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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 "../CGameInfo.h"#include "../gui/CursorHandler.h"#include "../gui/CGuiHandler.h"#include "../gui/Shortcut.h"#include "../gui/WindowHandler.h"#include "../render/Canvas.h"#include "../render/IRenderHandler.h"#include "../CMT.h"#include "../PlayerLocalState.h"#include "../CPlayerInterface.h"#include "../../CCallback.h"#include "../../lib/GameSettings.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"#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()){	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.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 == 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){	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 : GH.windows().findWindows<CIntObject>())		{			if(!std::dynamic_pointer_cast<AdventureMapInterface>(window) && std::dynamic_pointer_cast<CIntObject>(window) && isBigWindow(window))			{				to.fillTexture(GH.renderHandler().loadImage(ImagePath::builtin("DiBoxBck")));				return;			}		}	for (auto window : GH.windows().findWindows<CIntObject>())	{		if (!std::dynamic_pointer_cast<AdventureMapInterface>(window) && !std::dynamic_pointer_cast<RadialMenu>(window) && !window->isPopupWindow() && (settings["adventure"]["backgroundDimSmallWindows"].Bool() || isBigWindow(window)))		{			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()->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);		LOCPLINT->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::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){	backgroundDimLevel = settings["adventure"]["backgroundDimLevel"].Integer();	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();		GH.dispatchMainThread([this]()		{			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();	// 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 != LOCPLINT->playerID && LOCPLINT->cb->isPlayerMakingTurn(player))		{			onEnemyTurnStarted(player, LOCPLINT->cb->getStartInfo()->playerInfos.at(player).isControlledByHuman());			break;		}	}}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 &targetPosition){	if(!shortcuts->optionMapViewActive())		return;	const CGObjectInstance *topBlocking = LOCPLINT->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(!LOCPLINT->cb->isVisible(targetPosition))		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(targetPosition);		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() == targetPosition)//we'll be moving			{				assert(!CGI->mh->hasOngoingAnimations());				if(!CGI->mh->hasOngoingAnimations() && LOCPLINT->localState->getPath(currentHero).nextNode().turns == 0)					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, targetPosition);					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 &targetPosition){	if(!shortcuts->optionMapViewActive())		return;	//may occur just at the start of game (fake move before full initialization)	if(!LOCPLINT->localState->getCurrentArmy())		return;	bool isTargetPositionVisible = LOCPLINT->cb->isVisible(targetPosition);	const CGObjectInstance *objAtTile = isTargetPositionVisible ? getActiveObject(targetPosition) : nullptr;	if(spellBeingCasted)	{		switch(spellBeingCasted->id)		{		case SpellID::SCUTTLE_BOAT:			if(isValidAdventureSpellTarget(targetPosition))				CCS->curh->set(Cursor::Map::SCUTTLE_BOAT);			else				CCS->curh->set(Cursor::Map::POINTER);			return;		case SpellID::DIMENSION_DOOR:			if(isValidAdventureSpellTarget(targetPosition))			{				if(VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && LOCPLINT->cb->isTileGuardedUnchecked(targetPosition))					CCS->curh->set(Cursor::Map::T1_ATTACK);				else					CCS->curh->set(Cursor::Map::TELEPORT);				return;			}			else				CCS->curh->set(Cursor::Map::POINTER);			return;		default:			CCS->curh->set(Cursor::Map::POINTER);			return;		}	}	if(!isTargetPositionVisible)	{		CCS->curh->set(Cursor::Map::POINTER);		return;	}	auto objRelations = PlayerRelations::ALLIES;	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 if(isTargetPositionVisible)	{		std::string tileTooltipText = CGI->mh->getTerrainDescr(targetPosition, false);		GH.statusbar()->write(tileTooltipText);	}	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(targetPosition);		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(cursorSail[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 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				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 auto *ret = dynamic_cast<const IShipyard *>(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();}bool AdventureMapInterface::isValidAdventureSpellTarget(int3 targetPosition) const{	spells::detail::ProblemImpl problem;	return spellBeingCasted->getAdventureMechanics().canBeCastAt(problem, LOCPLINT->cb.get(), LOCPLINT->localState->getCurrentHero(), targetPosition);}
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