement(town);
  94. if (town && town == LOCPLINT->localState->getCurrentTown() && !widget->getInfoBar()->showingComponents())
  95. widget->getInfoBar()->showSelection();
  96. }
  97. void AdventureMapInterface::showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer)
  98. {
  99. widget->getInfoBar()->pushComponents(components, message, timer);
  100. }
  101. void AdventureMapInterface::activate()
  102. {
  103. CIntObject::activate();
  104. adjustActiveness();
  105. screenBuf = screen;
  106. if(LOCPLINT)
  107. {
  108. LOCPLINT->cingconsole->activate();
  109. LOCPLINT->cingconsole->pos = this->pos;
  110. }
  111. GH.fakeMouseMove(); //to restore the cursor
  112. // workaround for an edge case:
  113. // if player unequips Angel Wings / Boots of Levitation of currently active hero
  114. // game will correctly invalidate paths but current route will not be updated since verifyPath() is not called for current hero
  115. if (LOCPLINT->makingTurn && LOCPLINT->localState->getCurrentHero())
  116. LOCPLINT->localState->verifyPath(LOCPLINT->localState->getCurrentHero());
  117. }
  118. void AdventureMapInterface::deactivate()
  119. {
  120. CIntObject::deactivate();
  121. CCS->curh->set(Cursor::Map::POINTER);
  122. if(LOCPLINT)
  123. LOCPLINT->cingconsole->deactivate();
  124. }
  125. void AdventureMapInterface::showAll(Canvas & to)
  126. {
  127. CIntObject::showAll(to);
  128. dim(to);
  129. LOCPLINT->cingconsole->show(to);
  130. }
  131. void AdventureMapInterface::show(Canvas & to)
  132. {
  133. CIntObject::show(to);
  134. dim(to);
  135. LOCPLINT->cingconsole->show(to);
  136. }
  137. void AdventureMapInterface::dim(Canvas & to)
  138. {
  139. for (auto window : GH.windows().findWindows<IShowActivatable>())
  140. {
  141. std::shared_ptr<AdventureMapInterface> casted = std::dynamic_pointer_cast<AdventureMapInterface>(window);
  142. if (!casted && !window->isPopupWindow())
  143. {
  144. int backgroundDimLevel = settings["adventure"]["backgroundDimLevel"].Integer();
  145. Rect targetRect(0, 0, GH.screenDimensions().x, GH.screenDimensions().y);
  146. ColorRGBA colorToFill(0, 0, 0, std::clamp<int>(backgroundDimLevel, 0, 255));
  147. if(backgroundDimLevel > 0)
  148. to.drawColorBlended(targetRect, colorToFill);
  149. return;
  150. }
  151. }
  152. }
  153. void AdventureMapInterface::tick(uint32_t msPassed)
  154. {
  155. handleMapScrollingUpdate(msPassed);
  156. // we want animations to be active during enemy turn but map itself to be non-interactive
  157. // so call timer update directly on inactive element
  158. widget->getMapView()->tick(msPassed);
  159. }
  160. void AdventureMapInterface::handleMapScrollingUpdate(uint32_t timePassed)
  161. {
  162. /// Width of window border, in pixels, that triggers map scrolling
  163. static constexpr int32_t borderScrollWidth = 15;
  164. int32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
  165. int32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
  166. Point cursorPosition = GH.getCursorPosition();
  167. Point scrollDirection;
  168. if (cursorPosition.x < borderScrollWidth)
  169. scrollDirection.x = -1;
  170. if (cursorPosition.x > GH.screenDimensions().x - borderScrollWidth)
  171. scrollDirection.x = +1;
  172. if (cursorPosition.y < borderScrollWidth)
  173. scrollDirection.y = -1;
  174. if (cursorPosition.y > GH.screenDimensions().y - borderScrollWidth)
  175. scrollDirection.y = +1;
  176. Point scrollDelta = scrollDirection * scrollDistance;
  177. bool cursorInScrollArea = scrollDelta != Point(0,0);
  178. bool scrollingActive = cursorInScrollArea && shortcuts->optionMapScrollingActive() && !scrollingWasBlocked;
  179. bool scrollingBlocked = GH.isKeyboardCtrlDown() || !settings["adventure"]["borderScroll"].Bool();
  180. if (!scrollingWasActive && scrollingBlocked)
  181. {
  182. scrollingWasBlocked = true;
  183. return;
  184. }
  185. if (!cursorInScrollArea && scrollingWasBlocked)
  186. {
  187. scrollingWasBlocked = false;
  188. return;
  189. }
  190. if (scrollingActive)
  191. widget->getMapView()->onMapScrolled(scrollDelta);
  192. if (!scrollingActive && !scrollingWasActive)
  193. return;
  194. if(scrollDelta.x > 0)
  195. {
  196. if(scrollDelta.y < 0)
  197. CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST);
  198. if(scrollDelta.y > 0)
  199. CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST);
  200. if(scrollDelta.y == 0)
  201. CCS->curh->set(Cursor::Map::SCROLL_EAST);
  202. }
  203. if(scrollDelta.x < 0)
  204. {
  205. if(scrollDelta.y < 0)
  206. CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST);
  207. if(scrollDelta.y > 0)
  208. CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST);
  209. if(scrollDelta.y == 0)
  210. CCS->curh->set(Cursor::Map::SCROLL_WEST);
  211. }
  212. if (scrollDelta.x == 0)
  213. {
  214. if(scrollDelta.y < 0)
  215. CCS->curh->set(Cursor::Map::SCROLL_NORTH);
  216. if(scrollDelta.y > 0)
  217. CCS->curh->set(Cursor::Map::SCROLL_SOUTH);
  218. if(scrollDelta.y == 0)
  219. CCS->curh->set(Cursor::Map::POINTER);
  220. }
  221. scrollingWasActive = scrollingActive;
  222. }
  223. void AdventureMapInterface::centerOnTile(int3 on)
  224. {
  225. widget->getMapView()->onCenteredTile(on);
  226. }
  227. void AdventureMapInterface::centerOnObject(const CGObjectInstance * obj)
  228. {
  229. widget->getMapView()->onCenteredObject(obj);
  230. }
  231. void AdventureMapInterface::keyPressed(EShortcut key)
  232. {
  233. if (key == EShortcut::GLOBAL_CANCEL && spellBeingCasted)
  234. hotkeyAbortCastingMode();
  235. //fake mouse use to trigger onTileHovered()
  236. GH.fakeMouseMove();
  237. }
  238. void AdventureMapInterface::onSelectionChanged(const CArmedInstance *sel)
  239. {
  240. assert(sel);
  241. widget->getInfoBar()->popAll();
  242. mapAudio->onSelectionChanged(sel);
  243. bool centerView = !settings["session"]["autoSkip"].Bool();
  244. if (centerView)
  245. centerOnObject(sel);
  246. if(sel->ID==Obj::TOWN)
  247. {
  248. auto town = dynamic_cast<const CGTownInstance*>(sel);
  249. widget->getInfoBar()->showTownSelection(town);
  250. widget->getTownList()->select(town);
  251. widget->getHeroList()->select(nullptr);
  252. onHeroChanged(nullptr);
  253. }
  254. else //hero selected
  255. {
  256. auto hero = dynamic_cast<const CGHeroInstance*>(sel);
  257. widget->getInfoBar()->showHeroSelection(hero);
  258. widget->getHeroList()->select(hero);
  259. widget->getTownList()->select(nullptr);
  260. LOCPLINT->localState->verifyPath(hero);
  261. onHeroChanged(hero);
  262. }
  263. widget->updateActiveState();
  264. widget->getHeroList()->redraw();
  265. widget->getTownList()->redraw();
  266. }
  267. void AdventureMapInterface::onMapTilesChanged(boost::optional<std::unordered_set<int3>> positions)
  268. {
  269. if (positions)
  270. widget->getMinimap()->updateTiles(*positions);
  271. else
  272. widget->getMinimap()->update();
  273. }
  274. void AdventureMapInterface::onHotseatWaitStarted(PlayerColor playerID)
  275. {
  276. onCurrentPlayerChanged(playerID);
  277. setState(EAdventureState::HOTSEAT_WAIT);
  278. }
  279. void AdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID, bool isHuman)
  280. {
  281. if(settings["session"]["spectate"].Bool())
  282. return;
  283. mapAudio->onEnemyTurnStarted();
  284. widget->getMinimap()->setAIRadar(!isHuman);
  285. widget->getInfoBar()->startEnemyTurn(playerID);
  286. setState(isHuman ? EAdventureState::OTHER_HUMAN_PLAYER_TURN : EAdventureState::AI_PLAYER_TURN);
  287. }
  288. void AdventureMapInterface::setState(EAdventureState state)
  289. {
  290. shortcuts->setState(state);
  291. adjustActiveness();
  292. widget->updateActiveState();
  293. }
  294. void AdventureMapInterface::adjustActiveness()
  295. {
  296. bool widgetMustBeActive = isActive() && shortcuts->optionSidePanelActive();
  297. bool mapViewMustBeActive = isActive() && (shortcuts->optionMapViewActive());
  298. widget->setInputEnabled(widgetMustBeActive);
  299. widget->getMapView()->setInputEnabled(mapViewMustBeActive);
  300. }
  301. void AdventureMapInterface::onCurrentPlayerChanged(PlayerColor playerID)
  302. {
  303. LOCPLINT->localState->setSelection(nullptr);
  304. if (playerID == currentPlayerID)
  305. return;
  306. currentPlayerID = playerID;
  307. widget->setPlayer(playerID);
  308. }
  309. void AdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID)
  310. {
  311. onCurrentPlayerChanged(playerID);
  312. setState(EAdventureState::MAKING_TURN);
  313. if(playerID == LOCPLINT->playerID || settings["session"]["spectate"].Bool())
  314. {
  315. widget->getMinimap()->setAIRadar(false);
  316. widget->getInfoBar()->showSelection();
  317. }
  318. widget->getHeroList()->updateWidget();
  319. widget->getTownList()->updateWidget();
  320. const CGHeroInstance * heroToSelect = nullptr;
  321. // find first non-sleeping hero
  322. for (auto hero : LOCPLINT->localState->getWanderingHeroes())
  323. {
  324. if (!LOCPLINT->localState->isHeroSleeping(hero))
  325. {
  326. heroToSelect = hero;
  327. break;
  328. }
  329. }
  330. //select first hero if available.
  331. if (heroToSelect != nullptr)
  332. {
  333. LOCPLINT->localState->setSelection(heroToSelect);
  334. }
  335. else if (LOCPLINT->localState->getOwnedTowns().size())
  336. {
  337. LOCPLINT->localState->setSelection(LOCPLINT->localState->getOwnedTown(0));
  338. }
  339. else
  340. {
  341. LOCPLINT->localState->setSelection(LOCPLINT->localState->getWanderingHero(0));
  342. }
  343. //show new day animation and sound on infobar, except for 1st day of the game
  344. if (LOCPLINT->cb->getDate(Date::DAY) != 1)
  345. widget->getInfoBar()->showDate();
  346. onHeroChanged(nullptr);
  347. Canvas canvas = Canvas::createFromSurface(screen);
  348. showAll(canvas);
  349. mapAudio->onPlayerTurnStarted();
  350. if(settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  351. {
  352. if(auto iw = GH.windows().topWindow<CInfoWindow>())
  353. iw->close();
  354. hotkeyEndingTurn();
  355. }
  356. }
  357. void AdventureMapInterface::hotkeyEndingTurn()
  358. {
  359. if(settings["session"]["spectate"].Bool())
  360. return;
  361. if(!settings["general"]["startTurnAutosave"].Bool())
  362. {
  363. LOCPLINT->performAutosave();
  364. }
  365. LOCPLINT->makingTurn = false;
  366. LOCPLINT->cb->endTurn();
  367. mapAudio->onPlayerTurnEnded();
  368. }
  369. const CGObjectInstance* AdventureMapInterface::getActiveObject(const int3 &mapPos)
  370. {
  371. std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile
  372. if (bobjs.empty())
  373. return nullptr;
  374. return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);
  375. }
  376. void AdventureMapInterface::onTileLeftClicked(const int3 &mapPos)
  377. {
  378. if(!shortcuts->optionMapViewActive())
  379. return;
  380. //FIXME: this line breaks H3 behavior for Dimension Door
  381. if(!LOCPLINT->cb->isVisible(mapPos))
  382. return;
  383. if(!LOCPLINT->makingTurn)
  384. return;
  385. const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
  386. const CGObjectInstance *topBlocking = getActiveObject(mapPos);
  387. int3 selPos = LOCPLINT->localState->getCurrentArmy()->getSightCenter();
  388. if(spellBeingCasted)
  389. {
  390. assert(shortcuts->optionSpellcasting());
  391. if (!isInScreenRange(selPos, mapPos))
  392. return;
  393. const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
  394. switch(spellBeingCasted->id)
  395. {
  396. case SpellID::SCUTTLE_BOAT: //Scuttle Boat
  397. if(topBlocking && topBlocking->ID == Obj::BOAT)
  398. performSpellcasting(mapPos);
  399. break;
  400. case SpellID::DIMENSION_DOOR:
  401. if(!tile || tile->isClear(heroTile))
  402. performSpellcasting(mapPos);
  403. break;
  404. }
  405. return;
  406. }
  407. //check if we can select this object
  408. bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
  409. canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner) != PlayerRelations::ENEMIES;
  410. bool isHero = false;
  411. if(LOCPLINT->localState->getCurrentArmy()->ID != Obj::HERO) //hero is not selected (presumably town)
  412. {
  413. if(LOCPLINT->localState->getCurrentArmy() == topBlocking) //selected town clicked
  414. LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
  415. else if(canSelect)
  416. LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  417. }
  418. else if(const CGHeroInstance * currentHero = LOCPLINT->localState->getCurrentHero()) //hero is selected
  419. {
  420. isHero = true;
  421. const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);
  422. if(currentHero == topBlocking) //clicked selected hero
  423. {
  424. LOCPLINT->openHeroWindow(currentHero);
  425. return;
  426. }
  427. else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
  428. {
  429. LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  430. return;
  431. }
  432. else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
  433. {
  434. if(LOCPLINT->localState->hasPath(currentHero) &&
  435. LOCPLINT->localState->getPath(currentHero).endPos() == mapPos)//we'll be moving
  436. {
  437. if(!CGI->mh->hasOngoingAnimations())
  438. LOCPLINT->moveHero(currentHero, LOCPLINT->localState->getPath(currentHero));
  439. return;
  440. }
  441. else
  442. {
  443. if(GH.isKeyboardCtrlDown()) //normal click behaviour (as no hero selected)
  444. {
  445. if(canSelect)
  446. LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  447. }
  448. else //remove old path and find a new one if we clicked on accessible tile
  449. {
  450. LOCPLINT->localState->setPath(currentHero, mapPos);
  451. onHeroChanged(currentHero);
  452. }
  453. }
  454. }
  455. } //end of hero is selected "case"
  456. else
  457. {
  458. throw std::runtime_error("Nothing is selected...");
  459. }
  460. const auto shipyard = ourInaccessibleShipyard(topBlocking);
  461. if(isHero && shipyard != nullptr)
  462. {
  463. LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
  464. }
  465. }
  466. void AdventureMapInterface::onTileHovered(const int3 &mapPos)
  467. {
  468. if(!shortcuts->optionMapViewActive())
  469. return;
  470. //may occur just at the start of game (fake move before full intiialization)
  471. if(!LOCPLINT->localState->getCurrentArmy())
  472. return;
  473. if(!LOCPLINT->cb->isVisible(mapPos))
  474. {
  475. CCS->curh->set(Cursor::Map::POINTER);
  476. GH.statusbar()->clear();
  477. return;
  478. }
  479. auto objRelations = PlayerRelations::ALLIES;
  480. const CGObjectInstance *objAtTile = getActiveObject(mapPos);
  481. if(objAtTile)
  482. {
  483. objRelations = LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner);
  484. std::string text = LOCPLINT->localState->getCurrentHero() ? objAtTile->getHoverText(LOCPLINT->localState->getCurrentHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
  485. boost::replace_all(text,"\n"," ");
  486. GH.statusbar()->write(text);
  487. }
  488. else
  489. {
  490. std::string hlp = CGI->mh->getTerrainDescr(mapPos, false);
  491. GH.statusbar()->write(hlp);
  492. }
  493. if(spellBeingCasted)
  494. {
  495. switch(spellBeingCasted->id)
  496. {
  497. case SpellID::SCUTTLE_BOAT:
  498. {
  499. int3 hpos = LOCPLINT->localState->getCurrentArmy()->getSightCenter();
  500. if(objAtTile && objAtTile->ID == Obj::BOAT && isInScreenRange(hpos, mapPos))
  501. CCS->curh->set(Cursor::Map::SCUTTLE_BOAT);
  502. else
  503. CCS->curh->set(Cursor::Map::POINTER);
  504. return;
  505. }
  506. case SpellID::DIMENSION_DOOR:
  507. {
  508. const TerrainTile * t = LOCPLINT->cb->getTile(mapPos, false);
  509. int3 hpos = LOCPLINT->localState->getCurrentArmy()->getSightCenter();
  510. if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos))
  511. CCS->curh->set(Cursor::Map::TELEPORT);
  512. else
  513. CCS->curh->set(Cursor::Map::POINTER);
  514. return;
  515. }
  516. }
  517. }
  518. if(LOCPLINT->localState->getCurrentArmy()->ID == Obj::TOWN || GH.isKeyboardCtrlDown())
  519. {
  520. if(objAtTile)
  521. {
  522. if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
  523. CCS->curh->set(Cursor::Map::TOWN);
  524. else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
  525. CCS->curh->set(Cursor::Map::HERO);
  526. else
  527. CCS->curh->set(Cursor::Map::POINTER);
  528. }
  529. else
  530. CCS->curh->set(Cursor::Map::POINTER);
  531. }
  532. else if(const CGHeroInstance * hero = LOCPLINT->localState->getCurrentHero())
  533. {
  534. std::array<Cursor::Map, 4> cursorMove = { Cursor::Map::T1_MOVE, Cursor::Map::T2_MOVE, Cursor::Map::T3_MOVE, Cursor::Map::T4_MOVE, };
  535. std::array<Cursor::Map, 4> cursorAttack = { Cursor::Map::T1_ATTACK, Cursor::Map::T2_ATTACK, Cursor::Map::T3_ATTACK, Cursor::Map::T4_ATTACK, };
  536. std::array<Cursor::Map, 4> cursorSail = { Cursor::Map::T1_SAIL, Cursor::Map::T2_SAIL, Cursor::Map::T3_SAIL, Cursor::Map::T4_SAIL, };
  537. std::array<Cursor::Map, 4> cursorDisembark = { Cursor::Map::T1_DISEMBARK, Cursor::Map::T2_DISEMBARK, Cursor::Map::T3_DISEMBARK, Cursor::Map::T4_DISEMBARK, };
  538. std::array<Cursor::Map, 4> cursorExchange = { Cursor::Map::T1_EXCHANGE, Cursor::Map::T2_EXCHANGE, Cursor::Map::T3_EXCHANGE, Cursor::Map::T4_EXCHANGE, };
  539. std::array<Cursor::Map, 4> cursorVisit = { Cursor::Map::T1_VISIT, Cursor::Map::T2_VISIT, Cursor::Map::T3_VISIT, Cursor::Map::T4_VISIT, };
  540. 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, };
  541. const CGPathNode * pathNode = LOCPLINT->cb->getPathsInfo(hero)->getPathInfo(mapPos);
  542. assert(pathNode);
  543. if((GH.isKeyboardAltDown() || settings["gameTweaks"]["forceMovementInfo"].Bool()) && pathNode->reachable()) //overwrite status bar text with movement info
  544. {
  545. showMoveDetailsInStatusbar(*hero, *pathNode);
  546. }
  547. int turns = pathNode->turns;
  548. vstd::amin(turns, 3);
  549. switch(pathNode->action)
  550. {
  551. case EPathNodeAction::NORMAL:
  552. case EPathNodeAction::TELEPORT_NORMAL:
  553. if(pathNode->layer == EPathfindingLayer::LAND)
  554. CCS->curh->set(cursorMove[turns]);
  555. else
  556. CCS->curh->set(cursorSailVisit[turns]);
  557. break;
  558. case EPathNodeAction::VISIT:
  559. case EPathNodeAction::BLOCKING_VISIT:
  560. case EPathNodeAction::TELEPORT_BLOCKING_VISIT:
  561. if(objAtTile && objAtTile->ID == Obj::HERO)
  562. {
  563. if(LOCPLINT->localState->getCurrentArmy() == objAtTile)
  564. CCS->curh->set(Cursor::Map::HERO);
  565. else
  566. CCS->curh->set(cursorExchange[turns]);
  567. }
  568. else if(pathNode->layer == EPathfindingLayer::LAND)
  569. CCS->curh->set(cursorVisit[turns]);
  570. else
  571. CCS->curh->set(cursorSailVisit[turns]);
  572. break;
  573. case EPathNodeAction::BATTLE:
  574. case EPathNodeAction::TELEPORT_BATTLE:
  575. CCS->curh->set(cursorAttack[turns]);
  576. break;
  577. case EPathNodeAction::EMBARK:
  578. CCS->curh->set(cursorSail[turns]);
  579. break;
  580. case EPathNodeAction::DISEMBARK:
  581. CCS->curh->set(cursorDisembark[turns]);
  582. break;
  583. default:
  584. if(objAtTile && objRelations != PlayerRelations::ENEMIES)
  585. {
  586. if(objAtTile->ID == Obj::TOWN)
  587. CCS->curh->set(Cursor::Map::TOWN);
  588. else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
  589. CCS->curh->set(Cursor::Map::HERO);
  590. else
  591. CCS->curh->set(Cursor::Map::POINTER);
  592. }
  593. else
  594. CCS->curh->set(Cursor::Map::POINTER);
  595. break;
  596. }
  597. }
  598. if(ourInaccessibleShipyard(objAtTile))
  599. {
  600. CCS->curh->set(Cursor::Map::T1_SAIL);
  601. }
  602. }
  603. void AdventureMapInterface::showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode)
  604. {
  605. const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.movementPointsLimit(pathNode.layer == EPathfindingLayer::LAND) : hero.movementPointsRemaining();
  606. const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains;
  607. const int remainingPointsAfterMove = pathNode.turns == 0 ? pathNode.moveRemains : 0;
  608. std::string result = VLC->generaltexth->translate("vcmi.adventureMap", pathNode.turns > 0 ? "moveCostDetails" : "moveCostDetailsNoTurns");
  609. boost::replace_first(result, "%TURNS", std::to_string(pathNode.turns));
  610. boost::replace_first(result, "%POINTS", std::to_string(movementPointsLastTurnCost));
  611. boost::replace_first(result, "%REMAINING", std::to_string(remainingPointsAfterMove));
  612. GH.statusbar()->write(result);
  613. }
  614. void AdventureMapInterface::onTileRightClicked(const int3 &mapPos)
  615. {
  616. if(!shortcuts->optionMapViewActive())
  617. return;
  618. if(spellBeingCasted)
  619. {
  620. hotkeyAbortCastingMode();
  621. return;
  622. }
  623. if(!LOCPLINT->cb->isVisible(mapPos))
  624. {
  625. CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
  626. return;
  627. }
  628. const CGObjectInstance * obj = getActiveObject(mapPos);
  629. if(!obj)
  630. {
  631. // Bare or undiscovered terrain
  632. const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
  633. if(tile)
  634. {
  635. std::string hlp = CGI->mh->getTerrainDescr(mapPos, true);
  636. CRClickPopup::createAndPush(hlp);
  637. }
  638. return;
  639. }
  640. CRClickPopup::createAndPush(obj, GH.getCursorPosition(), ETextAlignment::CENTER);
  641. }
  642. void AdventureMapInterface::enterCastingMode(const CSpell * sp)
  643. {
  644. assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
  645. spellBeingCasted = sp;
  646. Settings config = settings.write["session"]["showSpellRange"];
  647. config->Bool() = true;
  648. setState(EAdventureState::CASTING_SPELL);
  649. }
  650. void AdventureMapInterface::exitCastingMode()
  651. {
  652. assert(spellBeingCasted);
  653. spellBeingCasted = nullptr;
  654. setState(EAdventureState::MAKING_TURN);
  655. Settings config = settings.write["session"]["showSpellRange"];
  656. config->Bool() = false;
  657. }
  658. void AdventureMapInterface::hotkeyAbortCastingMode()
  659. {
  660. exitCastingMode();
  661. LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
  662. }
  663. void AdventureMapInterface::performSpellcasting(const int3 & dest)
  664. {
  665. SpellID id = spellBeingCasted->id;
  666. exitCastingMode();
  667. LOCPLINT->cb->castSpell(LOCPLINT->localState->getCurrentHero(), id, dest);
  668. }
  669. Rect AdventureMapInterface::terrainAreaPixels() const
  670. {
  671. return widget->getMapView()->pos;
  672. }
  673. const IShipyard * AdventureMapInterface::ourInaccessibleShipyard(const CGObjectInstance *obj) const
  674. {
  675. const IShipyard *ret = IShipyard::castFrom(obj);
  676. if(!ret ||
  677. obj->tempOwner != currentPlayerID ||
  678. (CCS->curh->get<Cursor::Map>() != Cursor::Map::T1_SAIL && CCS->curh->get<Cursor::Map>() != Cursor::Map::POINTER))
  679. return nullptr;
  680. return ret;
  681. }
  682. void AdventureMapInterface::hotkeyExitWorldView()
  683. {
  684. setState(EAdventureState::MAKING_TURN);
  685. widget->getMapView()->onViewMapActivated();
  686. }
  687. void AdventureMapInterface::openWorldView(int tileSize)
  688. {
  689. setState(EAdventureState::WORLD_VIEW);
  690. widget->getMapView()->onViewWorldActivated(tileSize);
  691. }
  692. void AdventureMapInterface::openWorldView()
  693. {
  694. openWorldView(11);
  695. }
  696. void AdventureMapInterface::openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  697. {
  698. openWorldView(11);
  699. widget->getMapView()->onViewSpellActivated(11, objectPositions, showTerrain);
  700. }
  701. void AdventureMapInterface::hotkeyNextTown()
  702. {
  703. widget->getTownList()->selectNext();
  704. }
  705. void AdventureMapInterface::hotkeySwitchMapLevel()
  706. {
  707. widget->getMapView()->onMapLevelSwitched();
  708. }
  709. void AdventureMapInterface::hotkeyZoom(int delta)
  710. {
  711. widget->getMapView()->onMapZoomLevelChanged(delta);
  712. }
  713. void AdventureMapInterface::onScreenResize()
  714. {
  715. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  716. // remember our activation state and reactive after reconstruction
  717. // since othervice activate() calls for created elements will bypass virtual dispatch
  718. // and will call directly CIntObject::activate() instead of dispatching virtual function call
  719. bool widgetActive = isActive();
  720. if (widgetActive)
  721. deactivate();
  722. widget.reset();
  723. pos.x = pos.y = 0;
  724. pos.w = GH.screenDimensions().x;
  725. pos.h = GH.screenDimensions().y;
  726. widget = std::make_shared<AdventureMapWidget>(shortcuts);
  727. widget->getMapView()->onViewMapActivated();
  728. widget->setPlayer(currentPlayerID);
  729. widget->updateActiveState();
  730. widget->getMinimap()->update();
  731. widget->getInfoBar()->showSelection();
  732. if (LOCPLINT && LOCPLINT->localState->getCurrentArmy())
  733. widget->getMapView()->onCenteredObject(LOCPLINT->localState->getCurrentArmy());
  734. adjustActiveness();
  735. if (widgetActive)
  736. activate();
  737. }