AdventureMapInterface.cpp 26 KB

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  1. /*
  2. * AdventureMapInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "AdventureMapInterface.h"
  12. #include "AdventureOptions.h"
  13. #include "AdventureState.h"
  14. #include "CInGameConsole.h"
  15. #include "CMinimap.h"
  16. #include "CList.h"
  17. #include "CInfoBar.h"
  18. #include "MapAudioPlayer.h"
  19. #include "TurnTimerWidget.h"
  20. #include "AdventureMapWidget.h"
  21. #include "AdventureMapShortcuts.h"
  22. #include "../mapView/mapHandler.h"
  23. #include "../mapView/MapView.h"
  24. #include "../windows/InfoWindows.h"
  25. #include "../widgets/RadialMenu.h"
  26. #include "../CGameInfo.h"
  27. #include "../gui/CursorHandler.h"
  28. #include "../gui/CGuiHandler.h"
  29. #include "../gui/Shortcut.h"
  30. #include "../gui/WindowHandler.h"
  31. #include "../render/Canvas.h"
  32. #include "../CMT.h"
  33. #include "../PlayerLocalState.h"
  34. #include "../CPlayerInterface.h"
  35. #include "../../CCallback.h"
  36. #include "../../lib/CConfigHandler.h"
  37. #include "../../lib/StartInfo.h"
  38. #include "../../lib/CGeneralTextHandler.h"
  39. #include "../../lib/spells/CSpellHandler.h"
  40. #include "../../lib/mapObjects/CGHeroInstance.h"
  41. #include "../../lib/mapObjects/CGTownInstance.h"
  42. #include "../../lib/mapping/CMapDefines.h"
  43. #include "../../lib/pathfinder/CGPathNode.h"
  44. std::shared_ptr<AdventureMapInterface> adventureInt;
  45. AdventureMapInterface::AdventureMapInterface():
  46. mapAudio(new MapAudioPlayer()),
  47. spellBeingCasted(nullptr),
  48. scrollingWasActive(false),
  49. scrollingWasBlocked(false),
  50. backgroundDimLevel(settings["adventure"]["backgroundDimLevel"].Integer())
  51. {
  52. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  53. pos.x = pos.y = 0;
  54. pos.w = GH.screenDimensions().x;
  55. pos.h = GH.screenDimensions().y;
  56. shortcuts = std::make_shared<AdventureMapShortcuts>(*this);
  57. widget = std::make_shared<AdventureMapWidget>(shortcuts);
  58. shortcuts->setState(EAdventureState::MAKING_TURN);
  59. widget->getMapView()->onViewMapActivated();
  60. if(LOCPLINT->cb->getStartInfo()->turnTimerInfo.turnTimer != 0)
  61. watches = std::make_shared<TurnTimerWidget>(Point(24, 24));
  62. addUsedEvents(KEYBOARD | TIME);
  63. }
  64. void AdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel)
  65. {
  66. shortcuts->onMapViewMoved(visibleArea, mapLevel);
  67. widget->getMinimap()->onMapViewMoved(visibleArea, mapLevel);
  68. widget->onMapViewMoved(visibleArea, mapLevel);
  69. }
  70. void AdventureMapInterface::onAudioResumed()
  71. {
  72. mapAudio->onAudioResumed();
  73. }
  74. void AdventureMapInterface::onAudioPaused()
  75. {
  76. mapAudio->onAudioPaused();
  77. }
  78. void AdventureMapInterface::onHeroMovementStarted(const CGHeroInstance * hero)
  79. {
  80. if (shortcuts->optionMapViewActive())
  81. {
  82. widget->getInfoBar()->popAll();
  83. widget->getInfoBar()->showSelection();
  84. }
  85. }
  86. void AdventureMapInterface::onHeroChanged(const CGHeroInstance *h)
  87. {
  88. widget->getHeroList()->updateElement(h);
  89. if (h && h == LOCPLINT->localState->getCurrentHero() && !widget->getInfoBar()->showingComponents())
  90. widget->getInfoBar()->showSelection();
  91. widget->updateActiveState();
  92. }
  93. void AdventureMapInterface::onTownChanged(const CGTownInstance * town)
  94. {
  95. widget->getTownList()->updateElement(town);
  96. if (town && town == LOCPLINT->localState->getCurrentTown() && !widget->getInfoBar()->showingComponents())
  97. widget->getInfoBar()->showSelection();
  98. }
  99. void AdventureMapInterface::showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer)
  100. {
  101. widget->getInfoBar()->pushComponents(components, message, timer);
  102. }
  103. void AdventureMapInterface::activate()
  104. {
  105. CIntObject::activate();
  106. adjustActiveness();
  107. screenBuf = screen;
  108. if(LOCPLINT)
  109. {
  110. LOCPLINT->cingconsole->activate();
  111. LOCPLINT->cingconsole->pos = this->pos;
  112. }
  113. GH.fakeMouseMove(); //to restore the cursor
  114. // workaround for an edge case:
  115. // if player unequips Angel Wings / Boots of Levitation of currently active hero
  116. // game will correctly invalidate paths but current route will not be updated since verifyPath() is not called for current hero
  117. if (LOCPLINT->makingTurn && LOCPLINT->localState->getCurrentHero())
  118. LOCPLINT->localState->verifyPath(LOCPLINT->localState->getCurrentHero());
  119. }
  120. void AdventureMapInterface::deactivate()
  121. {
  122. CIntObject::deactivate();
  123. CCS->curh->set(Cursor::Map::POINTER);
  124. if(LOCPLINT)
  125. LOCPLINT->cingconsole->deactivate();
  126. }
  127. void AdventureMapInterface::showAll(Canvas & to)
  128. {
  129. CIntObject::showAll(to);
  130. dim(to);
  131. LOCPLINT->cingconsole->show(to);
  132. }
  133. void AdventureMapInterface::show(Canvas & to)
  134. {
  135. CIntObject::show(to);
  136. dim(to);
  137. LOCPLINT->cingconsole->show(to);
  138. }
  139. void AdventureMapInterface::dim(Canvas & to)
  140. {
  141. for (auto window : GH.windows().findWindows<IShowActivatable>())
  142. {
  143. if (!std::dynamic_pointer_cast<AdventureMapInterface>(window) && !std::dynamic_pointer_cast<RadialMenu>(window) && !window->isPopupWindow())
  144. {
  145. Rect targetRect(0, 0, GH.screenDimensions().x, GH.screenDimensions().y);
  146. ColorRGBA colorToFill(0, 0, 0, std::clamp<int>(backgroundDimLevel, 0, 255));
  147. if(backgroundDimLevel > 0)
  148. to.drawColorBlended(targetRect, colorToFill);
  149. return;
  150. }
  151. }
  152. }
  153. void AdventureMapInterface::tick(uint32_t msPassed)
  154. {
  155. handleMapScrollingUpdate(msPassed);
  156. // we want animations to be active during enemy turn but map itself to be non-interactive
  157. // so call timer update directly on inactive element
  158. widget->getMapView()->tick(msPassed);
  159. }
  160. void AdventureMapInterface::handleMapScrollingUpdate(uint32_t timePassed)
  161. {
  162. /// Width of window border, in pixels, that triggers map scrolling
  163. static constexpr int32_t borderScrollWidth = 15;
  164. int32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
  165. int32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
  166. Point cursorPosition = GH.getCursorPosition();
  167. Point scrollDirection;
  168. if (cursorPosition.x < borderScrollWidth)
  169. scrollDirection.x = -1;
  170. if (cursorPosition.x > GH.screenDimensions().x - borderScrollWidth)
  171. scrollDirection.x = +1;
  172. if (cursorPosition.y < borderScrollWidth)
  173. scrollDirection.y = -1;
  174. if (cursorPosition.y > GH.screenDimensions().y - borderScrollWidth)
  175. scrollDirection.y = +1;
  176. Point scrollDelta = scrollDirection * scrollDistance;
  177. bool cursorInScrollArea = scrollDelta != Point(0,0);
  178. bool scrollingActive = cursorInScrollArea && shortcuts->optionMapScrollingActive() && !scrollingWasBlocked;
  179. bool scrollingBlocked = GH.isKeyboardCtrlDown() || !settings["adventure"]["borderScroll"].Bool();
  180. if (!scrollingWasActive && scrollingBlocked)
  181. {
  182. scrollingWasBlocked = true;
  183. return;
  184. }
  185. if (!cursorInScrollArea && scrollingWasBlocked)
  186. {
  187. scrollingWasBlocked = false;
  188. return;
  189. }
  190. if (scrollingActive)
  191. widget->getMapView()->onMapScrolled(scrollDelta);
  192. if (!scrollingActive && !scrollingWasActive)
  193. return;
  194. if(scrollDelta.x > 0)
  195. {
  196. if(scrollDelta.y < 0)
  197. CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST);
  198. if(scrollDelta.y > 0)
  199. CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST);
  200. if(scrollDelta.y == 0)
  201. CCS->curh->set(Cursor::Map::SCROLL_EAST);
  202. }
  203. if(scrollDelta.x < 0)
  204. {
  205. if(scrollDelta.y < 0)
  206. CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST);
  207. if(scrollDelta.y > 0)
  208. CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST);
  209. if(scrollDelta.y == 0)
  210. CCS->curh->set(Cursor::Map::SCROLL_WEST);
  211. }
  212. if (scrollDelta.x == 0)
  213. {
  214. if(scrollDelta.y < 0)
  215. CCS->curh->set(Cursor::Map::SCROLL_NORTH);
  216. if(scrollDelta.y > 0)
  217. CCS->curh->set(Cursor::Map::SCROLL_SOUTH);
  218. if(scrollDelta.y == 0)
  219. CCS->curh->set(Cursor::Map::POINTER);
  220. }
  221. scrollingWasActive = scrollingActive;
  222. }
  223. void AdventureMapInterface::centerOnTile(int3 on)
  224. {
  225. widget->getMapView()->onCenteredTile(on);
  226. }
  227. void AdventureMapInterface::centerOnObject(const CGObjectInstance * obj)
  228. {
  229. widget->getMapView()->onCenteredObject(obj);
  230. }
  231. void AdventureMapInterface::keyPressed(EShortcut key)
  232. {
  233. if (key == EShortcut::GLOBAL_CANCEL && spellBeingCasted)
  234. hotkeyAbortCastingMode();
  235. //fake mouse use to trigger onTileHovered()
  236. GH.fakeMouseMove();
  237. }
  238. void AdventureMapInterface::onSelectionChanged(const CArmedInstance *sel)
  239. {
  240. assert(sel);
  241. widget->getInfoBar()->popAll();
  242. mapAudio->onSelectionChanged(sel);
  243. bool centerView = !settings["session"]["autoSkip"].Bool();
  244. if (centerView)
  245. centerOnObject(sel);
  246. if(sel->ID==Obj::TOWN)
  247. {
  248. auto town = dynamic_cast<const CGTownInstance*>(sel);
  249. widget->getInfoBar()->showTownSelection(town);
  250. widget->getTownList()->updateWidget();;
  251. widget->getTownList()->select(town);
  252. widget->getHeroList()->select(nullptr);
  253. onHeroChanged(nullptr);
  254. }
  255. else //hero selected
  256. {
  257. auto hero = dynamic_cast<const CGHeroInstance*>(sel);
  258. widget->getInfoBar()->showHeroSelection(hero);
  259. widget->getHeroList()->select(hero);
  260. widget->getTownList()->select(nullptr);
  261. LOCPLINT->localState->verifyPath(hero);
  262. onHeroChanged(hero);
  263. }
  264. widget->updateActiveState();
  265. widget->getHeroList()->redraw();
  266. widget->getTownList()->redraw();
  267. }
  268. void AdventureMapInterface::onTownOrderChanged()
  269. {
  270. widget->getTownList()->updateWidget();
  271. }
  272. void AdventureMapInterface::onHeroOrderChanged()
  273. {
  274. widget->getHeroList()->updateWidget();
  275. }
  276. void AdventureMapInterface::onMapTilesChanged(boost::optional<std::unordered_set<int3>> positions)
  277. {
  278. if (positions)
  279. widget->getMinimap()->updateTiles(*positions);
  280. else
  281. widget->getMinimap()->update();
  282. }
  283. void AdventureMapInterface::onHotseatWaitStarted(PlayerColor playerID)
  284. {
  285. backgroundDimLevel = 255;
  286. onCurrentPlayerChanged(playerID);
  287. setState(EAdventureState::HOTSEAT_WAIT);
  288. }
  289. void AdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID, bool isHuman)
  290. {
  291. if(settings["session"]["spectate"].Bool())
  292. return;
  293. mapAudio->onEnemyTurnStarted();
  294. widget->getMinimap()->setAIRadar(!isHuman);
  295. widget->getInfoBar()->startEnemyTurn(playerID);
  296. setState(isHuman ? EAdventureState::OTHER_HUMAN_PLAYER_TURN : EAdventureState::AI_PLAYER_TURN);
  297. }
  298. void AdventureMapInterface::setState(EAdventureState state)
  299. {
  300. shortcuts->setState(state);
  301. adjustActiveness();
  302. widget->updateActiveState();
  303. }
  304. void AdventureMapInterface::adjustActiveness()
  305. {
  306. bool widgetMustBeActive = isActive() && shortcuts->optionSidePanelActive();
  307. bool mapViewMustBeActive = isActive() && (shortcuts->optionMapViewActive());
  308. widget->setInputEnabled(widgetMustBeActive);
  309. widget->getMapView()->setInputEnabled(mapViewMustBeActive);
  310. }
  311. void AdventureMapInterface::onCurrentPlayerChanged(PlayerColor playerID)
  312. {
  313. LOCPLINT->localState->setSelection(nullptr);
  314. if (playerID == currentPlayerID)
  315. return;
  316. currentPlayerID = playerID;
  317. widget->setPlayer(playerID);
  318. }
  319. void AdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID)
  320. {
  321. backgroundDimLevel = settings["adventure"]["backgroundDimLevel"].Integer();
  322. onCurrentPlayerChanged(playerID);
  323. setState(EAdventureState::MAKING_TURN);
  324. if(playerID == LOCPLINT->playerID || settings["session"]["spectate"].Bool())
  325. {
  326. widget->getMinimap()->setAIRadar(false);
  327. widget->getInfoBar()->showSelection();
  328. }
  329. widget->getHeroList()->updateWidget();
  330. widget->getTownList()->updateWidget();
  331. const CGHeroInstance * heroToSelect = nullptr;
  332. // find first non-sleeping hero
  333. for (auto hero : LOCPLINT->localState->getWanderingHeroes())
  334. {
  335. if (!LOCPLINT->localState->isHeroSleeping(hero))
  336. {
  337. heroToSelect = hero;
  338. break;
  339. }
  340. }
  341. //select first hero if available.
  342. if (heroToSelect != nullptr)
  343. {
  344. LOCPLINT->localState->setSelection(heroToSelect);
  345. }
  346. else if (LOCPLINT->localState->getOwnedTowns().size())
  347. {
  348. LOCPLINT->localState->setSelection(LOCPLINT->localState->getOwnedTown(0));
  349. }
  350. else
  351. {
  352. LOCPLINT->localState->setSelection(LOCPLINT->localState->getWanderingHero(0));
  353. }
  354. //show new day animation and sound on infobar, except for 1st day of the game
  355. if (LOCPLINT->cb->getDate(Date::DAY) != 1)
  356. widget->getInfoBar()->showDate();
  357. onHeroChanged(nullptr);
  358. Canvas canvas = Canvas::createFromSurface(screen);
  359. showAll(canvas);
  360. mapAudio->onPlayerTurnStarted();
  361. if(settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  362. {
  363. if(auto iw = GH.windows().topWindow<CInfoWindow>())
  364. iw->close();
  365. GH.dispatchMainThread([this]()
  366. {
  367. hotkeyEndingTurn();
  368. });
  369. }
  370. }
  371. void AdventureMapInterface::hotkeyEndingTurn()
  372. {
  373. if(settings["session"]["spectate"].Bool())
  374. return;
  375. if(!settings["general"]["startTurnAutosave"].Bool())
  376. {
  377. LOCPLINT->performAutosave();
  378. }
  379. LOCPLINT->makingTurn = false;
  380. LOCPLINT->cb->endTurn();
  381. mapAudio->onPlayerTurnEnded();
  382. // Normally, game will receive PlayerStartsTurn call almost instantly with new player ID that will switch UI to waiting mode
  383. // However, when simturns are active it is possible for such call not to come because another player is still acting
  384. // So find first player other than ours that is acting at the moment and update UI as if he had started turn
  385. for (auto player = PlayerColor(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  386. {
  387. if (player != LOCPLINT->playerID && LOCPLINT->cb->isPlayerMakingTurn(player))
  388. {
  389. onEnemyTurnStarted(player, LOCPLINT->cb->getStartInfo()->playerInfos.at(player).isControlledByHuman());
  390. break;
  391. }
  392. }
  393. }
  394. const CGObjectInstance* AdventureMapInterface::getActiveObject(const int3 &mapPos)
  395. {
  396. std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile
  397. if (bobjs.empty())
  398. return nullptr;
  399. return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);
  400. }
  401. void AdventureMapInterface::onTileLeftClicked(const int3 &mapPos)
  402. {
  403. if(!shortcuts->optionMapViewActive())
  404. return;
  405. //FIXME: this line breaks H3 behavior for Dimension Door
  406. if(!LOCPLINT->cb->isVisible(mapPos))
  407. return;
  408. if(!LOCPLINT->makingTurn)
  409. return;
  410. const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
  411. const CGObjectInstance *topBlocking = getActiveObject(mapPos);
  412. int3 selPos = LOCPLINT->localState->getCurrentArmy()->getSightCenter();
  413. if(spellBeingCasted)
  414. {
  415. assert(shortcuts->optionSpellcasting());
  416. if (!isInScreenRange(selPos, mapPos))
  417. return;
  418. const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
  419. switch(spellBeingCasted->id)
  420. {
  421. case SpellID::SCUTTLE_BOAT: //Scuttle Boat
  422. if(topBlocking && topBlocking->ID == Obj::BOAT)
  423. performSpellcasting(mapPos);
  424. break;
  425. case SpellID::DIMENSION_DOOR:
  426. if(!tile || tile->isClear(heroTile))
  427. performSpellcasting(mapPos);
  428. break;
  429. }
  430. return;
  431. }
  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. bool isHero = false;
  436. if(LOCPLINT->localState->getCurrentArmy()->ID != Obj::HERO) //hero is not selected (presumably town)
  437. {
  438. if(LOCPLINT->localState->getCurrentArmy() == topBlocking) //selected town clicked
  439. LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
  440. else if(canSelect)
  441. LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  442. }
  443. else if(const CGHeroInstance * currentHero = LOCPLINT->localState->getCurrentHero()) //hero is selected
  444. {
  445. isHero = true;
  446. const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);
  447. if(currentHero == topBlocking) //clicked selected hero
  448. {
  449. LOCPLINT->openHeroWindow(currentHero);
  450. return;
  451. }
  452. else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
  453. {
  454. LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  455. return;
  456. }
  457. else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
  458. {
  459. if(LOCPLINT->localState->hasPath(currentHero) &&
  460. LOCPLINT->localState->getPath(currentHero).endPos() == mapPos)//we'll be moving
  461. {
  462. assert(!CGI->mh->hasOngoingAnimations());
  463. if(!CGI->mh->hasOngoingAnimations() && LOCPLINT->localState->getPath(currentHero).nextNode().turns == 0)
  464. LOCPLINT->moveHero(currentHero, LOCPLINT->localState->getPath(currentHero));
  465. return;
  466. }
  467. else
  468. {
  469. if(GH.isKeyboardCtrlDown()) //normal click behaviour (as no hero selected)
  470. {
  471. if(canSelect)
  472. LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  473. }
  474. else //remove old path and find a new one if we clicked on accessible tile
  475. {
  476. LOCPLINT->localState->setPath(currentHero, mapPos);
  477. onHeroChanged(currentHero);
  478. }
  479. }
  480. }
  481. } //end of hero is selected "case"
  482. else
  483. {
  484. throw std::runtime_error("Nothing is selected...");
  485. }
  486. const auto shipyard = ourInaccessibleShipyard(topBlocking);
  487. if(isHero && shipyard != nullptr)
  488. {
  489. LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
  490. }
  491. }
  492. void AdventureMapInterface::onTileHovered(const int3 &mapPos)
  493. {
  494. if(!shortcuts->optionMapViewActive())
  495. return;
  496. //may occur just at the start of game (fake move before full intiialization)
  497. if(!LOCPLINT->localState->getCurrentArmy())
  498. return;
  499. if(!LOCPLINT->cb->isVisible(mapPos))
  500. {
  501. CCS->curh->set(Cursor::Map::POINTER);
  502. GH.statusbar()->clear();
  503. return;
  504. }
  505. auto objRelations = PlayerRelations::ALLIES;
  506. const CGObjectInstance *objAtTile = getActiveObject(mapPos);
  507. if(objAtTile)
  508. {
  509. objRelations = LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner);
  510. std::string text = LOCPLINT->localState->getCurrentHero() ? objAtTile->getHoverText(LOCPLINT->localState->getCurrentHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
  511. boost::replace_all(text,"\n"," ");
  512. GH.statusbar()->write(text);
  513. }
  514. else
  515. {
  516. std::string hlp = CGI->mh->getTerrainDescr(mapPos, false);
  517. GH.statusbar()->write(hlp);
  518. }
  519. if(spellBeingCasted)
  520. {
  521. switch(spellBeingCasted->id)
  522. {
  523. case SpellID::SCUTTLE_BOAT:
  524. {
  525. int3 hpos = LOCPLINT->localState->getCurrentArmy()->getSightCenter();
  526. if(objAtTile && objAtTile->ID == Obj::BOAT && isInScreenRange(hpos, mapPos))
  527. CCS->curh->set(Cursor::Map::SCUTTLE_BOAT);
  528. else
  529. CCS->curh->set(Cursor::Map::POINTER);
  530. return;
  531. }
  532. case SpellID::DIMENSION_DOOR:
  533. {
  534. const TerrainTile * t = LOCPLINT->cb->getTile(mapPos, false);
  535. int3 hpos = LOCPLINT->localState->getCurrentArmy()->getSightCenter();
  536. if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos))
  537. CCS->curh->set(Cursor::Map::TELEPORT);
  538. else
  539. CCS->curh->set(Cursor::Map::POINTER);
  540. return;
  541. }
  542. }
  543. }
  544. if(LOCPLINT->localState->getCurrentArmy()->ID == Obj::TOWN || GH.isKeyboardCtrlDown())
  545. {
  546. if(objAtTile)
  547. {
  548. if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
  549. CCS->curh->set(Cursor::Map::TOWN);
  550. else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
  551. CCS->curh->set(Cursor::Map::HERO);
  552. else
  553. CCS->curh->set(Cursor::Map::POINTER);
  554. }
  555. else
  556. CCS->curh->set(Cursor::Map::POINTER);
  557. }
  558. else if(const CGHeroInstance * hero = LOCPLINT->localState->getCurrentHero())
  559. {
  560. std::array<Cursor::Map, 4> cursorMove = { Cursor::Map::T1_MOVE, Cursor::Map::T2_MOVE, Cursor::Map::T3_MOVE, Cursor::Map::T4_MOVE, };
  561. std::array<Cursor::Map, 4> cursorAttack = { Cursor::Map::T1_ATTACK, Cursor::Map::T2_ATTACK, Cursor::Map::T3_ATTACK, Cursor::Map::T4_ATTACK, };
  562. std::array<Cursor::Map, 4> cursorSail = { Cursor::Map::T1_SAIL, Cursor::Map::T2_SAIL, Cursor::Map::T3_SAIL, Cursor::Map::T4_SAIL, };
  563. std::array<Cursor::Map, 4> cursorDisembark = { Cursor::Map::T1_DISEMBARK, Cursor::Map::T2_DISEMBARK, Cursor::Map::T3_DISEMBARK, Cursor::Map::T4_DISEMBARK, };
  564. std::array<Cursor::Map, 4> cursorExchange = { Cursor::Map::T1_EXCHANGE, Cursor::Map::T2_EXCHANGE, Cursor::Map::T3_EXCHANGE, Cursor::Map::T4_EXCHANGE, };
  565. std::array<Cursor::Map, 4> cursorVisit = { Cursor::Map::T1_VISIT, Cursor::Map::T2_VISIT, Cursor::Map::T3_VISIT, Cursor::Map::T4_VISIT, };
  566. 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, };
  567. const CGPathNode * pathNode = LOCPLINT->cb->getPathsInfo(hero)->getPathInfo(mapPos);
  568. assert(pathNode);
  569. if((GH.isKeyboardAltDown() || settings["gameTweaks"]["forceMovementInfo"].Bool()) && pathNode->reachable()) //overwrite status bar text with movement info
  570. {
  571. showMoveDetailsInStatusbar(*hero, *pathNode);
  572. }
  573. int turns = pathNode->turns;
  574. vstd::amin(turns, 3);
  575. switch(pathNode->action)
  576. {
  577. case EPathNodeAction::NORMAL:
  578. case EPathNodeAction::TELEPORT_NORMAL:
  579. if(pathNode->layer == EPathfindingLayer::LAND)
  580. CCS->curh->set(cursorMove[turns]);
  581. else
  582. CCS->curh->set(cursorSailVisit[turns]);
  583. break;
  584. case EPathNodeAction::VISIT:
  585. case EPathNodeAction::BLOCKING_VISIT:
  586. case EPathNodeAction::TELEPORT_BLOCKING_VISIT:
  587. if(objAtTile && objAtTile->ID == Obj::HERO)
  588. {
  589. if(LOCPLINT->localState->getCurrentArmy() == objAtTile)
  590. CCS->curh->set(Cursor::Map::HERO);
  591. else
  592. CCS->curh->set(cursorExchange[turns]);
  593. }
  594. else if(pathNode->layer == EPathfindingLayer::LAND)
  595. CCS->curh->set(cursorVisit[turns]);
  596. else
  597. CCS->curh->set(cursorSailVisit[turns]);
  598. break;
  599. case EPathNodeAction::BATTLE:
  600. case EPathNodeAction::TELEPORT_BATTLE:
  601. CCS->curh->set(cursorAttack[turns]);
  602. break;
  603. case EPathNodeAction::EMBARK:
  604. CCS->curh->set(cursorSail[turns]);
  605. break;
  606. case EPathNodeAction::DISEMBARK:
  607. CCS->curh->set(cursorDisembark[turns]);
  608. break;
  609. default:
  610. if(objAtTile && objRelations != PlayerRelations::ENEMIES)
  611. {
  612. if(objAtTile->ID == Obj::TOWN)
  613. CCS->curh->set(Cursor::Map::TOWN);
  614. else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
  615. CCS->curh->set(Cursor::Map::HERO);
  616. else
  617. CCS->curh->set(Cursor::Map::POINTER);
  618. }
  619. else
  620. CCS->curh->set(Cursor::Map::POINTER);
  621. break;
  622. }
  623. }
  624. if(ourInaccessibleShipyard(objAtTile))
  625. {
  626. CCS->curh->set(Cursor::Map::T1_SAIL);
  627. }
  628. }
  629. void AdventureMapInterface::showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode)
  630. {
  631. const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.movementPointsLimit(pathNode.layer == EPathfindingLayer::LAND) : hero.movementPointsRemaining();
  632. const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains;
  633. const int remainingPointsAfterMove = pathNode.turns == 0 ? pathNode.moveRemains : 0;
  634. std::string result = VLC->generaltexth->translate("vcmi.adventureMap", pathNode.turns > 0 ? "moveCostDetails" : "moveCostDetailsNoTurns");
  635. boost::replace_first(result, "%TURNS", std::to_string(pathNode.turns));
  636. boost::replace_first(result, "%POINTS", std::to_string(movementPointsLastTurnCost));
  637. boost::replace_first(result, "%REMAINING", std::to_string(remainingPointsAfterMove));
  638. GH.statusbar()->write(result);
  639. }
  640. void AdventureMapInterface::onTileRightClicked(const int3 &mapPos)
  641. {
  642. if(!shortcuts->optionMapViewActive())
  643. return;
  644. if(spellBeingCasted)
  645. {
  646. hotkeyAbortCastingMode();
  647. return;
  648. }
  649. if(!LOCPLINT->cb->isVisible(mapPos))
  650. {
  651. CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
  652. return;
  653. }
  654. const CGObjectInstance * obj = getActiveObject(mapPos);
  655. if(!obj)
  656. {
  657. // Bare or undiscovered terrain
  658. const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
  659. if(tile)
  660. {
  661. std::string hlp = CGI->mh->getTerrainDescr(mapPos, true);
  662. CRClickPopup::createAndPush(hlp);
  663. }
  664. return;
  665. }
  666. CRClickPopup::createAndPush(obj, GH.getCursorPosition(), ETextAlignment::CENTER);
  667. }
  668. void AdventureMapInterface::enterCastingMode(const CSpell * sp)
  669. {
  670. assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
  671. spellBeingCasted = sp;
  672. Settings config = settings.write["session"]["showSpellRange"];
  673. config->Bool() = true;
  674. setState(EAdventureState::CASTING_SPELL);
  675. }
  676. void AdventureMapInterface::exitCastingMode()
  677. {
  678. assert(spellBeingCasted);
  679. spellBeingCasted = nullptr;
  680. setState(EAdventureState::MAKING_TURN);
  681. Settings config = settings.write["session"]["showSpellRange"];
  682. config->Bool() = false;
  683. }
  684. void AdventureMapInterface::hotkeyAbortCastingMode()
  685. {
  686. exitCastingMode();
  687. LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
  688. }
  689. void AdventureMapInterface::performSpellcasting(const int3 & dest)
  690. {
  691. SpellID id = spellBeingCasted->id;
  692. exitCastingMode();
  693. LOCPLINT->cb->castSpell(LOCPLINT->localState->getCurrentHero(), id, dest);
  694. }
  695. Rect AdventureMapInterface::terrainAreaPixels() const
  696. {
  697. return widget->getMapView()->pos;
  698. }
  699. const IShipyard * AdventureMapInterface::ourInaccessibleShipyard(const CGObjectInstance *obj) const
  700. {
  701. const IShipyard *ret = IShipyard::castFrom(obj);
  702. if(!ret ||
  703. obj->tempOwner != currentPlayerID ||
  704. (CCS->curh->get<Cursor::Map>() != Cursor::Map::T1_SAIL && CCS->curh->get<Cursor::Map>() != Cursor::Map::POINTER))
  705. return nullptr;
  706. return ret;
  707. }
  708. void AdventureMapInterface::hotkeyExitWorldView()
  709. {
  710. setState(EAdventureState::MAKING_TURN);
  711. widget->getMapView()->onViewMapActivated();
  712. }
  713. void AdventureMapInterface::openWorldView(int tileSize)
  714. {
  715. setState(EAdventureState::WORLD_VIEW);
  716. widget->getMapView()->onViewWorldActivated(tileSize);
  717. }
  718. void AdventureMapInterface::openWorldView()
  719. {
  720. openWorldView(11);
  721. }
  722. void AdventureMapInterface::openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  723. {
  724. openWorldView(11);
  725. widget->getMapView()->onViewSpellActivated(11, objectPositions, showTerrain);
  726. }
  727. void AdventureMapInterface::hotkeyNextTown()
  728. {
  729. widget->getTownList()->selectNext();
  730. }
  731. void AdventureMapInterface::hotkeySwitchMapLevel()
  732. {
  733. widget->getMapView()->onMapLevelSwitched();
  734. }
  735. void AdventureMapInterface::hotkeyZoom(int delta)
  736. {
  737. widget->getMapView()->onMapZoomLevelChanged(delta);
  738. }
  739. void AdventureMapInterface::onScreenResize()
  740. {
  741. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  742. // remember our activation state and reactive after reconstruction
  743. // since othervice activate() calls for created elements will bypass virtual dispatch
  744. // and will call directly CIntObject::activate() instead of dispatching virtual function call
  745. bool widgetActive = isActive();
  746. if (widgetActive)
  747. deactivate();
  748. widget.reset();
  749. pos.x = pos.y = 0;
  750. pos.w = GH.screenDimensions().x;
  751. pos.h = GH.screenDimensions().y;
  752. widget = std::make_shared<AdventureMapWidget>(shortcuts);
  753. widget->getMapView()->onViewMapActivated();
  754. widget->setPlayer(currentPlayerID);
  755. widget->updateActiveState();
  756. widget->getMinimap()->update();
  757. widget->getInfoBar()->showSelection();
  758. if (LOCPLINT && LOCPLINT->localState->getCurrentArmy())
  759. widget->getMapView()->onCenteredObject(LOCPLINT->localState->getCurrentArmy());
  760. adjustActiveness();
  761. if (widgetActive)
  762. activate();
  763. }