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