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AdventureMapInterface.cpp 27 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/IRenderHandler.h"
  33. #include "../CMT.h"
  34. #include "../PlayerLocalState.h"
  35. #include "../CPlayerInterface.h"
  36. #include "../../CCallback.h"
  37. #include "../../lib/GameSettings.h"
  38. #include "../../lib/StartInfo.h"
  39. #include "../../lib/CGeneralTextHandler.h"
  40. #include "../../lib/spells/CSpellHandler.h"
  41. #include "../../lib/mapObjects/CGHeroInstance.h"
  42. #include "../../lib/mapObjects/CGTownInstance.h"
  43. #include "../../lib/mapping/CMapDefines.h"
  44. #include "../../lib/pathfinder/CGPathNode.h"
  45. #include "../../lib/spells/ISpellMechanics.h"
  46. #include "../../lib/spells/Problem.h"
  47. std::shared_ptr<AdventureMapInterface> adventureInt;
  48. AdventureMapInterface::AdventureMapInterface():
  49. mapAudio(new MapAudioPlayer()),
  50. spellBeingCasted(nullptr),
  51. scrollingWasActive(false),
  52. scrollingWasBlocked(false),
  53. backgroundDimLevel(settings["adventure"]["backgroundDimLevel"].Integer())
  54. {
  55. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  56. pos.x = pos.y = 0;
  57. pos.w = GH.screenDimensions().x;
  58. pos.h = GH.screenDimensions().y;
  59. shortcuts = std::make_shared<AdventureMapShortcuts>(*this);
  60. widget = std::make_shared<AdventureMapWidget>(shortcuts);
  61. shortcuts->setState(EAdventureState::MAKING_TURN);
  62. widget->getMapView()->onViewMapActivated();
  63. if(LOCPLINT->cb->getStartInfo()->turnTimerInfo.turnTimer != 0)
  64. watches = std::make_shared<TurnTimerWidget>(Point(24, 24));
  65. addUsedEvents(KEYBOARD | TIME);
  66. }
  67. void AdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel)
  68. {
  69. shortcuts->onMapViewMoved(visibleArea, mapLevel);
  70. widget->getMinimap()->onMapViewMoved(visibleArea, mapLevel);
  71. widget->onMapViewMoved(visibleArea, mapLevel);
  72. }
  73. void AdventureMapInterface::onAudioResumed()
  74. {
  75. mapAudio->onAudioResumed();
  76. }
  77. void AdventureMapInterface::onAudioPaused()
  78. {
  79. mapAudio->onAudioPaused();
  80. }
  81. void AdventureMapInterface::onHeroMovementStarted(const CGHeroInstance * hero)
  82. {
  83. if (shortcuts->optionMapViewActive())
  84. {
  85. widget->getInfoBar()->popAll();
  86. widget->getInfoBar()->showSelection();
  87. }
  88. }
  89. void AdventureMapInterface::onHeroChanged(const CGHeroInstance *h)
  90. {
  91. widget->getHeroList()->updateElement(h);
  92. if (h && h == LOCPLINT->localState->getCurrentHero() && !widget->getInfoBar()->showingComponents())
  93. widget->getInfoBar()->showSelection();
  94. widget->updateActiveState();
  95. }
  96. void AdventureMapInterface::onTownChanged(const CGTownInstance * town)
  97. {
  98. widget->getTownList()->updateElement(town);
  99. if (town && town == LOCPLINT->localState->getCurrentTown() && !widget->getInfoBar()->showingComponents())
  100. widget->getInfoBar()->showSelection();
  101. }
  102. void AdventureMapInterface::showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer)
  103. {
  104. widget->getInfoBar()->pushComponents(components, message, timer);
  105. }
  106. void AdventureMapInterface::activate()
  107. {
  108. CIntObject::activate();
  109. adjustActiveness();
  110. screenBuf = screen;
  111. if(LOCPLINT)
  112. {
  113. LOCPLINT->cingconsole->activate();
  114. LOCPLINT->cingconsole->pos = this->pos;
  115. }
  116. GH.fakeMouseMove(); //to restore the cursor
  117. // workaround for an edge case:
  118. // if player unequips Angel Wings / Boots of Levitation of currently active hero
  119. // game will correctly invalidate paths but current route will not be updated since verifyPath() is not called for current hero
  120. if (LOCPLINT->makingTurn && LOCPLINT->localState->getCurrentHero())
  121. LOCPLINT->localState->verifyPath(LOCPLINT->localState->getCurrentHero());
  122. }
  123. void AdventureMapInterface::deactivate()
  124. {
  125. CIntObject::deactivate();
  126. CCS->curh->set(Cursor::Map::POINTER);
  127. if(LOCPLINT)
  128. LOCPLINT->cingconsole->deactivate();
  129. }
  130. void AdventureMapInterface::showAll(Canvas & to)
  131. {
  132. CIntObject::showAll(to);
  133. dim(to);
  134. LOCPLINT->cingconsole->show(to);
  135. }
  136. void AdventureMapInterface::show(Canvas & to)
  137. {
  138. CIntObject::show(to);
  139. dim(to);
  140. LOCPLINT->cingconsole->show(to);
  141. }
  142. void AdventureMapInterface::dim(Canvas & to)
  143. {
  144. auto const isBigWindow = [&](std::shared_ptr<CIntObject> window) { return std::dynamic_pointer_cast<CIntObject>(window)->pos.w >= 800 && std::dynamic_pointer_cast<CIntObject>(window)->pos.w >= 600; }; // OH3 fullscreen
  145. if(settings["adventure"]["hideBackground"].Bool())
  146. for (auto window : GH.windows().findWindows<CIntObject>())
  147. {
  148. if(!std::dynamic_pointer_cast<AdventureMapInterface>(window) && std::dynamic_pointer_cast<CIntObject>(window) && isBigWindow(window))
  149. {
  150. to.fillTexture(GH.renderHandler().loadImage(ImagePath::builtin("DiBoxBck")));
  151. return;
  152. }
  153. }
  154. for (auto window : GH.windows().findWindows<CIntObject>())
  155. {
  156. if (!std::dynamic_pointer_cast<AdventureMapInterface>(window) && !std::dynamic_pointer_cast<RadialMenu>(window) && !window->isPopupWindow() && (settings["adventure"]["backgroundDimSmallWindows"].Bool() || isBigWindow(window)))
  157. {
  158. Rect targetRect(0, 0, GH.screenDimensions().x, GH.screenDimensions().y);
  159. ColorRGBA colorToFill(0, 0, 0, std::clamp<int>(backgroundDimLevel, 0, 255));
  160. if(backgroundDimLevel > 0)
  161. to.drawColorBlended(targetRect, colorToFill);
  162. return;
  163. }
  164. }
  165. }
  166. void AdventureMapInterface::tick(uint32_t msPassed)
  167. {
  168. handleMapScrollingUpdate(msPassed);
  169. // we want animations to be active during enemy turn but map itself to be non-interactive
  170. // so call timer update directly on inactive element
  171. widget->getMapView()->tick(msPassed);
  172. }
  173. void AdventureMapInterface::handleMapScrollingUpdate(uint32_t timePassed)
  174. {
  175. /// Width of window border, in pixels, that triggers map scrolling
  176. static constexpr int32_t borderScrollWidth = 15;
  177. int32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
  178. int32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
  179. Point cursorPosition = GH.getCursorPosition();
  180. Point scrollDirection;
  181. if (cursorPosition.x < borderScrollWidth)
  182. scrollDirection.x = -1;
  183. if (cursorPosition.x > GH.screenDimensions().x - borderScrollWidth)
  184. scrollDirection.x = +1;
  185. if (cursorPosition.y < borderScrollWidth)
  186. scrollDirection.y = -1;
  187. if (cursorPosition.y > GH.screenDimensions().y - borderScrollWidth)
  188. scrollDirection.y = +1;
  189. Point scrollDelta = scrollDirection * scrollDistance;
  190. bool cursorInScrollArea = scrollDelta != Point(0,0);
  191. bool scrollingActive = cursorInScrollArea && shortcuts->optionMapScrollingActive() && !scrollingWasBlocked;
  192. bool scrollingBlocked = GH.isKeyboardCtrlDown() || !settings["adventure"]["borderScroll"].Bool();
  193. if (!scrollingWasActive && scrollingBlocked)
  194. {
  195. scrollingWasBlocked = true;
  196. return;
  197. }
  198. if (!cursorInScrollArea && scrollingWasBlocked)
  199. {
  200. scrollingWasBlocked = false;
  201. return;
  202. }
  203. if (scrollingActive)
  204. widget->getMapView()->onMapScrolled(scrollDelta);
  205. if (!scrollingActive && !scrollingWasActive)
  206. return;
  207. if(scrollDelta.x > 0)
  208. {
  209. if(scrollDelta.y < 0)
  210. CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST);
  211. if(scrollDelta.y > 0)
  212. CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST);
  213. if(scrollDelta.y == 0)
  214. CCS->curh->set(Cursor::Map::SCROLL_EAST);
  215. }
  216. if(scrollDelta.x < 0)
  217. {
  218. if(scrollDelta.y < 0)
  219. CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST);
  220. if(scrollDelta.y > 0)
  221. CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST);
  222. if(scrollDelta.y == 0)
  223. CCS->curh->set(Cursor::Map::SCROLL_WEST);
  224. }
  225. if (scrollDelta.x == 0)
  226. {
  227. if(scrollDelta.y < 0)
  228. CCS->curh->set(Cursor::Map::SCROLL_NORTH);
  229. if(scrollDelta.y > 0)
  230. CCS->curh->set(Cursor::Map::SCROLL_SOUTH);
  231. if(scrollDelta.y == 0)
  232. CCS->curh->set(Cursor::Map::POINTER);
  233. }
  234. scrollingWasActive = scrollingActive;
  235. }
  236. void AdventureMapInterface::centerOnTile(int3 on)
  237. {
  238. widget->getMapView()->onCenteredTile(on);
  239. }
  240. void AdventureMapInterface::centerOnObject(const CGObjectInstance * obj)
  241. {
  242. widget->getMapView()->onCenteredObject(obj);
  243. }
  244. void AdventureMapInterface::keyPressed(EShortcut key)
  245. {
  246. if (key == EShortcut::GLOBAL_CANCEL && spellBeingCasted)
  247. hotkeyAbortCastingMode();
  248. //fake mouse use to trigger onTileHovered()
  249. GH.fakeMouseMove();
  250. }
  251. void AdventureMapInterface::onSelectionChanged(const CArmedInstance *sel)
  252. {
  253. assert(sel);
  254. widget->getInfoBar()->popAll();
  255. mapAudio->onSelectionChanged(sel);
  256. bool centerView = !settings["session"]["autoSkip"].Bool();
  257. if (centerView)
  258. centerOnObject(sel);
  259. if(sel->ID==Obj::TOWN)
  260. {
  261. auto town = dynamic_cast<const CGTownInstance*>(sel);
  262. widget->getInfoBar()->showTownSelection(town);
  263. widget->getTownList()->updateWidget();
  264. widget->getTownList()->select(town);
  265. widget->getHeroList()->select(nullptr);
  266. onHeroChanged(nullptr);
  267. }
  268. else //hero selected
  269. {
  270. auto hero = dynamic_cast<const CGHeroInstance*>(sel);
  271. widget->getInfoBar()->showHeroSelection(hero);
  272. widget->getHeroList()->select(hero);
  273. widget->getTownList()->select(nullptr);
  274. LOCPLINT->localState->verifyPath(hero);
  275. onHeroChanged(hero);
  276. }
  277. widget->updateActiveState();
  278. widget->getHeroList()->redraw();
  279. widget->getTownList()->redraw();
  280. }
  281. void AdventureMapInterface::onTownOrderChanged()
  282. {
  283. widget->getTownList()->updateWidget();
  284. }
  285. void AdventureMapInterface::onHeroOrderChanged()
  286. {
  287. widget->getHeroList()->updateWidget();
  288. }
  289. void AdventureMapInterface::onMapTilesChanged(boost::optional<std::unordered_set<int3>> positions)
  290. {
  291. if (positions)
  292. widget->getMinimap()->updateTiles(*positions);
  293. else
  294. widget->getMinimap()->update();
  295. }
  296. void AdventureMapInterface::onHotseatWaitStarted(PlayerColor playerID)
  297. {
  298. backgroundDimLevel = 255;
  299. onCurrentPlayerChanged(playerID);
  300. setState(EAdventureState::HOTSEAT_WAIT);
  301. }
  302. void AdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID, bool isHuman)
  303. {
  304. if(settings["session"]["spectate"].Bool())
  305. return;
  306. mapAudio->onEnemyTurnStarted();
  307. widget->getMinimap()->setAIRadar(!isHuman);
  308. widget->getInfoBar()->startEnemyTurn(playerID);
  309. setState(isHuman ? EAdventureState::OTHER_HUMAN_PLAYER_TURN : EAdventureState::AI_PLAYER_TURN);
  310. }
  311. void AdventureMapInterface::setState(EAdventureState state)
  312. {
  313. shortcuts->setState(state);
  314. adjustActiveness();
  315. widget->updateActiveState();
  316. }
  317. void AdventureMapInterface::adjustActiveness()
  318. {
  319. bool widgetMustBeActive = isActive() && shortcuts->optionSidePanelActive();
  320. bool mapViewMustBeActive = isActive() && (shortcuts->optionMapViewActive());
  321. widget->setInputEnabled(widgetMustBeActive);
  322. widget->getMapView()->setInputEnabled(mapViewMustBeActive);
  323. }
  324. void AdventureMapInterface::onCurrentPlayerChanged(PlayerColor playerID)
  325. {
  326. LOCPLINT->localState->setSelection(nullptr);
  327. if (playerID == currentPlayerID)
  328. return;
  329. currentPlayerID = playerID;
  330. widget->setPlayer(playerID);
  331. }
  332. void AdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID)
  333. {
  334. backgroundDimLevel = settings["adventure"]["backgroundDimLevel"].Integer();
  335. onCurrentPlayerChanged(playerID);
  336. setState(EAdventureState::MAKING_TURN);
  337. if(playerID == LOCPLINT->playerID || settings["session"]["spectate"].Bool())
  338. {
  339. widget->getMinimap()->setAIRadar(false);
  340. widget->getInfoBar()->showSelection();
  341. }
  342. widget->getHeroList()->updateWidget();
  343. widget->getTownList()->updateWidget();
  344. const CGHeroInstance * heroToSelect = nullptr;
  345. // find first non-sleeping hero
  346. for (auto hero : LOCPLINT->localState->getWanderingHeroes())
  347. {
  348. if (!LOCPLINT->localState->isHeroSleeping(hero))
  349. {
  350. heroToSelect = hero;
  351. break;
  352. }
  353. }
  354. //select first hero if available.
  355. if (heroToSelect != nullptr)
  356. {
  357. LOCPLINT->localState->setSelection(heroToSelect);
  358. }
  359. else if (LOCPLINT->localState->getOwnedTowns().size())
  360. {
  361. LOCPLINT->localState->setSelection(LOCPLINT->localState->getOwnedTown(0));
  362. }
  363. else
  364. {
  365. LOCPLINT->localState->setSelection(LOCPLINT->localState->getWanderingHero(0));
  366. }
  367. //show new day animation and sound on infobar, except for 1st day of the game
  368. if (LOCPLINT->cb->getDate(Date::DAY) != 1)
  369. widget->getInfoBar()->showDate();
  370. onHeroChanged(nullptr);
  371. Canvas canvas = Canvas::createFromSurface(screen);
  372. showAll(canvas);
  373. mapAudio->onPlayerTurnStarted();
  374. if(settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  375. {
  376. if(auto iw = GH.windows().topWindow<CInfoWindow>())
  377. iw->close();
  378. GH.dispatchMainThread([this]()
  379. {
  380. hotkeyEndingTurn();
  381. });
  382. }
  383. }
  384. void AdventureMapInterface::hotkeyEndingTurn()
  385. {
  386. if(settings["session"]["spectate"].Bool())
  387. return;
  388. if(!settings["general"]["startTurnAutosave"].Bool())
  389. {
  390. LOCPLINT->performAutosave();
  391. }
  392. LOCPLINT->makingTurn = false;
  393. LOCPLINT->cb->endTurn();
  394. mapAudio->onPlayerTurnEnded();
  395. // Normally, game will receive PlayerStartsTurn call almost instantly with new player ID that will switch UI to waiting mode
  396. // However, when simturns are active it is possible for such call not to come because another player is still acting
  397. // So find first player other than ours that is acting at the moment and update UI as if he had started turn
  398. for (auto player = PlayerColor(0); player < PlayerColor::PLAYER_LIMIT; ++player)
  399. {
  400. if (player != LOCPLINT->playerID && LOCPLINT->cb->isPlayerMakingTurn(player))
  401. {
  402. onEnemyTurnStarted(player, LOCPLINT->cb->getStartInfo()->playerInfos.at(player).isControlledByHuman());
  403. break;
  404. }
  405. }
  406. }
  407. const CGObjectInstance* AdventureMapInterface::getActiveObject(const int3 &mapPos)
  408. {
  409. std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile
  410. if (bobjs.empty())
  411. return nullptr;
  412. return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);
  413. }
  414. void AdventureMapInterface::onTileLeftClicked(const int3 &targetPosition)
  415. {
  416. if(!shortcuts->optionMapViewActive())
  417. return;
  418. if(!LOCPLINT->makingTurn)
  419. return;
  420. const CGObjectInstance *topBlocking = LOCPLINT->cb->isVisible(targetPosition) ? getActiveObject(targetPosition) : nullptr;
  421. if(spellBeingCasted)
  422. {
  423. assert(shortcuts->optionSpellcasting());
  424. assert(spellBeingCasted->id == SpellID::SCUTTLE_BOAT || spellBeingCasted->id == SpellID::DIMENSION_DOOR);
  425. if(isValidAdventureSpellTarget(targetPosition))
  426. performSpellcasting(targetPosition);
  427. return;
  428. }
  429. if(!LOCPLINT->cb->isVisible(targetPosition))
  430. return;
  431. //check if we can select this object
  432. bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
  433. canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner) != PlayerRelations::ENEMIES;
  434. bool isHero = false;
  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. isHero = true;
  445. const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(targetPosition);
  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 //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
  457. {
  458. if(LOCPLINT->localState->hasPath(currentHero) &&
  459. LOCPLINT->localState->getPath(currentHero).endPos() == targetPosition)//we'll be moving
  460. {
  461. assert(!CGI->mh->hasOngoingAnimations());
  462. if(!CGI->mh->hasOngoingAnimations() && LOCPLINT->localState->getPath(currentHero).nextNode().turns == 0)
  463. LOCPLINT->moveHero(currentHero, LOCPLINT->localState->getPath(currentHero));
  464. return;
  465. }
  466. else
  467. {
  468. if(GH.isKeyboardCtrlDown()) //normal click behaviour (as no hero selected)
  469. {
  470. if(canSelect)
  471. LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  472. }
  473. else //remove old path and find a new one if we clicked on accessible tile
  474. {
  475. LOCPLINT->localState->setPath(currentHero, targetPosition);
  476. onHeroChanged(currentHero);
  477. }
  478. }
  479. }
  480. } //end of hero is selected "case"
  481. else
  482. {
  483. throw std::runtime_error("Nothing is selected...");
  484. }
  485. const auto shipyard = ourInaccessibleShipyard(topBlocking);
  486. if(isHero && shipyard != nullptr)
  487. {
  488. LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
  489. }
  490. }
  491. void AdventureMapInterface::onTileHovered(const int3 &targetPosition)
  492. {
  493. if(!shortcuts->optionMapViewActive())
  494. return;
  495. //may occur just at the start of game (fake move before full initialization)
  496. if(!LOCPLINT->localState->getCurrentArmy())
  497. return;
  498. bool isTargetPositionVisible = LOCPLINT->cb->isVisible(targetPosition);
  499. const CGObjectInstance *objAtTile = isTargetPositionVisible ? getActiveObject(targetPosition) : nullptr;
  500. if(spellBeingCasted)
  501. {
  502. switch(spellBeingCasted->id)
  503. {
  504. case SpellID::SCUTTLE_BOAT:
  505. if(isValidAdventureSpellTarget(targetPosition))
  506. CCS->curh->set(Cursor::Map::SCUTTLE_BOAT);
  507. else
  508. CCS->curh->set(Cursor::Map::POINTER);
  509. return;
  510. case SpellID::DIMENSION_DOOR:
  511. if(isValidAdventureSpellTarget(targetPosition))
  512. {
  513. if(VLC->settings()->getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && LOCPLINT->cb->isTileGuardedUnchecked(targetPosition))
  514. CCS->curh->set(Cursor::Map::T1_ATTACK);
  515. else
  516. CCS->curh->set(Cursor::Map::TELEPORT);
  517. return;
  518. }
  519. else
  520. CCS->curh->set(Cursor::Map::POINTER);
  521. return;
  522. default:
  523. CCS->curh->set(Cursor::Map::POINTER);
  524. return;
  525. }
  526. }
  527. if(!isTargetPositionVisible)
  528. {
  529. CCS->curh->set(Cursor::Map::POINTER);
  530. return;
  531. }
  532. auto objRelations = PlayerRelations::ALLIES;
  533. if(objAtTile)
  534. {
  535. objRelations = LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner);
  536. std::string text = LOCPLINT->localState->getCurrentHero() ? objAtTile->getHoverText(LOCPLINT->localState->getCurrentHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
  537. boost::replace_all(text,"\n"," ");
  538. GH.statusbar()->write(text);
  539. }
  540. else if(isTargetPositionVisible)
  541. {
  542. std::string tileTooltipText = CGI->mh->getTerrainDescr(targetPosition, false);
  543. GH.statusbar()->write(tileTooltipText);
  544. }
  545. if(LOCPLINT->localState->getCurrentArmy()->ID == Obj::TOWN || GH.isKeyboardCtrlDown())
  546. {
  547. if(objAtTile)
  548. {
  549. if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
  550. CCS->curh->set(Cursor::Map::TOWN);
  551. else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
  552. CCS->curh->set(Cursor::Map::HERO);
  553. else
  554. CCS->curh->set(Cursor::Map::POINTER);
  555. }
  556. else
  557. CCS->curh->set(Cursor::Map::POINTER);
  558. }
  559. else if(const CGHeroInstance * hero = LOCPLINT->localState->getCurrentHero())
  560. {
  561. std::array<Cursor::Map, 4> cursorMove = { Cursor::Map::T1_MOVE, Cursor::Map::T2_MOVE, Cursor::Map::T3_MOVE, Cursor::Map::T4_MOVE, };
  562. std::array<Cursor::Map, 4> cursorAttack = { Cursor::Map::T1_ATTACK, Cursor::Map::T2_ATTACK, Cursor::Map::T3_ATTACK, Cursor::Map::T4_ATTACK, };
  563. std::array<Cursor::Map, 4> cursorSail = { Cursor::Map::T1_SAIL, Cursor::Map::T2_SAIL, Cursor::Map::T3_SAIL, Cursor::Map::T4_SAIL, };
  564. std::array<Cursor::Map, 4> cursorDisembark = { Cursor::Map::T1_DISEMBARK, Cursor::Map::T2_DISEMBARK, Cursor::Map::T3_DISEMBARK, Cursor::Map::T4_DISEMBARK, };
  565. std::array<Cursor::Map, 4> cursorExchange = { Cursor::Map::T1_EXCHANGE, Cursor::Map::T2_EXCHANGE, Cursor::Map::T3_EXCHANGE, Cursor::Map::T4_EXCHANGE, };
  566. std::array<Cursor::Map, 4> cursorVisit = { Cursor::Map::T1_VISIT, Cursor::Map::T2_VISIT, Cursor::Map::T3_VISIT, Cursor::Map::T4_VISIT, };
  567. 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, };
  568. const CGPathNode * pathNode = LOCPLINT->cb->getPathsInfo(hero)->getPathInfo(targetPosition);
  569. assert(pathNode);
  570. if((GH.isKeyboardAltDown() || settings["gameTweaks"]["forceMovementInfo"].Bool()) && pathNode->reachable()) //overwrite status bar text with movement info
  571. {
  572. showMoveDetailsInStatusbar(*hero, *pathNode);
  573. }
  574. int turns = pathNode->turns;
  575. vstd::amin(turns, 3);
  576. switch(pathNode->action)
  577. {
  578. case EPathNodeAction::NORMAL:
  579. case EPathNodeAction::TELEPORT_NORMAL:
  580. if(pathNode->layer == EPathfindingLayer::LAND)
  581. CCS->curh->set(cursorMove[turns]);
  582. else
  583. CCS->curh->set(cursorSail[turns]);
  584. break;
  585. case EPathNodeAction::VISIT:
  586. case EPathNodeAction::BLOCKING_VISIT:
  587. case EPathNodeAction::TELEPORT_BLOCKING_VISIT:
  588. if(objAtTile && objAtTile->ID == Obj::HERO)
  589. {
  590. if(LOCPLINT->localState->getCurrentArmy() == objAtTile)
  591. CCS->curh->set(Cursor::Map::HERO);
  592. else
  593. CCS->curh->set(cursorExchange[turns]);
  594. }
  595. else if(pathNode->layer == EPathfindingLayer::LAND)
  596. CCS->curh->set(cursorVisit[turns]);
  597. else if (pathNode->layer == EPathfindingLayer::SAIL &&
  598. objAtTile &&
  599. objAtTile->isCoastVisitable() &&
  600. pathNode->theNodeBefore &&
  601. pathNode->theNodeBefore->layer == EPathfindingLayer::LAND )
  602. {
  603. // exception - when visiting shipwreck located on coast from land - show 'horse' cursor, not 'ship' cursor
  604. CCS->curh->set(cursorVisit[turns]);
  605. }
  606. else
  607. CCS->curh->set(cursorSailVisit[turns]);
  608. break;
  609. case EPathNodeAction::BATTLE:
  610. case EPathNodeAction::TELEPORT_BATTLE:
  611. CCS->curh->set(cursorAttack[turns]);
  612. break;
  613. case EPathNodeAction::EMBARK:
  614. CCS->curh->set(cursorSail[turns]);
  615. break;
  616. case EPathNodeAction::DISEMBARK:
  617. CCS->curh->set(cursorDisembark[turns]);
  618. break;
  619. default:
  620. if(objAtTile && objRelations != PlayerRelations::ENEMIES)
  621. {
  622. if(objAtTile->ID == Obj::TOWN)
  623. CCS->curh->set(Cursor::Map::TOWN);
  624. else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
  625. CCS->curh->set(Cursor::Map::HERO);
  626. else
  627. CCS->curh->set(Cursor::Map::POINTER);
  628. }
  629. else
  630. CCS->curh->set(Cursor::Map::POINTER);
  631. break;
  632. }
  633. }
  634. if(ourInaccessibleShipyard(objAtTile))
  635. {
  636. CCS->curh->set(Cursor::Map::T1_SAIL);
  637. }
  638. }
  639. void AdventureMapInterface::showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode)
  640. {
  641. const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.movementPointsLimit(pathNode.layer == EPathfindingLayer::LAND) : hero.movementPointsRemaining();
  642. const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains;
  643. const int remainingPointsAfterMove = pathNode.turns == 0 ? pathNode.moveRemains : 0;
  644. std::string result = VLC->generaltexth->translate("vcmi.adventureMap", pathNode.turns > 0 ? "moveCostDetails" : "moveCostDetailsNoTurns");
  645. boost::replace_first(result, "%TURNS", std::to_string(pathNode.turns));
  646. boost::replace_first(result, "%POINTS", std::to_string(movementPointsLastTurnCost));
  647. boost::replace_first(result, "%REMAINING", std::to_string(remainingPointsAfterMove));
  648. GH.statusbar()->write(result);
  649. }
  650. void AdventureMapInterface::onTileRightClicked(const int3 &mapPos)
  651. {
  652. if(!shortcuts->optionMapViewActive())
  653. return;
  654. if(spellBeingCasted)
  655. {
  656. hotkeyAbortCastingMode();
  657. return;
  658. }
  659. if(!LOCPLINT->cb->isVisible(mapPos))
  660. {
  661. CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
  662. return;
  663. }
  664. const CGObjectInstance * obj = getActiveObject(mapPos);
  665. if(!obj)
  666. {
  667. // Bare or undiscovered terrain
  668. const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
  669. if(tile)
  670. {
  671. std::string hlp = CGI->mh->getTerrainDescr(mapPos, true);
  672. CRClickPopup::createAndPush(hlp);
  673. }
  674. return;
  675. }
  676. CRClickPopup::createAndPush(obj, GH.getCursorPosition(), ETextAlignment::CENTER);
  677. }
  678. void AdventureMapInterface::enterCastingMode(const CSpell * sp)
  679. {
  680. assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
  681. spellBeingCasted = sp;
  682. Settings config = settings.write["session"]["showSpellRange"];
  683. config->Bool() = true;
  684. setState(EAdventureState::CASTING_SPELL);
  685. }
  686. void AdventureMapInterface::exitCastingMode()
  687. {
  688. assert(spellBeingCasted);
  689. spellBeingCasted = nullptr;
  690. setState(EAdventureState::MAKING_TURN);
  691. Settings config = settings.write["session"]["showSpellRange"];
  692. config->Bool() = false;
  693. }
  694. void AdventureMapInterface::hotkeyAbortCastingMode()
  695. {
  696. exitCastingMode();
  697. LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
  698. }
  699. void AdventureMapInterface::performSpellcasting(const int3 & dest)
  700. {
  701. SpellID id = spellBeingCasted->id;
  702. exitCastingMode();
  703. LOCPLINT->cb->castSpell(LOCPLINT->localState->getCurrentHero(), id, dest);
  704. }
  705. Rect AdventureMapInterface::terrainAreaPixels() const
  706. {
  707. return widget->getMapView()->pos;
  708. }
  709. const IShipyard * AdventureMapInterface::ourInaccessibleShipyard(const CGObjectInstance *obj) const
  710. {
  711. const auto *ret = dynamic_cast<const IShipyard *>(obj);
  712. if(!ret ||
  713. obj->tempOwner != currentPlayerID ||
  714. (CCS->curh->get<Cursor::Map>() != Cursor::Map::T1_SAIL && CCS->curh->get<Cursor::Map>() != Cursor::Map::POINTER))
  715. return nullptr;
  716. return ret;
  717. }
  718. void AdventureMapInterface::hotkeyExitWorldView()
  719. {
  720. setState(EAdventureState::MAKING_TURN);
  721. widget->getMapView()->onViewMapActivated();
  722. }
  723. void AdventureMapInterface::openWorldView(int tileSize)
  724. {
  725. setState(EAdventureState::WORLD_VIEW);
  726. widget->getMapView()->onViewWorldActivated(tileSize);
  727. }
  728. void AdventureMapInterface::openWorldView()
  729. {
  730. openWorldView(11);
  731. }
  732. void AdventureMapInterface::openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  733. {
  734. openWorldView(11);
  735. widget->getMapView()->onViewSpellActivated(11, objectPositions, showTerrain);
  736. }
  737. void AdventureMapInterface::hotkeyNextTown()
  738. {
  739. widget->getTownList()->selectNext();
  740. }
  741. void AdventureMapInterface::hotkeySwitchMapLevel()
  742. {
  743. widget->getMapView()->onMapLevelSwitched();
  744. }
  745. void AdventureMapInterface::hotkeyZoom(int delta)
  746. {
  747. widget->getMapView()->onMapZoomLevelChanged(delta);
  748. }
  749. void AdventureMapInterface::onScreenResize()
  750. {
  751. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  752. // remember our activation state and reactive after reconstruction
  753. // since othervice activate() calls for created elements will bypass virtual dispatch
  754. // and will call directly CIntObject::activate() instead of dispatching virtual function call
  755. bool widgetActive = isActive();
  756. if (widgetActive)
  757. deactivate();
  758. widget.reset();
  759. pos.x = pos.y = 0;
  760. pos.w = GH.screenDimensions().x;
  761. pos.h = GH.screenDimensions().y;
  762. widget = std::make_shared<AdventureMapWidget>(shortcuts);
  763. widget->getMapView()->onViewMapActivated();
  764. widget->setPlayer(currentPlayerID);
  765. widget->updateActiveState();
  766. widget->getMinimap()->update();
  767. widget->getInfoBar()->showSelection();
  768. if (LOCPLINT && LOCPLINT->localState->getCurrentArmy())
  769. widget->getMapView()->onCenteredObject(LOCPLINT->localState->getCurrentArmy());
  770. adjustActiveness();
  771. if (widgetActive)
  772. activate();
  773. }
  774. bool AdventureMapInterface::isValidAdventureSpellTarget(int3 targetPosition) const
  775. {
  776. spells::detail::ProblemImpl problem;
  777. return spellBeingCasted->getAdventureMechanics().canBeCastAt(problem, LOCPLINT->cb.get(), LOCPLINT->localState->getCurrentHero(), targetPosition);
  778. }