CAdventureMapInterface.cpp 23 KB

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  1. /*
  2. * CAdventureMapInterface.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 "CAdventureMapInterface.h"
  12. #include "CAdventureOptions.h"
  13. #include "CInGameConsole.h"
  14. #include "CMinimap.h"
  15. #include "CList.h"
  16. #include "CInfoBar.h"
  17. #include "MapAudioPlayer.h"
  18. #include "CAdventureMapWidget.h"
  19. #include "AdventureMapShortcuts.h"
  20. #include "../mapView/mapHandler.h"
  21. #include "../mapView/MapView.h"
  22. #include "../windows/InfoWindows.h"
  23. #include "../CGameInfo.h"
  24. #include "../gui/CursorHandler.h"
  25. #include "../gui/CGuiHandler.h"
  26. #include "../CMT.h"
  27. #include "../PlayerLocalState.h"
  28. #include "../CPlayerInterface.h"
  29. #include "../../CCallback.h"
  30. #include "../../lib/CConfigHandler.h"
  31. #include "../../lib/CGeneralTextHandler.h"
  32. #include "../../lib/spells/CSpellHandler.h"
  33. #include "../../lib/mapObjects/CGHeroInstance.h"
  34. #include "../../lib/CPathfinder.h"
  35. #include "../../lib/mapping/CMap.h"
  36. std::shared_ptr<CAdventureMapInterface> adventureInt;
  37. CAdventureMapInterface::CAdventureMapInterface():
  38. mapAudio(new MapAudioPlayer()),
  39. spellBeingCasted(nullptr),
  40. scrollingCursorSet(false)
  41. {
  42. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  43. pos.x = pos.y = 0;
  44. pos.w = GH.screenDimensions().x;
  45. pos.h = GH.screenDimensions().y;
  46. strongInterest = true; // handle all mouse move events to prevent dead mouse move space in fullscreen mode
  47. shortcuts = std::make_shared<AdventureMapShortcuts>(*this);
  48. widget = std::make_shared<CAdventureMapWidget>(shortcuts);
  49. widget->setState(EGameState::MAKING_TURN);
  50. widget->getMapView()->onViewMapActivated();
  51. }
  52. void CAdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel)
  53. {
  54. widget->getMinimap()->onMapViewMoved(visibleArea, mapLevel);
  55. widget->updateActiveState();
  56. }
  57. void CAdventureMapInterface::onAudioResumed()
  58. {
  59. mapAudio->onAudioResumed();
  60. }
  61. void CAdventureMapInterface::onAudioPaused()
  62. {
  63. mapAudio->onAudioPaused();
  64. }
  65. void CAdventureMapInterface::onHeroMovementStarted(const CGHeroInstance * hero)
  66. {
  67. widget->getInfoBar()->popAll();
  68. widget->getInfoBar()->showSelection();
  69. }
  70. void CAdventureMapInterface::onHeroChanged(const CGHeroInstance *h)
  71. {
  72. widget->getHeroList()->update(h);
  73. if (h && h == LOCPLINT->localState->getCurrentHero() && !widget->getInfoBar()->showingComponents())
  74. widget->getInfoBar()->showSelection();
  75. widget->updateActiveState();
  76. }
  77. void CAdventureMapInterface::onTownChanged(const CGTownInstance * town)
  78. {
  79. widget->getTownList()->update(town);
  80. if (town && town == LOCPLINT->localState->getCurrentTown() && !widget->getInfoBar()->showingComponents())
  81. widget->getInfoBar()->showSelection();
  82. }
  83. void CAdventureMapInterface::showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer)
  84. {
  85. widget->getInfoBar()->pushComponents(components, message, timer);
  86. }
  87. void CAdventureMapInterface::activate()
  88. {
  89. CIntObject::activate();
  90. screenBuf = screen;
  91. if(LOCPLINT)
  92. {
  93. LOCPLINT->cingconsole->activate();
  94. LOCPLINT->cingconsole->pos = this->pos;
  95. }
  96. GH.fakeMouseMove(); //to restore the cursor
  97. }
  98. void CAdventureMapInterface::deactivate()
  99. {
  100. CIntObject::deactivate();
  101. CCS->curh->set(Cursor::Map::POINTER);
  102. }
  103. void CAdventureMapInterface::showAll(SDL_Surface * to)
  104. {
  105. CIntObject::showAll(to);
  106. LOCPLINT->cingconsole->show(to);
  107. }
  108. void CAdventureMapInterface::show(SDL_Surface * to)
  109. {
  110. handleMapScrollingUpdate();
  111. CIntObject::show(to);
  112. LOCPLINT->cingconsole->show(to);
  113. }
  114. void CAdventureMapInterface::handleMapScrollingUpdate()
  115. {
  116. /// Width of window border, in pixels, that triggers map scrolling
  117. static constexpr uint32_t borderScrollWidth = 15;
  118. uint32_t timePassed = GH.mainFPSmng->getElapsedMilliseconds();
  119. uint32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
  120. uint32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
  121. bool scrollingActive = !GH.isKeyboardCtrlDown() && isActive() && widget->getState() == EGameState::MAKING_TURN;
  122. Point cursorPosition = GH.getCursorPosition();
  123. Point scrollDirection;
  124. if (cursorPosition.x < borderScrollWidth)
  125. scrollDirection.x = -1;
  126. if (cursorPosition.x > GH.screenDimensions().x - borderScrollWidth)
  127. scrollDirection.x = +1;
  128. if (cursorPosition.y < borderScrollWidth)
  129. scrollDirection.y = -1;
  130. if (cursorPosition.y > GH.screenDimensions().y - borderScrollWidth)
  131. scrollDirection.y = +1;
  132. Point scrollDelta = scrollDirection * scrollDistance;
  133. if (scrollingActive && scrollDelta != Point(0,0))
  134. widget->getMapView()->onMapScrolled(scrollDelta);
  135. if (scrollDelta == Point(0,0) && !scrollingCursorSet)
  136. return;
  137. if(scrollDelta.x > 0)
  138. {
  139. if(scrollDelta.y < 0)
  140. CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST);
  141. if(scrollDelta.y > 0)
  142. CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST);
  143. if(scrollDelta.y == 0)
  144. CCS->curh->set(Cursor::Map::SCROLL_EAST);
  145. }
  146. if(scrollDelta.x < 0)
  147. {
  148. if(scrollDelta.y < 0)
  149. CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST);
  150. if(scrollDelta.y > 0)
  151. CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST);
  152. if(scrollDelta.y == 0)
  153. CCS->curh->set(Cursor::Map::SCROLL_WEST);
  154. }
  155. if (scrollDelta.x == 0)
  156. {
  157. if(scrollDelta.y < 0)
  158. CCS->curh->set(Cursor::Map::SCROLL_NORTH);
  159. if(scrollDelta.y > 0)
  160. CCS->curh->set(Cursor::Map::SCROLL_SOUTH);
  161. if(scrollDelta.y == 0)
  162. CCS->curh->set(Cursor::Map::POINTER);
  163. }
  164. scrollingCursorSet = scrollDelta != Point(0,0);
  165. }
  166. void CAdventureMapInterface::centerOnTile(int3 on)
  167. {
  168. widget->getMapView()->onCenteredTile(on);
  169. }
  170. void CAdventureMapInterface::centerOnObject(const CGObjectInstance * obj)
  171. {
  172. widget->getMapView()->onCenteredObject(obj);
  173. }
  174. void CAdventureMapInterface::keyPressed(EShortcut key)
  175. {
  176. //fake mouse use to trigger onTileHovered()
  177. GH.fakeMouseMove();
  178. }
  179. void CAdventureMapInterface::hotkeyMoveHeroDirectional(Point direction)
  180. {
  181. const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero(); //selected hero
  182. if(!h || !isActive())
  183. return;
  184. if (CGI->mh->hasOngoingAnimations())
  185. return;
  186. if(direction == Point(0,0))
  187. {
  188. centerOnObject(h);
  189. return;
  190. }
  191. int3 dst = h->visitablePos() + int3(direction.x, direction.y, 0);
  192. if (!CGI->mh->isInMap((dst)))
  193. return;
  194. if ( !LOCPLINT->localState->setPath(h, dst))
  195. return;
  196. const CGPath & path = LOCPLINT->localState->getPath(h);
  197. if (path.nodes.size() > 2)
  198. onHeroChanged(h);
  199. else
  200. if(!path.nodes[0].turns)
  201. LOCPLINT->moveHero(h, path);
  202. }
  203. void CAdventureMapInterface::onSelectionChanged(const CArmedInstance *sel)
  204. {
  205. assert(sel);
  206. widget->getInfoBar()->popAll();
  207. mapAudio->onSelectionChanged(sel);
  208. bool centerView = !settings["session"]["autoSkip"].Bool();
  209. if (centerView)
  210. centerOnObject(sel);
  211. if(sel->ID==Obj::TOWN)
  212. {
  213. auto town = dynamic_cast<const CGTownInstance*>(sel);
  214. widget->getInfoBar()->showTownSelection(town);
  215. widget->getTownList()->select(town);
  216. widget->getHeroList()->select(nullptr);
  217. onHeroChanged(nullptr);
  218. }
  219. else //hero selected
  220. {
  221. auto hero = dynamic_cast<const CGHeroInstance*>(sel);
  222. widget->getInfoBar()->showHeroSelection(hero);
  223. widget->getHeroList()->select(hero);
  224. widget->getTownList()->select(nullptr);
  225. LOCPLINT->localState->verifyPath(hero);
  226. onHeroChanged(hero);
  227. }
  228. widget->updateActiveState();
  229. widget->getHeroList()->redraw();
  230. widget->getTownList()->redraw();
  231. }
  232. bool CAdventureMapInterface::isActive()
  233. {
  234. return active & ~CIntObject::KEYBOARD;
  235. }
  236. void CAdventureMapInterface::onMapTilesChanged(boost::optional<std::unordered_set<int3>> positions)
  237. {
  238. if (positions)
  239. widget->getMinimap()->updateTiles(*positions);
  240. else
  241. widget->getMinimap()->update();
  242. }
  243. void CAdventureMapInterface::onHotseatWaitStarted(PlayerColor playerID)
  244. {
  245. onCurrentPlayerChanged(playerID);
  246. widget->setState(EGameState::HOTSEAT_WAIT);
  247. }
  248. void CAdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID)
  249. {
  250. if(settings["session"]["spectate"].Bool())
  251. return;
  252. adjustActiveness(true);
  253. mapAudio->onEnemyTurnStarted();
  254. widget->getMinimap()->setAIRadar(true);
  255. widget->getInfoBar()->startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());
  256. widget->getMinimap()->showAll(screen);//force refresh on inactive object
  257. widget->getInfoBar()->showAll(screen);//force refresh on inactive object
  258. }
  259. void CAdventureMapInterface::adjustActiveness(bool aiTurnStart)
  260. {
  261. bool wasActive = isActive();
  262. if(wasActive)
  263. deactivate();
  264. if (aiTurnStart)
  265. widget->setState(EGameState::ENEMY_TURN);
  266. else
  267. widget->setState(EGameState::MAKING_TURN);
  268. if(wasActive)
  269. activate();
  270. }
  271. void CAdventureMapInterface::onCurrentPlayerChanged(PlayerColor playerID)
  272. {
  273. LOCPLINT->localState->setSelection(nullptr);
  274. if (playerID == currentPlayerID)
  275. return;
  276. currentPlayerID = playerID;
  277. widget->setPlayer(playerID);
  278. }
  279. void CAdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID)
  280. {
  281. onCurrentPlayerChanged(playerID);
  282. widget->setState(EGameState::MAKING_TURN);
  283. if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID
  284. || settings["session"]["spectate"].Bool())
  285. {
  286. adjustActiveness(false);
  287. widget->getMinimap()->setAIRadar(false);
  288. widget->getInfoBar()->showSelection();
  289. }
  290. widget->getHeroList()->update();
  291. widget->getTownList()->update();
  292. const CGHeroInstance * heroToSelect = nullptr;
  293. // find first non-sleeping hero
  294. for (auto hero : LOCPLINT->localState->getWanderingHeroes())
  295. {
  296. if (!LOCPLINT->localState->isHeroSleeping(hero))
  297. {
  298. heroToSelect = hero;
  299. break;
  300. }
  301. }
  302. //select first hero if available.
  303. if (heroToSelect != nullptr)
  304. {
  305. LOCPLINT->localState->setSelection(heroToSelect);
  306. }
  307. else if (LOCPLINT->localState->getOwnedTowns().size())
  308. {
  309. LOCPLINT->localState->setSelection(LOCPLINT->localState->getOwnedTown(0));
  310. }
  311. else
  312. {
  313. LOCPLINT->localState->setSelection(LOCPLINT->localState->getWanderingHero(0));
  314. }
  315. //show new day animation and sound on infobar
  316. widget->getInfoBar()->showDate();
  317. onHeroChanged(nullptr);
  318. showAll(screen);
  319. mapAudio->onPlayerTurnStarted();
  320. if(settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  321. {
  322. if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  323. iw->close();
  324. hotkeyEndingTurn();
  325. }
  326. }
  327. void CAdventureMapInterface::hotkeyEndingTurn()
  328. {
  329. if(settings["session"]["spectate"].Bool())
  330. return;
  331. LOCPLINT->makingTurn = false;
  332. LOCPLINT->cb->endTurn();
  333. mapAudio->onPlayerTurnEnded();
  334. }
  335. const CGObjectInstance* CAdventureMapInterface::getActiveObject(const int3 &mapPos)
  336. {
  337. std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile
  338. if (bobjs.empty())
  339. return nullptr;
  340. return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);
  341. }
  342. void CAdventureMapInterface::onTileLeftClicked(const int3 &mapPos)
  343. {
  344. if(widget->getState() != EGameState::MAKING_TURN)
  345. return;
  346. //FIXME: this line breaks H3 behavior for Dimension Door
  347. if(!LOCPLINT->cb->isVisible(mapPos))
  348. return;
  349. if(!LOCPLINT->makingTurn)
  350. return;
  351. const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
  352. const CGObjectInstance *topBlocking = getActiveObject(mapPos);
  353. int3 selPos = LOCPLINT->localState->getCurrentArmy()->getSightCenter();
  354. if(spellBeingCasted)
  355. {
  356. if (!isInScreenRange(selPos, mapPos))
  357. return;
  358. const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
  359. switch(spellBeingCasted->id)
  360. {
  361. case SpellID::SCUTTLE_BOAT: //Scuttle Boat
  362. if(topBlocking && topBlocking->ID == Obj::BOAT)
  363. performSpellcasting(mapPos);
  364. break;
  365. case SpellID::DIMENSION_DOOR:
  366. if(!tile || tile->isClear(heroTile))
  367. performSpellcasting(mapPos);
  368. break;
  369. }
  370. return;
  371. }
  372. //check if we can select this object
  373. bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
  374. canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
  375. bool isHero = false;
  376. if(LOCPLINT->localState->getCurrentArmy()->ID != Obj::HERO) //hero is not selected (presumably town)
  377. {
  378. if(LOCPLINT->localState->getCurrentArmy() == topBlocking) //selected town clicked
  379. LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
  380. else if(canSelect)
  381. LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  382. }
  383. else if(const CGHeroInstance * currentHero = LOCPLINT->localState->getCurrentHero()) //hero is selected
  384. {
  385. isHero = true;
  386. const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);
  387. if(currentHero == topBlocking) //clicked selected hero
  388. {
  389. LOCPLINT->openHeroWindow(currentHero);
  390. return;
  391. }
  392. else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
  393. {
  394. LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
  395. return;
  396. }
  397. else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
  398. {
  399. if(LOCPLINT->localState->hasPath(currentHero) &&
  400. LOCPLINT->localState->getPath(currentHero).endPos() == mapPos)//we'll be moving
  401. {
  402. if(!CGI->mh->hasOngoingAnimations())
  403. LOCPLINT->moveHero(currentHero, LOCPLINT->localState->getPath(currentHero));
  404. return;
  405. }
  406. else //remove old path and find a new one if we clicked on accessible tile
  407. {
  408. LOCPLINT->localState->setPath(currentHero, mapPos);
  409. onHeroChanged(currentHero);
  410. }
  411. }
  412. } //end of hero is selected "case"
  413. else
  414. {
  415. throw std::runtime_error("Nothing is selected...");
  416. }
  417. const auto shipyard = ourInaccessibleShipyard(topBlocking);
  418. if(isHero && shipyard != nullptr)
  419. {
  420. LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
  421. }
  422. }
  423. void CAdventureMapInterface::onTileHovered(const int3 &mapPos)
  424. {
  425. if(widget->getState() != EGameState::MAKING_TURN)
  426. return;
  427. //may occur just at the start of game (fake move before full intiialization)
  428. if(!LOCPLINT->localState->getCurrentArmy())
  429. return;
  430. if(!LOCPLINT->cb->isVisible(mapPos))
  431. {
  432. CCS->curh->set(Cursor::Map::POINTER);
  433. GH.statusbar->clear();
  434. return;
  435. }
  436. auto objRelations = PlayerRelations::ALLIES;
  437. const CGObjectInstance *objAtTile = getActiveObject(mapPos);
  438. if(objAtTile)
  439. {
  440. objRelations = LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner);
  441. std::string text = LOCPLINT->localState->getCurrentHero() ? objAtTile->getHoverText(LOCPLINT->localState->getCurrentHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
  442. boost::replace_all(text,"\n"," ");
  443. GH.statusbar->write(text);
  444. }
  445. else
  446. {
  447. std::string hlp = CGI->mh->getTerrainDescr(mapPos, false);
  448. GH.statusbar->write(hlp);
  449. }
  450. if(spellBeingCasted)
  451. {
  452. switch(spellBeingCasted->id)
  453. {
  454. case SpellID::SCUTTLE_BOAT:
  455. {
  456. int3 hpos = LOCPLINT->localState->getCurrentArmy()->getSightCenter();
  457. if(objAtTile && objAtTile->ID == Obj::BOAT && isInScreenRange(hpos, mapPos))
  458. CCS->curh->set(Cursor::Map::SCUTTLE_BOAT);
  459. else
  460. CCS->curh->set(Cursor::Map::POINTER);
  461. return;
  462. }
  463. case SpellID::DIMENSION_DOOR:
  464. {
  465. const TerrainTile * t = LOCPLINT->cb->getTile(mapPos, false);
  466. int3 hpos = LOCPLINT->localState->getCurrentArmy()->getSightCenter();
  467. if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos))
  468. CCS->curh->set(Cursor::Map::TELEPORT);
  469. else
  470. CCS->curh->set(Cursor::Map::POINTER);
  471. return;
  472. }
  473. }
  474. }
  475. if(LOCPLINT->localState->getCurrentArmy()->ID == Obj::TOWN)
  476. {
  477. if(objAtTile)
  478. {
  479. if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
  480. CCS->curh->set(Cursor::Map::TOWN);
  481. else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
  482. CCS->curh->set(Cursor::Map::HERO);
  483. else
  484. CCS->curh->set(Cursor::Map::POINTER);
  485. }
  486. else
  487. CCS->curh->set(Cursor::Map::POINTER);
  488. }
  489. else if(const CGHeroInstance * hero = LOCPLINT->localState->getCurrentHero())
  490. {
  491. std::array<Cursor::Map, 4> cursorMove = { Cursor::Map::T1_MOVE, Cursor::Map::T2_MOVE, Cursor::Map::T3_MOVE, Cursor::Map::T4_MOVE, };
  492. std::array<Cursor::Map, 4> cursorAttack = { Cursor::Map::T1_ATTACK, Cursor::Map::T2_ATTACK, Cursor::Map::T3_ATTACK, Cursor::Map::T4_ATTACK, };
  493. std::array<Cursor::Map, 4> cursorSail = { Cursor::Map::T1_SAIL, Cursor::Map::T2_SAIL, Cursor::Map::T3_SAIL, Cursor::Map::T4_SAIL, };
  494. std::array<Cursor::Map, 4> cursorDisembark = { Cursor::Map::T1_DISEMBARK, Cursor::Map::T2_DISEMBARK, Cursor::Map::T3_DISEMBARK, Cursor::Map::T4_DISEMBARK, };
  495. std::array<Cursor::Map, 4> cursorExchange = { Cursor::Map::T1_EXCHANGE, Cursor::Map::T2_EXCHANGE, Cursor::Map::T3_EXCHANGE, Cursor::Map::T4_EXCHANGE, };
  496. std::array<Cursor::Map, 4> cursorVisit = { Cursor::Map::T1_VISIT, Cursor::Map::T2_VISIT, Cursor::Map::T3_VISIT, Cursor::Map::T4_VISIT, };
  497. 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, };
  498. const CGPathNode * pathNode = LOCPLINT->cb->getPathsInfo(hero)->getPathInfo(mapPos);
  499. assert(pathNode);
  500. if((GH.isKeyboardAltDown() || settings["gameTweaks"]["forceMovementInfo"].Bool()) && pathNode->reachable()) //overwrite status bar text with movement info
  501. {
  502. showMoveDetailsInStatusbar(*hero, *pathNode);
  503. }
  504. int turns = pathNode->turns;
  505. vstd::amin(turns, 3);
  506. switch(pathNode->action)
  507. {
  508. case CGPathNode::NORMAL:
  509. case CGPathNode::TELEPORT_NORMAL:
  510. if(pathNode->layer == EPathfindingLayer::LAND)
  511. CCS->curh->set(cursorMove[turns]);
  512. else
  513. CCS->curh->set(cursorSailVisit[turns]);
  514. break;
  515. case CGPathNode::VISIT:
  516. case CGPathNode::BLOCKING_VISIT:
  517. case CGPathNode::TELEPORT_BLOCKING_VISIT:
  518. if(objAtTile && objAtTile->ID == Obj::HERO)
  519. {
  520. if(LOCPLINT->localState->getCurrentArmy() == objAtTile)
  521. CCS->curh->set(Cursor::Map::HERO);
  522. else
  523. CCS->curh->set(cursorExchange[turns]);
  524. }
  525. else if(pathNode->layer == EPathfindingLayer::LAND)
  526. CCS->curh->set(cursorVisit[turns]);
  527. else
  528. CCS->curh->set(cursorSailVisit[turns]);
  529. break;
  530. case CGPathNode::BATTLE:
  531. case CGPathNode::TELEPORT_BATTLE:
  532. CCS->curh->set(cursorAttack[turns]);
  533. break;
  534. case CGPathNode::EMBARK:
  535. CCS->curh->set(cursorSail[turns]);
  536. break;
  537. case CGPathNode::DISEMBARK:
  538. CCS->curh->set(cursorDisembark[turns]);
  539. break;
  540. default:
  541. if(objAtTile && objRelations != PlayerRelations::ENEMIES)
  542. {
  543. if(objAtTile->ID == Obj::TOWN)
  544. CCS->curh->set(Cursor::Map::TOWN);
  545. else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
  546. CCS->curh->set(Cursor::Map::HERO);
  547. else
  548. CCS->curh->set(Cursor::Map::POINTER);
  549. }
  550. else
  551. CCS->curh->set(Cursor::Map::POINTER);
  552. break;
  553. }
  554. }
  555. if(ourInaccessibleShipyard(objAtTile))
  556. {
  557. CCS->curh->set(Cursor::Map::T1_SAIL);
  558. }
  559. }
  560. void CAdventureMapInterface::showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode)
  561. {
  562. const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.maxMovePoints(pathNode.layer == EPathfindingLayer::LAND) : hero.movement;
  563. const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains;
  564. const int remainingPointsAfterMove = pathNode.turns == 0 ? pathNode.moveRemains : 0;
  565. std::string result = VLC->generaltexth->translate("vcmi.adventureMap", pathNode.turns > 0 ? "moveCostDetails" : "moveCostDetailsNoTurns");
  566. boost::replace_first(result, "%TURNS", std::to_string(pathNode.turns));
  567. boost::replace_first(result, "%POINTS", std::to_string(movementPointsLastTurnCost));
  568. boost::replace_first(result, "%REMAINING", std::to_string(remainingPointsAfterMove));
  569. GH.statusbar->write(result);
  570. }
  571. void CAdventureMapInterface::onTileRightClicked(const int3 &mapPos)
  572. {
  573. if(widget->getState() != EGameState::MAKING_TURN)
  574. return;
  575. if(spellBeingCasted)
  576. {
  577. hotkeyAbortCastingMode();
  578. return;
  579. }
  580. if(!LOCPLINT->cb->isVisible(mapPos))
  581. {
  582. CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
  583. return;
  584. }
  585. const CGObjectInstance * obj = getActiveObject(mapPos);
  586. if(!obj)
  587. {
  588. // Bare or undiscovered terrain
  589. const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
  590. if(tile)
  591. {
  592. std::string hlp = CGI->mh->getTerrainDescr(mapPos, true);
  593. CRClickPopup::createAndPush(hlp);
  594. }
  595. return;
  596. }
  597. CRClickPopup::createAndPush(obj, GH.getCursorPosition(), ETextAlignment::CENTER);
  598. }
  599. void CAdventureMapInterface::enterCastingMode(const CSpell * sp)
  600. {
  601. assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
  602. spellBeingCasted = sp;
  603. Settings config = settings.write["session"]["showSpellRange"];
  604. config->Bool() = true;
  605. widget->setState(EGameState::CASTING_SPELL);
  606. }
  607. void CAdventureMapInterface::exitCastingMode()
  608. {
  609. assert(spellBeingCasted);
  610. spellBeingCasted = nullptr;
  611. widget->setState(EGameState::MAKING_TURN);
  612. Settings config = settings.write["session"]["showSpellRange"];
  613. config->Bool() = false;
  614. }
  615. void CAdventureMapInterface::hotkeyAbortCastingMode()
  616. {
  617. exitCastingMode();
  618. LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
  619. }
  620. void CAdventureMapInterface::performSpellcasting(const int3 & dest)
  621. {
  622. SpellID id = spellBeingCasted->id;
  623. exitCastingMode();
  624. LOCPLINT->cb->castSpell(LOCPLINT->localState->getCurrentHero(), id, dest);
  625. }
  626. Rect CAdventureMapInterface::terrainAreaPixels() const
  627. {
  628. return widget->getMapView()->pos;
  629. }
  630. const IShipyard * CAdventureMapInterface::ourInaccessibleShipyard(const CGObjectInstance *obj) const
  631. {
  632. const IShipyard *ret = IShipyard::castFrom(obj);
  633. if(!ret ||
  634. obj->tempOwner != currentPlayerID ||
  635. (CCS->curh->get<Cursor::Map>() != Cursor::Map::T1_SAIL && CCS->curh->get<Cursor::Map>() != Cursor::Map::POINTER))
  636. return nullptr;
  637. return ret;
  638. }
  639. void CAdventureMapInterface::hotkeyExitWorldView()
  640. {
  641. widget->setState(EGameState::MAKING_TURN);
  642. widget->getMapView()->onViewMapActivated();
  643. }
  644. void CAdventureMapInterface::openWorldView(int tileSize)
  645. {
  646. widget->setState(EGameState::WORLD_VIEW);
  647. widget->getMapView()->onViewWorldActivated(tileSize);
  648. }
  649. void CAdventureMapInterface::openWorldView()
  650. {
  651. openWorldView(11);
  652. }
  653. void CAdventureMapInterface::openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
  654. {
  655. openWorldView(11);
  656. widget->getMapView()->onViewSpellActivated(11, objectPositions, showTerrain);
  657. }
  658. void CAdventureMapInterface::hotkeyNextTown()
  659. {
  660. widget->getTownList()->selectNext();
  661. }
  662. void CAdventureMapInterface::hotkeySwitchMapLevel()
  663. {
  664. widget->getMapView()->onMapLevelSwitched();
  665. }
  666. void CAdventureMapInterface::onScreenResize()
  667. {
  668. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  669. widget.reset();
  670. pos.x = pos.y = 0;
  671. pos.w = GH.screenDimensions().x;
  672. pos.h = GH.screenDimensions().y;
  673. widget = std::make_shared<CAdventureMapWidget>(shortcuts);
  674. widget->setState(EGameState::MAKING_TURN);
  675. widget->getMapView()->onViewMapActivated();
  676. if (isActive())
  677. widget->activate();
  678. }