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 "../widgets/RadialMenu.h"
  26. #include "../CGameInfo.h"
  27. #include "../gui/CursorHandler.h"
  28. #include "../gui/CGuiHandler.h"
  29. #include "../gui/Shortcut.h"
  30. #include "../gui/WindowHandler.h"
  31. #include "../render/Canvas.h"
  32. #include "../CMT.h"
  33. #include "../PlayerLocalState.h"
  34. #include "../CPlayerInterface.h"
  35. #include "../../CCallback.h"
  36. #include "../../lib/CConfigHandler.h"
  37. #include "../../lib/StartInfo.h"
  38. #include "../../lib/CGeneralTextHandler.h"
  39. #include "../../lib/spells/CSpellHandler.h"
  40. #include "../../lib/mapObjects/CGHeroInstance.h"
  41. #include "../../lib/mapObjects/CGTownInstance.h"
  42. #include "../../lib/mapping/CMapDefines.h"
  43. #include "../../lib/pathfinder/CGPathNode.h"
  44. std::shared_ptr<AdventureMapInterface> adventureInt;
  45. AdventureMapInterface::AdventureMapInterface():
  46. mapAudio(new MapAudioPlayer()),
  47. spellBeingCasted(nullptr),
  48. scrollingWasActive(false),
  49. scrollingWasBlocked(false),
  50. backgroundDimLevel(settings["adventure"]["backgroundDimLevel"].Integer())
  51. {
  52. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  53. pos.x = pos.y = 0;
  54. pos.w = GH.screenDimensions().x;
  55. pos.h = GH.screenDimensions().y;
  56. shortcuts = std::make_shared<AdventureMapShortcuts>(*this);
  57. widget = std::make_shared<AdventureMapWidget>(shortcuts);
  58. shortcuts->setState(EAdventureState::MAKING_TURN);
  59. widget->getMapView()->onViewMapActivated();
  60. if(LOCPLINT->cb->getStartInfo()->turnTimerInfo.turnTimer != 0)
  61. watches = std::make_shared<TurnTimerWidget>(Point(24, 24));
  62. addUsedEvents(KEYBOARD | TIME);
  63. }
  64. void AdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel)
  65. {
  66. shortcuts->onMapViewMoved(visibleArea, mapLevel);
  67. widget->getMinimap()->onMapViewMoved(visibleArea, mapLevel);
  68. widget->onMapViewMoved(visibleArea, mapLevel);
  69. }
  70. void AdventureMapInterface::onAudioResumed()
  71. {
  72. mapAudio->onAudioResumed();
  73. }
  74. void AdventureMapInterface::onAudioPaused()
  75. {
  76. mapAudio->onAudioPaused();
  77. }
  78. void AdventureMapInterface::onHeroMovementStarted(const CGHeroInstance * hero)
  79. {
  80. if (shortcuts->optionMapViewActive())
  81. {
  82. widget->getInfoBar()->popAll();
  83. widget->getInfoBar()->showSelection();
  84. }
  85. }
  86. void AdventureMapInterface::onHeroChanged(const CGHeroInstance *h)
  87. {
  88. widget->getHeroList()->updateElement(h);
  89. if (h && h == LOCPLINT->localState->getCurrentHero() && !widget->getInfoBar()->showingComponents())
  90. widget->getInfoBar()->showSelection();
  91. widget->updateActiveState();
  92. }
  93. void AdventureMapInterface::onTownChanged(const CGTownInstance * town)
  94. {
  95. widget->getTownList()->updateElement(town);
  96. if (town && town == LOCPLINT->localState->getCurrentTown() && !widget->getInfoBar()->showingComponents())
  97. widget->getInfoBar()->showSelection();
  98. }
  99. void AdventureMapInterface::showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer)
  100. {
  101. widget->getInfoBar()->pushComponents(components, message, timer);
  102. }
  103. void AdventureMapInterface::activate()
  104. {
  105. CIntObject::activate();
  106. adjustActiveness();
  107. screenBuf = screen;
  108. if(LOCPLINT)
  109. {
  110. LOCPLINT->cingconsole->activate();
  111. LOCPLINT->cingconsole->pos = this->pos;
  112. }
  113. GH.fakeMouseMove(); //to restore the cursor
  114. // workaround for an edge case:
  115. // if player unequips Angel Wings / Boots of Levitation of currently active hero
  116. // game will correctly invalidate paths but current route will not be updated since verifyPath() is not called for current hero
  117. if (LOCPLINT->makingTurn && LOCPLINT->localState->getCurrentHero())
  118. LOCPLINT->localState->verifyPath(LOCPLINT->localState->getCurrentHero());
  119. }
  120. void AdventureMapInterface::deactivate()
  121. {
  122. CIntObject::deactivate();
  123. CCS->curh->set(Cursor::Map::POINTER);
  124. if(LOCPLINT)
  125. LOCPLINT->cingconsole->deactivate();
  126. }
  127. void AdventureMapInterface::showAll(Canvas & to)
  128. {
  129. CIntObject::showAll(to);
  130. dim(to);
  131. LOCPLINT->cingconsole->show(to);
  132. }
  133. void AdventureMapInterface::show(Canvas & to)
  134. {
  135. CIntObject::show(to);
  136. dim(to);
  137. LOCPLINT->cingconsole->show(to);
  138. }
  139. void AdventureMapInterface::dim(Canvas & to)
  140. {
  141. for (auto window : GH.windows().findWindows<IShowActivatable>())
  142. {
  143. if (!std::dynamic_pointer_cast<AdventureMapInterface>(window) && !std::dynamic_pointer_cast<RadialMenu>(window) && !window->isPopupWindow())
  144. {
  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()->updateWidget();
  251. widget->getTownList()->select(town);
  252. widget->getHeroList()->select(nullptr);
  253. onHeroChanged(nullptr);
  254. }
  255. else //hero selected
  256. {
  257. auto hero = dynamic_cast<const CGHeroInstance*>(sel);
  258. widget->getInfoBar()->showHeroSelection(hero);
  259. widget->getHeroList()->select(hero);
  260. widget->getTownList()->select(nullptr);
  261. LOCPLINT->localState->verifyPath(hero);
  262. onHeroChanged(hero);
  263. }
  264. widget->updateActiveState();
  265. widget->getHeroList()->redraw();
  266. widget->getTownList()->redraw();
  267. }
  268. void AdventureMapInterface::onTownOrderChanged()
  269. {
  270. widget->getTownList()->updateWidget();
  271. }
  272. void AdventureMapInterface::onHeroOrderChanged()
  273. {
  274. widget->getHeroList()->updateWidget();
  275. }
  276. void AdventureMapInterface::onMapTilesChanged(boost::optional<std::unordered_set<int3>> positions)
  277. {
  278. if (positions)
  279. widget->getMinimap()->updateTiles(*positions);
  280. else
  281. widget->getMinimap()->update();
  282. }
  283. void AdventureMapInterface::onHotseatWaitStarted(PlayerColor playerID)
  284. {
  285. backgroundDimLevel = 255;
  286. onCurrentPlayerChanged(playerID);
  287. setState(EAdventureState::HOTSEAT_WAIT);
  288. }
  289. void AdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID, bool isHuman)
  290. {
  291. if(settings["session"]["spectate"].Bool())
  292. return;
  293. mapAudio->onEnemyTurnStarted();
  294. widget->getMinimap()->setAIRadar(!isHuman);
  295. widget->getInfoBar()->startEnemyTurn(playerID);
  296. setState(isHuman ? EAdventureState::OTHER_HUMAN_PLAYER_TURN : EAdventureState::AI_PLAYER_TURN);
  297. }
  298. void AdventureMapInterface::setState(EAdventureState state)
  299. {
  300. shortcuts->setState(state);
  301. adjustActiveness();
  302. widget->updateActiveState();
  303. }
  304. void AdventureMapInterface::adjustActiveness()
  305. {
  306. bool widgetMustBeActive = isActive() && shortcuts->optionSidePanelActive();
  307. bool mapViewMustBeActive = isActive() && (shortcuts->optionMapViewActive());
  308. widget->setInputEnabled(widgetMustBeActive);
  309. widget->getMapView()->setInputEnabled(mapViewMustBeActive);
  310. }
  311. void AdventureMapInterface::onCurrentPlayerChanged(PlayerColor playerID)
  312. {
  313. LOCPLINT->localState->setSelection(nullptr);
  314. if (playerID == currentPlayerID)
  315. return;
  316. currentPlayerID = playerID;
  317. widget->setPlayer(playerID);
  318. }
  319. void AdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID)
  320. {
  321. backgroundDimLevel = settings["adventure"]["backgroundDimLevel"].Integer();
  322. onCurrentPlayerChanged(playerID);
  323. setState(EAdventureState::MAKING_TURN);
  324. if(playerID == LOCPLINT->playerID || settings["session"]["spectate"].Bool())
  325. {
  326. widget->getMinimap()->setAIRadar(false);
  327. widget->getInfoBar()->showSelection();
  328. }
  329. widget->getHeroList()->updateWidget();
  330. widget->getTownList()->updateWidget();
  331. const CGHeroInstance * heroToSelect = nullptr;
  332. // find first non-sleeping hero
  333. for (auto hero : LOCPLINT->localState->getWanderingHeroes())
  334. {
  335. if (!LOCPLINT->localState->isHeroSleeping(hero))
  336. {
  337. heroToSelect = hero;
  338. break;
  339. }
  340. }
  341. //select first hero if available.
  342. if (heroToSelect != nullptr)
  343. {
  344. LOCPLINT->localState->setSelection(heroToSelect);
  345. }
  346. else if (LOCPLINT->localState->getOwnedTowns().size())
  347. {
  348. LOCPLINT->localState->setSelection(LOCPLINT->localState->getOwnedTown(0));
  349. }
  350. else
  351. {
  352. LOCPLINT->localState->setSelection(LOCPLINT->localState->getWanderingHero(0));
  353. }
  354. //show new day animation and sound on infobar, except for 1st day of the game
  355. if (LOCPLINT->cb->getDate(Date::DAY) != 1)
  356. widget->getInfoBar()->showDate();
  357. onHeroChanged(nullptr);
  358. Canvas canvas = Canvas::createFromSurface(screen);
  359. showAll(canvas);
  360. mapAudio->onPlayerTurnStarted();
  361. if(settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  362. {
  363. if(auto iw = GH.windows().topWindow<CInfoWindow>())
  364. iw->close();
  365. GH.dispatchMainThread([this]()
  366. {
  367. hotkeyEndingTurn();
  368. });
  369. }
  370. }
  371. void AdventureMapInterface::hotkeyEndingTurn()
  372. {
  373. if(settings["session"]["spectate"].Bool())
  374. return;
  375. if(!settings["general"]["startTurnAutosave"].Bool())
  376. {
  377. LOCPLINT->performAutosave();
  378. }
  379. LOCPLINT->makingTurn = false;
  380. LOCPLINT->cb->endTurn();
  381. mapAudio->onPlayerTurnEnded();
  382. }
  383. const CGObjectInstance* AdventureMapInterface::getActiveObject(const int3 &mapPos)
  384. {
  385. std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile
  386. if (bobjs.empty())
  387. return nullptr;
  388. return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);
  389. }
  390. void AdventureMapInterface::onTileLeftClicked(const int3 &mapPos)
  391. {
  392. if(!shortcuts->optionMapViewActive())
  393. return;
  394. //FIXME: this line breaks H3 behavior for Dimension Door
  395. if(!LOCPLINT->cb->isVisible(mapPos))
  396. return;
  397. if(!LOCPLINT->makingTurn)
  398. return;
  399. const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
  400. const CGObjectInstance *topBlocking = getActiveObject(mapPos);
  401. int3 selPos = LOCPLINT->localState->getCurrentArmy()->getSightCenter();
  402. if(spellBeingCasted)
  403. {
  404. assert(shortcuts->optionSpellcasting());
  405. if (!isInScreenRange(selPos, mapPos))
  406. return;
  407. const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
  408. switch(spellBeingCasted->id)
  409. {
  410. case SpellID::SCUTTLE_BOAT: //Scuttle Boat
  411. if(topBlocking && topBlocking->ID == Obj::BOAT)
  412. performSpellcasting(mapPos);
  413. break;
  414. case SpellID::DIMENSION_DOOR:
  415. if(!tile || tile->isClear(heroTile))
  416. performSpellcasting(mapPos);
  417. break;
  418. }
  419. return;
  420. }
  421. //check if we can select this object
  422. bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
  423. canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner) != PlayerRelations::ENEMIES;
  424. bool isHero = false;
  425. if(LOCPLINT->localState->getCurrentArmy()->ID != Obj::HERO) //hero is not selected (presumably town)
  426. {
  427. if(LOCPLINT->localState->getCurrentArmy() == topBlocking) //selected town clicked
  428. LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
  429. else if(canSelect)
  430. LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  431. }
  432. else if(const CGHeroInstance * currentHero = LOCPLINT->localState->getCurrentHero()) //hero is selected
  433. {
  434. isHero = true;
  435. const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);
  436. if(currentHero == topBlocking) //clicked selected hero
  437. {
  438. LOCPLINT->openHeroWindow(currentHero);
  439. return;
  440. }
  441. else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
  442. {
  443. LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  444. return;
  445. }
  446. else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
  447. {
  448. if(LOCPLINT->localState->hasPath(currentHero) &&
  449. LOCPLINT->localState->getPath(currentHero).endPos() == mapPos)//we'll be moving
  450. {
  451. assert(!CGI->mh->hasOngoingAnimations());
  452. if(!CGI->mh->hasOngoingAnimations() && LOCPLINT->localState->getPath(currentHero).nextNode().turns == 0)
  453. LOCPLINT->moveHero(currentHero, LOCPLINT->localState->getPath(currentHero));
  454. return;
  455. }
  456. else
  457. {
  458. if(GH.isKeyboardCtrlDown()) //normal click behaviour (as no hero selected)
  459. {
  460. if(canSelect)
  461. LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  462. }
  463. else //remove old path and find a new one if we clicked on accessible tile
  464. {
  465. LOCPLINT->localState->setPath(currentHero, mapPos);
  466. onHeroChanged(currentHero);
  467. }
  468. }
  469. }
  470. } //end of hero is selected "case"
  471. else
  472. {
  473. throw std::runtime_error("Nothing is selected...");
  474. }
  475. const auto shipyard = ourInaccessibleShipyard(topBlocking);
  476. if(isHero && shipyard != nullptr)
  477. {
  478. LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
  479. }
  480. }
  481. void AdventureMapInterface::onTileHovered(const int3 &mapPos)
  482. {
  483. if(!shortcuts->optionMapViewActive())
  484. return;
  485. //may occur just at the start of game (fake move before full intiialization)
  486. if(!LOCPLINT->localState->getCurrentArmy())
  487. return;
  488. if(!LOCPLINT->cb->isVisible(mapPos))
  489. {
  490. CCS->curh->set(Cursor::Map::POINTER);
  491. GH.statusbar()->clear();
  492. return;
  493. }
  494. auto objRelations = PlayerRelations::ALLIES;
  495. const CGObjectInstance *objAtTile = getActiveObject(mapPos);
  496. if(objAtTile)
  497. {
  498. objRelations = LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner);
  499. std::string text = LOCPLINT->localState->getCurrentHero() ? objAtTile->getHoverText(LOCPLINT->localState->getCurrentHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
  500. boost::replace_all(text,"\n"," ");
  501. GH.statusbar()->write(text);
  502. }
  503. else
  504. {
  505. std::string hlp = CGI->mh->getTerrainDescr(mapPos, false);
  506. GH.statusbar()->write(hlp);
  507. }
  508. if(spellBeingCasted)
  509. {
  510. switch(spellBeingCasted->id)
  511. {
  512. case SpellID::SCUTTLE_BOAT:
  513. {
  514. int3 hpos = LOCPLINT->localState->getCurrentArmy()->getSightCenter();
  515. if(objAtTile && objAtTile->ID == Obj::BOAT && isInScreenRange(hpos, mapPos))
  516. CCS->curh->set(Cursor::Map::SCUTTLE_BOAT);
  517. else
  518. CCS->curh->set(Cursor::Map::POINTER);
  519. return;
  520. }
  521. case SpellID::DIMENSION_DOOR:
  522. {
  523. const TerrainTile * t = LOCPLINT->cb->getTile(mapPos, false);
  524. int3 hpos = LOCPLINT->localState->getCurrentArmy()->getSightCenter();
  525. if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos))
  526. CCS->curh->set(Cursor::Map::TELEPORT);
  527. else
  528. CCS->curh->set(Cursor::Map::POINTER);
  529. return;
  530. }
  531. }
  532. }
  533. if(LOCPLINT->localState->getCurrentArmy()->ID == Obj::TOWN || GH.isKeyboardCtrlDown())
  534. {
  535. if(objAtTile)
  536. {
  537. if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
  538. CCS->curh->set(Cursor::Map::TOWN);
  539. else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
  540. CCS->curh->set(Cursor::Map::HERO);
  541. else
  542. CCS->curh->set(Cursor::Map::POINTER);
  543. }
  544. else
  545. CCS->curh->set(Cursor::Map::POINTER);
  546. }
  547. else if(const CGHeroInstance * hero = LOCPLINT->localState->getCurrentHero())
  548. {
  549. std::array<Cursor::Map, 4> cursorMove = { Cursor::Map::T1_MOVE, Cursor::Map::T2_MOVE, Cursor::Map::T3_MOVE, Cursor::Map::T4_MOVE, };
  550. std::array<Cursor::Map, 4> cursorAttack = { Cursor::Map::T1_ATTACK, Cursor::Map::T2_ATTACK, Cursor::Map::T3_ATTACK, Cursor::Map::T4_ATTACK, };
  551. std::array<Cursor::Map, 4> cursorSail = { Cursor::Map::T1_SAIL, Cursor::Map::T2_SAIL, Cursor::Map::T3_SAIL, Cursor::Map::T4_SAIL, };
  552. std::array<Cursor::Map, 4> cursorDisembark = { Cursor::Map::T1_DISEMBARK, Cursor::Map::T2_DISEMBARK, Cursor::Map::T3_DISEMBARK, Cursor::Map::T4_DISEMBARK, };
  553. std::array<Cursor::Map, 4> cursorExchange = { Cursor::Map::T1_EXCHANGE, Cursor::Map::T2_EXCHANGE, Cursor::Map::T3_EXCHANGE, Cursor::Map::T4_EXCHANGE, };
  554. std::array<Cursor::Map, 4> cursorVisit = { Cursor::Map::T1_VISIT, Cursor::Map::T2_VISIT, Cursor::Map::T3_VISIT, Cursor::Map::T4_VISIT, };
  555. 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, };
  556. const CGPathNode * pathNode = LOCPLINT->cb->getPathsInfo(hero)->getPathInfo(mapPos);
  557. assert(pathNode);
  558. if((GH.isKeyboardAltDown() || settings["gameTweaks"]["forceMovementInfo"].Bool()) && pathNode->reachable()) //overwrite status bar text with movement info
  559. {
  560. showMoveDetailsInStatusbar(*hero, *pathNode);
  561. }
  562. int turns = pathNode->turns;
  563. vstd::amin(turns, 3);
  564. switch(pathNode->action)
  565. {
  566. case EPathNodeAction::NORMAL:
  567. case EPathNodeAction::TELEPORT_NORMAL:
  568. if(pathNode->layer == EPathfindingLayer::LAND)
  569. CCS->curh->set(cursorMove[turns]);
  570. else
  571. CCS->curh->set(cursorSailVisit[turns]);
  572. break;
  573. case EPathNodeAction::VISIT:
  574. case EPathNodeAction::BLOCKING_VISIT:
  575. case EPathNodeAction::TELEPORT_BLOCKING_VISIT:
  576. if(objAtTile && objAtTile->ID == Obj::HERO)
  577. {
  578. if(LOCPLINT->localState->getCurrentArmy() == objAtTile)
  579. CCS->curh->set(Cursor::Map::HERO);
  580. else
  581. CCS->curh->set(cursorExchange[turns]);
  582. }
  583. else if(pathNode->layer == EPathfindingLayer::LAND)
  584. CCS->curh->set(cursorVisit[turns]);
  585. else
  586. CCS->curh->set(cursorSailVisit[turns]);
  587. break;
  588. case EPathNodeAction::BATTLE:
  589. case EPathNodeAction::TELEPORT_BATTLE:
  590. CCS->curh->set(cursorAttack[turns]);
  591. break;
  592. case EPathNodeAction::EMBARK:
  593. CCS->curh->set(cursorSail[turns]);
  594. break;
  595. case EPathNodeAction::DISEMBARK:
  596. CCS->curh->set(cursorDisembark[turns]);
  597. break;
  598. default:
  599. if(objAtTile && objRelations != PlayerRelations::ENEMIES)
  600. {
  601. if(objAtTile->ID == Obj::TOWN)
  602. CCS->curh->set(Cursor::Map::TOWN);
  603. else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
  604. CCS->curh->set(Cursor::Map::HERO);
  605. else
  606. CCS->curh->set(Cursor::Map::POINTER);
  607. }
  608. else
  609. CCS->curh->set(Cursor::Map::POINTER);
  610. break;
  611. }
  612. }
  613. if(ourInaccessibleShipyard(objAtTile))
  614. {
  615. CCS->curh->set(Cursor::Map::T1_SAIL);
  616. }
  617. }
  618. void AdventureMapInterface::showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode)
  619. {
  620. const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.movementPointsLimit(pathNode.layer == EPathfindingLayer::LAND) : hero.movementPointsRemaining();
  621. const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains;
  622. const int remainingPointsAfterMove = pathNode.turns == 0 ? pathNode.moveRemains : 0;
  623. std::string result = VLC->generaltexth->translate("vcmi.adventureMap", pathNode.turns > 0 ? "moveCostDetails" : "moveCostDetailsNoTurns");
  624. boost::replace_first(result, "%TURNS", std::to_string(pathNode.turns));
  625. boost::replace_first(result, "%POINTS", std::to_string(movementPointsLastTurnCost));
  626. boost::replace_first(result, "%REMAINING", std::to_string(remainingPointsAfterMove));
  627. GH.statusbar()->write(result);
  628. }
  629. void AdventureMapInterface::onTileRightClicked(const int3 &mapPos)
  630. {
  631. if(!shortcuts->optionMapViewActive())
  632. return;
  633. if(spellBeingCasted)
  634. {
  635. hotkeyAbortCastingMode();
  636. return;
  637. }
  638. if(!LOCPLINT->cb->isVisible(mapPos))
  639. {
  640. CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
  641. return;
  642. }
  643. const CGObjectInstance * obj = getActiveObject(mapPos);
  644. if(!obj)
  645. {
  646. // Bare or undiscovered terrain
  647. const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
  648. if(tile)
  649. {
  650. std::string hlp = CGI->mh->getTerrainDescr(mapPos, true);
  651. CRClickPopup::createAndPush(hlp);
  652. }
  653. return;
  654. }
  655. CRClickPopup::createAndPush(obj, GH.getCursorPosition(), ETextAlignment::CENTER);
  656. }
  657. void AdventureMapInterface::enterCastingMode(const CSpell * sp)
  658. {
  659. assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
  660. spellBeingCasted = sp;
  661. Settings config = settings.write["session"]["showSpellRange"];
  662. config->Bool() = true;
  663. setState(EAdventureState::CASTING_SPELL);
  664. }
  665. void AdventureMapInterface::exitCastingMode()
  666. {
  667. assert(spellBeingCasted);
  668. spellBeingCasted = nullptr;
  669. setState(EAdventureState::MAKING_TURN);
  670. Settings config = settings.write["session"]["showSpellRange"];
  671. config->Bool() = false;
  672. }
  673. void AdventureMapInterface::hotkeyAbortCastingMode()
  674. {
  675. exitCastingMode();
  676. LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
  677. }
  678. void AdventureMapInterface::performSpellcasting(const int3 & dest)
  679. {
  680. SpellID id = spellBeingCasted->id;
  681. exitCastingMode();
  682. LOCPLINT->cb->castSpell(LOCPLINT->localState->getCurrentHero(), id, dest);
  683. }
  684. Rect AdventureMapInterface::terrainAreaPixels() const
  685. {
  686. return widget->getMapView()->pos;
  687. }
  688. const IShipyard * AdventureMapInterface::ourInaccessibleShipyard(const CGObjectInstance *obj) const
  689. {
  690. const IShipyard *ret = IShipyard::castFrom(obj);
  691. if(!ret ||
  692. obj->tempOwner != currentPlayerID ||
  693. (CCS->curh->get<Cursor::Map>() != Cursor::Map::T1_SAIL && CCS->curh->get<Cursor::Map>() != Cursor::Map::POINTER))
  694. return nullptr;
  695. return ret;
  696. }
  697. void AdventureMapInterface::hotkeyExitWorldView()
  698. {
  699. setState(EAdventureState::MAKING_TURN);
  700. widget->getMapView()->onViewMapActivated();
  701. }
  702. void AdventureMapInterface::openWorldView(int tileSize)
  703. {
  704. setState(EAdventureState::WORLD_VIEW);
  705. widget->getMapView()->onViewWorldActivated(tileSize);
  706. }
  707. void AdventureMapInterface::openWorldView()
  708. {
  709. openWorldView(11);
  710. }
  711. void AdventureMapInterface::openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  712. {
  713. openWorldView(11);
  714. widget->getMapView()->onViewSpellActivated(11, objectPositions, showTerrain);
  715. }
  716. void AdventureMapInterface::hotkeyNextTown()
  717. {
  718. widget->getTownList()->selectNext();
  719. }
  720. void AdventureMapInterface::hotkeySwitchMapLevel()
  721. {
  722. widget->getMapView()->onMapLevelSwitched();
  723. }
  724. void AdventureMapInterface::hotkeyZoom(int delta)
  725. {
  726. widget->getMapView()->onMapZoomLevelChanged(delta);
  727. }
  728. void AdventureMapInterface::onScreenResize()
  729. {
  730. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  731. // remember our activation state and reactive after reconstruction
  732. // since othervice activate() calls for created elements will bypass virtual dispatch
  733. // and will call directly CIntObject::activate() instead of dispatching virtual function call
  734. bool widgetActive = isActive();
  735. if (widgetActive)
  736. deactivate();
  737. widget.reset();
  738. pos.x = pos.y = 0;
  739. pos.w = GH.screenDimensions().x;
  740. pos.h = GH.screenDimensions().y;
  741. widget = std::make_shared<AdventureMapWidget>(shortcuts);
  742. widget->getMapView()->onViewMapActivated();
  743. widget->setPlayer(currentPlayerID);
  744. widget->updateActiveState();
  745. widget->getMinimap()->update();
  746. widget->getInfoBar()->showSelection();
  747. if (LOCPLINT && LOCPLINT->localState->getCurrentArmy())
  748. widget->getMapView()->onCenteredObject(LOCPLINT->localState->getCurrentArmy());
  749. adjustActiveness();
  750. if (widgetActive)
  751. activate();
  752. }