AdventureMapInterface.cpp 29 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 "../render/IScreenHandler.h"
  35. #include "../CMT.h"
  36. #include "../PlayerLocalState.h"
  37. #include "../CPlayerInterface.h"
  38. #include "../../CCallback.h"
  39. #include "../../lib/IGameSettings.h"
  40. #include "../../lib/StartInfo.h"
  41. #include "../../lib/texts/CGeneralTextHandler.h"
  42. #include "../../lib/spells/CSpellHandler.h"
  43. #include "../../lib/mapObjects/CGHeroInstance.h"
  44. #include "../../lib/mapObjects/CGTownInstance.h"
  45. #include "../../lib/mapping/CMapDefines.h"
  46. #include "../../lib/pathfinder/CGPathNode.h"
  47. #include "../../lib/pathfinder/TurnInfo.h"
  48. #include "../../lib/spells/ISpellMechanics.h"
  49. #include "../../lib/spells/Problem.h"
  50. std::shared_ptr<AdventureMapInterface> adventureInt;
  51. AdventureMapInterface::AdventureMapInterface():
  52. mapAudio(new MapAudioPlayer()),
  53. spellBeingCasted(nullptr),
  54. scrollingWasActive(false),
  55. scrollingWasBlocked(false),
  56. backgroundDimLevel(settings["adventure"]["backgroundDimLevel"].Integer())
  57. {
  58. OBJECT_CONSTRUCTION;
  59. pos.x = pos.y = 0;
  60. pos.w = GH.screenDimensions().x;
  61. pos.h = GH.screenDimensions().y;
  62. shortcuts = std::make_shared<AdventureMapShortcuts>(*this);
  63. widget = std::make_shared<AdventureMapWidget>(shortcuts);
  64. shortcuts->setState(EAdventureState::MAKING_TURN);
  65. widget->getMapView()->onViewMapActivated();
  66. if(LOCPLINT->cb->getStartInfo()->turnTimerInfo.turnTimer != 0)
  67. watches = std::make_shared<TurnTimerWidget>(Point(24, 24));
  68. addUsedEvents(KEYBOARD | TIME);
  69. }
  70. void AdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel)
  71. {
  72. shortcuts->onMapViewMoved(visibleArea, mapLevel);
  73. widget->getMinimap()->onMapViewMoved(visibleArea, mapLevel);
  74. widget->onMapViewMoved(visibleArea, mapLevel);
  75. }
  76. void AdventureMapInterface::onAudioResumed()
  77. {
  78. mapAudio->onAudioResumed();
  79. }
  80. void AdventureMapInterface::onAudioPaused()
  81. {
  82. mapAudio->onAudioPaused();
  83. }
  84. void AdventureMapInterface::onHeroMovementStarted(const CGHeroInstance * hero)
  85. {
  86. if (shortcuts->optionMapViewActive())
  87. {
  88. widget->getInfoBar()->popAll();
  89. widget->getInfoBar()->showSelection();
  90. }
  91. }
  92. void AdventureMapInterface::onHeroChanged(const CGHeroInstance *h)
  93. {
  94. widget->getHeroList()->updateElement(h);
  95. if (h && h == LOCPLINT->localState->getCurrentHero() && !widget->getInfoBar()->showingComponents())
  96. widget->getInfoBar()->showSelection();
  97. widget->updateActiveState();
  98. }
  99. void AdventureMapInterface::onTownChanged(const CGTownInstance * town)
  100. {
  101. widget->getTownList()->updateElement(town);
  102. if (town && town == LOCPLINT->localState->getCurrentTown() && !widget->getInfoBar()->showingComponents())
  103. widget->getInfoBar()->showSelection();
  104. }
  105. void AdventureMapInterface::showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer)
  106. {
  107. widget->getInfoBar()->pushComponents(components, message, timer);
  108. }
  109. void AdventureMapInterface::activate()
  110. {
  111. CIntObject::activate();
  112. adjustActiveness();
  113. screenBuf = screen;
  114. if(LOCPLINT)
  115. {
  116. LOCPLINT->cingconsole->activate();
  117. LOCPLINT->cingconsole->pos = this->pos;
  118. }
  119. GH.fakeMouseMove(); //to restore the cursor
  120. // workaround for an edge case:
  121. // if player unequips Angel Wings / Boots of Levitation of currently active hero
  122. // game will correctly invalidate paths but current route will not be updated since verifyPath() is not called for current hero
  123. if (LOCPLINT->makingTurn && LOCPLINT->localState->getCurrentHero())
  124. LOCPLINT->localState->verifyPath(LOCPLINT->localState->getCurrentHero());
  125. }
  126. void AdventureMapInterface::deactivate()
  127. {
  128. CIntObject::deactivate();
  129. CCS->curh->set(Cursor::Map::POINTER);
  130. if(LOCPLINT)
  131. LOCPLINT->cingconsole->deactivate();
  132. }
  133. void AdventureMapInterface::showAll(Canvas & to)
  134. {
  135. CIntObject::showAll(to);
  136. dim(to);
  137. LOCPLINT->cingconsole->show(to);
  138. }
  139. void AdventureMapInterface::show(Canvas & to)
  140. {
  141. CIntObject::show(to);
  142. dim(to);
  143. LOCPLINT->cingconsole->show(to);
  144. }
  145. void AdventureMapInterface::dim(Canvas & to)
  146. {
  147. auto const isBigWindow = [&](std::shared_ptr<CIntObject> window) { return window->pos.w >= 800 && window->pos.h >= 600; }; // OH3 fullscreen
  148. if(settings["adventure"]["hideBackground"].Bool())
  149. for (auto window : GH.windows().findWindows<CIntObject>())
  150. {
  151. if(!std::dynamic_pointer_cast<AdventureMapInterface>(window) && std::dynamic_pointer_cast<CIntObject>(window) && isBigWindow(window))
  152. {
  153. to.fillTexture(GH.renderHandler().loadImage(ImagePath::builtin("DiBoxBck"), EImageBlitMode::OPAQUE));
  154. return;
  155. }
  156. }
  157. for (auto window : GH.windows().findWindows<CIntObject>())
  158. {
  159. 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))
  160. {
  161. Rect targetRect(0, 0, GH.screenDimensions().x, GH.screenDimensions().y);
  162. ColorRGBA colorToFill(0, 0, 0, std::clamp<int>(backgroundDimLevel, 0, 255));
  163. if(backgroundDimLevel > 0)
  164. to.drawColorBlended(targetRect, colorToFill);
  165. return;
  166. }
  167. }
  168. }
  169. void AdventureMapInterface::tick(uint32_t msPassed)
  170. {
  171. handleMapScrollingUpdate(msPassed);
  172. // we want animations to be active during enemy turn but map itself to be non-interactive
  173. // so call timer update directly on inactive element
  174. widget->getMapView()->tick(msPassed);
  175. }
  176. void AdventureMapInterface::handleMapScrollingUpdate(uint32_t timePassed)
  177. {
  178. /// Width of window border, in pixels, that triggers map scrolling
  179. static constexpr int32_t borderScrollWidth = 15;
  180. int32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
  181. int32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
  182. Point cursorPosition = GH.getCursorPosition();
  183. Point scrollDirection;
  184. if (cursorPosition.x < borderScrollWidth)
  185. scrollDirection.x = -1;
  186. if (cursorPosition.x > GH.screenDimensions().x - borderScrollWidth)
  187. scrollDirection.x = +1;
  188. if (cursorPosition.y < borderScrollWidth)
  189. scrollDirection.y = -1;
  190. if (cursorPosition.y > GH.screenDimensions().y - borderScrollWidth)
  191. scrollDirection.y = +1;
  192. Point scrollDelta = scrollDirection * scrollDistance;
  193. bool cursorInScrollArea = scrollDelta != Point(0,0);
  194. bool scrollingActive = cursorInScrollArea && shortcuts->optionMapScrollingActive() && !scrollingWasBlocked;
  195. bool scrollingBlocked = GH.isKeyboardCtrlDown() || !settings["adventure"]["borderScroll"].Bool() || !GH.screenHandler().hasFocus();
  196. if (!scrollingWasActive && scrollingBlocked)
  197. {
  198. scrollingWasBlocked = true;
  199. return;
  200. }
  201. if (!cursorInScrollArea && scrollingWasBlocked)
  202. {
  203. scrollingWasBlocked = false;
  204. return;
  205. }
  206. if (scrollingActive)
  207. widget->getMapView()->onMapScrolled(scrollDelta);
  208. if (!scrollingActive && !scrollingWasActive)
  209. return;
  210. if(scrollDelta.x > 0)
  211. {
  212. if(scrollDelta.y < 0)
  213. CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST);
  214. if(scrollDelta.y > 0)
  215. CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST);
  216. if(scrollDelta.y == 0)
  217. CCS->curh->set(Cursor::Map::SCROLL_EAST);
  218. }
  219. if(scrollDelta.x < 0)
  220. {
  221. if(scrollDelta.y < 0)
  222. CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST);
  223. if(scrollDelta.y > 0)
  224. CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST);
  225. if(scrollDelta.y == 0)
  226. CCS->curh->set(Cursor::Map::SCROLL_WEST);
  227. }
  228. if (scrollDelta.x == 0)
  229. {
  230. if(scrollDelta.y < 0)
  231. CCS->curh->set(Cursor::Map::SCROLL_NORTH);
  232. if(scrollDelta.y > 0)
  233. CCS->curh->set(Cursor::Map::SCROLL_SOUTH);
  234. if(scrollDelta.y == 0)
  235. CCS->curh->set(Cursor::Map::POINTER);
  236. }
  237. scrollingWasActive = scrollingActive;
  238. }
  239. void AdventureMapInterface::centerOnTile(int3 on)
  240. {
  241. widget->getMapView()->onCenteredTile(on);
  242. }
  243. void AdventureMapInterface::centerOnObject(const CGObjectInstance * obj)
  244. {
  245. widget->getMapView()->onCenteredObject(obj);
  246. }
  247. void AdventureMapInterface::keyPressed(EShortcut key)
  248. {
  249. if (key == EShortcut::GLOBAL_CANCEL && spellBeingCasted)
  250. hotkeyAbortCastingMode();
  251. //fake mouse use to trigger onTileHovered()
  252. GH.fakeMouseMove();
  253. }
  254. void AdventureMapInterface::onSelectionChanged(const CArmedInstance *sel)
  255. {
  256. assert(sel);
  257. widget->getInfoBar()->popAll();
  258. mapAudio->onSelectionChanged(sel);
  259. bool centerView = !settings["session"]["autoSkip"].Bool();
  260. if (centerView)
  261. centerOnObject(sel);
  262. if(sel->ID==Obj::TOWN)
  263. {
  264. auto town = dynamic_cast<const CGTownInstance*>(sel);
  265. widget->getInfoBar()->showTownSelection(town);
  266. widget->getTownList()->updateWidget();
  267. widget->getTownList()->select(town);
  268. widget->getHeroList()->select(nullptr);
  269. onHeroChanged(nullptr);
  270. }
  271. else //hero selected
  272. {
  273. auto hero = dynamic_cast<const CGHeroInstance*>(sel);
  274. widget->getInfoBar()->showHeroSelection(hero);
  275. widget->getHeroList()->select(hero);
  276. widget->getTownList()->select(nullptr);
  277. LOCPLINT->localState->verifyPath(hero);
  278. onHeroChanged(hero);
  279. }
  280. widget->updateActiveState();
  281. widget->getHeroList()->redraw();
  282. widget->getTownList()->redraw();
  283. }
  284. void AdventureMapInterface::onTownOrderChanged()
  285. {
  286. widget->getTownList()->updateWidget();
  287. }
  288. void AdventureMapInterface::onHeroOrderChanged()
  289. {
  290. widget->getHeroList()->updateWidget();
  291. }
  292. void AdventureMapInterface::onMapTilesChanged(boost::optional<std::unordered_set<int3>> positions)
  293. {
  294. if (positions)
  295. widget->getMinimap()->updateTiles(*positions);
  296. else
  297. widget->getMinimap()->update();
  298. }
  299. void AdventureMapInterface::onHotseatWaitStarted(PlayerColor playerID)
  300. {
  301. backgroundDimLevel = 255;
  302. onCurrentPlayerChanged(playerID);
  303. setState(EAdventureState::HOTSEAT_WAIT);
  304. }
  305. void AdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID, bool isHuman)
  306. {
  307. if(settings["session"]["spectate"].Bool())
  308. return;
  309. mapAudio->onEnemyTurnStarted();
  310. widget->getMinimap()->setAIRadar(!isHuman);
  311. widget->getInfoBar()->startEnemyTurn(playerID);
  312. setState(isHuman ? EAdventureState::MAKING_TURN : EAdventureState::AI_PLAYER_TURN);
  313. }
  314. void AdventureMapInterface::setState(EAdventureState state)
  315. {
  316. shortcuts->setState(state);
  317. adjustActiveness();
  318. widget->updateActiveState();
  319. }
  320. void AdventureMapInterface::adjustActiveness()
  321. {
  322. bool widgetMustBeActive = isActive() && shortcuts->optionSidePanelActive();
  323. bool mapViewMustBeActive = isActive() && (shortcuts->optionMapViewActive());
  324. widget->setInputEnabled(widgetMustBeActive);
  325. widget->getMapView()->setInputEnabled(mapViewMustBeActive);
  326. }
  327. void AdventureMapInterface::onCurrentPlayerChanged(PlayerColor playerID)
  328. {
  329. if (playerID == currentPlayerID)
  330. return;
  331. currentPlayerID = playerID;
  332. widget->setPlayerColor(playerID);
  333. }
  334. void AdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID)
  335. {
  336. backgroundDimLevel = settings["adventure"]["backgroundDimLevel"].Integer();
  337. onCurrentPlayerChanged(playerID);
  338. setState(EAdventureState::MAKING_TURN);
  339. if(playerID == LOCPLINT->playerID || settings["session"]["spectate"].Bool())
  340. {
  341. widget->getMinimap()->setAIRadar(false);
  342. widget->getInfoBar()->showSelection();
  343. }
  344. widget->getHeroList()->updateWidget();
  345. widget->getTownList()->updateWidget();
  346. const CGHeroInstance * heroToSelect = nullptr;
  347. // find first non-sleeping hero
  348. for (auto hero : LOCPLINT->localState->getWanderingHeroes())
  349. {
  350. if (!LOCPLINT->localState->isHeroSleeping(hero))
  351. {
  352. heroToSelect = hero;
  353. break;
  354. }
  355. }
  356. //select first hero if available.
  357. if (heroToSelect != nullptr)
  358. {
  359. LOCPLINT->localState->setSelection(heroToSelect);
  360. }
  361. else if (LOCPLINT->localState->getOwnedTowns().size())
  362. {
  363. LOCPLINT->localState->setSelection(LOCPLINT->localState->getOwnedTown(0));
  364. }
  365. else
  366. {
  367. LOCPLINT->localState->setSelection(LOCPLINT->localState->getWanderingHero(0));
  368. }
  369. onSelectionChanged(LOCPLINT->localState->getCurrentArmy());
  370. //show new day animation and sound on infobar, except for 1st day of the game
  371. if (LOCPLINT->cb->getDate(Date::DAY) != 1)
  372. widget->getInfoBar()->showDate();
  373. onHeroChanged(nullptr);
  374. Canvas canvas = Canvas::createFromSurface(screen, CanvasScalingPolicy::AUTO);
  375. showAll(canvas);
  376. mapAudio->onPlayerTurnStarted();
  377. if(settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  378. {
  379. if(auto iw = GH.windows().topWindow<CInfoWindow>())
  380. iw->close();
  381. GH.dispatchMainThread([this]()
  382. {
  383. hotkeyEndingTurn();
  384. });
  385. }
  386. }
  387. void AdventureMapInterface::hotkeyEndingTurn()
  388. {
  389. if(settings["session"]["spectate"].Bool())
  390. return;
  391. if(!settings["general"]["startTurnAutosave"].Bool())
  392. {
  393. LOCPLINT->performAutosave();
  394. }
  395. LOCPLINT->makingTurn = false;
  396. LOCPLINT->cb->endTurn();
  397. mapAudio->onPlayerTurnEnded();
  398. // Normally, game will receive PlayerStartsTurn call almost instantly with new player ID that will switch UI to waiting mode
  399. // However, when simturns are active it is possible for such call not to come because another player is still acting
  400. // So find first player other than ours that is acting at the moment and update UI as if he had started turn
  401. for (auto player = PlayerColor(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  402. {
  403. if (player != LOCPLINT->playerID && LOCPLINT->cb->isPlayerMakingTurn(player))
  404. {
  405. onEnemyTurnStarted(player, LOCPLINT->cb->getStartInfo()->playerInfos.at(player).isControlledByHuman());
  406. break;
  407. }
  408. }
  409. }
  410. const CGObjectInstance* AdventureMapInterface::getActiveObject(const int3 &mapPos)
  411. {
  412. std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile
  413. if (bobjs.empty())
  414. return nullptr;
  415. return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);
  416. }
  417. void AdventureMapInterface::onTileLeftClicked(const int3 &targetPosition)
  418. {
  419. if(!shortcuts->optionMapViewActive())
  420. return;
  421. const CGObjectInstance *topBlocking = LOCPLINT->cb->isVisible(targetPosition) ? getActiveObject(targetPosition) : nullptr;
  422. if(spellBeingCasted)
  423. {
  424. assert(shortcuts->optionSpellcasting());
  425. assert(spellBeingCasted->id == SpellID::SCUTTLE_BOAT || spellBeingCasted->id == SpellID::DIMENSION_DOOR);
  426. if(isValidAdventureSpellTarget(targetPosition))
  427. performSpellcasting(targetPosition);
  428. return;
  429. }
  430. if(!LOCPLINT->cb->isVisible(targetPosition))
  431. return;
  432. //check if we can select this object
  433. bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
  434. canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner) != PlayerRelations::ENEMIES;
  435. if(LOCPLINT->localState->getCurrentArmy()->ID != Obj::HERO) //hero is not selected (presumably town)
  436. {
  437. if(LOCPLINT->localState->getCurrentArmy() == topBlocking) //selected town clicked
  438. LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
  439. else if(canSelect)
  440. LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  441. }
  442. else if(const CGHeroInstance * currentHero = LOCPLINT->localState->getCurrentHero()) //hero is selected
  443. {
  444. const CGPathNode *pn = LOCPLINT->getPathsInfo(currentHero)->getPathInfo(targetPosition);
  445. const auto shipyard = dynamic_cast<const IShipyard *>(topBlocking);
  446. if(currentHero == topBlocking) //clicked selected hero
  447. {
  448. LOCPLINT->openHeroWindow(currentHero);
  449. return;
  450. }
  451. else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
  452. {
  453. LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  454. return;
  455. }
  456. else if(shipyard != nullptr && pn->turns == 255 && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner) != PlayerRelations::ENEMIES)
  457. {
  458. LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
  459. }
  460. else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
  461. {
  462. int3 destinationTile = targetPosition;
  463. if(topBlocking && topBlocking->isVisitable() && !topBlocking->visitableAt(destinationTile) && settings["gameTweaks"]["simpleObjectSelection"].Bool())
  464. destinationTile = topBlocking->visitablePos();
  465. if(LOCPLINT->localState->hasPath(currentHero) &&
  466. LOCPLINT->localState->getPath(currentHero).endPos() == destinationTile &&
  467. !GH.isKeyboardShiftDown())//we'll be moving
  468. {
  469. assert(!CGI->mh->hasOngoingAnimations());
  470. if(!CGI->mh->hasOngoingAnimations() && LOCPLINT->localState->getPath(currentHero).nextNode().turns == 0)
  471. LOCPLINT->moveHero(currentHero, LOCPLINT->localState->getPath(currentHero));
  472. return;
  473. }
  474. else
  475. {
  476. if(GH.isKeyboardShiftDown()) //normal click behaviour (as no hero selected)
  477. {
  478. if(canSelect)
  479. LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  480. }
  481. else //remove old path and find a new one if we clicked on accessible tile
  482. {
  483. LOCPLINT->localState->setPath(currentHero, destinationTile);
  484. onHeroChanged(currentHero);
  485. }
  486. }
  487. }
  488. } //end of hero is selected "case"
  489. else
  490. {
  491. throw std::runtime_error("Nothing is selected...");
  492. }
  493. }
  494. void AdventureMapInterface::onTileHovered(const int3 &targetPosition)
  495. {
  496. if(!shortcuts->optionMapViewActive())
  497. return;
  498. //may occur just at the start of game (fake move before full initialization)
  499. if(!LOCPLINT->localState->getCurrentArmy())
  500. return;
  501. bool isTargetPositionVisible = LOCPLINT->cb->isVisible(targetPosition);
  502. const CGObjectInstance *objAtTile = isTargetPositionVisible ? getActiveObject(targetPosition) : nullptr;
  503. if(spellBeingCasted)
  504. {
  505. switch(spellBeingCasted->id)
  506. {
  507. case SpellID::SCUTTLE_BOAT:
  508. if(isValidAdventureSpellTarget(targetPosition))
  509. CCS->curh->set(Cursor::Map::SCUTTLE_BOAT);
  510. else
  511. CCS->curh->set(Cursor::Map::POINTER);
  512. return;
  513. case SpellID::DIMENSION_DOOR:
  514. if(isValidAdventureSpellTarget(targetPosition))
  515. {
  516. if(LOCPLINT->cb->getSettings().getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && LOCPLINT->cb->isTileGuardedUnchecked(targetPosition))
  517. CCS->curh->set(Cursor::Map::T1_ATTACK);
  518. else
  519. CCS->curh->set(Cursor::Map::TELEPORT);
  520. return;
  521. }
  522. else
  523. CCS->curh->set(Cursor::Map::POINTER);
  524. return;
  525. default:
  526. CCS->curh->set(Cursor::Map::POINTER);
  527. return;
  528. }
  529. }
  530. if(!isTargetPositionVisible)
  531. {
  532. CCS->curh->set(Cursor::Map::POINTER);
  533. return;
  534. }
  535. auto objRelations = PlayerRelations::ALLIES;
  536. if(objAtTile)
  537. {
  538. objRelations = LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner);
  539. std::string text = LOCPLINT->localState->getCurrentHero() ? objAtTile->getHoverText(LOCPLINT->localState->getCurrentHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
  540. boost::replace_all(text,"\n"," ");
  541. if (GH.isKeyboardCmdDown())
  542. text.append(" (" + std::to_string(targetPosition.x) + ", " + std::to_string(targetPosition.y) + ")");
  543. GH.statusbar()->write(text);
  544. }
  545. else if(isTargetPositionVisible)
  546. {
  547. std::string tileTooltipText = CGI->mh->getTerrainDescr(targetPosition, false);
  548. if (GH.isKeyboardCmdDown())
  549. tileTooltipText.append(" (" + std::to_string(targetPosition.x) + ", " + std::to_string(targetPosition.y) + ")");
  550. GH.statusbar()->write(tileTooltipText);
  551. }
  552. if(LOCPLINT->localState->getCurrentArmy()->ID == Obj::TOWN || GH.isKeyboardShiftDown())
  553. {
  554. if(objAtTile)
  555. {
  556. if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
  557. CCS->curh->set(Cursor::Map::TOWN);
  558. else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
  559. CCS->curh->set(Cursor::Map::HERO);
  560. else
  561. CCS->curh->set(Cursor::Map::POINTER);
  562. }
  563. else
  564. CCS->curh->set(Cursor::Map::POINTER);
  565. }
  566. else if(const CGHeroInstance * hero = LOCPLINT->localState->getCurrentHero())
  567. {
  568. std::array<Cursor::Map, 4> cursorMove = { Cursor::Map::T1_MOVE, Cursor::Map::T2_MOVE, Cursor::Map::T3_MOVE, Cursor::Map::T4_MOVE, };
  569. std::array<Cursor::Map, 4> cursorAttack = { Cursor::Map::T1_ATTACK, Cursor::Map::T2_ATTACK, Cursor::Map::T3_ATTACK, Cursor::Map::T4_ATTACK, };
  570. std::array<Cursor::Map, 4> cursorSail = { Cursor::Map::T1_SAIL, Cursor::Map::T2_SAIL, Cursor::Map::T3_SAIL, Cursor::Map::T4_SAIL, };
  571. std::array<Cursor::Map, 4> cursorDisembark = { Cursor::Map::T1_DISEMBARK, Cursor::Map::T2_DISEMBARK, Cursor::Map::T3_DISEMBARK, Cursor::Map::T4_DISEMBARK, };
  572. std::array<Cursor::Map, 4> cursorExchange = { Cursor::Map::T1_EXCHANGE, Cursor::Map::T2_EXCHANGE, Cursor::Map::T3_EXCHANGE, Cursor::Map::T4_EXCHANGE, };
  573. std::array<Cursor::Map, 4> cursorVisit = { Cursor::Map::T1_VISIT, Cursor::Map::T2_VISIT, Cursor::Map::T3_VISIT, Cursor::Map::T4_VISIT, };
  574. 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, };
  575. const CGPathNode * pathNode = LOCPLINT->getPathsInfo(hero)->getPathInfo(targetPosition);
  576. assert(pathNode);
  577. if((GH.isKeyboardAltDown() || settings["gameTweaks"]["forceMovementInfo"].Bool()) && pathNode->reachable()) //overwrite status bar text with movement info
  578. {
  579. showMoveDetailsInStatusbar(*hero, *pathNode);
  580. }
  581. if (objAtTile && pathNode->action == EPathNodeAction::UNKNOWN)
  582. {
  583. if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
  584. {
  585. CCS->curh->set(Cursor::Map::TOWN);
  586. return;
  587. }
  588. else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
  589. {
  590. CCS->curh->set(Cursor::Map::HERO);
  591. return;
  592. }
  593. else if (objAtTile->ID == Obj::SHIPYARD && objRelations != PlayerRelations::ENEMIES)
  594. {
  595. CCS->curh->set(Cursor::Map::T1_SAIL);
  596. return;
  597. }
  598. if(objAtTile->isVisitable() && !objAtTile->visitableAt(targetPosition) && settings["gameTweaks"]["simpleObjectSelection"].Bool())
  599. pathNode = LOCPLINT->getPathsInfo(hero)->getPathInfo(objAtTile->visitablePos());
  600. }
  601. int turns = pathNode->turns;
  602. vstd::amin(turns, 3);
  603. switch(pathNode->action)
  604. {
  605. case EPathNodeAction::NORMAL:
  606. case EPathNodeAction::TELEPORT_NORMAL:
  607. if(pathNode->layer == EPathfindingLayer::LAND)
  608. CCS->curh->set(cursorMove[turns]);
  609. else
  610. CCS->curh->set(cursorSail[turns]);
  611. break;
  612. case EPathNodeAction::VISIT:
  613. case EPathNodeAction::BLOCKING_VISIT:
  614. case EPathNodeAction::TELEPORT_BLOCKING_VISIT:
  615. if(objAtTile && objAtTile->ID == Obj::HERO)
  616. {
  617. if(LOCPLINT->localState->getCurrentArmy() == objAtTile)
  618. CCS->curh->set(Cursor::Map::HERO);
  619. else
  620. CCS->curh->set(cursorExchange[turns]);
  621. }
  622. else if(pathNode->layer == EPathfindingLayer::LAND)
  623. CCS->curh->set(cursorVisit[turns]);
  624. else if (pathNode->layer == EPathfindingLayer::SAIL &&
  625. objAtTile &&
  626. objAtTile->isCoastVisitable() &&
  627. pathNode->theNodeBefore &&
  628. pathNode->theNodeBefore->layer == EPathfindingLayer::LAND )
  629. {
  630. // exception - when visiting shipwreck located on coast from land - show 'horse' cursor, not 'ship' cursor
  631. CCS->curh->set(cursorVisit[turns]);
  632. }
  633. else
  634. CCS->curh->set(cursorSailVisit[turns]);
  635. break;
  636. case EPathNodeAction::BATTLE:
  637. case EPathNodeAction::TELEPORT_BATTLE:
  638. CCS->curh->set(cursorAttack[turns]);
  639. break;
  640. case EPathNodeAction::EMBARK:
  641. CCS->curh->set(cursorSail[turns]);
  642. break;
  643. case EPathNodeAction::DISEMBARK:
  644. CCS->curh->set(cursorDisembark[turns]);
  645. break;
  646. default:
  647. CCS->curh->set(Cursor::Map::POINTER);
  648. break;
  649. }
  650. }
  651. }
  652. void AdventureMapInterface::showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode)
  653. {
  654. const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.movementPointsLimit(pathNode.layer == EPathfindingLayer::LAND) : hero.movementPointsRemaining();
  655. const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains;
  656. const int remainingPointsAfterMove = pathNode.moveRemains;
  657. int totalMovementCost = hero.movementPointsRemaining();
  658. for (int i = 1; i <= pathNode.turns; ++i)
  659. {
  660. auto turnInfo = hero.getTurnInfo(i);
  661. if (pathNode.layer == EPathfindingLayer::SAIL)
  662. totalMovementCost += turnInfo->getMovePointsLimitWater();
  663. else
  664. totalMovementCost += turnInfo->getMovePointsLimitLand();
  665. }
  666. totalMovementCost -= pathNode.moveRemains;
  667. std::string result = VLC->generaltexth->translate("vcmi.adventureMap", pathNode.turns > 0 ? "moveCostDetails" : "moveCostDetailsNoTurns");
  668. boost::replace_first(result, "%TURNS", std::to_string(pathNode.turns));
  669. boost::replace_first(result, "%POINTS", std::to_string(movementPointsLastTurnCost));
  670. boost::replace_first(result, "%REMAINING", std::to_string(remainingPointsAfterMove));
  671. boost::replace_first(result, "%TOTAL", std::to_string(totalMovementCost));
  672. GH.statusbar()->write(result);
  673. }
  674. void AdventureMapInterface::onTileRightClicked(const int3 &mapPos)
  675. {
  676. if(!shortcuts->optionMapViewActive())
  677. return;
  678. if(spellBeingCasted)
  679. {
  680. hotkeyAbortCastingMode();
  681. return;
  682. }
  683. if(!LOCPLINT->cb->isVisible(mapPos))
  684. {
  685. CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
  686. return;
  687. }
  688. const CGObjectInstance * obj = getActiveObject(mapPos);
  689. if(!obj)
  690. {
  691. // Bare or undiscovered terrain
  692. const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
  693. if(tile)
  694. {
  695. std::string hlp = CGI->mh->getTerrainDescr(mapPos, true);
  696. CRClickPopup::createAndPush(hlp);
  697. }
  698. return;
  699. }
  700. CRClickPopup::createAndPush(obj, GH.getCursorPosition(), ETextAlignment::CENTER);
  701. }
  702. void AdventureMapInterface::enterCastingMode(const CSpell * sp)
  703. {
  704. assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
  705. spellBeingCasted = sp;
  706. Settings config = settings.write["session"]["showSpellRange"];
  707. config->Bool() = true;
  708. setState(EAdventureState::CASTING_SPELL);
  709. }
  710. void AdventureMapInterface::exitCastingMode()
  711. {
  712. assert(spellBeingCasted);
  713. spellBeingCasted = nullptr;
  714. setState(EAdventureState::MAKING_TURN);
  715. Settings config = settings.write["session"]["showSpellRange"];
  716. config->Bool() = false;
  717. }
  718. void AdventureMapInterface::hotkeyAbortCastingMode()
  719. {
  720. exitCastingMode();
  721. LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
  722. }
  723. void AdventureMapInterface::performSpellcasting(const int3 & dest)
  724. {
  725. SpellID id = spellBeingCasted->id;
  726. exitCastingMode();
  727. LOCPLINT->cb->castSpell(LOCPLINT->localState->getCurrentHero(), id, dest);
  728. }
  729. Rect AdventureMapInterface::terrainAreaPixels() const
  730. {
  731. return widget->getMapView()->pos;
  732. }
  733. void AdventureMapInterface::hotkeyExitWorldView()
  734. {
  735. setState(EAdventureState::MAKING_TURN);
  736. widget->getMapView()->onViewMapActivated();
  737. }
  738. void AdventureMapInterface::openWorldView(int tileSize)
  739. {
  740. setState(EAdventureState::WORLD_VIEW);
  741. widget->getMapView()->onViewWorldActivated(tileSize);
  742. }
  743. void AdventureMapInterface::openWorldView()
  744. {
  745. openWorldView(11);
  746. }
  747. void AdventureMapInterface::openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  748. {
  749. openWorldView(11);
  750. widget->getMapView()->onViewSpellActivated(11, objectPositions, showTerrain);
  751. }
  752. void AdventureMapInterface::hotkeyNextTown()
  753. {
  754. widget->getTownList()->selectNext();
  755. }
  756. void AdventureMapInterface::hotkeySwitchMapLevel()
  757. {
  758. widget->getMapView()->onMapLevelSwitched();
  759. }
  760. void AdventureMapInterface::hotkeyZoom(int delta, bool useDeadZone)
  761. {
  762. widget->getMapView()->onMapZoomLevelChanged(delta, useDeadZone);
  763. }
  764. void AdventureMapInterface::onScreenResize()
  765. {
  766. OBJECT_CONSTRUCTION;
  767. // remember our activation state and reactive after reconstruction
  768. // since othervice activate() calls for created elements will bypass virtual dispatch
  769. // and will call directly CIntObject::activate() instead of dispatching virtual function call
  770. bool widgetActive = isActive();
  771. if (widgetActive)
  772. deactivate();
  773. widget.reset();
  774. pos.x = pos.y = 0;
  775. pos.w = GH.screenDimensions().x;
  776. pos.h = GH.screenDimensions().y;
  777. widget = std::make_shared<AdventureMapWidget>(shortcuts);
  778. widget->getMapView()->onViewMapActivated();
  779. widget->setPlayerColor(currentPlayerID);
  780. widget->updateActiveState();
  781. widget->getMinimap()->update();
  782. widget->getInfoBar()->showSelection();
  783. if (LOCPLINT && LOCPLINT->localState->getCurrentArmy())
  784. widget->getMapView()->onCenteredObject(LOCPLINT->localState->getCurrentArmy());
  785. adjustActiveness();
  786. if (widgetActive)
  787. activate();
  788. }
  789. bool AdventureMapInterface::isValidAdventureSpellTarget(int3 targetPosition) const
  790. {
  791. spells::detail::ProblemImpl problem;
  792. return spellBeingCasted->getAdventureMechanics().canBeCastAt(problem, LOCPLINT->cb.get(), LOCPLINT->localState->getCurrentHero(), targetPosition);
  793. }