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- /*
- * CAdvMapInt.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 "CAdvMapInt.h"
- #include "CAdvMapPanel.h"
- #include "CAdventureOptions.h"
- #include "CInGameConsole.h"
- #include "CMinimap.h"
- #include "CResDataBar.h"
- #include "CList.h"
- #include "CInfoBar.h"
- #include "../mapRenderer/mapHandler.h"
- #include "../mapRenderer/MapView.h"
- #include "../mapRenderer/MapViewModel.h"
- #include "../mapRenderer/MapViewController.h"
- #include "../windows/CKingdomInterface.h"
- #include "../windows/CSpellWindow.h"
- #include "../windows/CTradeWindow.h"
- #include "../windows/GUIClasses.h"
- #include "../windows/InfoWindows.h"
- #include "../CGameInfo.h"
- #include "../CMusicHandler.h"
- #include "../CPlayerInterface.h"
- #include "../lobby/CSavingScreen.h"
- #include "../render/CAnimation.h"
- #include "../gui/CursorHandler.h"
- #include "../render/IImage.h"
- #include "../gui/CGuiHandler.h"
- #include "../widgets/TextControls.h"
- #include "../widgets/Buttons.h"
- #include "../windows/settings/SettingsMainWindow.h"
- #include "../CMT.h"
- #include "../../CCallback.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/CGeneralTextHandler.h"
- #include "../../lib/spells/CSpellHandler.h"
- #include "../../lib/mapObjects/CGHeroInstance.h"
- #include "../../lib/mapObjects/CGTownInstance.h"
- #include "../../lib/CPathfinder.h"
- #include "../../lib/mapping/CMap.h"
- #include "../../lib/UnlockGuard.h"
- #include "../../lib/TerrainHandler.h"
- #define ADVOPT (conf.go()->ac)
- std::shared_ptr<CAdvMapInt> adventureInt;
- void CAdvMapInt::setScrollingCursor(ui8 direction) const
- {
- if(direction & CAdvMapInt::RIGHT)
- {
- if(direction & CAdvMapInt::UP)
- CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST);
- else if(direction & CAdvMapInt::DOWN)
- CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST);
- else
- CCS->curh->set(Cursor::Map::SCROLL_EAST);
- }
- else if(direction & CAdvMapInt::LEFT)
- {
- if(direction & CAdvMapInt::UP)
- CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST);
- else if(direction & CAdvMapInt::DOWN)
- CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST);
- else
- CCS->curh->set(Cursor::Map::SCROLL_WEST);
- }
- else if(direction & CAdvMapInt::UP)
- CCS->curh->set(Cursor::Map::SCROLL_NORTH);
- else if(direction & CAdvMapInt::DOWN)
- CCS->curh->set(Cursor::Map::SCROLL_SOUTH);
- }
- CAdvMapInt::CAdvMapInt():
- mode(EAdvMapMode::NORMAL),
- minimap(new CMinimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH))),
- statusbar(CGStatusBar::create(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG)),
- heroList(new CHeroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD)),
- townList(new CTownList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD)),
- infoBar(new CInfoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192))),
- resdatabar(new CResDataBar),
- terrain(new MapView(Point(ADVOPT.advmapX, ADVOPT.advmapY), Point(ADVOPT.advmapW, ADVOPT.advmapH))),
- state(NA),
- spellBeingCasted(nullptr),
- selection(nullptr),
- activeMapPanel(nullptr),
- duringAITurn(false),
- scrollingDir(0),
- scrollingState(false)
- {
- pos.x = pos.y = 0;
- pos.w = GH.screenDimensions().x;
- pos.h = GH.screenDimensions().y;
- strongInterest = true; // handle all mouse move events to prevent dead mouse move space in fullscreen mode
- townList->onSelect = std::bind(&CAdvMapInt::selectionChanged,this);
- bg = IImage::createFromFile(ADVOPT.mainGraphic);
- if(!ADVOPT.worldViewGraphic.empty())
- {
- bgWorldView = IImage::createFromFile(ADVOPT.worldViewGraphic);
- }
- else
- {
- bgWorldView = nullptr;
- logGlobal->warn("ADVOPT.worldViewGraphic is empty => bitmap not loaded");
- }
- if (!bgWorldView)
- {
- logGlobal->warn("bgWorldView not defined in resolution config; fallback to VWorld.bmp");
- bgWorldView = IImage::createFromFile("VWorld.bmp");
- }
- worldViewIcons = std::make_shared<CAnimation>("VwSymbol");//todo: customize with ADVOPT
- worldViewIcons->preload();
- for(int g = 0; g < ADVOPT.gemG.size(); ++g)
- {
- gems.push_back(std::make_shared<CAnimImage>(ADVOPT.gemG[g], 0, 0, ADVOPT.gemX[g], ADVOPT.gemY[g]));
- }
- auto makeButton = [&](int textID, std::function<void()> callback, config::ButtonInfo info, int key) -> std::shared_ptr<CButton>
- {
- auto button = std::make_shared<CButton>(Point(info.x, info.y), info.defName, CGI->generaltexth->zelp[textID], callback, key, info.playerColoured);
- for(auto image : info.additionalDefs)
- button->addImage(image);
- return button;
- };
- kingOverview = makeButton(293, std::bind(&CAdvMapInt::fshowOverview,this), ADVOPT.kingOverview, SDLK_k);
- underground = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this), ADVOPT.underground, SDLK_u);
- questlog = makeButton(295, std::bind(&CAdvMapInt::fshowQuestlog,this), ADVOPT.questlog, SDLK_q);
- sleepWake = makeButton(296, std::bind(&CAdvMapInt::fsleepWake,this), ADVOPT.sleepWake, SDLK_w);
- moveHero = makeButton(297, std::bind(&CAdvMapInt::fmoveHero,this), ADVOPT.moveHero, SDLK_m);
- spellbook = makeButton(298, std::bind(&CAdvMapInt::fshowSpellbok,this), ADVOPT.spellbook, SDLK_c);
- advOptions = makeButton(299, std::bind(&CAdvMapInt::fadventureOPtions,this), ADVOPT.advOptions, SDLK_a);
- sysOptions = makeButton(300, std::bind(&CAdvMapInt::fsystemOptions,this), ADVOPT.sysOptions, SDLK_o);
- nextHero = makeButton(301, std::bind(&CAdvMapInt::fnextHero,this), ADVOPT.nextHero, SDLK_h);
- endTurn = makeButton(302, std::bind(&CAdvMapInt::fendTurn,this), ADVOPT.endTurn, SDLK_e);
- int panelSpaceBottom = GH.screenDimensions().y - resdatabar->pos.h - 4;
- panelMain = std::make_shared<CAdvMapPanel>(nullptr, Point(0, 0));
- // TODO correct drawing position
- panelWorldView = std::make_shared<CAdvMapWorldViewPanel>(worldViewIcons, bgWorldView, Point(heroList->pos.x - 2, 195), panelSpaceBottom, LOCPLINT->playerID);
- panelMain->addChildColorableButton(kingOverview);
- panelMain->addChildColorableButton(underground);
- panelMain->addChildColorableButton(questlog);
- panelMain->addChildColorableButton(sleepWake);
- panelMain->addChildColorableButton(moveHero);
- panelMain->addChildColorableButton(spellbook);
- panelMain->addChildColorableButton(advOptions);
- panelMain->addChildColorableButton(sysOptions);
- panelMain->addChildColorableButton(nextHero);
- panelMain->addChildColorableButton(endTurn);
- // TODO move configs to resolutions.json, similarly to previous buttons
- config::ButtonInfo worldViewBackConfig = config::ButtonInfo();
- worldViewBackConfig.defName = "IOK6432.DEF";
- worldViewBackConfig.x = GH.screenDimensions().x - 73;
- worldViewBackConfig.y = 343 + 195;
- worldViewBackConfig.playerColoured = false;
- panelWorldView->addChildToPanel(
- makeButton(288, std::bind(&CAdvMapInt::fworldViewBack,this), worldViewBackConfig, SDLK_ESCAPE), ACTIVATE | DEACTIVATE);
- config::ButtonInfo worldViewPuzzleConfig = config::ButtonInfo();
- worldViewPuzzleConfig.defName = "VWPUZ.DEF";
- worldViewPuzzleConfig.x = GH.screenDimensions().x - 188;
- worldViewPuzzleConfig.y = 343 + 195;
- worldViewPuzzleConfig.playerColoured = false;
- panelWorldView->addChildToPanel( // no help text for this one
- std::make_shared<CButton>(Point(worldViewPuzzleConfig.x, worldViewPuzzleConfig.y), worldViewPuzzleConfig.defName, std::pair<std::string, std::string>(),
- std::bind(&CPlayerInterface::showPuzzleMap,LOCPLINT), SDLK_p, worldViewPuzzleConfig.playerColoured), ACTIVATE | DEACTIVATE);
- config::ButtonInfo worldViewScale1xConfig = config::ButtonInfo();
- worldViewScale1xConfig.defName = "VWMAG1.DEF";
- worldViewScale1xConfig.x = GH.screenDimensions().x - 191;
- worldViewScale1xConfig.y = 23 + 195;
- worldViewScale1xConfig.playerColoured = false;
- panelWorldView->addChildToPanel( // help text is wrong for this button
- makeButton(291, std::bind(&CAdvMapInt::fworldViewScale1x,this), worldViewScale1xConfig, SDLK_1), ACTIVATE | DEACTIVATE);
- config::ButtonInfo worldViewScale2xConfig = config::ButtonInfo();
- worldViewScale2xConfig.defName = "VWMAG2.DEF";
- worldViewScale2xConfig.x = GH.screenDimensions().x- 191 + 63;
- worldViewScale2xConfig.y = 23 + 195;
- worldViewScale2xConfig.playerColoured = false;
- panelWorldView->addChildToPanel( // help text is wrong for this button
- makeButton(291, std::bind(&CAdvMapInt::fworldViewScale2x,this), worldViewScale2xConfig, SDLK_2), ACTIVATE | DEACTIVATE);
- config::ButtonInfo worldViewScale4xConfig = config::ButtonInfo();
- worldViewScale4xConfig.defName = "VWMAG4.DEF";
- worldViewScale4xConfig.x = GH.screenDimensions().x- 191 + 126;
- worldViewScale4xConfig.y = 23 + 195;
- worldViewScale4xConfig.playerColoured = false;
- panelWorldView->addChildToPanel( // help text is wrong for this button
- makeButton(291, std::bind(&CAdvMapInt::fworldViewScale4x,this), worldViewScale4xConfig, SDLK_4), ACTIVATE | DEACTIVATE);
- config::ButtonInfo worldViewUndergroundConfig = config::ButtonInfo();
- worldViewUndergroundConfig.defName = "IAM010.DEF";
- worldViewUndergroundConfig.additionalDefs.push_back("IAM003.DEF");
- worldViewUndergroundConfig.x = GH.screenDimensions().x - 115;
- worldViewUndergroundConfig.y = 343 + 195;
- worldViewUndergroundConfig.playerColoured = true;
- worldViewUnderground = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this), worldViewUndergroundConfig, SDLK_u);
- panelWorldView->addChildColorableButton(worldViewUnderground);
- setPlayer(LOCPLINT->playerID);
- int iconColorMultiplier = player.getNum() * 19;
- int wvLeft = heroList->pos.x - 2; // TODO correct drawing position
- //int wvTop = 195;
- for (int i = 0; i < 5; ++i)
- {
- panelWorldView->addChildIcon(std::pair<int, Point>(i, Point(5, 58 + i * 20)), iconColorMultiplier);
- panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 263 + i * 20, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
- Colors::WHITE, CGI->generaltexth->allTexts[612 + i]));
- }
- for (int i = 0; i < 7; ++i)
- {
- panelWorldView->addChildIcon(std::pair<int, Point>(i + 5, Point(5, 182 + i * 20)), iconColorMultiplier);
- panelWorldView->addChildIcon(std::pair<int, Point>(i + 12, Point(160, 182 + i * 20)), iconColorMultiplier);
- panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 387 + i * 20, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
- Colors::WHITE, CGI->generaltexth->allTexts[619 + i]));
- }
- panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 5, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
- Colors::WHITE, CGI->generaltexth->allTexts[617]));
- panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
- Colors::WHITE, CGI->generaltexth->allTexts[618]));
- activeMapPanel = panelMain;
- exitWorldView();
- underground->block(!CGI->mh->getMap()->twoLevel);
- questlog->block(!CGI->mh->getMap()->quests.size());
- worldViewUnderground->block(!CGI->mh->getMap()->twoLevel);
- addUsedEvents(MOVE);
- }
- void CAdvMapInt::fshowOverview()
- {
- GH.pushIntT<CKingdomInterface>();
- }
- void CAdvMapInt::fworldViewBack()
- {
- exitWorldView();
- auto hero = curHero();
- if (hero)
- centerOnObject(hero);
- }
- void CAdvMapInt::fworldViewScale1x()
- {
- // TODO set corresponding scale button to "selected" mode
- openWorldView(7);
- }
- void CAdvMapInt::fworldViewScale2x()
- {
- openWorldView(11);
- }
- void CAdvMapInt::fworldViewScale4x()
- {
- openWorldView(16);
- }
- void CAdvMapInt::fswitchLevel()
- {
- // with support for future multi-level maps :)
- int maxLevels = CGI->mh->getMap()->levels();
- if (maxLevels < 2)
- return;
- terrain->onMapLevelSwitched();
- }
- void CAdvMapInt::onMapViewMoved(const Rect & visibleArea, int mapLevel)
- {
- underground->setIndex(mapLevel, true);
- underground->redraw();
- worldViewUnderground->setIndex(mapLevel, true);
- worldViewUnderground->redraw();
- minimap->onMapViewMoved(visibleArea, mapLevel);
- }
- void CAdvMapInt::fshowQuestlog()
- {
- LOCPLINT->showQuestLog();
- }
- void CAdvMapInt::fsleepWake()
- {
- const CGHeroInstance *h = curHero();
- if (!h)
- return;
- bool newSleep = !isHeroSleeping(h);
- setHeroSleeping(h, newSleep);
- updateSleepWake(h);
- if (newSleep)
- {
- fnextHero();
- //moveHero.block(true);
- //uncomment to enable original HoMM3 behaviour:
- //move button is disabled for hero going to sleep, even though it's enabled when you reselect him
- }
- }
- void CAdvMapInt::fmoveHero()
- {
- const CGHeroInstance *h = curHero();
- if (!h || !LOCPLINT->paths.hasPath(h) || CGI->mh->hasOngoingAnimations())
- return;
- LOCPLINT->moveHero(h, LOCPLINT->paths.getPath(h));
- }
- void CAdvMapInt::fshowSpellbok()
- {
- if (!curHero()) //checking necessary values
- return;
- centerOnObject(selection);
- GH.pushIntT<CSpellWindow>(curHero(), LOCPLINT, false);
- }
- void CAdvMapInt::fadventureOPtions()
- {
- GH.pushIntT<CAdventureOptions>();
- }
- void CAdvMapInt::fsystemOptions()
- {
- GH.pushIntT<SettingsMainWindow>();
- }
- void CAdvMapInt::fnextHero()
- {
- auto hero = dynamic_cast<const CGHeroInstance*>(selection);
- int next = getNextHeroIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));
- if (next < 0)
- return;
- select(LOCPLINT->wanderingHeroes[next], true);
- }
- void CAdvMapInt::fendTurn()
- {
- if(!LOCPLINT->makingTurn)
- return;
- if(settings["adventure"]["heroReminder"].Bool())
- {
- for(auto hero : LOCPLINT->wanderingHeroes)
- {
- if(!isHeroSleeping(hero) && hero->movement > 0)
- {
- // Only show hero reminder if conditions met:
- // - There still movement points
- // - Hero don't have a path or there not points for first step on path
- LOCPLINT->paths.verifyPath(hero);
- if(!LOCPLINT->paths.hasPath(hero))
- {
- LOCPLINT->showYesNoDialog( CGI->generaltexth->allTexts[55], std::bind(&CAdvMapInt::endingTurn, this), nullptr );
- return;
- }
- auto path = LOCPLINT->paths.getPath(hero);
- if (path.nodes.size() < 2 || path.nodes[path.nodes.size() - 2].turns)
- {
- LOCPLINT->showYesNoDialog( CGI->generaltexth->allTexts[55], std::bind(&CAdvMapInt::endingTurn, this), nullptr );
- return;
- }
- }
- }
- }
- endingTurn();
- }
- void CAdvMapInt::updateSleepWake(const CGHeroInstance *h)
- {
- sleepWake->block(!h);
- if (!h)
- return;
- bool state = isHeroSleeping(h);
- sleepWake->setIndex(state ? 1 : 0, true);
- sleepWake->assignedKeys.clear();
- sleepWake->assignedKeys.insert(state ? SDLK_w : SDLK_z);
- }
- void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath)
- {
- if(!h)
- {
- moveHero->block(true);
- return;
- }
- //default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately
- if(boost::logic::indeterminate(hasPath))
- hasPath = LOCPLINT->paths.hasPath(h);
- moveHero->block(!(bool)hasPath || (h->movement == 0));
- }
- void CAdvMapInt::updateSpellbook(const CGHeroInstance *h)
- {
- spellbook->block(!h);
- }
- int CAdvMapInt::getNextHeroIndex(int startIndex)
- {
- if (LOCPLINT->wanderingHeroes.size() == 0)
- return -1;
- if (startIndex < 0)
- startIndex = 0;
- int i = startIndex;
- do
- {
- i++;
- if (i >= LOCPLINT->wanderingHeroes.size())
- i = 0;
- }
- while (((LOCPLINT->wanderingHeroes[i]->movement == 0) || isHeroSleeping(LOCPLINT->wanderingHeroes[i])) && (i != startIndex));
- if ((LOCPLINT->wanderingHeroes[i]->movement != 0) && !isHeroSleeping(LOCPLINT->wanderingHeroes[i]))
- return i;
- else
- return -1;
- }
- void CAdvMapInt::updateNextHero(const CGHeroInstance *h)
- {
- int start = vstd::find_pos(LOCPLINT->wanderingHeroes, h);
- int next = getNextHeroIndex(start);
- if (next < 0)
- {
- nextHero->block(true);
- return;
- }
- const CGHeroInstance *nextH = LOCPLINT->wanderingHeroes[next];
- bool noActiveHeroes = (next == start) && ((nextH->movement == 0) || isHeroSleeping(nextH));
- nextHero->block(noActiveHeroes);
- }
- void CAdvMapInt::activate()
- {
- CIntObject::activate();
- if (!(active & KEYBOARD))
- CIntObject::activate(KEYBOARD);
- screenBuf = screen;
- GH.statusbar = statusbar;
-
- if(LOCPLINT)
- {
- LOCPLINT->cingconsole->activate();
- LOCPLINT->cingconsole->pos = this->pos;
- }
-
- if(!duringAITurn)
- {
- activeMapPanel->activate();
- if (mode == EAdvMapMode::NORMAL)
- {
- heroList->activate();
- townList->activate();
- infoBar->activate();
- }
- minimap->activate();
- terrain->activate();
- statusbar->activate();
- GH.fakeMouseMove(); //to restore the cursor
- }
- }
- void CAdvMapInt::deactivate()
- {
- CIntObject::deactivate();
- if(!duringAITurn)
- {
- scrollingDir = 0;
- CCS->curh->set(Cursor::Map::POINTER);
- activeMapPanel->deactivate();
- if (mode == EAdvMapMode::NORMAL)
- {
- heroList->deactivate();
- townList->deactivate();
- infoBar->deactivate();
- }
- minimap->deactivate();
- terrain->deactivate();
- statusbar->deactivate();
- }
- }
- void CAdvMapInt::showAll(SDL_Surface * to)
- {
- bg->draw(to, 0, 0);
- if(state != INGAME)
- return;
- switch (mode)
- {
- case EAdvMapMode::NORMAL:
- heroList->showAll(to);
- townList->showAll(to);
- infoBar->showAll(to);
- break;
- case EAdvMapMode::WORLD_VIEW:
- break;
- }
- activeMapPanel->showAll(to);
- minimap->showAll(to);
- terrain->showAll(to);
- show(to);
- resdatabar->showAll(to);
- statusbar->show(to);
- LOCPLINT->cingconsole->show(to);
- }
- bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero)
- {
- if (!hero)
- return false;
- return vstd::contains(LOCPLINT->sleepingHeroes, hero);
- }
- void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep)
- {
- if (sleep)
- LOCPLINT->sleepingHeroes.push_back(hero); //FIXME: should we check for existence?
- else
- LOCPLINT->sleepingHeroes -= hero;
- updateNextHero(nullptr);
- }
- void CAdvMapInt::show(SDL_Surface * to)
- {
- if(state != INGAME)
- return;
- handleMapScrollingUpdate();
- for(int i = 0; i < 4; i++)
- {
- if(settings["session"]["spectate"].Bool())
- gems[i]->setFrame(PlayerColor(1).getNum());
- else
- gems[i]->setFrame(LOCPLINT->playerID.getNum());
- }
- minimap->show(to);
- terrain->show(to);
- for(int i = 0; i < 4; i++)
- gems[i]->showAll(to);
- LOCPLINT->cingconsole->show(to);
- infoBar->show(to);
- statusbar->showAll(to);
- }
- void CAdvMapInt::handleMapScrollingUpdate()
- {
- uint32_t timePassed = GH.mainFPSmng->getElapsedMilliseconds();
- double scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
- int32_t scrollDistance = static_cast<int32_t>(scrollSpeedPixels * timePassed / 1000);
- //if advmap needs updating AND (no dialog is shown OR ctrl is pressed)
- if(scrollingDir & LEFT)
- terrain->onMapScrolled(Point(-scrollDistance, 0));
- if(scrollingDir & RIGHT)
- terrain->onMapScrolled(Point(+scrollDistance, 0));
- if(scrollingDir & UP)
- terrain->onMapScrolled(Point(0, -scrollDistance));
- if(scrollingDir & DOWN)
- terrain->onMapScrolled(Point(0, +scrollDistance));
- if(scrollingDir)
- {
- setScrollingCursor(scrollingDir);
- scrollingState = true;
- }
- else if(scrollingState)
- {
- CCS->curh->set(Cursor::Map::POINTER);
- scrollingState = false;
- }
- }
- void CAdvMapInt::selectionChanged()
- {
- const CGTownInstance *to = LOCPLINT->towns[townList->getSelectedIndex()];
- if (selection != to)
- select(to);
- }
- void CAdvMapInt::centerOnTile(int3 on)
- {
- terrain->onCenteredTile(on);
- }
- void CAdvMapInt::centerOnObject(const CGObjectInstance * obj)
- {
- terrain->onCenteredObject(obj);
- }
- void CAdvMapInt::keyReleased(const SDL_Keycode &key)
- {
- if (mode != EAdvMapMode::NORMAL)
- return;
- switch (key)
- {
- case SDLK_s:
- if(isActive())
- GH.pushIntT<CSavingScreen>();
- return;
- default:
- {
- auto direction = keyToMoveDirection(key);
- if (!direction)
- return;
- ui8 Dir = (direction->x<0 ? LEFT : 0) |
- (direction->x>0 ? RIGHT : 0) |
- (direction->y<0 ? UP : 0) |
- (direction->y>0 ? DOWN : 0) ;
- scrollingDir &= ~Dir;
- }
- }
- }
- void CAdvMapInt::keyPressed(const SDL_Keycode & key)
- {
- if (mode != EAdvMapMode::NORMAL)
- return;
- const CGHeroInstance *h = curHero(); //selected hero
- const CGTownInstance *t = curTown(); //selected town
- switch(key)
- {
- case SDLK_g:
- if(GH.topInt()->type & BLOCK_ADV_HOTKEYS)
- return;
- {
- //find first town with tavern
- auto itr = range::find_if(LOCPLINT->towns, [](const CGTownInstance * town)
- {
- return town->hasBuilt(BuildingID::TAVERN);
- });
- if(itr != LOCPLINT->towns.end())
- LOCPLINT->showThievesGuildWindow(*itr);
- else
- LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithTavern"));
- }
- return;
- case SDLK_i:
- if(isActive())
- CAdventureOptions::showScenarioInfo();
- return;
- case SDLK_l:
- if(isActive())
- LOCPLINT->proposeLoadingGame();
- return;
- case SDLK_d:
- {
- if(h && isActive() && LOCPLINT->makingTurn)
- LOCPLINT->tryDiggging(h);
- return;
- }
- case SDLK_p:
- if(isActive())
- LOCPLINT->showPuzzleMap();
- return;
- case SDLK_v:
- if(isActive())
- LOCPLINT->viewWorldMap();
- return;
- case SDLK_r:
- if(isActive() && GH.isKeyboardCtrlDown())
- {
- LOCPLINT->showYesNoDialog(CGI->generaltexth->translate("vcmi.adventureMap.confirmRestartGame"),
- [](){ GH.pushUserEvent(EUserEvent::RESTART_GAME); }, nullptr);
- }
- return;
- case SDLK_SPACE: //space - try to revisit current object with selected hero
- {
- if(!isActive())
- return;
- if(h)
- {
- auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
- //TODO!!!!!!! possible freeze, when GS mutex is locked and network thread can't apply package
- //this thread leaves scope and tries to lock pim while holding gs,
- //network thread tries to lock gs (appluy cl) while holding pim
- //this thread should first lock pim, however gs locking/unlocking is done inside cb
- LOCPLINT->cb->moveHero(h,h->pos);
- }
- }
- return;
- case SDLK_RETURN:
- {
- if(!isActive() || !selection)
- return;
- if(h)
- LOCPLINT->openHeroWindow(h);
- else if(t)
- LOCPLINT->openTownWindow(t);
- return;
- }
- case SDLK_ESCAPE:
- {
- if(isActive() || GH.topInt().get() != this || !spellBeingCasted)
- return;
- leaveCastingMode();
- return;
- }
- case SDLK_t:
- {
- //act on key down if marketplace windows is not already opened
- if(GH.topInt()->type & BLOCK_ADV_HOTKEYS)
- return;
- if(GH.isKeyboardCtrlDown()) //CTRL + T => open marketplace
- {
- //check if we have any marketplace
- const CGTownInstance *townWithMarket = nullptr;
- for(const CGTownInstance *t : LOCPLINT->cb->getTownsInfo())
- {
- if(t->hasBuilt(BuildingID::MARKETPLACE))
- {
- townWithMarket = t;
- break;
- }
- }
- if(townWithMarket) //if any town has marketplace, open window
- GH.pushIntT<CMarketplaceWindow>(townWithMarket);
- else //if not - complain
- LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithMarket"));
- }
- else if(isActive()) //no ctrl, advmapint is on the top => switch to town
- {
- townList->selectNext();
- }
- return;
- }
- default:
- {
- auto direction = keyToMoveDirection(key);
- if (!direction)
- return;
- ui8 Dir = (direction->x<0 ? LEFT : 0) |
- (direction->x>0 ? RIGHT : 0) |
- (direction->y<0 ? UP : 0) |
- (direction->y>0 ? DOWN : 0) ;
- //ctrl makes arrow move screen, not hero
- if(GH.isKeyboardCtrlDown())
- {
- scrollingDir |= Dir;
- return;
- }
- if(!h || !isActive())
- return;
- if (CGI->mh->hasOngoingAnimations())
- return;
- if(*direction == Point(0,0))
- {
- centerOnObject(h);
- return;
- }
- int3 dst = h->visitablePos() + int3(direction->x, direction->y, 0);
- if (!CGI->mh->isInMap((dst)))
- return;
- if ( !LOCPLINT->paths.setPath(h, dst))
- return;
- const CGPath & path = LOCPLINT->paths.getPath(h);
- if (path.nodes.size() > 2)
- updateMoveHero(h);
- else
- if(!path.nodes[0].turns)
- LOCPLINT->moveHero(h, path);
- }
- return;
- }
- }
- boost::optional<Point> CAdvMapInt::keyToMoveDirection(const SDL_Keycode & key)
- {
- switch (key) {
- case SDLK_DOWN: return Point( 0, +1);
- case SDLK_LEFT: return Point(-1, 0);
- case SDLK_RIGHT: return Point(+1, 0);
- case SDLK_UP: return Point( 0, -1);
- case SDLK_KP_1: return Point(-1, +1);
- case SDLK_KP_2: return Point( 0, +1);
- case SDLK_KP_3: return Point(+1, +1);
- case SDLK_KP_4: return Point(-1, 0);
- case SDLK_KP_5: return Point( 0, 0);
- case SDLK_KP_6: return Point(+1, 0);
- case SDLK_KP_7: return Point(-1, -1);
- case SDLK_KP_8: return Point( 0, -1);
- case SDLK_KP_9: return Point(+1, -1);
- }
- return boost::none;
- }
- void CAdvMapInt::select(const CArmedInstance *sel, bool centerView)
- {
- assert(sel);
- LOCPLINT->setSelection(sel);
- selection = sel;
- if (LOCPLINT->battleInt == nullptr && LOCPLINT->makingTurn)
- {
- auto pos = sel->visitablePos();
- auto tile = LOCPLINT->cb->getTile(pos);
- if(tile)
- CCS->musich->playMusicFromSet("terrain", tile->terType->getJsonKey(), true, false);
- }
- if(centerView)
- centerOnObject(sel);
- if(sel->ID==Obj::TOWN)
- {
- auto town = dynamic_cast<const CGTownInstance*>(sel);
- infoBar->showTownSelection(town);
- townList->select(town);
- heroList->select(nullptr);
- updateSleepWake(nullptr);
- updateMoveHero(nullptr);
- updateSpellbook(nullptr);
- }
- else //hero selected
- {
- auto hero = dynamic_cast<const CGHeroInstance*>(sel);
- infoBar->showHeroSelection(hero);
- heroList->select(hero);
- townList->select(nullptr);
- updateSleepWake(hero);
- updateMoveHero(hero);
- updateSpellbook(hero);
- }
- townList->redraw();
- heroList->redraw();
- }
- void CAdvMapInt::mouseMoved( const Point & cursorPosition )
- {
- // adventure map scrolling with mouse
- // currently disabled in world view mode (as it is in OH3), but should work correctly if mode check is removed
- if(!GH.isKeyboardCtrlDown() && isActive() && mode == EAdvMapMode::NORMAL)
- {
- if(cursorPosition.x<15)
- {
- scrollingDir |= LEFT;
- }
- else
- {
- scrollingDir &= ~LEFT;
- }
- if(cursorPosition.x > GH.screenDimensions().x - 15)
- {
- scrollingDir |= RIGHT;
- }
- else
- {
- scrollingDir &= ~RIGHT;
- }
- if(cursorPosition.y<15)
- {
- scrollingDir |= UP;
- }
- else
- {
- scrollingDir &= ~UP;
- }
- if(cursorPosition.y > GH.screenDimensions().y - 15)
- {
- scrollingDir |= DOWN;
- }
- else
- {
- scrollingDir &= ~DOWN;
- }
- }
- }
- bool CAdvMapInt::isActive()
- {
- return active & ~CIntObject::KEYBOARD;
- }
- void CAdvMapInt::startHotSeatWait(PlayerColor Player)
- {
- state = WAITING;
- }
- void CAdvMapInt::setPlayer(PlayerColor Player)
- {
- if (Player == player)
- return;
- player = Player;
- bg->playerColored(player);
- panelMain->setPlayerColor(player);
- panelWorldView->setPlayerColor(player);
- panelWorldView->recolorIcons(player, player.getNum() * 19);
- resdatabar->colorize(player);
- }
- void CAdvMapInt::startTurn()
- {
- state = INGAME;
- if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID
- || settings["session"]["spectate"].Bool())
- {
- adjustActiveness(false);
- minimap->setAIRadar(false);
- }
- }
- void CAdvMapInt::initializeNewTurn()
- {
- heroList->update();
- townList->update();
- const CGHeroInstance * heroToSelect = nullptr;
- // find first non-sleeping hero
- for (auto hero : LOCPLINT->wanderingHeroes)
- {
- if (boost::range::find(LOCPLINT->sleepingHeroes, hero) == LOCPLINT->sleepingHeroes.end())
- {
- heroToSelect = hero;
- break;
- }
- }
- bool centerView = !settings["session"]["autoSkip"].Bool();
- //select first hero if available.
- if (heroToSelect != nullptr)
- {
- select(heroToSelect, centerView);
- }
- else if (LOCPLINT->towns.size())
- select(LOCPLINT->towns.front(), centerView);
- else
- select(LOCPLINT->wanderingHeroes.front());
- //show new day animation and sound on infobar
- infoBar->showDate();
- updateNextHero(nullptr);
- showAll(screen);
- if(settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
- {
- if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
- iw->close();
- endingTurn();
- }
- }
- void CAdvMapInt::endingTurn()
- {
- if(settings["session"]["spectate"].Bool())
- return;
- LOCPLINT->makingTurn = false;
- LOCPLINT->cb->endTurn();
- CCS->soundh->ambientStopAllChannels();
- }
- const CGObjectInstance* CAdvMapInt::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);
- /*
- if (bobjs.back()->ID == Obj::HERO)
- return bobjs.back();
- else
- return bobjs.front();*/
- }
- void CAdvMapInt::onTileLeftClicked(const int3 &mapPos)
- {
- if(mode != EAdvMapMode::NORMAL)
- return;
- if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn)
- return;
- const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
- const CGObjectInstance *topBlocking = getActiveObject(mapPos);
- int3 selPos = selection->getSightCenter();
- if(spellBeingCasted && isInScreenRange(selPos, mapPos))
- {
- const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
- switch(spellBeingCasted->id)
- {
- case SpellID::SCUTTLE_BOAT: //Scuttle Boat
- if(topBlocking && topBlocking->ID == Obj::BOAT)
- leaveCastingMode(true, mapPos);
- break;
- case SpellID::DIMENSION_DOOR:
- if(!tile || tile->isClear(heroTile))
- leaveCastingMode(true, 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);
- bool isHero = false;
- if(selection->ID != Obj::HERO) //hero is not selected (presumably town)
- {
- if(selection == topBlocking) //selected town clicked
- LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
- else if(canSelect)
- select(static_cast<const CArmedInstance*>(topBlocking), false);
- }
- else if(const CGHeroInstance * currentHero = curHero()) //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
- {
- select(static_cast<const CArmedInstance*>(topBlocking), false);
- 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->paths.hasPath(currentHero) &&
- LOCPLINT->paths.getPath(currentHero).endPos() == mapPos)//we'll be moving
- {
- if(!CGI->mh->hasOngoingAnimations())
- LOCPLINT->moveHero(currentHero, LOCPLINT->paths.getPath(currentHero));
- return;
- }
- else //remove old path and find a new one if we clicked on accessible tile
- {
- LOCPLINT->paths.setPath(currentHero, mapPos);
- updateMoveHero(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 CAdvMapInt::onTileHovered(const int3 &mapPos)
- {
- if(mode != EAdvMapMode::NORMAL //disable in world view
- || !selection) //may occur just at the start of game (fake move before full intiialization)
- return;
- if(!LOCPLINT->cb->isVisible(mapPos))
- {
- CCS->curh->set(Cursor::Map::POINTER);
- 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 = curHero() ? objAtTile->getHoverText(curHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
- boost::replace_all(text,"\n"," ");
- statusbar->write(text);
- }
- else
- {
- std::string hlp = CGI->mh->getTerrainDescr(mapPos, false);
- statusbar->write(hlp);
- }
- if(spellBeingCasted)
- {
- switch(spellBeingCasted->id)
- {
- case SpellID::SCUTTLE_BOAT:
- if(objAtTile && objAtTile->ID == Obj::BOAT)
- 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 = selection->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(selection->ID == Obj::TOWN)
- {
- 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 = curHero())
- {
- 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 CGPathNode::NORMAL:
- case CGPathNode::TELEPORT_NORMAL:
- if(pathNode->layer == EPathfindingLayer::LAND)
- CCS->curh->set(cursorMove[turns]);
- else
- CCS->curh->set(cursorSailVisit[turns]);
- break;
- case CGPathNode::VISIT:
- case CGPathNode::BLOCKING_VISIT:
- case CGPathNode::TELEPORT_BLOCKING_VISIT:
- if(objAtTile && objAtTile->ID == Obj::HERO)
- {
- if(selection == 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 CGPathNode::BATTLE:
- case CGPathNode::TELEPORT_BATTLE:
- CCS->curh->set(cursorAttack[turns]);
- break;
- case CGPathNode::EMBARK:
- CCS->curh->set(cursorSail[turns]);
- break;
- case CGPathNode::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 CAdvMapInt::showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode)
- {
- const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.maxMovePoints(pathNode.layer == EPathfindingLayer::LAND) : hero.movement;
- 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));
- statusbar->write(result);
- }
- void CAdvMapInt::onTileRightClicked(const int3 &mapPos)
- {
- if(mode != EAdvMapMode::NORMAL)
- return;
- if(spellBeingCasted)
- {
- leaveCastingMode();
- 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 CAdvMapInt::enterCastingMode(const CSpell * sp)
- {
- assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
- spellBeingCasted = sp;
- deactivate();
- terrain->activate();
- GH.fakeMouseMove();
- }
- void CAdvMapInt::leaveCastingMode(bool cast, int3 dest)
- {
- assert(spellBeingCasted);
- SpellID id = spellBeingCasted->id;
- spellBeingCasted = nullptr;
- terrain->deactivate();
- activate();
- if(cast)
- LOCPLINT->cb->castSpell(curHero(), id, dest);
- else
- LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
- }
- const CGHeroInstance * CAdvMapInt::curHero() const
- {
- if(selection && selection->ID == Obj::HERO)
- return dynamic_cast<const CGHeroInstance *>(selection);
- else
- return nullptr;
- }
- const CGTownInstance * CAdvMapInt::curTown() const
- {
- if(selection && selection->ID == Obj::TOWN)
- return dynamic_cast<const CGTownInstance *>(selection);
- else
- return nullptr;
- }
- const CArmedInstance * CAdvMapInt::curArmy() const
- {
- if (selection)
- return dynamic_cast<const CArmedInstance *>(selection);
- else
- return nullptr;
- }
- Rect CAdvMapInt::terrainAreaPixels() const
- {
- return terrain->pos;
- }
- const IShipyard * CAdvMapInt::ourInaccessibleShipyard(const CGObjectInstance *obj) const
- {
- const IShipyard *ret = IShipyard::castFrom(obj);
- if(!ret ||
- obj->tempOwner != player ||
- (CCS->curh->get<Cursor::Map>() != Cursor::Map::T1_SAIL && CCS->curh->get<Cursor::Map>() != Cursor::Map::POINTER))
- return nullptr;
- return ret;
- }
- void CAdvMapInt::aiTurnStarted()
- {
- if(settings["session"]["spectate"].Bool())
- return;
- adjustActiveness(true);
- CCS->musich->playMusicFromSet("enemy-turn", true, false);
- adventureInt->minimap->setAIRadar(true);
- adventureInt->infoBar->startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());
- adventureInt->infoBar->showAll(screen);//force refresh on inactive object
- }
- void CAdvMapInt::adjustActiveness(bool aiTurnStart)
- {
- bool wasActive = isActive();
- if(wasActive)
- deactivate();
- adventureInt->duringAITurn = aiTurnStart;
- if(wasActive)
- activate();
- }
- void CAdvMapInt::quickCombatLock()
- {
- if(!duringAITurn)
- deactivate();
- }
- void CAdvMapInt::quickCombatUnlock()
- {
- if(!duringAITurn)
- activate();
- }
- void CAdvMapInt::exitWorldView()
- {
- mode = EAdvMapMode::NORMAL;
- panelMain->activate();
- panelWorldView->deactivate();
- activeMapPanel = panelMain;
- townList->activate();
- heroList->activate();
- infoBar->activate();
- redraw();
- terrain->onViewMapActivated();
- }
- void CAdvMapInt::openWorldView(int tileSize)
- {
- mode = EAdvMapMode::WORLD_VIEW;
- panelMain->deactivate();
- panelWorldView->activate();
- activeMapPanel = panelWorldView;
- townList->deactivate();
- heroList->deactivate();
- infoBar->showSelection(); // to prevent new day animation interfering world view mode
- infoBar->deactivate();
- redraw();
- terrain->onViewWorldActivated(tileSize);
- }
- void CAdvMapInt::openWorldView()
- {
- openWorldView(11);
- }
- void CAdvMapInt::openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
- {
- openWorldView(11);
- terrain->onViewSpellActivated(11, objectPositions, showTerrain);
- }
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