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- /*
- * CAdventureMapInterface.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 "CAdventureMapInterface.h"
- #include "CAdventureOptions.h"
- #include "CInGameConsole.h"
- #include "CMinimap.h"
- #include "CList.h"
- #include "CInfoBar.h"
- #include "MapAudioPlayer.h"
- #include "CAdventureMapWidget.h"
- #include "../mapView/mapHandler.h"
- #include "../mapView/MapView.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 "../CPlayerInterface.h"
- #include "../lobby/CSavingScreen.h"
- #include "../render/CAnimation.h"
- #include "../gui/CursorHandler.h"
- #include "../render/IImage.h"
- #include "../renderSDL/SDL_Extensions.h"
- #include "../gui/CGuiHandler.h"
- #include "../gui/Shortcut.h"
- #include "../widgets/TextControls.h"
- #include "../widgets/Buttons.h"
- #include "../windows/settings/SettingsMainWindow.h"
- #include "../CMT.h"
- #include "../PlayerLocalState.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"
- std::shared_ptr<CAdventureMapInterface> adventureInt;
- CAdventureMapInterface::CAdventureMapInterface():
- mapAudio(new MapAudioPlayer()),
- spellBeingCasted(nullptr),
- scrollingCursorSet(false)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
- 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
- widget = std::make_shared<CAdventureMapWidget>();
- exitWorldView();
- widget->setOptionHasQuests(!CGI->mh->getMap()->quests.empty());
- widget->setOptionHasUnderground(CGI->mh->getMap()->twoLevel);
- }
- void CAdventureMapInterface::fshowOverview()
- {
- GH.pushIntT<CKingdomInterface>();
- }
- void CAdventureMapInterface::fworldViewBack()
- {
- exitWorldView();
- auto hero = LOCPLINT->localState->getCurrentHero();
- if (hero)
- centerOnObject(hero);
- }
- void CAdventureMapInterface::fworldViewScale1x()
- {
- // TODO set corresponding scale button to "selected" mode
- openWorldView(7);
- }
- void CAdventureMapInterface::fworldViewScale2x()
- {
- openWorldView(11);
- }
- void CAdventureMapInterface::fworldViewScale4x()
- {
- openWorldView(16);
- }
- void CAdventureMapInterface::fswitchLevel()
- {
- // with support for future multi-level maps :)
- int maxLevels = CGI->mh->getMap()->levels();
- if (maxLevels < 2)
- return;
- widget->getMapView()->onMapLevelSwitched();
- }
- void CAdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel)
- {
- widget->setOptionUndergroundLevel(mapLevel > 0);
- widget->getMinimap()->onMapViewMoved(visibleArea, mapLevel);
- }
- void CAdventureMapInterface::onAudioResumed()
- {
- mapAudio->onAudioResumed();
- }
- void CAdventureMapInterface::onAudioPaused()
- {
- mapAudio->onAudioPaused();
- }
- void CAdventureMapInterface::fshowQuestlog()
- {
- LOCPLINT->showQuestLog();
- }
- void CAdventureMapInterface::fsleepWake()
- {
- const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero();
- if (!h)
- return;
- bool newSleep = !LOCPLINT->localState->isHeroSleeping(h);
- if (newSleep)
- LOCPLINT->localState->setHeroAsleep(h);
- else
- LOCPLINT->localState->setHeroAwaken(h);
- onHeroChanged(h);
- if (newSleep)
- fnextHero();
- }
- void CAdventureMapInterface::fmoveHero()
- {
- const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero();
- if (!h || !LOCPLINT->localState->hasPath(h) || CGI->mh->hasOngoingAnimations())
- return;
- LOCPLINT->moveHero(h, LOCPLINT->localState->getPath(h));
- }
- void CAdventureMapInterface::fshowSpellbok()
- {
- if (!LOCPLINT->localState->getCurrentHero()) //checking necessary values
- return;
- centerOnObject(LOCPLINT->localState->getCurrentHero());
- GH.pushIntT<CSpellWindow>(LOCPLINT->localState->getCurrentHero(), LOCPLINT, false);
- }
- void CAdventureMapInterface::fadventureOPtions()
- {
- GH.pushIntT<CAdventureOptions>();
- }
- void CAdventureMapInterface::fsystemOptions()
- {
- GH.pushIntT<SettingsMainWindow>();
- }
- void CAdventureMapInterface::fnextHero()
- {
- const auto * currHero = LOCPLINT->localState->getCurrentHero();
- const auto * nextHero = LOCPLINT->localState->getNextWanderingHero(currHero);
- if (nextHero)
- {
- LOCPLINT->localState->setSelection(nextHero);
- centerOnObject(nextHero);
- }
- }
- void CAdventureMapInterface::fendTurn()
- {
- if(!LOCPLINT->makingTurn)
- return;
- if(settings["adventure"]["heroReminder"].Bool())
- {
- for(auto hero : LOCPLINT->localState->getWanderingHeroes())
- {
- if(!LOCPLINT->localState->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->localState->verifyPath(hero);
- if(!LOCPLINT->localState->hasPath(hero))
- {
- LOCPLINT->showYesNoDialog( CGI->generaltexth->allTexts[55], std::bind(&CAdventureMapInterface::endingTurn, this), nullptr );
- return;
- }
- auto path = LOCPLINT->localState->getPath(hero);
- if (path.nodes.size() < 2 || path.nodes[path.nodes.size() - 2].turns)
- {
- LOCPLINT->showYesNoDialog( CGI->generaltexth->allTexts[55], std::bind(&CAdventureMapInterface::endingTurn, this), nullptr );
- return;
- }
- }
- }
- }
- endingTurn();
- }
- void CAdventureMapInterface::updateButtons()
- {
- const auto * hero = LOCPLINT->localState->getCurrentHero();
- const auto * nextSuitableHero = LOCPLINT->localState->getNextWanderingHero(hero);
- widget->setOptionHeroSelected(hero != nullptr);
- widget->setOptionHeroCanMove(hero && LOCPLINT->localState->hasPath(hero) && hero->movement != 0);
- widget->setOptionHasNextHero(nextSuitableHero != nullptr);
- widget->setOptionHeroSleeping(hero && LOCPLINT->localState->isHeroSleeping(hero));
- }
- void CAdventureMapInterface::onHeroMovementStarted(const CGHeroInstance * hero)
- {
- widget->getInfoBar()->popAll();
- widget->getInfoBar()->showSelection();
- }
- void CAdventureMapInterface::onHeroChanged(const CGHeroInstance *h)
- {
- widget->getHeroList()->update(h);
- if (h && h == LOCPLINT->localState->getCurrentHero() && !widget->getInfoBar()->showingComponents())
- widget->getInfoBar()->showSelection();
- updateButtons();
- }
- void CAdventureMapInterface::onTownChanged(const CGTownInstance * town)
- {
- widget->getTownList()->update(town);
- if (town && town == LOCPLINT->localState->getCurrentTown() && !widget->getInfoBar()->showingComponents())
- widget->getInfoBar()->showSelection();
- }
- void CAdventureMapInterface::showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer)
- {
- widget->getInfoBar()->pushComponents(components, message, timer);
- }
- void CAdventureMapInterface::activate()
- {
- CIntObject::activate();
- screenBuf = screen;
-
- if(LOCPLINT)
- {
- LOCPLINT->cingconsole->activate();
- LOCPLINT->cingconsole->pos = this->pos;
- }
- GH.fakeMouseMove(); //to restore the cursor
- }
- void CAdventureMapInterface::deactivate()
- {
- CIntObject::deactivate();
- CCS->curh->set(Cursor::Map::POINTER);
- }
- void CAdventureMapInterface::showAll(SDL_Surface * to)
- {
- CSDL_Ext::fillSurface(to, CSDL_Ext::toSDL(ColorRGBA(255, 0,255,255)));// FIXME: CONFIGURABLE ADVMAP - debug fill to detect any empty areas
- CIntObject::showAll(to);
- LOCPLINT->cingconsole->show(to);
- }
- void CAdventureMapInterface::show(SDL_Surface * to)
- {
- handleMapScrollingUpdate();
- CIntObject::show(to);
- LOCPLINT->cingconsole->show(to);
- }
- void CAdventureMapInterface::handleMapScrollingUpdate()
- {
- /// Width of window border, in pixels, that triggers map scrolling
- static constexpr uint32_t borderScrollWidth = 15;
- uint32_t timePassed = GH.mainFPSmng->getElapsedMilliseconds();
- uint32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
- uint32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
- bool scrollingActive = !GH.isKeyboardCtrlDown() && isActive() && widget->getState() == EGameState::MAKING_TURN;
- Point cursorPosition = GH.getCursorPosition();
- Point scrollDirection;
- if (cursorPosition.x < borderScrollWidth)
- scrollDirection.x = -1;
- if (cursorPosition.x > GH.screenDimensions().x - borderScrollWidth)
- scrollDirection.x = +1;
- if (cursorPosition.y < borderScrollWidth)
- scrollDirection.y = -1;
- if (cursorPosition.y > GH.screenDimensions().y - borderScrollWidth)
- scrollDirection.y = +1;
- Point scrollDelta = scrollDirection * scrollDistance;
- if (scrollingActive && scrollDelta != Point(0,0))
- widget->getMapView()->onMapScrolled(scrollDelta);
- if (scrollDelta == Point(0,0) && !scrollingCursorSet)
- return;
- if(scrollDelta.x > 0)
- {
- if(scrollDelta.y < 0)
- CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST);
- if(scrollDelta.y > 0)
- CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST);
- if(scrollDelta.y == 0)
- CCS->curh->set(Cursor::Map::SCROLL_EAST);
- }
- if(scrollDelta.x < 0)
- {
- if(scrollDelta.y < 0)
- CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST);
- if(scrollDelta.y > 0)
- CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST);
- if(scrollDelta.y == 0)
- CCS->curh->set(Cursor::Map::SCROLL_WEST);
- }
- if (scrollDelta.x == 0)
- {
- if(scrollDelta.y < 0)
- CCS->curh->set(Cursor::Map::SCROLL_NORTH);
- if(scrollDelta.y > 0)
- CCS->curh->set(Cursor::Map::SCROLL_SOUTH);
- if(scrollDelta.y == 0)
- CCS->curh->set(Cursor::Map::POINTER);
- }
- scrollingCursorSet = scrollDelta != Point(0,0);
- }
- void CAdventureMapInterface::centerOnTile(int3 on)
- {
- widget->getMapView()->onCenteredTile(on);
- }
- void CAdventureMapInterface::centerOnObject(const CGObjectInstance * obj)
- {
- widget->getMapView()->onCenteredObject(obj);
- }
- void CAdventureMapInterface::keyPressed(EShortcut key)
- {
- if (widget->getState() != EGameState::MAKING_TURN)
- return;
- //fake mouse use to trigger onTileHovered()
- GH.fakeMouseMove();
- const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero(); //selected hero
- const CGTownInstance *t = LOCPLINT->localState->getCurrentTown(); //selected town
- switch(key)
- {
- case EShortcut::ADVENTURE_THIEVES_GUILD:
- if(GH.topInt()->type & BLOCK_ADV_HOTKEYS)
- return;
- {
- //find first town with tavern
- auto itr = range::find_if(LOCPLINT->localState->getOwnedTowns(), [](const CGTownInstance * town)
- {
- return town->hasBuilt(BuildingID::TAVERN);
- });
- if(itr != LOCPLINT->localState->getOwnedTowns().end())
- LOCPLINT->showThievesGuildWindow(*itr);
- else
- LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithTavern"));
- }
- return;
- case EShortcut::ADVENTURE_VIEW_SCENARIO:
- if(isActive())
- CAdventureOptions::showScenarioInfo();
- return;
- case EShortcut::GAME_SAVE_GAME:
- if(isActive())
- GH.pushIntT<CSavingScreen>();
- return;
- case EShortcut::GAME_LOAD_GAME:
- if(isActive())
- LOCPLINT->proposeLoadingGame();
- return;
- case EShortcut::ADVENTURE_DIG_GRAIL:
- {
- if(h && isActive() && LOCPLINT->makingTurn)
- LOCPLINT->tryDiggging(h);
- return;
- }
- case EShortcut::ADVENTURE_VIEW_PUZZLE:
- if(isActive())
- LOCPLINT->showPuzzleMap();
- return;
- case EShortcut::ADVENTURE_VIEW_WORLD:
- if(isActive())
- LOCPLINT->viewWorldMap();
- return;
- case EShortcut::GAME_RESTART_GAME:
- if(isActive() && GH.isKeyboardCtrlDown())
- {
- LOCPLINT->showYesNoDialog(CGI->generaltexth->translate("vcmi.adventureMap.confirmRestartGame"),
- [](){ GH.pushUserEvent(EUserEvent::RESTART_GAME); }, nullptr);
- }
- return;
- case EShortcut::ADVENTURE_VISIT_OBJECT: //space - try to revisit current object with selected hero
- {
- if(!isActive())
- return;
- if(h)
- {
- LOCPLINT->cb->moveHero(h,h->pos);
- }
- }
- return;
- case EShortcut::ADVENTURE_VIEW_SELECTED:
- {
- if(!isActive() || !LOCPLINT->localState->getCurrentArmy())
- return;
- if(h)
- LOCPLINT->openHeroWindow(h);
- else if(t)
- LOCPLINT->openTownWindow(t);
- return;
- }
- case EShortcut::GLOBAL_CANCEL:
- {
- //FIXME: this case is never executed since AdvMapInt is disabled while in spellcasting mode
- if(!isActive() || GH.topInt().get() != this || !spellBeingCasted)
- return;
- abortCastingMode();
- return;
- }
- case EShortcut::GAME_OPEN_MARKETPLACE:
- {
- //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"));
- }
- case EShortcut::ADVENTURE_NEXT_TOWN:
- if(isActive() && !GH.isKeyboardCtrlDown()) //no ctrl, advmapint is on the top => switch to town
- {
- widget->getTownList()->selectNext();
- }
- return;
- }
- case EShortcut::ADVENTURE_MOVE_HERO_SW: return hotkeyMoveHeroDirectional({-1, +1});
- case EShortcut::ADVENTURE_MOVE_HERO_SS: return hotkeyMoveHeroDirectional({ 0, +1});
- case EShortcut::ADVENTURE_MOVE_HERO_SE: return hotkeyMoveHeroDirectional({+1, +1});
- case EShortcut::ADVENTURE_MOVE_HERO_WW: return hotkeyMoveHeroDirectional({-1, 0});
- case EShortcut::ADVENTURE_MOVE_HERO_EE: return hotkeyMoveHeroDirectional({+1, 0});
- case EShortcut::ADVENTURE_MOVE_HERO_NW: return hotkeyMoveHeroDirectional({-1, -1});
- case EShortcut::ADVENTURE_MOVE_HERO_NN: return hotkeyMoveHeroDirectional({ 0, -1});
- case EShortcut::ADVENTURE_MOVE_HERO_NE: return hotkeyMoveHeroDirectional({+1, -1});
- }
- }
- void CAdventureMapInterface::hotkeyMoveHeroDirectional(Point direction)
- {
- const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero(); //selected hero
- 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->localState->setPath(h, dst))
- return;
- const CGPath & path = LOCPLINT->localState->getPath(h);
- if (path.nodes.size() > 2)
- onHeroChanged(h);
- else
- if(!path.nodes[0].turns)
- LOCPLINT->moveHero(h, path);
- }
- void CAdventureMapInterface::onSelectionChanged(const CArmedInstance *sel)
- {
- assert(sel);
- widget->getInfoBar()->popAll();
- mapAudio->onSelectionChanged(sel);
- bool centerView = !settings["session"]["autoSkip"].Bool();
- if (centerView)
- centerOnObject(sel);
- if(sel->ID==Obj::TOWN)
- {
- auto town = dynamic_cast<const CGTownInstance*>(sel);
- widget->getInfoBar()->showTownSelection(town);
- widget->getTownList()->select(town);
- widget->getHeroList()->select(nullptr);
- onHeroChanged(nullptr);
- }
- else //hero selected
- {
- auto hero = dynamic_cast<const CGHeroInstance*>(sel);
- widget->getInfoBar()->showHeroSelection(hero);
- widget->getHeroList()->select(hero);
- widget->getTownList()->select(nullptr);
- LOCPLINT->localState->verifyPath(hero);
- onHeroChanged(hero);
- }
- updateButtons();
- widget->getHeroList()->redraw();
- widget->getTownList()->redraw();
- }
- bool CAdventureMapInterface::isActive()
- {
- return active & ~CIntObject::KEYBOARD;
- }
- void CAdventureMapInterface::onMapTilesChanged(boost::optional<std::unordered_set<int3>> positions)
- {
- if (positions)
- widget->getMinimap()->updateTiles(*positions);
- else
- widget->getMinimap()->update();
- }
- void CAdventureMapInterface::onHotseatWaitStarted(PlayerColor playerID)
- {
- onCurrentPlayerChanged(playerID);
- widget->setState(EGameState::HOTSEAT_WAIT);
- }
- void CAdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID)
- {
- if(settings["session"]["spectate"].Bool())
- return;
- adjustActiveness(true);
- mapAudio->onEnemyTurnStarted();
- widget->getMinimap()->setAIRadar(true);
- widget->getInfoBar()->startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());
- widget->getMinimap()->showAll(screen);//force refresh on inactive object
- widget->getInfoBar()->showAll(screen);//force refresh on inactive object
- }
- void CAdventureMapInterface::adjustActiveness(bool aiTurnStart)
- {
- bool wasActive = isActive();
- if(wasActive)
- deactivate();
- if (aiTurnStart)
- widget->setState(EGameState::ENEMY_TURN);
- else
- widget->setState(EGameState::MAKING_TURN);
- if(wasActive)
- activate();
- }
- void CAdventureMapInterface::onCurrentPlayerChanged(PlayerColor playerID)
- {
- LOCPLINT->localState->setSelection(nullptr);
- if (playerID == currentPlayerID)
- return;
- currentPlayerID = playerID;
- widget->setPlayer(playerID);
- }
- void CAdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID)
- {
- onCurrentPlayerChanged(playerID);
- widget->setState(EGameState::MAKING_TURN);
- if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID
- || settings["session"]["spectate"].Bool())
- {
- adjustActiveness(false);
- widget->getMinimap()->setAIRadar(false);
- widget->getInfoBar()->showSelection();
- }
- widget->getHeroList()->update();
- widget->getTownList()->update();
- const CGHeroInstance * heroToSelect = nullptr;
- // find first non-sleeping hero
- for (auto hero : LOCPLINT->localState->getWanderingHeroes())
- {
- if (!LOCPLINT->localState->isHeroSleeping(hero))
- {
- heroToSelect = hero;
- break;
- }
- }
- //select first hero if available.
- if (heroToSelect != nullptr)
- {
- LOCPLINT->localState->setSelection(heroToSelect);
- }
- else if (LOCPLINT->localState->getOwnedTowns().size())
- {
- LOCPLINT->localState->setSelection(LOCPLINT->localState->getOwnedTown(0));
- }
- else
- {
- LOCPLINT->localState->setSelection(LOCPLINT->localState->getWanderingHero(0));
- }
- //show new day animation and sound on infobar
- widget->getInfoBar()->showDate();
- onHeroChanged(nullptr);
- showAll(screen);
- mapAudio->onPlayerTurnStarted();
- if(settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
- {
- if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
- iw->close();
- endingTurn();
- }
- }
- void CAdventureMapInterface::endingTurn()
- {
- if(settings["session"]["spectate"].Bool())
- return;
- LOCPLINT->makingTurn = false;
- LOCPLINT->cb->endTurn();
- mapAudio->onPlayerTurnEnded();
- }
- const CGObjectInstance* CAdventureMapInterface::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 CAdventureMapInterface::onTileLeftClicked(const int3 &mapPos)
- {
- if(widget->getState() == EGameState::MAKING_TURN)
- return;
- //FIXME: this line breaks H3 behavior for Dimension Door
- if(!LOCPLINT->cb->isVisible(mapPos))
- return;
- if(!LOCPLINT->makingTurn)
- return;
- const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
- const CGObjectInstance *topBlocking = getActiveObject(mapPos);
- int3 selPos = LOCPLINT->localState->getCurrentArmy()->getSightCenter();
- if(spellBeingCasted)
- {
- if (!isInScreenRange(selPos, mapPos))
- return;
- const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
- switch(spellBeingCasted->id)
- {
- case SpellID::SCUTTLE_BOAT: //Scuttle Boat
- if(topBlocking && topBlocking->ID == Obj::BOAT)
- leaveCastingMode(mapPos);
- break;
- case SpellID::DIMENSION_DOOR:
- if(!tile || tile->isClear(heroTile))
- leaveCastingMode(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(LOCPLINT->localState->getCurrentArmy()->ID != Obj::HERO) //hero is not selected (presumably town)
- {
- if(LOCPLINT->localState->getCurrentArmy() == topBlocking) //selected town clicked
- LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
- else if(canSelect)
- LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
- }
- else if(const CGHeroInstance * currentHero = LOCPLINT->localState->getCurrentHero()) //hero is selected
- {
- isHero = true;
- const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);
- if(currentHero == topBlocking) //clicked selected hero
- {
- LOCPLINT->openHeroWindow(currentHero);
- return;
- }
- else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
- {
- LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
- return;
- }
- else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
- {
- if(LOCPLINT->localState->hasPath(currentHero) &&
- LOCPLINT->localState->getPath(currentHero).endPos() == mapPos)//we'll be moving
- {
- if(!CGI->mh->hasOngoingAnimations())
- LOCPLINT->moveHero(currentHero, LOCPLINT->localState->getPath(currentHero));
- return;
- }
- else //remove old path and find a new one if we clicked on accessible tile
- {
- LOCPLINT->localState->setPath(currentHero, mapPos);
- onHeroChanged(currentHero);
- }
- }
- } //end of hero is selected "case"
- else
- {
- throw std::runtime_error("Nothing is selected...");
- }
- const auto shipyard = ourInaccessibleShipyard(topBlocking);
- if(isHero && shipyard != nullptr)
- {
- LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
- }
- }
- void CAdventureMapInterface::onTileHovered(const int3 &mapPos)
- {
- if(widget->getState() != EGameState::MAKING_TURN)
- return;
- //may occur just at the start of game (fake move before full intiialization)
- if(!LOCPLINT->localState->getCurrentArmy())
- return;
- if(!LOCPLINT->cb->isVisible(mapPos))
- {
- CCS->curh->set(Cursor::Map::POINTER);
- GH.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 = LOCPLINT->localState->getCurrentHero() ? objAtTile->getHoverText(LOCPLINT->localState->getCurrentHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
- boost::replace_all(text,"\n"," ");
- GH.statusbar->write(text);
- }
- else
- {
- std::string hlp = CGI->mh->getTerrainDescr(mapPos, false);
- GH.statusbar->write(hlp);
- }
- if(spellBeingCasted)
- {
- switch(spellBeingCasted->id)
- {
- case SpellID::SCUTTLE_BOAT:
- {
- int3 hpos = LOCPLINT->localState->getCurrentArmy()->getSightCenter();
- if(objAtTile && objAtTile->ID == Obj::BOAT && isInScreenRange(hpos, mapPos))
- 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 = LOCPLINT->localState->getCurrentArmy()->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(LOCPLINT->localState->getCurrentArmy()->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 = LOCPLINT->localState->getCurrentHero())
- {
- std::array<Cursor::Map, 4> cursorMove = { Cursor::Map::T1_MOVE, Cursor::Map::T2_MOVE, Cursor::Map::T3_MOVE, Cursor::Map::T4_MOVE, };
- std::array<Cursor::Map, 4> cursorAttack = { Cursor::Map::T1_ATTACK, Cursor::Map::T2_ATTACK, Cursor::Map::T3_ATTACK, Cursor::Map::T4_ATTACK, };
- std::array<Cursor::Map, 4> cursorSail = { Cursor::Map::T1_SAIL, Cursor::Map::T2_SAIL, Cursor::Map::T3_SAIL, Cursor::Map::T4_SAIL, };
- std::array<Cursor::Map, 4> cursorDisembark = { Cursor::Map::T1_DISEMBARK, Cursor::Map::T2_DISEMBARK, Cursor::Map::T3_DISEMBARK, Cursor::Map::T4_DISEMBARK, };
- std::array<Cursor::Map, 4> cursorExchange = { Cursor::Map::T1_EXCHANGE, Cursor::Map::T2_EXCHANGE, Cursor::Map::T3_EXCHANGE, Cursor::Map::T4_EXCHANGE, };
- std::array<Cursor::Map, 4> cursorVisit = { Cursor::Map::T1_VISIT, Cursor::Map::T2_VISIT, Cursor::Map::T3_VISIT, Cursor::Map::T4_VISIT, };
- std::array<Cursor::Map, 4> cursorSailVisit = { Cursor::Map::T1_SAIL_VISIT, Cursor::Map::T2_SAIL_VISIT, Cursor::Map::T3_SAIL_VISIT, Cursor::Map::T4_SAIL_VISIT, };
- const CGPathNode * pathNode = LOCPLINT->cb->getPathsInfo(hero)->getPathInfo(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(LOCPLINT->localState->getCurrentArmy() == objAtTile)
- CCS->curh->set(Cursor::Map::HERO);
- else
- CCS->curh->set(cursorExchange[turns]);
- }
- else if(pathNode->layer == EPathfindingLayer::LAND)
- CCS->curh->set(cursorVisit[turns]);
- else
- 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 CAdventureMapInterface::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));
- GH.statusbar->write(result);
- }
- void CAdventureMapInterface::onTileRightClicked(const int3 &mapPos)
- {
- if(widget->getState() != EGameState::MAKING_TURN)
- return;
- if(spellBeingCasted)
- {
- abortCastingMode();
- 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 CAdventureMapInterface::enterCastingMode(const CSpell * sp)
- {
- assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
- spellBeingCasted = sp;
- Settings config = settings.write["session"]["showSpellRange"];
- config->Bool() = true;
- widget->setState(EGameState::CASTING_SPELL);
- }
- void CAdventureMapInterface::exitCastingMode()
- {
- assert(spellBeingCasted);
- spellBeingCasted = nullptr;
- widget->setState(EGameState::MAKING_TURN);
- Settings config = settings.write["session"]["showSpellRange"];
- config->Bool() = false;
- }
- void CAdventureMapInterface::abortCastingMode()
- {
- exitCastingMode();
- LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
- }
- void CAdventureMapInterface::leaveCastingMode(const int3 & dest)
- {
- SpellID id = spellBeingCasted->id;
- exitCastingMode();
- LOCPLINT->cb->castSpell(LOCPLINT->localState->getCurrentHero(), id, dest);
- }
- Rect CAdventureMapInterface::terrainAreaPixels() const
- {
- return widget->getMapView()->pos;
- }
- const IShipyard * CAdventureMapInterface::ourInaccessibleShipyard(const CGObjectInstance *obj) const
- {
- const IShipyard *ret = IShipyard::castFrom(obj);
- if(!ret ||
- obj->tempOwner != currentPlayerID ||
- (CCS->curh->get<Cursor::Map>() != Cursor::Map::T1_SAIL && CCS->curh->get<Cursor::Map>() != Cursor::Map::POINTER))
- return nullptr;
- return ret;
- }
- void CAdventureMapInterface::exitWorldView()
- {
- widget->setState(EGameState::MAKING_TURN);
- widget->getMapView()->onViewMapActivated();
- }
- void CAdventureMapInterface::openWorldView(int tileSize)
- {
- widget->setState(EGameState::WORLD_VIEW);
- widget->getMapView()->onViewWorldActivated(tileSize);
- }
- void CAdventureMapInterface::openWorldView()
- {
- openWorldView(11);
- }
- void CAdventureMapInterface::openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
- {
- openWorldView(11);
- widget->getMapView()->onViewSpellActivated(11, objectPositions, showTerrain);
- }
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