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vcmi/client/adventureMap/AdventureMapInterface.cpp

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/*
* AdventureMapInterface.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "AdventureMapInterface.h"
#include "AdventureOptions.h"
#include "AdventureState.h"
#include "CInGameConsole.h"
#include "CMinimap.h"
#include "CList.h"
#include "CInfoBar.h"
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#include "MapAudioPlayer.h"
#include "AdventureMapWidget.h"
#include "AdventureMapShortcuts.h"
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#include "../mapView/mapHandler.h"
#include "../mapView/MapView.h"
#include "../windows/InfoWindows.h"
#include "../CGameInfo.h"
#include "../gui/CursorHandler.h"
#include "../gui/CGuiHandler.h"
#include "../CMT.h"
#include "../PlayerLocalState.h"
#include "../CPlayerInterface.h"
#include "../../CCallback.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/CPathfinder.h"
#include "../../lib/mapping/CMap.h"
std::shared_ptr<AdventureMapInterface> adventureInt;
AdventureMapInterface::AdventureMapInterface():
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mapAudio(new MapAudioPlayer()),
spellBeingCasted(nullptr),
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scrollingWasActive(false),
scrollingWasBlocked(false)
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
pos.x = pos.y = 0;
pos.w = GH.screenDimensions().x;
pos.h = GH.screenDimensions().y;
strongInterest = true; // handle all mouse move events to prevent dead mouse move space in fullscreen mode
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shortcuts = std::make_shared<AdventureMapShortcuts>(*this);
widget = std::make_shared<AdventureMapWidget>(shortcuts);
shortcuts->setState(EAdventureState::MAKING_TURN);
widget->getMapView()->onViewMapActivated();
}
void AdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel)
{
shortcuts->onMapViewMoved(visibleArea, mapLevel);
widget->getMinimap()->onMapViewMoved(visibleArea, mapLevel);
widget->onMapViewMoved(visibleArea, mapLevel);
}
void AdventureMapInterface::onAudioResumed()
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{
mapAudio->onAudioResumed();
}
void AdventureMapInterface::onAudioPaused()
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{
mapAudio->onAudioPaused();
}
void AdventureMapInterface::onHeroMovementStarted(const CGHeroInstance * hero)
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{
widget->getInfoBar()->popAll();
widget->getInfoBar()->showSelection();
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}
void AdventureMapInterface::onHeroChanged(const CGHeroInstance *h)
{
widget->getHeroList()->update(h);
if (h && h == LOCPLINT->localState->getCurrentHero() && !widget->getInfoBar()->showingComponents())
widget->getInfoBar()->showSelection();
widget->updateActiveState();
}
void AdventureMapInterface::onTownChanged(const CGTownInstance * town)
{
widget->getTownList()->update(town);
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if (town && town == LOCPLINT->localState->getCurrentTown() && !widget->getInfoBar()->showingComponents())
widget->getInfoBar()->showSelection();
}
void AdventureMapInterface::showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer)
{
widget->getInfoBar()->pushComponents(components, message, timer);
}
void AdventureMapInterface::activate()
{
CIntObject::activate();
adjustActiveness();
screenBuf = screen;
if(LOCPLINT)
{
LOCPLINT->cingconsole->activate();
LOCPLINT->cingconsole->pos = this->pos;
}
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GH.fakeMouseMove(); //to restore the cursor
}
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void AdventureMapInterface::deactivate()
{
CIntObject::deactivate();
CCS->curh->set(Cursor::Map::POINTER);
}
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void AdventureMapInterface::showAll(SDL_Surface * to)
{
CIntObject::showAll(to);
LOCPLINT->cingconsole->show(to);
}
void AdventureMapInterface::show(SDL_Surface * to)
{
handleMapScrollingUpdate();
CIntObject::show(to);
LOCPLINT->cingconsole->show(to);
}
void AdventureMapInterface::handleMapScrollingUpdate()
{
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/// Width of window border, in pixels, that triggers map scrolling
static constexpr uint32_t borderScrollWidth = 15;
uint32_t timePassed = GH.mainFPSmng->getElapsedMilliseconds();
uint32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
uint32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
Point cursorPosition = GH.getCursorPosition();
Point scrollDirection;
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if (cursorPosition.x < borderScrollWidth)
scrollDirection.x = -1;
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if (cursorPosition.x > GH.screenDimensions().x - borderScrollWidth)
scrollDirection.x = +1;
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if (cursorPosition.y < borderScrollWidth)
scrollDirection.y = -1;
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if (cursorPosition.y > GH.screenDimensions().y - borderScrollWidth)
scrollDirection.y = +1;
Point scrollDelta = scrollDirection * scrollDistance;
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bool cursorInScrollArea = scrollDelta != Point(0,0);
bool scrollingActive = cursorInScrollArea && active && shortcuts->optionSidePanelActive() && !scrollingWasBlocked;
bool scrollingBlocked = GH.isKeyboardCtrlDown();
if (!scrollingWasActive && scrollingBlocked)
{
scrollingWasBlocked = true;
return;
}
if (!cursorInScrollArea && scrollingWasBlocked)
{
scrollingWasBlocked = false;
return;
}
if (scrollingActive)
widget->getMapView()->onMapScrolled(scrollDelta);
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if (!scrollingActive && !scrollingWasActive)
return;
if(scrollDelta.x > 0)
{
if(scrollDelta.y < 0)
CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST);
if(scrollDelta.y > 0)
CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST);
if(scrollDelta.y == 0)
CCS->curh->set(Cursor::Map::SCROLL_EAST);
}
if(scrollDelta.x < 0)
{
if(scrollDelta.y < 0)
CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST);
if(scrollDelta.y > 0)
CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST);
if(scrollDelta.y == 0)
CCS->curh->set(Cursor::Map::SCROLL_WEST);
}
if (scrollDelta.x == 0)
{
if(scrollDelta.y < 0)
CCS->curh->set(Cursor::Map::SCROLL_NORTH);
if(scrollDelta.y > 0)
CCS->curh->set(Cursor::Map::SCROLL_SOUTH);
if(scrollDelta.y == 0)
CCS->curh->set(Cursor::Map::POINTER);
}
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scrollingWasActive = scrollingActive;
}
void AdventureMapInterface::centerOnTile(int3 on)
{
widget->getMapView()->onCenteredTile(on);
}
void AdventureMapInterface::centerOnObject(const CGObjectInstance * obj)
{
widget->getMapView()->onCenteredObject(obj);
}
void AdventureMapInterface::keyPressed(EShortcut key)
{
//fake mouse use to trigger onTileHovered()
GH.fakeMouseMove();
}
void AdventureMapInterface::onSelectionChanged(const CArmedInstance *sel)
{
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assert(sel);
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widget->getInfoBar()->popAll();
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mapAudio->onSelectionChanged(sel);
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bool centerView = !settings["session"]["autoSkip"].Bool();
if (centerView)
centerOnObject(sel);
if(sel->ID==Obj::TOWN)
{
auto town = dynamic_cast<const CGTownInstance*>(sel);
widget->getInfoBar()->showTownSelection(town);
widget->getTownList()->select(town);
widget->getHeroList()->select(nullptr);
onHeroChanged(nullptr);
}
else //hero selected
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{
auto hero = dynamic_cast<const CGHeroInstance*>(sel);
widget->getInfoBar()->showHeroSelection(hero);
widget->getHeroList()->select(hero);
widget->getTownList()->select(nullptr);
LOCPLINT->localState->verifyPath(hero);
onHeroChanged(hero);
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}
widget->updateActiveState();
widget->getHeroList()->redraw();
widget->getTownList()->redraw();
}
void AdventureMapInterface::onMapTilesChanged(boost::optional<std::unordered_set<int3>> positions)
{
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if (positions)
widget->getMinimap()->updateTiles(*positions);
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else
widget->getMinimap()->update();
}
void AdventureMapInterface::onHotseatWaitStarted(PlayerColor playerID)
{
onCurrentPlayerChanged(playerID);
setState(EAdventureState::HOTSEAT_WAIT);
}
void AdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID)
{
if(settings["session"]["spectate"].Bool())
return;
mapAudio->onEnemyTurnStarted();
widget->getMinimap()->setAIRadar(true);
widget->getInfoBar()->startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());
setState(EAdventureState::ENEMY_TURN);
}
void AdventureMapInterface::setState(EAdventureState state)
{
shortcuts->setState(state);
adjustActiveness();
widget->updateActiveState();
}
void AdventureMapInterface::adjustActiveness()
{
bool widgetMustBeActive = active && shortcuts->optionSidePanelActive();
bool mapViewMustBeActive = active && (shortcuts->optionMapViewActive());
if (widgetMustBeActive && !widget->active)
widget->activate();
if (!widgetMustBeActive && widget->active)
widget->deactivate();
if (mapViewMustBeActive && !widget->getMapView()->active)
widget->getMapView()->activate();
if (!mapViewMustBeActive && widget->getMapView()->active)
widget->getMapView()->deactivate();
}
void AdventureMapInterface::onCurrentPlayerChanged(PlayerColor playerID)
{
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LOCPLINT->localState->setSelection(nullptr);
if (playerID == currentPlayerID)
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return;
currentPlayerID = playerID;
widget->setPlayer(playerID);
}
void AdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID)
{
onCurrentPlayerChanged(playerID);
setState(EAdventureState::MAKING_TURN);
if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID
|| settings["session"]["spectate"].Bool())
{
widget->getMinimap()->setAIRadar(false);
widget->getInfoBar()->showSelection();
}
widget->getHeroList()->update();
widget->getTownList()->update();
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const CGHeroInstance * heroToSelect = nullptr;
// find first non-sleeping hero
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for (auto hero : LOCPLINT->localState->getWanderingHeroes())
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{
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if (!LOCPLINT->localState->isHeroSleeping(hero))
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{
heroToSelect = hero;
break;
}
}
//select first hero if available.
if (heroToSelect != nullptr)
{
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LOCPLINT->localState->setSelection(heroToSelect);
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}
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else if (LOCPLINT->localState->getOwnedTowns().size())
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{
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LOCPLINT->localState->setSelection(LOCPLINT->localState->getOwnedTown(0));
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}
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else
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{
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LOCPLINT->localState->setSelection(LOCPLINT->localState->getWanderingHero(0));
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}
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//show new day animation and sound on infobar
widget->getInfoBar()->showDate();
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onHeroChanged(nullptr);
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showAll(screen);
mapAudio->onPlayerTurnStarted();
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if(settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
{
if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
iw->close();
hotkeyEndingTurn();
}
}
void AdventureMapInterface::hotkeyEndingTurn()
{
if(settings["session"]["spectate"].Bool())
return;
LOCPLINT->makingTurn = false;
LOCPLINT->cb->endTurn();
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mapAudio->onPlayerTurnEnded();
}
const CGObjectInstance* AdventureMapInterface::getActiveObject(const int3 &mapPos)
{
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std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile
if (bobjs.empty())
return nullptr;
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return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);
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}
void AdventureMapInterface::onTileLeftClicked(const int3 &mapPos)
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{
if(!shortcuts->optionMapViewActive())
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return;
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//FIXME: this line breaks H3 behavior for Dimension Door
if(!LOCPLINT->cb->isVisible(mapPos))
return;
if(!LOCPLINT->makingTurn)
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return;
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const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
const CGObjectInstance *topBlocking = getActiveObject(mapPos);
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int3 selPos = LOCPLINT->localState->getCurrentArmy()->getSightCenter();
if(spellBeingCasted)
{
assert(shortcuts->optionSpellcasting());
if (!isInScreenRange(selPos, mapPos))
return;
const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
switch(spellBeingCasted->id)
{
case SpellID::SCUTTLE_BOAT: //Scuttle Boat
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if(topBlocking && topBlocking->ID == Obj::BOAT)
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performSpellcasting(mapPos);
break;
case SpellID::DIMENSION_DOOR:
if(!tile || tile->isClear(heroTile))
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performSpellcasting(mapPos);
break;
}
return;
}
//check if we can select this object
bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
bool isHero = false;
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if(LOCPLINT->localState->getCurrentArmy()->ID != Obj::HERO) //hero is not selected (presumably town)
{
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if(LOCPLINT->localState->getCurrentArmy() == topBlocking) //selected town clicked
LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
else if(canSelect)
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LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
}
else if(const CGHeroInstance * currentHero = LOCPLINT->localState->getCurrentHero()) //hero is selected
{
isHero = true;
const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);
if(currentHero == topBlocking) //clicked selected hero
{
LOCPLINT->openHeroWindow(currentHero);
return;
}
else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
{
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LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
return;
}
else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
{
if(LOCPLINT->localState->hasPath(currentHero) &&
LOCPLINT->localState->getPath(currentHero).endPos() == mapPos)//we'll be moving
{
if(!CGI->mh->hasOngoingAnimations())
LOCPLINT->moveHero(currentHero, LOCPLINT->localState->getPath(currentHero));
return;
}
else //remove old path and find a new one if we clicked on accessible tile
{
LOCPLINT->localState->setPath(currentHero, mapPos);
onHeroChanged(currentHero);
}
}
} //end of hero is selected "case"
else
{
throw std::runtime_error("Nothing is selected...");
}
const auto shipyard = ourInaccessibleShipyard(topBlocking);
if(isHero && shipyard != nullptr)
{
LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
}
}
void AdventureMapInterface::onTileHovered(const int3 &mapPos)
{
if(!shortcuts->optionMapViewActive())
return;
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//may occur just at the start of game (fake move before full intiialization)
if(!LOCPLINT->localState->getCurrentArmy())
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return;
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if(!LOCPLINT->cb->isVisible(mapPos))
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{
CCS->curh->set(Cursor::Map::POINTER);
GH.statusbar->clear();
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return;
}
auto objRelations = PlayerRelations::ALLIES;
const CGObjectInstance *objAtTile = getActiveObject(mapPos);
if(objAtTile)
{
objRelations = LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner);
std::string text = LOCPLINT->localState->getCurrentHero() ? objAtTile->getHoverText(LOCPLINT->localState->getCurrentHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
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boost::replace_all(text,"\n"," ");
GH.statusbar->write(text);
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}
else
{
std::string hlp = CGI->mh->getTerrainDescr(mapPos, false);
GH.statusbar->write(hlp);
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}
if(spellBeingCasted)
{
switch(spellBeingCasted->id)
{
case SpellID::SCUTTLE_BOAT:
{
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int3 hpos = LOCPLINT->localState->getCurrentArmy()->getSightCenter();
if(objAtTile && objAtTile->ID == Obj::BOAT && isInScreenRange(hpos, mapPos))
CCS->curh->set(Cursor::Map::SCUTTLE_BOAT);
else
CCS->curh->set(Cursor::Map::POINTER);
return;
}
case SpellID::DIMENSION_DOOR:
{
const TerrainTile * t = LOCPLINT->cb->getTile(mapPos, false);
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int3 hpos = LOCPLINT->localState->getCurrentArmy()->getSightCenter();
if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos))
CCS->curh->set(Cursor::Map::TELEPORT);
else
CCS->curh->set(Cursor::Map::POINTER);
return;
}
}
}
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if(LOCPLINT->localState->getCurrentArmy()->ID == Obj::TOWN)
{
if(objAtTile)
{
if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
CCS->curh->set(Cursor::Map::TOWN);
else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
CCS->curh->set(Cursor::Map::HERO);
else
CCS->curh->set(Cursor::Map::POINTER);
}
else
CCS->curh->set(Cursor::Map::POINTER);
}
else if(const CGHeroInstance * hero = LOCPLINT->localState->getCurrentHero())
{
std::array<Cursor::Map, 4> cursorMove = { Cursor::Map::T1_MOVE, Cursor::Map::T2_MOVE, Cursor::Map::T3_MOVE, Cursor::Map::T4_MOVE, };
std::array<Cursor::Map, 4> cursorAttack = { Cursor::Map::T1_ATTACK, Cursor::Map::T2_ATTACK, Cursor::Map::T3_ATTACK, Cursor::Map::T4_ATTACK, };
std::array<Cursor::Map, 4> cursorSail = { Cursor::Map::T1_SAIL, Cursor::Map::T2_SAIL, Cursor::Map::T3_SAIL, Cursor::Map::T4_SAIL, };
std::array<Cursor::Map, 4> cursorDisembark = { Cursor::Map::T1_DISEMBARK, Cursor::Map::T2_DISEMBARK, Cursor::Map::T3_DISEMBARK, Cursor::Map::T4_DISEMBARK, };
std::array<Cursor::Map, 4> cursorExchange = { Cursor::Map::T1_EXCHANGE, Cursor::Map::T2_EXCHANGE, Cursor::Map::T3_EXCHANGE, Cursor::Map::T4_EXCHANGE, };
std::array<Cursor::Map, 4> cursorVisit = { Cursor::Map::T1_VISIT, Cursor::Map::T2_VISIT, Cursor::Map::T3_VISIT, Cursor::Map::T4_VISIT, };
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, };
const CGPathNode * pathNode = LOCPLINT->cb->getPathsInfo(hero)->getPathInfo(mapPos);
assert(pathNode);
if((GH.isKeyboardAltDown() || settings["gameTweaks"]["forceMovementInfo"].Bool()) && pathNode->reachable()) //overwrite status bar text with movement info
{
showMoveDetailsInStatusbar(*hero, *pathNode);
}
int turns = pathNode->turns;
vstd::amin(turns, 3);
switch(pathNode->action)
{
case CGPathNode::NORMAL:
case CGPathNode::TELEPORT_NORMAL:
if(pathNode->layer == EPathfindingLayer::LAND)
CCS->curh->set(cursorMove[turns]);
else
CCS->curh->set(cursorSailVisit[turns]);
break;
case CGPathNode::VISIT:
case CGPathNode::BLOCKING_VISIT:
case CGPathNode::TELEPORT_BLOCKING_VISIT:
if(objAtTile && objAtTile->ID == Obj::HERO)
{
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if(LOCPLINT->localState->getCurrentArmy() == objAtTile)
CCS->curh->set(Cursor::Map::HERO);
else
CCS->curh->set(cursorExchange[turns]);
}
else if(pathNode->layer == EPathfindingLayer::LAND)
CCS->curh->set(cursorVisit[turns]);
else
CCS->curh->set(cursorSailVisit[turns]);
break;
case CGPathNode::BATTLE:
case CGPathNode::TELEPORT_BATTLE:
CCS->curh->set(cursorAttack[turns]);
break;
case CGPathNode::EMBARK:
CCS->curh->set(cursorSail[turns]);
break;
case CGPathNode::DISEMBARK:
CCS->curh->set(cursorDisembark[turns]);
break;
default:
if(objAtTile && objRelations != PlayerRelations::ENEMIES)
{
if(objAtTile->ID == Obj::TOWN)
CCS->curh->set(Cursor::Map::TOWN);
else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
CCS->curh->set(Cursor::Map::HERO);
else
CCS->curh->set(Cursor::Map::POINTER);
}
else
CCS->curh->set(Cursor::Map::POINTER);
break;
}
}
if(ourInaccessibleShipyard(objAtTile))
{
CCS->curh->set(Cursor::Map::T1_SAIL);
}
}
void AdventureMapInterface::showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode)
{
const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.maxMovePoints(pathNode.layer == EPathfindingLayer::LAND) : hero.movement;
const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains;
const int remainingPointsAfterMove = pathNode.turns == 0 ? pathNode.moveRemains : 0;
std::string result = VLC->generaltexth->translate("vcmi.adventureMap", pathNode.turns > 0 ? "moveCostDetails" : "moveCostDetailsNoTurns");
boost::replace_first(result, "%TURNS", std::to_string(pathNode.turns));
boost::replace_first(result, "%POINTS", std::to_string(movementPointsLastTurnCost));
boost::replace_first(result, "%REMAINING", std::to_string(remainingPointsAfterMove));
GH.statusbar->write(result);
}
void AdventureMapInterface::onTileRightClicked(const int3 &mapPos)
{
if(!shortcuts->optionMapViewActive())
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return;
if(spellBeingCasted)
{
hotkeyAbortCastingMode();
return;
}
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if(!LOCPLINT->cb->isVisible(mapPos))
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{
CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
return;
}
const CGObjectInstance * obj = getActiveObject(mapPos);
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if(!obj)
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{
// Bare or undiscovered terrain
const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
if(tile)
{
std::string hlp = CGI->mh->getTerrainDescr(mapPos, true);
CRClickPopup::createAndPush(hlp);
}
return;
}
CRClickPopup::createAndPush(obj, GH.getCursorPosition(), ETextAlignment::CENTER);
}
void AdventureMapInterface::enterCastingMode(const CSpell * sp)
{
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assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
spellBeingCasted = sp;
Settings config = settings.write["session"]["showSpellRange"];
config->Bool() = true;
setState(EAdventureState::CASTING_SPELL);
}
void AdventureMapInterface::exitCastingMode()
{
assert(spellBeingCasted);
spellBeingCasted = nullptr;
setState(EAdventureState::MAKING_TURN);
Settings config = settings.write["session"]["showSpellRange"];
config->Bool() = false;
}
void AdventureMapInterface::hotkeyAbortCastingMode()
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{
exitCastingMode();
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
}
void AdventureMapInterface::performSpellcasting(const int3 & dest)
{
SpellID id = spellBeingCasted->id;
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exitCastingMode();
LOCPLINT->cb->castSpell(LOCPLINT->localState->getCurrentHero(), id, dest);
}
Rect AdventureMapInterface::terrainAreaPixels() const
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{
return widget->getMapView()->pos;
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}
const IShipyard * AdventureMapInterface::ourInaccessibleShipyard(const CGObjectInstance *obj) const
{
const IShipyard *ret = IShipyard::castFrom(obj);
if(!ret ||
obj->tempOwner != currentPlayerID ||
(CCS->curh->get<Cursor::Map>() != Cursor::Map::T1_SAIL && CCS->curh->get<Cursor::Map>() != Cursor::Map::POINTER))
return nullptr;
return ret;
}
void AdventureMapInterface::hotkeyExitWorldView()
{
setState(EAdventureState::MAKING_TURN);
widget->getMapView()->onViewMapActivated();
}
void AdventureMapInterface::openWorldView(int tileSize)
{
setState(EAdventureState::WORLD_VIEW);
widget->getMapView()->onViewWorldActivated(tileSize);
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}
void AdventureMapInterface::openWorldView()
{
openWorldView(11);
}
void AdventureMapInterface::openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
{
openWorldView(11);
widget->getMapView()->onViewSpellActivated(11, objectPositions, showTerrain);
}
void AdventureMapInterface::hotkeyNextTown()
{
widget->getTownList()->selectNext();
}
void AdventureMapInterface::hotkeySwitchMapLevel()
{
widget->getMapView()->onMapLevelSwitched();
}
void AdventureMapInterface::onScreenResize()
{
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
widget.reset();
pos.x = pos.y = 0;
pos.w = GH.screenDimensions().x;
pos.h = GH.screenDimensions().y;
widget = std::make_shared<AdventureMapWidget>(shortcuts);
widget->getMapView()->onViewMapActivated();
widget->setPlayer(currentPlayerID);
widget->updateActiveState();
widget->getMinimap()->update();
widget->getInfoBar()->showSelection();
adjustActiveness();
}