AdventureMapInterface.cpp 28 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 "../render/IImage.h"
  33. #include "../render/IRenderHandler.h"
  34. #include "../CMT.h"
  35. #include "../PlayerLocalState.h"
  36. #include "../CPlayerInterface.h"
  37. #include "../../CCallback.h"
  38. #include "../../lib/GameSettings.h"
  39. #include "../../lib/StartInfo.h"
  40. #include "../../lib/texts/CGeneralTextHandler.h"
  41. #include "../../lib/spells/CSpellHandler.h"
  42. #include "../../lib/mapObjects/CGHeroInstance.h"
  43. #include "../../lib/mapObjects/CGTownInstance.h"
  44. #include "../../lib/mapping/CMapDefines.h"
  45. #include "../../lib/pathfinder/CGPathNode.h"
  46. #include "../../lib/spells/ISpellMechanics.h"
  47. #include "../../lib/spells/Problem.h"
  48. std::shared_ptr<AdventureMapInterface> adventureInt;
  49. AdventureMapInterface::AdventureMapInterface():
  50. mapAudio(new MapAudioPlayer()),
  51. spellBeingCasted(nullptr),
  52. scrollingWasActive(false),
  53. scrollingWasBlocked(false),
  54. backgroundDimLevel(settings["adventure"]["backgroundDimLevel"].Integer())
  55. {
  56. OBJECT_CONSTRUCTION;
  57. pos.x = pos.y = 0;
  58. pos.w = GH.screenDimensions().x;
  59. pos.h = GH.screenDimensions().y;
  60. shortcuts = std::make_shared<AdventureMapShortcuts>(*this);
  61. widget = std::make_shared<AdventureMapWidget>(shortcuts);
  62. shortcuts->setState(EAdventureState::MAKING_TURN);
  63. widget->getMapView()->onViewMapActivated();
  64. if(LOCPLINT->cb->getStartInfo()->turnTimerInfo.turnTimer != 0)
  65. watches = std::make_shared<TurnTimerWidget>(Point(24, 24));
  66. addUsedEvents(KEYBOARD | TIME);
  67. }
  68. void AdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel)
  69. {
  70. shortcuts->onMapViewMoved(visibleArea, mapLevel);
  71. widget->getMinimap()->onMapViewMoved(visibleArea, mapLevel);
  72. widget->onMapViewMoved(visibleArea, mapLevel);
  73. }
  74. void AdventureMapInterface::onAudioResumed()
  75. {
  76. mapAudio->onAudioResumed();
  77. }
  78. void AdventureMapInterface::onAudioPaused()
  79. {
  80. mapAudio->onAudioPaused();
  81. }
  82. void AdventureMapInterface::onHeroMovementStarted(const CGHeroInstance * hero)
  83. {
  84. if (shortcuts->optionMapViewActive())
  85. {
  86. widget->getInfoBar()->popAll();
  87. widget->getInfoBar()->showSelection();
  88. }
  89. }
  90. void AdventureMapInterface::onHeroChanged(const CGHeroInstance *h)
  91. {
  92. widget->getHeroList()->updateElement(h);
  93. if (h && h == LOCPLINT->localState->getCurrentHero() && !widget->getInfoBar()->showingComponents())
  94. widget->getInfoBar()->showSelection();
  95. widget->updateActiveState();
  96. }
  97. void AdventureMapInterface::onTownChanged(const CGTownInstance * town)
  98. {
  99. widget->getTownList()->updateElement(town);
  100. if (town && town == LOCPLINT->localState->getCurrentTown() && !widget->getInfoBar()->showingComponents())
  101. widget->getInfoBar()->showSelection();
  102. }
  103. void AdventureMapInterface::showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer)
  104. {
  105. widget->getInfoBar()->pushComponents(components, message, timer);
  106. }
  107. void AdventureMapInterface::activate()
  108. {
  109. CIntObject::activate();
  110. adjustActiveness();
  111. screenBuf = screen;
  112. if(LOCPLINT)
  113. {
  114. LOCPLINT->cingconsole->activate();
  115. LOCPLINT->cingconsole->pos = this->pos;
  116. }
  117. GH.fakeMouseMove(); //to restore the cursor
  118. // workaround for an edge case:
  119. // if player unequips Angel Wings / Boots of Levitation of currently active hero
  120. // game will correctly invalidate paths but current route will not be updated since verifyPath() is not called for current hero
  121. if (LOCPLINT->makingTurn && LOCPLINT->localState->getCurrentHero())
  122. LOCPLINT->localState->verifyPath(LOCPLINT->localState->getCurrentHero());
  123. }
  124. void AdventureMapInterface::deactivate()
  125. {
  126. CIntObject::deactivate();
  127. CCS->curh->set(Cursor::Map::POINTER);
  128. if(LOCPLINT)
  129. LOCPLINT->cingconsole->deactivate();
  130. }
  131. void AdventureMapInterface::showAll(Canvas & to)
  132. {
  133. CIntObject::showAll(to);
  134. dim(to);
  135. LOCPLINT->cingconsole->show(to);
  136. }
  137. void AdventureMapInterface::show(Canvas & to)
  138. {
  139. CIntObject::show(to);
  140. dim(to);
  141. LOCPLINT->cingconsole->show(to);
  142. }
  143. void AdventureMapInterface::dim(Canvas & to)
  144. {
  145. auto const isBigWindow = [&](std::shared_ptr<CIntObject> window) { return window->pos.w >= 800 && window->pos.h >= 600; }; // OH3 fullscreen
  146. if(settings["adventure"]["hideBackground"].Bool())
  147. for (auto window : GH.windows().findWindows<CIntObject>())
  148. {
  149. if(!std::dynamic_pointer_cast<AdventureMapInterface>(window) && std::dynamic_pointer_cast<CIntObject>(window) && isBigWindow(window))
  150. {
  151. to.fillTexture(GH.renderHandler().loadImage(ImagePath::builtin("DiBoxBck"), EImageBlitMode::OPAQUE));
  152. return;
  153. }
  154. }
  155. for (auto window : GH.windows().findWindows<CIntObject>())
  156. {
  157. if (!std::dynamic_pointer_cast<AdventureMapInterface>(window) && !std::dynamic_pointer_cast<RadialMenu>(window) && !window->isPopupWindow() && (settings["adventure"]["backgroundDimSmallWindows"].Bool() || isBigWindow(window) || shortcuts->getState() == EAdventureState::HOTSEAT_WAIT))
  158. {
  159. Rect targetRect(0, 0, GH.screenDimensions().x, GH.screenDimensions().y);
  160. ColorRGBA colorToFill(0, 0, 0, std::clamp<int>(backgroundDimLevel, 0, 255));
  161. if(backgroundDimLevel > 0)
  162. to.drawColorBlended(targetRect, colorToFill);
  163. return;
  164. }
  165. }
  166. }
  167. void AdventureMapInterface::tick(uint32_t msPassed)
  168. {
  169. handleMapScrollingUpdate(msPassed);
  170. // we want animations to be active during enemy turn but map itself to be non-interactive
  171. // so call timer update directly on inactive element
  172. widget->getMapView()->tick(msPassed);
  173. }
  174. void AdventureMapInterface::handleMapScrollingUpdate(uint32_t timePassed)
  175. {
  176. /// Width of window border, in pixels, that triggers map scrolling
  177. static constexpr int32_t borderScrollWidth = 15;
  178. int32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
  179. int32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
  180. Point cursorPosition = GH.getCursorPosition();
  181. Point scrollDirection;
  182. if (cursorPosition.x < borderScrollWidth)
  183. scrollDirection.x = -1;
  184. if (cursorPosition.x > GH.screenDimensions().x - borderScrollWidth)
  185. scrollDirection.x = +1;
  186. if (cursorPosition.y < borderScrollWidth)
  187. scrollDirection.y = -1;
  188. if (cursorPosition.y > GH.screenDimensions().y - borderScrollWidth)
  189. scrollDirection.y = +1;
  190. Point scrollDelta = scrollDirection * scrollDistance;
  191. bool cursorInScrollArea = scrollDelta != Point(0,0);
  192. bool scrollingActive = cursorInScrollArea && shortcuts->optionMapScrollingActive() && !scrollingWasBlocked;
  193. bool scrollingBlocked = GH.isKeyboardCtrlDown() || !settings["adventure"]["borderScroll"].Bool();
  194. if (!scrollingWasActive && scrollingBlocked)
  195. {
  196. scrollingWasBlocked = true;
  197. return;
  198. }
  199. if (!cursorInScrollArea && scrollingWasBlocked)
  200. {
  201. scrollingWasBlocked = false;
  202. return;
  203. }
  204. if (scrollingActive)
  205. widget->getMapView()->onMapScrolled(scrollDelta);
  206. if (!scrollingActive && !scrollingWasActive)
  207. return;
  208. if(scrollDelta.x > 0)
  209. {
  210. if(scrollDelta.y < 0)
  211. CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST);
  212. if(scrollDelta.y > 0)
  213. CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST);
  214. if(scrollDelta.y == 0)
  215. CCS->curh->set(Cursor::Map::SCROLL_EAST);
  216. }
  217. if(scrollDelta.x < 0)
  218. {
  219. if(scrollDelta.y < 0)
  220. CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST);
  221. if(scrollDelta.y > 0)
  222. CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST);
  223. if(scrollDelta.y == 0)
  224. CCS->curh->set(Cursor::Map::SCROLL_WEST);
  225. }
  226. if (scrollDelta.x == 0)
  227. {
  228. if(scrollDelta.y < 0)
  229. CCS->curh->set(Cursor::Map::SCROLL_NORTH);
  230. if(scrollDelta.y > 0)
  231. CCS->curh->set(Cursor::Map::SCROLL_SOUTH);
  232. if(scrollDelta.y == 0)
  233. CCS->curh->set(Cursor::Map::POINTER);
  234. }
  235. scrollingWasActive = scrollingActive;
  236. }
  237. void AdventureMapInterface::centerOnTile(int3 on)
  238. {
  239. widget->getMapView()->onCenteredTile(on);
  240. }
  241. void AdventureMapInterface::centerOnObject(const CGObjectInstance * obj)
  242. {
  243. widget->getMapView()->onCenteredObject(obj);
  244. }
  245. void AdventureMapInterface::keyPressed(EShortcut key)
  246. {
  247. if (key == EShortcut::GLOBAL_CANCEL && spellBeingCasted)
  248. hotkeyAbortCastingMode();
  249. //fake mouse use to trigger onTileHovered()
  250. GH.fakeMouseMove();
  251. }
  252. void AdventureMapInterface::onSelectionChanged(const CArmedInstance *sel)
  253. {
  254. assert(sel);
  255. widget->getInfoBar()->popAll();
  256. mapAudio->onSelectionChanged(sel);
  257. bool centerView = !settings["session"]["autoSkip"].Bool();
  258. if (centerView)
  259. centerOnObject(sel);
  260. if(sel->ID==Obj::TOWN)
  261. {
  262. auto town = dynamic_cast<const CGTownInstance*>(sel);
  263. widget->getInfoBar()->showTownSelection(town);
  264. widget->getTownList()->updateWidget();
  265. widget->getTownList()->select(town);
  266. widget->getHeroList()->select(nullptr);
  267. onHeroChanged(nullptr);
  268. }
  269. else //hero selected
  270. {
  271. auto hero = dynamic_cast<const CGHeroInstance*>(sel);
  272. widget->getInfoBar()->showHeroSelection(hero);
  273. widget->getHeroList()->select(hero);
  274. widget->getTownList()->select(nullptr);
  275. LOCPLINT->localState->verifyPath(hero);
  276. onHeroChanged(hero);
  277. }
  278. widget->updateActiveState();
  279. widget->getHeroList()->redraw();
  280. widget->getTownList()->redraw();
  281. }
  282. void AdventureMapInterface::onTownOrderChanged()
  283. {
  284. widget->getTownList()->updateWidget();
  285. }
  286. void AdventureMapInterface::onHeroOrderChanged()
  287. {
  288. widget->getHeroList()->updateWidget();
  289. }
  290. void AdventureMapInterface::onMapTilesChanged(boost::optional<std::unordered_set<int3>> positions)
  291. {
  292. if (positions)
  293. widget->getMinimap()->updateTiles(*positions);
  294. else
  295. widget->getMinimap()->update();
  296. }
  297. void AdventureMapInterface::onHotseatWaitStarted(PlayerColor playerID)
  298. {
  299. backgroundDimLevel = 255;
  300. onCurrentPlayerChanged(playerID);
  301. setState(EAdventureState::HOTSEAT_WAIT);
  302. }
  303. void AdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID, bool isHuman)
  304. {
  305. if(settings["session"]["spectate"].Bool())
  306. return;
  307. mapAudio->onEnemyTurnStarted();
  308. widget->getMinimap()->setAIRadar(!isHuman);
  309. widget->getInfoBar()->startEnemyTurn(playerID);
  310. setState(isHuman ? EAdventureState::MAKING_TURN : EAdventureState::AI_PLAYER_TURN);
  311. }
  312. void AdventureMapInterface::setState(EAdventureState state)
  313. {
  314. shortcuts->setState(state);
  315. adjustActiveness();
  316. widget->updateActiveState();
  317. }
  318. void AdventureMapInterface::adjustActiveness()
  319. {
  320. bool widgetMustBeActive = isActive() && shortcuts->optionSidePanelActive();
  321. bool mapViewMustBeActive = isActive() && (shortcuts->optionMapViewActive());
  322. widget->setInputEnabled(widgetMustBeActive);
  323. widget->getMapView()->setInputEnabled(mapViewMustBeActive);
  324. }
  325. void AdventureMapInterface::onCurrentPlayerChanged(PlayerColor playerID)
  326. {
  327. if (playerID == currentPlayerID)
  328. return;
  329. currentPlayerID = playerID;
  330. widget->setPlayerColor(playerID);
  331. }
  332. void AdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID)
  333. {
  334. backgroundDimLevel = settings["adventure"]["backgroundDimLevel"].Integer();
  335. onCurrentPlayerChanged(playerID);
  336. setState(EAdventureState::MAKING_TURN);
  337. if(playerID == LOCPLINT->playerID || settings["session"]["spectate"].Bool())
  338. {
  339. widget->getMinimap()->setAIRadar(false);
  340. widget->getInfoBar()->showSelection();
  341. }
  342. widget->getHeroList()->updateWidget();
  343. widget->getTownList()->updateWidget();
  344. const CGHeroInstance * heroToSelect = nullptr;
  345. // find first non-sleeping hero
  346. for (auto hero : LOCPLINT->localState->getWanderingHeroes())
  347. {
  348. if (!LOCPLINT->localState->isHeroSleeping(hero))
  349. {
  350. heroToSelect = hero;
  351. break;
  352. }
  353. }
  354. //select first hero if available.
  355. if (heroToSelect != nullptr)
  356. {
  357. LOCPLINT->localState->setSelection(heroToSelect);
  358. }
  359. else if (LOCPLINT->localState->getOwnedTowns().size())
  360. {
  361. LOCPLINT->localState->setSelection(LOCPLINT->localState->getOwnedTown(0));
  362. }
  363. else
  364. {
  365. LOCPLINT->localState->setSelection(LOCPLINT->localState->getWanderingHero(0));
  366. }
  367. onSelectionChanged(LOCPLINT->localState->getCurrentArmy());
  368. //show new day animation and sound on infobar, except for 1st day of the game
  369. if (LOCPLINT->cb->getDate(Date::DAY) != 1)
  370. widget->getInfoBar()->showDate();
  371. onHeroChanged(nullptr);
  372. Canvas canvas = Canvas::createFromSurface(screen);
  373. showAll(canvas);
  374. mapAudio->onPlayerTurnStarted();
  375. if(settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  376. {
  377. if(auto iw = GH.windows().topWindow<CInfoWindow>())
  378. iw->close();
  379. GH.dispatchMainThread([this]()
  380. {
  381. hotkeyEndingTurn();
  382. });
  383. }
  384. }
  385. void AdventureMapInterface::hotkeyEndingTurn()
  386. {
  387. if(settings["session"]["spectate"].Bool())
  388. return;
  389. if(!settings["general"]["startTurnAutosave"].Bool())
  390. {
  391. LOCPLINT->performAutosave();
  392. }
  393. LOCPLINT->makingTurn = false;
  394. LOCPLINT->cb->endTurn();
  395. mapAudio->onPlayerTurnEnded();
  396. // Normally, game will receive PlayerStartsTurn call almost instantly with new player ID that will switch UI to waiting mode
  397. // However, when simturns are active it is possible for such call not to come because another player is still acting
  398. // So find first player other than ours that is acting at the moment and update UI as if he had started turn
  399. for (auto player = PlayerColor(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  400. {
  401. if (player != LOCPLINT->playerID && LOCPLINT->cb->isPlayerMakingTurn(player))
  402. {
  403. onEnemyTurnStarted(player, LOCPLINT->cb->getStartInfo()->playerInfos.at(player).isControlledByHuman());
  404. break;
  405. }
  406. }
  407. }
  408. const CGObjectInstance* AdventureMapInterface::getActiveObject(const int3 &mapPos)
  409. {
  410. std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile
  411. if (bobjs.empty())
  412. return nullptr;
  413. return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);
  414. }
  415. void AdventureMapInterface::onTileLeftClicked(const int3 &targetPosition)
  416. {
  417. if(!shortcuts->optionMapViewActive())
  418. return;
  419. const CGObjectInstance *topBlocking = LOCPLINT->cb->isVisible(targetPosition) ? getActiveObject(targetPosition) : nullptr;
  420. if(spellBeingCasted)
  421. {
  422. assert(shortcuts->optionSpellcasting());
  423. assert(spellBeingCasted->id == SpellID::SCUTTLE_BOAT || spellBeingCasted->id == SpellID::DIMENSION_DOOR);
  424. if(isValidAdventureSpellTarget(targetPosition))
  425. performSpellcasting(targetPosition);
  426. return;
  427. }
  428. if(!LOCPLINT->cb->isVisible(targetPosition))
  429. return;
  430. //check if we can select this object
  431. bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
  432. canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner) != PlayerRelations::ENEMIES;
  433. bool isHero = false;
  434. if(LOCPLINT->localState->getCurrentArmy()->ID != Obj::HERO) //hero is not selected (presumably town)
  435. {
  436. if(LOCPLINT->localState->getCurrentArmy() == topBlocking) //selected town clicked
  437. LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
  438. else if(canSelect)
  439. LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  440. }
  441. else if(const CGHeroInstance * currentHero = LOCPLINT->localState->getCurrentHero()) //hero is selected
  442. {
  443. isHero = true;
  444. const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(targetPosition);
  445. if(currentHero == topBlocking) //clicked selected hero
  446. {
  447. LOCPLINT->openHeroWindow(currentHero);
  448. return;
  449. }
  450. else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
  451. {
  452. LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  453. return;
  454. }
  455. else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
  456. {
  457. if(LOCPLINT->localState->hasPath(currentHero) &&
  458. LOCPLINT->localState->getPath(currentHero).endPos() == targetPosition)//we'll be moving
  459. {
  460. assert(!CGI->mh->hasOngoingAnimations());
  461. if(!CGI->mh->hasOngoingAnimations() && LOCPLINT->localState->getPath(currentHero).nextNode().turns == 0)
  462. LOCPLINT->moveHero(currentHero, LOCPLINT->localState->getPath(currentHero));
  463. return;
  464. }
  465. else
  466. {
  467. if(GH.isKeyboardShiftDown()) //normal click behaviour (as no hero selected)
  468. {
  469. if(canSelect)
  470. LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  471. }
  472. else //remove old path and find a new one if we clicked on accessible tile
  473. {
  474. LOCPLINT->localState->setPath(currentHero, targetPosition);
  475. onHeroChanged(currentHero);
  476. }
  477. }
  478. }
  479. } //end of hero is selected "case"
  480. else
  481. {
  482. throw std::runtime_error("Nothing is selected...");
  483. }
  484. const auto shipyard = ourInaccessibleShipyard(topBlocking);
  485. if(isHero && shipyard != nullptr)
  486. {
  487. LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
  488. }
  489. }
  490. void AdventureMapInterface::onTileHovered(const int3 &targetPosition)
  491. {
  492. if(!shortcuts->optionMapViewActive())
  493. return;
  494. //may occur just at the start of game (fake move before full initialization)
  495. if(!LOCPLINT->localState->getCurrentArmy())
  496. return;
  497. bool isTargetPositionVisible = LOCPLINT->cb->isVisible(targetPosition);
  498. const CGObjectInstance *objAtTile = isTargetPositionVisible ? getActiveObject(targetPosition) : nullptr;
  499. if(spellBeingCasted)
  500. {
  501. switch(spellBeingCasted->id)
  502. {
  503. case SpellID::SCUTTLE_BOAT:
  504. if(isValidAdventureSpellTarget(targetPosition))
  505. CCS->curh->set(Cursor::Map::SCUTTLE_BOAT);
  506. else
  507. CCS->curh->set(Cursor::Map::POINTER);
  508. return;
  509. case SpellID::DIMENSION_DOOR:
  510. if(isValidAdventureSpellTarget(targetPosition))
  511. {
  512. if(VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && LOCPLINT->cb->isTileGuardedUnchecked(targetPosition))
  513. CCS->curh->set(Cursor::Map::T1_ATTACK);
  514. else
  515. CCS->curh->set(Cursor::Map::TELEPORT);
  516. return;
  517. }
  518. else
  519. CCS->curh->set(Cursor::Map::POINTER);
  520. return;
  521. default:
  522. CCS->curh->set(Cursor::Map::POINTER);
  523. return;
  524. }
  525. }
  526. if(!isTargetPositionVisible)
  527. {
  528. CCS->curh->set(Cursor::Map::POINTER);
  529. return;
  530. }
  531. auto objRelations = PlayerRelations::ALLIES;
  532. if(objAtTile)
  533. {
  534. objRelations = LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner);
  535. std::string text = LOCPLINT->localState->getCurrentHero() ? objAtTile->getHoverText(LOCPLINT->localState->getCurrentHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
  536. boost::replace_all(text,"\n"," ");
  537. if (GH.isKeyboardCmdDown())
  538. text.append(" (" + std::to_string(targetPosition.x) + ", " + std::to_string(targetPosition.y) + ")");
  539. GH.statusbar()->write(text);
  540. }
  541. else if(isTargetPositionVisible)
  542. {
  543. std::string tileTooltipText = CGI->mh->getTerrainDescr(targetPosition, false);
  544. if (GH.isKeyboardCmdDown())
  545. tileTooltipText.append(" (" + std::to_string(targetPosition.x) + ", " + std::to_string(targetPosition.y) + ")");
  546. GH.statusbar()->write(tileTooltipText);
  547. }
  548. if(LOCPLINT->localState->getCurrentArmy()->ID == Obj::TOWN || GH.isKeyboardShiftDown())
  549. {
  550. if(objAtTile)
  551. {
  552. if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
  553. CCS->curh->set(Cursor::Map::TOWN);
  554. else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
  555. CCS->curh->set(Cursor::Map::HERO);
  556. else
  557. CCS->curh->set(Cursor::Map::POINTER);
  558. }
  559. else
  560. CCS->curh->set(Cursor::Map::POINTER);
  561. }
  562. else if(const CGHeroInstance * hero = LOCPLINT->localState->getCurrentHero())
  563. {
  564. std::array<Cursor::Map, 4> cursorMove = { Cursor::Map::T1_MOVE, Cursor::Map::T2_MOVE, Cursor::Map::T3_MOVE, Cursor::Map::T4_MOVE, };
  565. std::array<Cursor::Map, 4> cursorAttack = { Cursor::Map::T1_ATTACK, Cursor::Map::T2_ATTACK, Cursor::Map::T3_ATTACK, Cursor::Map::T4_ATTACK, };
  566. std::array<Cursor::Map, 4> cursorSail = { Cursor::Map::T1_SAIL, Cursor::Map::T2_SAIL, Cursor::Map::T3_SAIL, Cursor::Map::T4_SAIL, };
  567. std::array<Cursor::Map, 4> cursorDisembark = { Cursor::Map::T1_DISEMBARK, Cursor::Map::T2_DISEMBARK, Cursor::Map::T3_DISEMBARK, Cursor::Map::T4_DISEMBARK, };
  568. std::array<Cursor::Map, 4> cursorExchange = { Cursor::Map::T1_EXCHANGE, Cursor::Map::T2_EXCHANGE, Cursor::Map::T3_EXCHANGE, Cursor::Map::T4_EXCHANGE, };
  569. std::array<Cursor::Map, 4> cursorVisit = { Cursor::Map::T1_VISIT, Cursor::Map::T2_VISIT, Cursor::Map::T3_VISIT, Cursor::Map::T4_VISIT, };
  570. 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, };
  571. const CGPathNode * pathNode = LOCPLINT->cb->getPathsInfo(hero)->getPathInfo(targetPosition);
  572. assert(pathNode);
  573. if((GH.isKeyboardAltDown() || settings["gameTweaks"]["forceMovementInfo"].Bool()) && pathNode->reachable()) //overwrite status bar text with movement info
  574. {
  575. showMoveDetailsInStatusbar(*hero, *pathNode);
  576. }
  577. int turns = pathNode->turns;
  578. vstd::amin(turns, 3);
  579. switch(pathNode->action)
  580. {
  581. case EPathNodeAction::NORMAL:
  582. case EPathNodeAction::TELEPORT_NORMAL:
  583. if(pathNode->layer == EPathfindingLayer::LAND)
  584. CCS->curh->set(cursorMove[turns]);
  585. else
  586. CCS->curh->set(cursorSail[turns]);
  587. break;
  588. case EPathNodeAction::VISIT:
  589. case EPathNodeAction::BLOCKING_VISIT:
  590. case EPathNodeAction::TELEPORT_BLOCKING_VISIT:
  591. if(objAtTile && objAtTile->ID == Obj::HERO)
  592. {
  593. if(LOCPLINT->localState->getCurrentArmy() == objAtTile)
  594. CCS->curh->set(Cursor::Map::HERO);
  595. else
  596. CCS->curh->set(cursorExchange[turns]);
  597. }
  598. else if(pathNode->layer == EPathfindingLayer::LAND)
  599. CCS->curh->set(cursorVisit[turns]);
  600. else if (pathNode->layer == EPathfindingLayer::SAIL &&
  601. objAtTile &&
  602. objAtTile->isCoastVisitable() &&
  603. pathNode->theNodeBefore &&
  604. pathNode->theNodeBefore->layer == EPathfindingLayer::LAND )
  605. {
  606. // exception - when visiting shipwreck located on coast from land - show 'horse' cursor, not 'ship' cursor
  607. CCS->curh->set(cursorVisit[turns]);
  608. }
  609. else
  610. CCS->curh->set(cursorSailVisit[turns]);
  611. break;
  612. case EPathNodeAction::BATTLE:
  613. case EPathNodeAction::TELEPORT_BATTLE:
  614. CCS->curh->set(cursorAttack[turns]);
  615. break;
  616. case EPathNodeAction::EMBARK:
  617. CCS->curh->set(cursorSail[turns]);
  618. break;
  619. case EPathNodeAction::DISEMBARK:
  620. CCS->curh->set(cursorDisembark[turns]);
  621. break;
  622. default:
  623. if(objAtTile && objRelations != PlayerRelations::ENEMIES)
  624. {
  625. if(objAtTile->ID == Obj::TOWN)
  626. CCS->curh->set(Cursor::Map::TOWN);
  627. else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
  628. CCS->curh->set(Cursor::Map::HERO);
  629. else
  630. CCS->curh->set(Cursor::Map::POINTER);
  631. }
  632. else
  633. CCS->curh->set(Cursor::Map::POINTER);
  634. break;
  635. }
  636. }
  637. if(ourInaccessibleShipyard(objAtTile))
  638. {
  639. CCS->curh->set(Cursor::Map::T1_SAIL);
  640. }
  641. }
  642. void AdventureMapInterface::showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode)
  643. {
  644. const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.movementPointsLimit(pathNode.layer == EPathfindingLayer::LAND) : hero.movementPointsRemaining();
  645. const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains;
  646. const int remainingPointsAfterMove = pathNode.turns == 0 ? pathNode.moveRemains : 0;
  647. std::string result = VLC->generaltexth->translate("vcmi.adventureMap", pathNode.turns > 0 ? "moveCostDetails" : "moveCostDetailsNoTurns");
  648. boost::replace_first(result, "%TURNS", std::to_string(pathNode.turns));
  649. boost::replace_first(result, "%POINTS", std::to_string(movementPointsLastTurnCost));
  650. boost::replace_first(result, "%REMAINING", std::to_string(remainingPointsAfterMove));
  651. GH.statusbar()->write(result);
  652. }
  653. void AdventureMapInterface::onTileRightClicked(const int3 &mapPos)
  654. {
  655. if(!shortcuts->optionMapViewActive())
  656. return;
  657. if(spellBeingCasted)
  658. {
  659. hotkeyAbortCastingMode();
  660. return;
  661. }
  662. if(!LOCPLINT->cb->isVisible(mapPos))
  663. {
  664. CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
  665. return;
  666. }
  667. const CGObjectInstance * obj = getActiveObject(mapPos);
  668. if(!obj)
  669. {
  670. // Bare or undiscovered terrain
  671. const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
  672. if(tile)
  673. {
  674. std::string hlp = CGI->mh->getTerrainDescr(mapPos, true);
  675. CRClickPopup::createAndPush(hlp);
  676. }
  677. return;
  678. }
  679. CRClickPopup::createAndPush(obj, GH.getCursorPosition(), ETextAlignment::CENTER);
  680. }
  681. void AdventureMapInterface::enterCastingMode(const CSpell * sp)
  682. {
  683. assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
  684. spellBeingCasted = sp;
  685. Settings config = settings.write["session"]["showSpellRange"];
  686. config->Bool() = true;
  687. setState(EAdventureState::CASTING_SPELL);
  688. }
  689. void AdventureMapInterface::exitCastingMode()
  690. {
  691. assert(spellBeingCasted);
  692. spellBeingCasted = nullptr;
  693. setState(EAdventureState::MAKING_TURN);
  694. Settings config = settings.write["session"]["showSpellRange"];
  695. config->Bool() = false;
  696. }
  697. void AdventureMapInterface::hotkeyAbortCastingMode()
  698. {
  699. exitCastingMode();
  700. LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
  701. }
  702. void AdventureMapInterface::performSpellcasting(const int3 & dest)
  703. {
  704. SpellID id = spellBeingCasted->id;
  705. exitCastingMode();
  706. LOCPLINT->cb->castSpell(LOCPLINT->localState->getCurrentHero(), id, dest);
  707. }
  708. Rect AdventureMapInterface::terrainAreaPixels() const
  709. {
  710. return widget->getMapView()->pos;
  711. }
  712. const IShipyard * AdventureMapInterface::ourInaccessibleShipyard(const CGObjectInstance *obj) const
  713. {
  714. const auto *ret = dynamic_cast<const IShipyard *>(obj);
  715. if(!ret ||
  716. obj->tempOwner != currentPlayerID ||
  717. (CCS->curh->get<Cursor::Map>() != Cursor::Map::T1_SAIL && CCS->curh->get<Cursor::Map>() != Cursor::Map::POINTER))
  718. return nullptr;
  719. return ret;
  720. }
  721. void AdventureMapInterface::hotkeyExitWorldView()
  722. {
  723. setState(EAdventureState::MAKING_TURN);
  724. widget->getMapView()->onViewMapActivated();
  725. }
  726. void AdventureMapInterface::openWorldView(int tileSize)
  727. {
  728. setState(EAdventureState::WORLD_VIEW);
  729. widget->getMapView()->onViewWorldActivated(tileSize);
  730. }
  731. void AdventureMapInterface::openWorldView()
  732. {
  733. openWorldView(11);
  734. }
  735. void AdventureMapInterface::openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  736. {
  737. openWorldView(11);
  738. widget->getMapView()->onViewSpellActivated(11, objectPositions, showTerrain);
  739. }
  740. void AdventureMapInterface::hotkeyNextTown()
  741. {
  742. widget->getTownList()->selectNext();
  743. }
  744. void AdventureMapInterface::hotkeySwitchMapLevel()
  745. {
  746. widget->getMapView()->onMapLevelSwitched();
  747. }
  748. void AdventureMapInterface::hotkeyZoom(int delta, bool useDeadZone)
  749. {
  750. widget->getMapView()->onMapZoomLevelChanged(delta, useDeadZone);
  751. }
  752. void AdventureMapInterface::onScreenResize()
  753. {
  754. OBJECT_CONSTRUCTION;
  755. // remember our activation state and reactive after reconstruction
  756. // since othervice activate() calls for created elements will bypass virtual dispatch
  757. // and will call directly CIntObject::activate() instead of dispatching virtual function call
  758. bool widgetActive = isActive();
  759. if (widgetActive)
  760. deactivate();
  761. widget.reset();
  762. pos.x = pos.y = 0;
  763. pos.w = GH.screenDimensions().x;
  764. pos.h = GH.screenDimensions().y;
  765. widget = std::make_shared<AdventureMapWidget>(shortcuts);
  766. widget->getMapView()->onViewMapActivated();
  767. widget->setPlayerColor(currentPlayerID);
  768. widget->updateActiveState();
  769. widget->getMinimap()->update();
  770. widget->getInfoBar()->showSelection();
  771. if (LOCPLINT && LOCPLINT->localState->getCurrentArmy())
  772. widget->getMapView()->onCenteredObject(LOCPLINT->localState->getCurrentArmy());
  773. adjustActiveness();
  774. if (widgetActive)
  775. activate();
  776. }
  777. bool AdventureMapInterface::isValidAdventureSpellTarget(int3 targetPosition) const
  778. {
  779. spells::detail::ProblemImpl problem;
  780. return spellBeingCasted->getAdventureMechanics().canBeCastAt(problem, LOCPLINT->cb.get(), LOCPLINT->localState->getCurrentHero(), targetPosition);
  781. }