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vcmi/client/adventureMap/CAdvMapInt.cpp

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/*
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* CAdvMapInt.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 "CAdvMapInt.h"
#include "CAdvMapPanel.h"
#include "CAdventureOptions.h"
#include "CInGameConsole.h"
#include "mapHandler.h"
#include "../windows/CKingdomInterface.h"
#include "../windows/CSpellWindow.h"
#include "../windows/CTradeWindow.h"
#include "../windows/GUIClasses.h"
#include "../windows/InfoWindows.h"
#include "../CGameInfo.h"
#include "../CMusicHandler.h"
#include "../CPlayerInterface.h"
#include "../lobby/CSavingScreen.h"
#include "../render/CAnimation.h"
#include "../gui/CursorHandler.h"
#include "../render/IImage.h"
#include "../gui/CGuiHandler.h"
#include "../widgets/TextControls.h"
#include "../widgets/Buttons.h"
#include "../CMT.h"
#include "../../CCallback.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/CPathfinder.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/UnlockGuard.h"
#include "../../lib/TerrainHandler.h"
#include <SDL_surface.h>
#define ADVOPT (conf.go()->ac)
std::shared_ptr<CAdvMapInt> adventureInt;
static void setScrollingCursor(ui8 direction)
{
if(direction & CAdvMapInt::RIGHT)
{
if(direction & CAdvMapInt::UP)
CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST);
else if(direction & CAdvMapInt::DOWN)
CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST);
else
CCS->curh->set(Cursor::Map::SCROLL_EAST);
}
else if(direction & CAdvMapInt::LEFT)
{
if(direction & CAdvMapInt::UP)
CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST);
else if(direction & CAdvMapInt::DOWN)
CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST);
else
CCS->curh->set(Cursor::Map::SCROLL_WEST);
}
else if(direction & CAdvMapInt::UP)
CCS->curh->set(Cursor::Map::SCROLL_NORTH);
else if(direction & CAdvMapInt::DOWN)
CCS->curh->set(Cursor::Map::SCROLL_SOUTH);
}
CAdvMapInt::CAdvMapInt():
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mode(EAdvMapMode::NORMAL),
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worldViewScale(0.0f), //actual init later in changeMode
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minimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH)),
statusbar(CGStatusBar::create(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG)),
heroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD),
townList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD),
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infoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192)), state(NA),
spellBeingCasted(nullptr), position(int3(0, 0, 0)), selection(nullptr),
updateScreen(false), anim(0), animValHitCount(0), heroAnim(0), heroAnimValHitCount(0),
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activeMapPanel(nullptr), duringAITurn(false), scrollingDir(0), scrollingState(false),
swipeEnabled(settings["general"]["swipe"].Bool()), swipeMovementRequested(false),
swipeTargetPosition(int3(-1, -1, -1))
{
pos.x = pos.y = 0;
pos.w = screen->w;
pos.h = screen->h;
strongInterest = true; // handle all mouse move events to prevent dead mouse move space in fullscreen mode
townList.onSelect = std::bind(&CAdvMapInt::selectionChanged,this);
bg = IImage::createFromFile(ADVOPT.mainGraphic);
if(!ADVOPT.worldViewGraphic.empty())
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{
bgWorldView = IImage::createFromFile(ADVOPT.worldViewGraphic);
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}
else
{
bgWorldView = nullptr;
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logGlobal->warn("ADVOPT.worldViewGraphic is empty => bitmap not loaded");
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}
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if (!bgWorldView)
{
logGlobal->warn("bgWorldView not defined in resolution config; fallback to VWorld.bmp");
bgWorldView = IImage::createFromFile("VWorld.bmp");
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}
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worldViewIcons = std::make_shared<CAnimation>("VwSymbol");//todo: customize with ADVOPT
worldViewIcons->preload();
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for(int g = 0; g < ADVOPT.gemG.size(); ++g)
{
gems.push_back(std::make_shared<CAnimImage>(ADVOPT.gemG[g], 0, 0, ADVOPT.gemX[g], ADVOPT.gemY[g]));
}
auto makeButton = [&](int textID, std::function<void()> callback, config::ButtonInfo info, int key) -> std::shared_ptr<CButton>
{
auto button = std::make_shared<CButton>(Point(info.x, info.y), info.defName, CGI->generaltexth->zelp[textID], callback, key, info.playerColoured);
for(auto image : info.additionalDefs)
button->addImage(image);
return button;
};
kingOverview = makeButton(293, std::bind(&CAdvMapInt::fshowOverview,this), ADVOPT.kingOverview, SDLK_k);
underground = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this), ADVOPT.underground, SDLK_u);
questlog = makeButton(295, std::bind(&CAdvMapInt::fshowQuestlog,this), ADVOPT.questlog, SDLK_q);
sleepWake = makeButton(296, std::bind(&CAdvMapInt::fsleepWake,this), ADVOPT.sleepWake, SDLK_w);
moveHero = makeButton(297, std::bind(&CAdvMapInt::fmoveHero,this), ADVOPT.moveHero, SDLK_m);
spellbook = makeButton(298, std::bind(&CAdvMapInt::fshowSpellbok,this), ADVOPT.spellbook, SDLK_c);
advOptions = makeButton(299, std::bind(&CAdvMapInt::fadventureOPtions,this), ADVOPT.advOptions, SDLK_a);
sysOptions = makeButton(300, std::bind(&CAdvMapInt::fsystemOptions,this), ADVOPT.sysOptions, SDLK_o);
nextHero = makeButton(301, std::bind(&CAdvMapInt::fnextHero,this), ADVOPT.nextHero, SDLK_h);
endTurn = makeButton(302, std::bind(&CAdvMapInt::fendTurn,this), ADVOPT.endTurn, SDLK_e);
int panelSpaceBottom = screen->h - resdatabar.pos.h - 4;
panelMain = std::make_shared<CAdvMapPanel>(nullptr, Point(0, 0));
// TODO correct drawing position
panelWorldView = std::make_shared<CAdvMapWorldViewPanel>(worldViewIcons, bgWorldView, Point(heroList.pos.x - 2, 195), panelSpaceBottom, LOCPLINT->playerID);
panelMain->addChildColorableButton(kingOverview);
panelMain->addChildColorableButton(underground);
panelMain->addChildColorableButton(questlog);
panelMain->addChildColorableButton(sleepWake);
panelMain->addChildColorableButton(moveHero);
panelMain->addChildColorableButton(spellbook);
panelMain->addChildColorableButton(advOptions);
panelMain->addChildColorableButton(sysOptions);
panelMain->addChildColorableButton(nextHero);
panelMain->addChildColorableButton(endTurn);
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// TODO move configs to resolutions.json, similarly to previous buttons
config::ButtonInfo worldViewBackConfig = config::ButtonInfo();
worldViewBackConfig.defName = "IOK6432.DEF";
worldViewBackConfig.x = screen->w - 73;
worldViewBackConfig.y = 343 + 195;
worldViewBackConfig.playerColoured = false;
panelWorldView->addChildToPanel(
makeButton(288, std::bind(&CAdvMapInt::fworldViewBack,this), worldViewBackConfig, SDLK_ESCAPE), ACTIVATE | DEACTIVATE);
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config::ButtonInfo worldViewPuzzleConfig = config::ButtonInfo();
worldViewPuzzleConfig.defName = "VWPUZ.DEF";
worldViewPuzzleConfig.x = screen->w - 188;
worldViewPuzzleConfig.y = 343 + 195;
worldViewPuzzleConfig.playerColoured = false;
panelWorldView->addChildToPanel( // no help text for this one
std::make_shared<CButton>(Point(worldViewPuzzleConfig.x, worldViewPuzzleConfig.y), worldViewPuzzleConfig.defName, std::pair<std::string, std::string>(),
std::bind(&CPlayerInterface::showPuzzleMap,LOCPLINT), SDLK_p, worldViewPuzzleConfig.playerColoured), ACTIVATE | DEACTIVATE);
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config::ButtonInfo worldViewScale1xConfig = config::ButtonInfo();
worldViewScale1xConfig.defName = "VWMAG1.DEF";
worldViewScale1xConfig.x = screen->w - 191;
worldViewScale1xConfig.y = 23 + 195;
worldViewScale1xConfig.playerColoured = false;
panelWorldView->addChildToPanel( // help text is wrong for this button
makeButton(291, std::bind(&CAdvMapInt::fworldViewScale1x,this), worldViewScale1xConfig, SDLK_1), ACTIVATE | DEACTIVATE);
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config::ButtonInfo worldViewScale2xConfig = config::ButtonInfo();
worldViewScale2xConfig.defName = "VWMAG2.DEF";
worldViewScale2xConfig.x = screen->w - 191 + 63;
worldViewScale2xConfig.y = 23 + 195;
worldViewScale2xConfig.playerColoured = false;
panelWorldView->addChildToPanel( // help text is wrong for this button
makeButton(291, std::bind(&CAdvMapInt::fworldViewScale2x,this), worldViewScale2xConfig, SDLK_2), ACTIVATE | DEACTIVATE);
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config::ButtonInfo worldViewScale4xConfig = config::ButtonInfo();
worldViewScale4xConfig.defName = "VWMAG4.DEF";
worldViewScale4xConfig.x = screen->w - 191 + 126;
worldViewScale4xConfig.y = 23 + 195;
worldViewScale4xConfig.playerColoured = false;
panelWorldView->addChildToPanel( // help text is wrong for this button
makeButton(291, std::bind(&CAdvMapInt::fworldViewScale4x,this), worldViewScale4xConfig, SDLK_4), ACTIVATE | DEACTIVATE);
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config::ButtonInfo worldViewUndergroundConfig = config::ButtonInfo();
worldViewUndergroundConfig.defName = "IAM010.DEF";
worldViewUndergroundConfig.additionalDefs.push_back("IAM003.DEF");
worldViewUndergroundConfig.x = screen->w - 115;
worldViewUndergroundConfig.y = 343 + 195;
worldViewUndergroundConfig.playerColoured = true;
worldViewUnderground = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this), worldViewUndergroundConfig, SDLK_u);
panelWorldView->addChildColorableButton(worldViewUnderground);
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setPlayer(LOCPLINT->playerID);
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int iconColorMultiplier = player.getNum() * 19;
int wvLeft = heroList.pos.x - 2; // TODO correct drawing position
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//int wvTop = 195;
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for (int i = 0; i < 5; ++i)
{
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panelWorldView->addChildIcon(std::pair<int, Point>(i, Point(5, 58 + i * 20)), iconColorMultiplier);
panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 263 + i * 20, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
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Colors::WHITE, CGI->generaltexth->allTexts[612 + i]));
}
for (int i = 0; i < 7; ++i)
{
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panelWorldView->addChildIcon(std::pair<int, Point>(i + 5, Point(5, 182 + i * 20)), iconColorMultiplier);
panelWorldView->addChildIcon(std::pair<int, Point>(i + 12, Point(160, 182 + i * 20)), iconColorMultiplier);
panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 387 + i * 20, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
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Colors::WHITE, CGI->generaltexth->allTexts[619 + i]));
}
panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 5, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
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Colors::WHITE, CGI->generaltexth->allTexts[617]));
panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
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Colors::WHITE, CGI->generaltexth->allTexts[618]));
activeMapPanel = panelMain;
changeMode(EAdvMapMode::NORMAL);
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underground->block(!CGI->mh->map->twoLevel);
questlog->block(!CGI->mh->map->quests.size());
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worldViewUnderground->block(!CGI->mh->map->twoLevel);
addUsedEvents(MOVE);
}
void CAdvMapInt::fshowOverview()
{
GH.pushIntT<CKingdomInterface>();
}
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void CAdvMapInt::fworldViewBack()
{
changeMode(EAdvMapMode::NORMAL);
CGI->mh->discardWorldViewCache();
auto hero = curHero();
if (hero)
centerOn(hero);
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}
void CAdvMapInt::fworldViewScale1x()
{
// TODO set corresponding scale button to "selected" mode
changeMode(EAdvMapMode::WORLD_VIEW, 0.22f);
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}
void CAdvMapInt::fworldViewScale2x()
{
changeMode(EAdvMapMode::WORLD_VIEW, 0.36f);
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}
void CAdvMapInt::fworldViewScale4x()
{
changeMode(EAdvMapMode::WORLD_VIEW, 0.5f);
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}
void CAdvMapInt::fswitchLevel()
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{
// with support for future multi-level maps :)
int maxLevels = CGI->mh->map->levels();
if (maxLevels < 2)
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return;
position.z = (position.z + 1) % maxLevels;
underground->setIndex(position.z, true);
underground->redraw();
worldViewUnderground->setIndex(position.z, true);
worldViewUnderground->redraw();
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updateScreen = true;
minimap.setLevel(position.z);
if (mode == EAdvMapMode::WORLD_VIEW)
terrain.redraw();
}
void CAdvMapInt::fshowQuestlog()
{
LOCPLINT->showQuestLog();
}
void CAdvMapInt::fsleepWake()
{
const CGHeroInstance *h = curHero();
if (!h)
return;
bool newSleep = !isHeroSleeping(h);
setHeroSleeping(h, newSleep);
updateSleepWake(h);
if (newSleep)
{
fnextHero();
//moveHero.block(true);
//uncomment to enable original HoMM3 behaviour:
//move button is disabled for hero going to sleep, even though it's enabled when you reselect him
}
}
void CAdvMapInt::fmoveHero()
{
const CGHeroInstance *h = curHero();
if (!h || !terrain.currentPath || !CGI->mh->canStartHeroMovement())
return;
LOCPLINT->moveHero(h, *terrain.currentPath);
}
void CAdvMapInt::fshowSpellbok()
{
if (!curHero()) //checking necessary values
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return;
centerOn(selection);
GH.pushIntT<CSpellWindow>(curHero(), LOCPLINT, false);
}
void CAdvMapInt::fadventureOPtions()
{
GH.pushIntT<CAdventureOptions>();
}
void CAdvMapInt::fsystemOptions()
{
GH.pushIntT<CSystemOptionsWindow>();
}
void CAdvMapInt::fnextHero()
{
auto hero = dynamic_cast<const CGHeroInstance*>(selection);
int next = getNextHeroIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));
if (next < 0)
return;
select(LOCPLINT->wanderingHeroes[next], true);
}
void CAdvMapInt::fendTurn()
{
if(!LOCPLINT->makingTurn)
return;
if(settings["adventure"]["heroReminder"].Bool())
{
for(auto hero : LOCPLINT->wanderingHeroes)
{
if(!isHeroSleeping(hero) && hero->movement > 0)
{
// Only show hero reminder if conditions met:
// - There still movement points
// - Hero don't have a path or there not points for first step on path
auto path = LOCPLINT->getAndVerifyPath(hero);
if(!path || path->nodes.size() < 2 || !path->nodes[path->nodes.size()-2].turns)
{
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[55], std::bind(&CAdvMapInt::endingTurn, this), nullptr);
return;
}
}
}
}
endingTurn();
}
void CAdvMapInt::updateSleepWake(const CGHeroInstance *h)
{
sleepWake->block(!h);
if (!h)
return;
bool state = isHeroSleeping(h);
sleepWake->setIndex(state ? 1 : 0, true);
sleepWake->assignedKeys.clear();
sleepWake->assignedKeys.insert(state ? SDLK_w : SDLK_z);
}
void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath)
{
if(!h)
{
moveHero->block(true);
return;
}
//default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately
if(boost::logic::indeterminate(hasPath))
hasPath = LOCPLINT->paths[h].nodes.size() ? true : false;
moveHero->block(!(bool)hasPath || (h->movement == 0));
}
void CAdvMapInt::updateSpellbook(const CGHeroInstance *h)
{
spellbook->block(!h);
}
int CAdvMapInt::getNextHeroIndex(int startIndex)
{
if (LOCPLINT->wanderingHeroes.size() == 0)
return -1;
if (startIndex < 0)
startIndex = 0;
int i = startIndex;
do
{
i++;
if (i >= LOCPLINT->wanderingHeroes.size())
i = 0;
}
while (((LOCPLINT->wanderingHeroes[i]->movement == 0) || isHeroSleeping(LOCPLINT->wanderingHeroes[i])) && (i != startIndex));
if ((LOCPLINT->wanderingHeroes[i]->movement != 0) && !isHeroSleeping(LOCPLINT->wanderingHeroes[i]))
return i;
else
return -1;
}
void CAdvMapInt::updateNextHero(const CGHeroInstance *h)
{
int start = vstd::find_pos(LOCPLINT->wanderingHeroes, h);
int next = getNextHeroIndex(start);
if (next < 0)
{
nextHero->block(true);
return;
}
const CGHeroInstance *nextH = LOCPLINT->wanderingHeroes[next];
bool noActiveHeroes = (next == start) && ((nextH->movement == 0) || isHeroSleeping(nextH));
nextHero->block(noActiveHeroes);
}
void CAdvMapInt::activate()
{
CIntObject::activate();
if (!(active & KEYBOARD))
CIntObject::activate(KEYBOARD);
screenBuf = screen;
GH.statusbar = statusbar;
if(LOCPLINT)
{
LOCPLINT->cingconsole->activate();
LOCPLINT->cingconsole->pos = this->pos;
}
if(!duringAITurn)
{
activeMapPanel->activate();
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if (mode == EAdvMapMode::NORMAL)
{
heroList.activate();
townList.activate();
infoBar.activate();
}
minimap.activate();
terrain.activate();
statusbar->activate();
GH.fakeMouseMove(); //to restore the cursor
}
}
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void CAdvMapInt::deactivate()
{
CIntObject::deactivate();
if(!duringAITurn)
{
scrollingDir = 0;
CCS->curh->set(Cursor::Map::POINTER);
activeMapPanel->deactivate();
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if (mode == EAdvMapMode::NORMAL)
{
heroList.deactivate();
townList.deactivate();
infoBar.deactivate();
}
minimap.deactivate();
terrain.deactivate();
statusbar->deactivate();
}
}
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void CAdvMapInt::showAll(SDL_Surface * to)
{
bg->draw(to, 0, 0);
if(state != INGAME)
return;
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switch (mode)
{
case EAdvMapMode::NORMAL:
heroList.showAll(to);
townList.showAll(to);
infoBar.showAll(to);
break;
case EAdvMapMode::WORLD_VIEW:
terrain.showAll(to);
break;
}
activeMapPanel->showAll(to);
updateScreen = true;
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minimap.showAll(to);
show(to);
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resdatabar.showAll(to);
statusbar->show(to);
LOCPLINT->cingconsole->show(to);
}
bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero)
{
if (!hero)
return false;
return vstd::contains(LOCPLINT->sleepingHeroes, hero);
}
void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep)
{
if (sleep)
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LOCPLINT->sleepingHeroes.push_back(hero); //FIXME: should we check for existence?
else
LOCPLINT->sleepingHeroes -= hero;
updateNextHero(nullptr);
}
void CAdvMapInt::show(SDL_Surface * to)
{
if(state != INGAME)
return;
++animValHitCount; //for animations
if(animValHitCount % 2 == 0)
{
++heroAnim;
}
if(animValHitCount >= 8)
{
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CGI->mh->updateWater();
animValHitCount = 0;
++anim;
updateScreen = true;
}
if(swipeEnabled)
{
handleSwipeUpdate();
}
#if defined(VCMI_ANDROID) || defined(VCMI_IOS) // on mobile, map-moving mode is exclusive (TODO technically it might work with both enabled; to be checked)
else
#endif
{
handleMapScrollingUpdate();
}
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for(int i = 0; i < 4; i++)
{
if(settings["session"]["spectate"].Bool())
gems[i]->setFrame(PlayerColor(1).getNum());
else
gems[i]->setFrame(LOCPLINT->playerID.getNum());
}
if(updateScreen)
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{
int3 betterPos = LOCPLINT->repairScreenPos(position);
if (betterPos != position)
{
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logGlobal->warn("Incorrect position for adventure map!");
position = betterPos;
}
terrain.show(to);
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for(int i = 0; i < 4; i++)
gems[i]->showAll(to);
updateScreen=false;
LOCPLINT->cingconsole->show(to);
}
else if (terrain.needsAnimUpdate())
{
terrain.showAnim(to);
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for(int i = 0; i < 4; i++)
gems[i]->showAll(to);
}
infoBar.show(to);
statusbar->showAll(to);
}
void CAdvMapInt::handleMapScrollingUpdate()
{
int scrollSpeed = static_cast<int>(settings["adventure"]["scrollSpeed"].Float());
//if advmap needs updating AND (no dialog is shown OR ctrl is pressed)
if((animValHitCount % (4 / scrollSpeed)) == 0
&& GH.isKeyboardCtrlDown())
{
if((scrollingDir & LEFT) && (position.x > -CGI->mh->frameW))
position.x--;
if((scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - CGI->mh->tilesW + CGI->mh->frameW))
position.x++;
if((scrollingDir & UP) && (position.y > -CGI->mh->frameH))
position.y--;
if((scrollingDir & DOWN) && (position.y < CGI->mh->map->height - CGI->mh->tilesH + CGI->mh->frameH))
position.y++;
if(scrollingDir)
{
setScrollingCursor(scrollingDir);
scrollingState = true;
updateScreen = true;
minimap.redraw();
if(mode == EAdvMapMode::WORLD_VIEW)
terrain.redraw();
}
else if(scrollingState)
{
CCS->curh->set(Cursor::Map::POINTER);
scrollingState = false;
}
}
}
void CAdvMapInt::handleSwipeUpdate()
{
if(swipeMovementRequested)
{
auto fixedPos = LOCPLINT->repairScreenPos(swipeTargetPosition);
position.x = fixedPos.x;
position.y = fixedPos.y;
CCS->curh->set(Cursor::Map::POINTER);
updateScreen = true;
minimap.redraw();
swipeMovementRequested = false;
}
}
void CAdvMapInt::selectionChanged()
{
const CGTownInstance *to = LOCPLINT->towns[townList.getSelectedIndex()];
if (selection != to)
select(to);
}
void CAdvMapInt::centerOn(int3 on, bool fade)
{
bool switchedLevels = on.z != position.z;
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if (fade)
{
terrain.fadeFromCurrentView();
}
switch (mode)
{
default:
case EAdvMapMode::NORMAL:
on.x -= CGI->mh->frameW; // is this intentional? frame size doesn't really have to correspond to camera size...
on.y -= CGI->mh->frameH;
break;
case EAdvMapMode::WORLD_VIEW:
on.x -= static_cast<si32>(CGI->mh->tilesW / 2 / worldViewScale);
on.y -= static_cast<si32>(CGI->mh->tilesH / 2 / worldViewScale);
break;
}
on = LOCPLINT->repairScreenPos(on);
position = on;
updateScreen=true;
underground->setIndex(on.z,true); //change underground switch button image
underground->redraw();
worldViewUnderground->setIndex(on.z, true);
worldViewUnderground->redraw();
if (switchedLevels)
minimap.setLevel(position.z);
minimap.redraw();
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if (mode == EAdvMapMode::WORLD_VIEW)
terrain.redraw();
}
void CAdvMapInt::centerOn(const CGObjectInstance * obj, bool fade)
{
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centerOn(obj->getSightCenter(), fade);
}
void CAdvMapInt::keyReleased(const SDL_Keycode &key)
{
if (mode == EAdvMapMode::WORLD_VIEW)
return;
switch (key)
{
case SDLK_s:
if(isActive())
GH.pushIntT<CSavingScreen>();
return;
default:
{
auto direction = keyToMoveDirection(key);
if (!direction)
return;
ui8 Dir = (direction->x<0 ? LEFT : 0) |
(direction->x>0 ? RIGHT : 0) |
(direction->y<0 ? UP : 0) |
(direction->y>0 ? DOWN : 0) ;
scrollingDir &= ~Dir;
}
}
}
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void CAdvMapInt::keyPressed(const SDL_Keycode & key)
{
if (mode == EAdvMapMode::WORLD_VIEW)
return;
const CGHeroInstance *h = curHero(); //selected hero
const CGTownInstance *t = curTown(); //selected town
switch(key)
{
case SDLK_g:
if(GH.topInt()->type & BLOCK_ADV_HOTKEYS)
return;
{
//find first town with tavern
auto itr = range::find_if(LOCPLINT->towns, [](const CGTownInstance * town)
{
return town->hasBuilt(BuildingID::TAVERN);
});
if(itr != LOCPLINT->towns.end())
LOCPLINT->showThievesGuildWindow(*itr);
else
LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithTavern"));
}
return;
case SDLK_i:
if(isActive())
CAdventureOptions::showScenarioInfo();
return;
case SDLK_l:
if(isActive())
LOCPLINT->proposeLoadingGame();
return;
case SDLK_d:
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{
if(h && isActive() && LOCPLINT->makingTurn)
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LOCPLINT->tryDiggging(h);
return;
}
case SDLK_p:
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if(isActive())
LOCPLINT->showPuzzleMap();
return;
case SDLK_v:
if(isActive())
LOCPLINT->viewWorldMap();
return;
case SDLK_r:
if(isActive() && GH.isKeyboardCtrlDown())
{
LOCPLINT->showYesNoDialog(CGI->generaltexth->translate("vcmi.adventureMap.confirmRestartGame"),
[](){ GH.pushUserEvent(EUserEvent::RESTART_GAME); }, nullptr);
}
return;
case SDLK_SPACE: //space - try to revisit current object with selected hero
{
if(!isActive())
return;
if(h)
{
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auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
//TODO!!!!!!! possible freeze, when GS mutex is locked and network thread can't apply package
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//this thread leaves scope and tries to lock pim while holding gs,
//network thread tries to lock gs (appluy cl) while holding pim
//this thread should first lock pim, however gs locking/unlocking is done inside cb
LOCPLINT->cb->moveHero(h,h->pos);
}
}
return;
case SDLK_RETURN:
{
if(!isActive() || !selection)
return;
if(h)
LOCPLINT->openHeroWindow(h);
else if(t)
LOCPLINT->openTownWindow(t);
return;
}
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case SDLK_ESCAPE:
{
if(isActive() || GH.topInt().get() != this || !spellBeingCasted)
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return;
leaveCastingMode();
return;
}
case SDLK_t:
{
//act on key down if marketplace windows is not already opened
if(GH.topInt()->type & BLOCK_ADV_HOTKEYS)
return;
if(GH.isKeyboardCtrlDown()) //CTRL + T => open marketplace
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{
//check if we have any marketplace
const CGTownInstance *townWithMarket = nullptr;
for(const CGTownInstance *t : LOCPLINT->cb->getTownsInfo())
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{
if(t->hasBuilt(BuildingID::MARKETPLACE))
{
townWithMarket = t;
break;
}
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}
if(townWithMarket) //if any town has marketplace, open window
GH.pushIntT<CMarketplaceWindow>(townWithMarket);
else //if not - complain
LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithMarket"));
}
else if(isActive()) //no ctrl, advmapint is on the top => switch to town
{
townList.selectNext();
}
return;
}
default:
{
auto direction = keyToMoveDirection(key);
if (!direction)
return;
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ui8 Dir = (direction->x<0 ? LEFT : 0) |
(direction->x>0 ? RIGHT : 0) |
(direction->y<0 ? UP : 0) |
(direction->y>0 ? DOWN : 0) ;
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scrollingDir |= Dir;
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//ctrl makes arrow move screen, not hero
if(GH.isKeyboardCtrlDown())
return;
if(!h || !isActive())
return;
if (!CGI->mh->canStartHeroMovement())
return;
if(*direction == Point(0,0))
{
centerOn(h);
return;
}
CGPath &path = LOCPLINT->paths[h];
terrain.currentPath = &path;
int3 dst = h->visitablePos() + int3(direction->x, direction->y, 0);
if(dst != verifyPos(dst) || !LOCPLINT->cb->getPathsInfo(h)->getPath(path, dst))
{
terrain.currentPath = nullptr;
return;
}
if (path.nodes.size() > 2)
updateMoveHero(h);
else
if(!path.nodes[0].turns)
LOCPLINT->moveHero(h, path);
}
return;
}
}
boost::optional<Point> CAdvMapInt::keyToMoveDirection(const SDL_Keycode & key)
{
switch (key) {
case SDLK_DOWN: return Point( 0, +1);
case SDLK_LEFT: return Point(-1, 0);
case SDLK_RIGHT: return Point(+1, 0);
case SDLK_UP: return Point( 0, -1);
case SDLK_KP_1: return Point(-1, +1);
case SDLK_KP_2: return Point( 0, +1);
case SDLK_KP_3: return Point(+1, +1);
case SDLK_KP_4: return Point(-1, 0);
case SDLK_KP_5: return Point( 0, 0);
case SDLK_KP_6: return Point(+1, 0);
case SDLK_KP_7: return Point(-1, -1);
case SDLK_KP_8: return Point( 0, -1);
case SDLK_KP_9: return Point(+1, -1);
}
return boost::none;
}
void CAdvMapInt::handleRightClick(std::string text, tribool down)
{
if(down)
{
CRClickPopup::createAndPush(text);
}
}
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int3 CAdvMapInt::verifyPos(int3 ver)
{
if (ver.x<0)
ver.x=0;
if (ver.y<0)
ver.y=0;
if (ver.z<0)
ver.z=0;
if (ver.x>=CGI->mh->sizes.x)
ver.x=CGI->mh->sizes.x-1;
if (ver.y>=CGI->mh->sizes.y)
ver.y=CGI->mh->sizes.y-1;
if (ver.z>=CGI->mh->sizes.z)
ver.z=CGI->mh->sizes.z-1;
return ver;
}
void CAdvMapInt::select(const CArmedInstance *sel, bool centerView)
{
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assert(sel);
LOCPLINT->setSelection(sel);
selection = sel;
if (LOCPLINT->battleInt == nullptr && LOCPLINT->makingTurn)
{
auto pos = sel->visitablePos();
auto tile = LOCPLINT->cb->getTile(pos);
if(tile)
CCS->musich->playMusicFromSet("terrain", tile->terType->getJsonKey(), true, false);
}
if(centerView)
centerOn(sel);
terrain.currentPath = nullptr;
if(sel->ID==Obj::TOWN)
{
auto town = dynamic_cast<const CGTownInstance*>(sel);
infoBar.showTownSelection(town);
townList.select(town);
heroList.select(nullptr);
updateSleepWake(nullptr);
updateMoveHero(nullptr);
updateSpellbook(nullptr);
}
else //hero selected
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{
auto hero = dynamic_cast<const CGHeroInstance*>(sel);
infoBar.showHeroSelection(hero);
heroList.select(hero);
townList.select(nullptr);
terrain.currentPath = LOCPLINT->getAndVerifyPath(hero);
updateSleepWake(hero);
updateMoveHero(hero);
updateSpellbook(hero);
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}
townList.redraw();
heroList.redraw();
}
void CAdvMapInt::mouseMoved( const Point & cursorPosition )
{
#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
if(swipeEnabled)
return;
#endif
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// adventure map scrolling with mouse
// currently disabled in world view mode (as it is in OH3), but should work correctly if mode check is removed
// don't scroll if there is no window in focus - these events don't seem to correspond to the actual mouse movement
if(!GH.isKeyboardCtrlDown() && isActive() && mode == EAdvMapMode::NORMAL)
{
if(cursorPosition.x<15)
{
scrollingDir |= LEFT;
}
else
{
scrollingDir &= ~LEFT;
}
if(cursorPosition.x>screen->w-15)
{
scrollingDir |= RIGHT;
}
else
{
scrollingDir &= ~RIGHT;
}
if(cursorPosition.y<15)
{
scrollingDir |= UP;
}
else
{
scrollingDir &= ~UP;
}
if(cursorPosition.y>screen->h-15)
{
scrollingDir |= DOWN;
}
else
{
scrollingDir &= ~DOWN;
}
}
}
bool CAdvMapInt::isActive()
{
return active & ~CIntObject::KEYBOARD;
}
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void CAdvMapInt::startHotSeatWait(PlayerColor Player)
{
state = WAITING;
}
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void CAdvMapInt::setPlayer(PlayerColor Player)
{
player = Player;
bg->playerColored(player);
panelMain->setPlayerColor(player);
panelWorldView->setPlayerColor(player);
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panelWorldView->recolorIcons(player, player.getNum() * 19);
resdatabar.background->colorize(player);
}
void CAdvMapInt::startTurn()
{
state = INGAME;
if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID
|| settings["session"]["spectate"].Bool())
{
adjustActiveness(false);
minimap.setAIRadar(false);
}
}
void CAdvMapInt::endingTurn()
{
if(settings["session"]["spectate"].Bool())
return;
LOCPLINT->makingTurn = false;
LOCPLINT->cb->endTurn();
CCS->soundh->ambientStopAllChannels();
}
const CGObjectInstance* CAdvMapInt::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);
/*
if (bobjs.back()->ID == Obj::HERO)
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return bobjs.back();
else
return bobjs.front();*/
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}
void CAdvMapInt::tileLClicked(const int3 &mapPos)
{
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if(mode != EAdvMapMode::NORMAL)
return;
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if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn)
return;
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const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
const CGObjectInstance *topBlocking = getActiveObject(mapPos);
int3 selPos = selection->getSightCenter();
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if(spellBeingCasted && isInScreenRange(selPos, mapPos))
{
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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leaveCastingMode(true, mapPos);
break;
case SpellID::DIMENSION_DOOR:
if(!tile || tile->isClear(heroTile))
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leaveCastingMode(true, 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;
if(selection->ID != Obj::HERO) //hero is not selected (presumably town)
{
assert(!terrain.currentPath); //path can be active only when hero is selected
if(selection == topBlocking) //selected town clicked
LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
else if(canSelect)
select(static_cast<const CArmedInstance*>(topBlocking), false);
}
else if(const CGHeroInstance * currentHero = curHero()) //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
{
select(static_cast<const CArmedInstance*>(topBlocking), false);
return;
}
else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
{
if(terrain.currentPath && terrain.currentPath->endPos() == mapPos)//we'll be moving
{
if(CGI->mh->canStartHeroMovement())
LOCPLINT->moveHero(currentHero, *terrain.currentPath);
return;
}
else //remove old path and find a new one if we clicked on accessible tile
{
CGPath &path = LOCPLINT->paths[currentHero];
CGPath newpath;
bool gotPath = LOCPLINT->cb->getPathsInfo(currentHero)->getPath(newpath, mapPos); //try getting path, erase if failed
if(gotPath && newpath.nodes.size())
path = newpath;
if(path.nodes.size())
terrain.currentPath = &path;
else
LOCPLINT->eraseCurrentPathOf(currentHero);
updateMoveHero(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);
}
}
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void CAdvMapInt::tileHovered(const int3 &mapPos)
{
if(mode != EAdvMapMode::NORMAL //disable in world view
|| !selection) //may occur just at the start of game (fake move before full intiialization)
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return;
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if(!LOCPLINT->cb->isVisible(mapPos))
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{
CCS->curh->set(Cursor::Map::POINTER);
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 = curHero() ? objAtTile->getHoverText(curHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
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boost::replace_all(text,"\n"," ");
statusbar->write(text);
}
else
{
std::string hlp;
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CGI->mh->getTerrainDescr(mapPos, hlp, false);
statusbar->write(hlp);
}
if(spellBeingCasted)
{
switch(spellBeingCasted->id)
{
case SpellID::SCUTTLE_BOAT:
if(objAtTile && objAtTile->ID == Obj::BOAT)
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);
int3 hpos = selection->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;
}
}
}
if(selection->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 = curHero())
{
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() && 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)
{
if(selection == 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 CAdvMapInt::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));
statusbar->write(result);
}
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void CAdvMapInt::tileRClicked(const int3 &mapPos)
{
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if(mode != EAdvMapMode::NORMAL)
return;
if(spellBeingCasted)
{
leaveCastingMode();
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)
{
// Bare or undiscovered terrain
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const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
if (tile)
{
std::string hlp;
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CGI->mh->getTerrainDescr(mapPos, hlp, true);
CRClickPopup::createAndPush(hlp);
}
return;
}
CRClickPopup::createAndPush(obj, GH.getCursorPosition(), ETextAlignment::CENTER);
}
void CAdvMapInt::enterCastingMode(const CSpell * sp)
{
assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
spellBeingCasted = sp;
deactivate();
terrain.activate();
GH.fakeMouseMove();
}
void CAdvMapInt::leaveCastingMode(bool cast, int3 dest)
{
assert(spellBeingCasted);
SpellID id = spellBeingCasted->id;
spellBeingCasted = nullptr;
terrain.deactivate();
activate();
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if(cast)
LOCPLINT->cb->castSpell(curHero(), id, dest);
else
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LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
}
const CGHeroInstance * CAdvMapInt::curHero() const
{
if(selection && selection->ID == Obj::HERO)
return static_cast<const CGHeroInstance *>(selection);
else
return nullptr;
}
const CGTownInstance * CAdvMapInt::curTown() const
{
if(selection && selection->ID == Obj::TOWN)
return static_cast<const CGTownInstance *>(selection);
else
return nullptr;
}
const IShipyard * CAdvMapInt::ourInaccessibleShipyard(const CGObjectInstance *obj) const
{
const IShipyard *ret = IShipyard::castFrom(obj);
if(!ret ||
obj->tempOwner != player ||
(CCS->curh->get<Cursor::Map>() != Cursor::Map::T1_SAIL && CCS->curh->get<Cursor::Map>() != Cursor::Map::POINTER))
return nullptr;
return ret;
}
void CAdvMapInt::aiTurnStarted()
{
if(settings["session"]["spectate"].Bool())
return;
adjustActiveness(true);
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CCS->musich->playMusicFromSet("enemy-turn", true, false);
adventureInt->minimap.setAIRadar(true);
adventureInt->infoBar.startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());
adventureInt->infoBar.showAll(screen);//force refresh on inactive object
}
void CAdvMapInt::adjustActiveness(bool aiTurnStart)
{
bool wasActive = isActive();
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if(wasActive)
deactivate();
adventureInt->duringAITurn = aiTurnStart;
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if(wasActive)
activate();
}
void CAdvMapInt::quickCombatLock()
{
if(!duringAITurn)
deactivate();
}
void CAdvMapInt::quickCombatUnlock()
{
if(!duringAITurn)
activate();
}
void CAdvMapInt::changeMode(EAdvMapMode newMode, float newScale)
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{
if (mode != newMode)
{
mode = newMode;
switch (mode)
{
case EAdvMapMode::NORMAL:
panelMain->activate();
panelWorldView->deactivate();
activeMapPanel = panelMain;
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townList.activate();
heroList.activate();
infoBar.activate();
worldViewOptions.clear();
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break;
case EAdvMapMode::WORLD_VIEW:
panelMain->deactivate();
panelWorldView->activate();
activeMapPanel = panelWorldView;
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townList.deactivate();
heroList.deactivate();
infoBar.showSelection(); // to prevent new day animation interfering world view mode
infoBar.deactivate();
break;
}
worldViewScale = newScale;
redraw();
}
else if (worldViewScale != newScale) // still in world view mode, but the scale changed
{
worldViewScale = newScale;
redraw();
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}
}
CAdvMapInt::WorldViewOptions::WorldViewOptions()
{
clear();
}
void CAdvMapInt::WorldViewOptions::clear()
{
showAllTerrain = false;
iconPositions.clear();
}
void CAdvMapInt::WorldViewOptions::adjustDrawingInfo(MapDrawingInfo& info)
{
info.showAllTerrain = showAllTerrain;
info.additionalIcons = &iconPositions;
}