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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"
#include "MapAudioPlayer.h"
#include "TurnTimerWidget.h"
#include "AdventureMapWidget.h"
#include "AdventureMapShortcuts.h"
#include "../mapView/mapHandler.h"
#include "../mapView/MapView.h"
#include "../windows/InfoWindows.h"
#include "../widgets/RadialMenu.h"
#include "../CGameInfo.h"
#include "../gui/CursorHandler.h"
#include "../gui/CGuiHandler.h"
#include "../gui/Shortcut.h"
#include "../gui/WindowHandler.h"
#include "../render/Canvas.h"
#include "../render/IImage.h"
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#include "../render/IRenderHandler.h"
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#include "../render/IScreenHandler.h"
#include "../CMT.h"
#include "../PlayerLocalState.h"
#include "../CPlayerInterface.h"
#include "../../CCallback.h"
#include "../../lib/IGameSettings.h"
#include "../../lib/StartInfo.h"
#include "../../lib/texts/CGeneralTextHandler.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/mapping/CMapDefines.h"
#include "../../lib/pathfinder/CGPathNode.h"
#include "../../lib/spells/ISpellMechanics.h"
#include "../../lib/spells/Problem.h"
std::shared_ptr<AdventureMapInterface> adventureInt;
AdventureMapInterface::AdventureMapInterface():
mapAudio(new MapAudioPlayer()),
spellBeingCasted(nullptr),
scrollingWasActive(false),
scrollingWasBlocked(false),
backgroundDimLevel(settings["adventure"]["backgroundDimLevel"].Integer())
{
OBJECT_CONSTRUCTION;
pos.x = pos.y = 0;
pos.w = GH.screenDimensions().x;
pos.h = GH.screenDimensions().y;
shortcuts = std::make_shared<AdventureMapShortcuts>(*this);
widget = std::make_shared<AdventureMapWidget>(shortcuts);
shortcuts->setState(EAdventureState::MAKING_TURN);
widget->getMapView()->onViewMapActivated();
if(LOCPLINT->cb->getStartInfo()->turnTimerInfo.turnTimer != 0)
watches = std::make_shared<TurnTimerWidget>(Point(24, 24));
addUsedEvents(KEYBOARD | TIME);
}
void AdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel)
{
shortcuts->onMapViewMoved(visibleArea, mapLevel);
widget->getMinimap()->onMapViewMoved(visibleArea, mapLevel);
widget->onMapViewMoved(visibleArea, mapLevel);
}
void AdventureMapInterface::onAudioResumed()
{
mapAudio->onAudioResumed();
}
void AdventureMapInterface::onAudioPaused()
{
mapAudio->onAudioPaused();
}
void AdventureMapInterface::onHeroMovementStarted(const CGHeroInstance * hero)
{
if (shortcuts->optionMapViewActive())
{
widget->getInfoBar()->popAll();
widget->getInfoBar()->showSelection();
}
}
void AdventureMapInterface::onHeroChanged(const CGHeroInstance *h)
{
widget->getHeroList()->updateElement(h);
if (h && h == LOCPLINT->localState->getCurrentHero() && !widget->getInfoBar()->showingComponents())
widget->getInfoBar()->showSelection();
widget->updateActiveState();
}
void AdventureMapInterface::onTownChanged(const CGTownInstance * town)
{
widget->getTownList()->updateElement(town);
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;
}
GH.fakeMouseMove(); //to restore the cursor
// workaround for an edge case:
// if player unequips Angel Wings / Boots of Levitation of currently active hero
// game will correctly invalidate paths but current route will not be updated since verifyPath() is not called for current hero
if (LOCPLINT->makingTurn && LOCPLINT->localState->getCurrentHero())
LOCPLINT->localState->verifyPath(LOCPLINT->localState->getCurrentHero());
}
void AdventureMapInterface::deactivate()
{
CIntObject::deactivate();
CCS->curh->set(Cursor::Map::POINTER);
if(LOCPLINT)
LOCPLINT->cingconsole->deactivate();
}
void AdventureMapInterface::showAll(Canvas & to)
{
CIntObject::showAll(to);
dim(to);
LOCPLINT->cingconsole->show(to);
}
void AdventureMapInterface::show(Canvas & to)
{
CIntObject::show(to);
dim(to);
LOCPLINT->cingconsole->show(to);
}
void AdventureMapInterface::dim(Canvas & to)
{
auto const isBigWindow = [&](std::shared_ptr<CIntObject> window) { return window->pos.w >= 800 && window->pos.h >= 600; }; // OH3 fullscreen
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if(settings["adventure"]["hideBackground"].Bool())
for (auto window : GH.windows().findWindows<CIntObject>())
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{
if(!std::dynamic_pointer_cast<AdventureMapInterface>(window) && std::dynamic_pointer_cast<CIntObject>(window) && isBigWindow(window))
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{
to.fillTexture(GH.renderHandler().loadImage(ImagePath::builtin("DiBoxBck"), EImageBlitMode::OPAQUE));
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return;
}
}
for (auto window : GH.windows().findWindows<CIntObject>())
{
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if (!std::dynamic_pointer_cast<AdventureMapInterface>(window) && !std::dynamic_pointer_cast<RadialMenu>(window) && !window->isPopupWindow() && (settings["adventure"]["backgroundDimSmallWindows"].Bool() || isBigWindow(window) || shortcuts->getState() == EAdventureState::HOTSEAT_WAIT))
{
Rect targetRect(0, 0, GH.screenDimensions().x, GH.screenDimensions().y);
ColorRGBA colorToFill(0, 0, 0, std::clamp<int>(backgroundDimLevel, 0, 255));
if(backgroundDimLevel > 0)
to.drawColorBlended(targetRect, colorToFill);
return;
}
}
}
void AdventureMapInterface::tick(uint32_t msPassed)
{
handleMapScrollingUpdate(msPassed);
// we want animations to be active during enemy turn but map itself to be non-interactive
// so call timer update directly on inactive element
widget->getMapView()->tick(msPassed);
}
void AdventureMapInterface::handleMapScrollingUpdate(uint32_t timePassed)
{
/// Width of window border, in pixels, that triggers map scrolling
static constexpr int32_t borderScrollWidth = 15;
int32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
int32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
Point cursorPosition = GH.getCursorPosition();
Point scrollDirection;
if (cursorPosition.x < borderScrollWidth)
scrollDirection.x = -1;
if (cursorPosition.x > GH.screenDimensions().x - borderScrollWidth)
scrollDirection.x = +1;
if (cursorPosition.y < borderScrollWidth)
scrollDirection.y = -1;
if (cursorPosition.y > GH.screenDimensions().y - borderScrollWidth)
scrollDirection.y = +1;
Point scrollDelta = scrollDirection * scrollDistance;
bool cursorInScrollArea = scrollDelta != Point(0,0);
bool scrollingActive = cursorInScrollArea && shortcuts->optionMapScrollingActive() && !scrollingWasBlocked;
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bool scrollingBlocked = GH.isKeyboardCtrlDown() || !settings["adventure"]["borderScroll"].Bool() || !GH.screenHandler().hasFocus();
if (!scrollingWasActive && scrollingBlocked)
{
scrollingWasBlocked = true;
return;
}
if (!cursorInScrollArea && scrollingWasBlocked)
{
scrollingWasBlocked = false;
return;
}
if (scrollingActive)
widget->getMapView()->onMapScrolled(scrollDelta);
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);
}
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)
{
if (key == EShortcut::GLOBAL_CANCEL && spellBeingCasted)
hotkeyAbortCastingMode();
//fake mouse use to trigger onTileHovered()
GH.fakeMouseMove();
}
void AdventureMapInterface::onSelectionChanged(const CArmedInstance *sel)
{
assert(sel);
widget->getInfoBar()->popAll();
mapAudio->onSelectionChanged(sel);
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);
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widget->getTownList()->updateWidget();
widget->getTownList()->select(town);
widget->getHeroList()->select(nullptr);
onHeroChanged(nullptr);
}
else //hero selected
{
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);
}
widget->updateActiveState();
widget->getHeroList()->redraw();
widget->getTownList()->redraw();
}
void AdventureMapInterface::onTownOrderChanged()
{
widget->getTownList()->updateWidget();
}
void AdventureMapInterface::onHeroOrderChanged()
{
widget->getHeroList()->updateWidget();
}
void AdventureMapInterface::onMapTilesChanged(boost::optional<std::unordered_set<int3>> positions)
{
if (positions)
widget->getMinimap()->updateTiles(*positions);
else
widget->getMinimap()->update();
}
void AdventureMapInterface::onHotseatWaitStarted(PlayerColor playerID)
{
backgroundDimLevel = 255;
onCurrentPlayerChanged(playerID);
setState(EAdventureState::HOTSEAT_WAIT);
}
void AdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID, bool isHuman)
{
if(settings["session"]["spectate"].Bool())
return;
mapAudio->onEnemyTurnStarted();
widget->getMinimap()->setAIRadar(!isHuman);
widget->getInfoBar()->startEnemyTurn(playerID);
setState(isHuman ? EAdventureState::MAKING_TURN : EAdventureState::AI_PLAYER_TURN);
}
void AdventureMapInterface::setState(EAdventureState state)
{
shortcuts->setState(state);
adjustActiveness();
widget->updateActiveState();
}
void AdventureMapInterface::adjustActiveness()
{
bool widgetMustBeActive = isActive() && shortcuts->optionSidePanelActive();
bool mapViewMustBeActive = isActive() && (shortcuts->optionMapViewActive());
widget->setInputEnabled(widgetMustBeActive);
widget->getMapView()->setInputEnabled(mapViewMustBeActive);
}
void AdventureMapInterface::onCurrentPlayerChanged(PlayerColor playerID)
{
if (playerID == currentPlayerID)
return;
currentPlayerID = playerID;
widget->setPlayerColor(playerID);
}
void AdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID)
{
backgroundDimLevel = settings["adventure"]["backgroundDimLevel"].Integer();
onCurrentPlayerChanged(playerID);
setState(EAdventureState::MAKING_TURN);
if(playerID == LOCPLINT->playerID || settings["session"]["spectate"].Bool())
{
widget->getMinimap()->setAIRadar(false);
widget->getInfoBar()->showSelection();
}
widget->getHeroList()->updateWidget();
widget->getTownList()->updateWidget();
const CGHeroInstance * heroToSelect = nullptr;
// find first non-sleeping hero
for (auto hero : LOCPLINT->localState->getWanderingHeroes())
{
if (!LOCPLINT->localState->isHeroSleeping(hero))
{
heroToSelect = hero;
break;
}
}
//select first hero if available.
if (heroToSelect != nullptr)
{
LOCPLINT->localState->setSelection(heroToSelect);
}
else if (LOCPLINT->localState->getOwnedTowns().size())
{
LOCPLINT->localState->setSelection(LOCPLINT->localState->getOwnedTown(0));
}
else
{
LOCPLINT->localState->setSelection(LOCPLINT->localState->getWanderingHero(0));
}
onSelectionChanged(LOCPLINT->localState->getCurrentArmy());
//show new day animation and sound on infobar, except for 1st day of the game
if (LOCPLINT->cb->getDate(Date::DAY) != 1)
widget->getInfoBar()->showDate();
onHeroChanged(nullptr);
Canvas canvas = Canvas::createFromSurface(screen, CanvasScalingPolicy::AUTO);
showAll(canvas);
mapAudio->onPlayerTurnStarted();
if(settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
{
if(auto iw = GH.windows().topWindow<CInfoWindow>())
iw->close();
GH.dispatchMainThread([this]()
{
hotkeyEndingTurn();
});
}
}
void AdventureMapInterface::hotkeyEndingTurn()
{
if(settings["session"]["spectate"].Bool())
return;
if(!settings["general"]["startTurnAutosave"].Bool())
{
LOCPLINT->performAutosave();
}
LOCPLINT->makingTurn = false;
LOCPLINT->cb->endTurn();
mapAudio->onPlayerTurnEnded();
// Normally, game will receive PlayerStartsTurn call almost instantly with new player ID that will switch UI to waiting mode
// However, when simturns are active it is possible for such call not to come because another player is still acting
// So find first player other than ours that is acting at the moment and update UI as if he had started turn
for (auto player = PlayerColor(0); player < PlayerColor::PLAYER_LIMIT; ++player)
{
if (player != LOCPLINT->playerID && LOCPLINT->cb->isPlayerMakingTurn(player))
{
onEnemyTurnStarted(player, LOCPLINT->cb->getStartInfo()->playerInfos.at(player).isControlledByHuman());
break;
}
}
}
const CGObjectInstance* AdventureMapInterface::getActiveObject(const int3 &mapPos)
{
std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile
if (bobjs.empty())
return nullptr;
return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);
}
void AdventureMapInterface::onTileLeftClicked(const int3 &targetPosition)
{
if(!shortcuts->optionMapViewActive())
return;
const CGObjectInstance *topBlocking = LOCPLINT->cb->isVisible(targetPosition) ? getActiveObject(targetPosition) : nullptr;
if(spellBeingCasted)
{
assert(shortcuts->optionSpellcasting());
assert(spellBeingCasted->id == SpellID::SCUTTLE_BOAT || spellBeingCasted->id == SpellID::DIMENSION_DOOR);
if(isValidAdventureSpellTarget(targetPosition))
performSpellcasting(targetPosition);
return;
}
if(!LOCPLINT->cb->isVisible(targetPosition))
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) != PlayerRelations::ENEMIES;
bool isHero = false;
if(LOCPLINT->localState->getCurrentArmy()->ID != Obj::HERO) //hero is not selected (presumably town)
{
if(LOCPLINT->localState->getCurrentArmy() == topBlocking) //selected town clicked
LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
else if(canSelect)
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(targetPosition);
if(currentHero == topBlocking) //clicked selected hero
{
LOCPLINT->openHeroWindow(currentHero);
return;
}
else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
{
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() == targetPosition &&
!GH.isKeyboardShiftDown())//we'll be moving
{
assert(!CGI->mh->hasOngoingAnimations());
if(!CGI->mh->hasOngoingAnimations() && LOCPLINT->localState->getPath(currentHero).nextNode().turns == 0)
LOCPLINT->moveHero(currentHero, LOCPLINT->localState->getPath(currentHero));
return;
}
else
{
if(GH.isKeyboardShiftDown()) //normal click behaviour (as no hero selected)
{
if(canSelect)
LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
}
else //remove old path and find a new one if we clicked on accessible tile
{
LOCPLINT->localState->setPath(currentHero, targetPosition);
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 &targetPosition)
{
if(!shortcuts->optionMapViewActive())
return;
//may occur just at the start of game (fake move before full initialization)
if(!LOCPLINT->localState->getCurrentArmy())
return;
bool isTargetPositionVisible = LOCPLINT->cb->isVisible(targetPosition);
const CGObjectInstance *objAtTile = isTargetPositionVisible ? getActiveObject(targetPosition) : nullptr;
if(spellBeingCasted)
{
switch(spellBeingCasted->id)
{
case SpellID::SCUTTLE_BOAT:
if(isValidAdventureSpellTarget(targetPosition))
CCS->curh->set(Cursor::Map::SCUTTLE_BOAT);
else
CCS->curh->set(Cursor::Map::POINTER);
return;
case SpellID::DIMENSION_DOOR:
if(isValidAdventureSpellTarget(targetPosition))
{
if(LOCPLINT->cb->getSettings().getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && LOCPLINT->cb->isTileGuardedUnchecked(targetPosition))
CCS->curh->set(Cursor::Map::T1_ATTACK);
else
CCS->curh->set(Cursor::Map::TELEPORT);
return;
}
else
CCS->curh->set(Cursor::Map::POINTER);
return;
default:
CCS->curh->set(Cursor::Map::POINTER);
return;
}
}
if(!isTargetPositionVisible)
{
CCS->curh->set(Cursor::Map::POINTER);
return;
}
auto objRelations = PlayerRelations::ALLIES;
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);
boost::replace_all(text,"\n"," ");
if (GH.isKeyboardCmdDown())
text.append(" (" + std::to_string(targetPosition.x) + ", " + std::to_string(targetPosition.y) + ")");
GH.statusbar()->write(text);
}
else if(isTargetPositionVisible)
{
std::string tileTooltipText = CGI->mh->getTerrainDescr(targetPosition, false);
if (GH.isKeyboardCmdDown())
tileTooltipText.append(" (" + std::to_string(targetPosition.x) + ", " + std::to_string(targetPosition.y) + ")");
GH.statusbar()->write(tileTooltipText);
}
if(LOCPLINT->localState->getCurrentArmy()->ID == Obj::TOWN || GH.isKeyboardShiftDown())
{
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(targetPosition);
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 EPathNodeAction::NORMAL:
case EPathNodeAction::TELEPORT_NORMAL:
if(pathNode->layer == EPathfindingLayer::LAND)
CCS->curh->set(cursorMove[turns]);
else
CCS->curh->set(cursorSail[turns]);
break;
case EPathNodeAction::VISIT:
case EPathNodeAction::BLOCKING_VISIT:
case EPathNodeAction::TELEPORT_BLOCKING_VISIT:
if(objAtTile && objAtTile->ID == Obj::HERO)
{
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 if (pathNode->layer == EPathfindingLayer::SAIL &&
objAtTile &&
objAtTile->isCoastVisitable() &&
pathNode->theNodeBefore &&
pathNode->theNodeBefore->layer == EPathfindingLayer::LAND )
{
// exception - when visiting shipwreck located on coast from land - show 'horse' cursor, not 'ship' cursor
CCS->curh->set(cursorVisit[turns]);
}
else
CCS->curh->set(cursorSailVisit[turns]);
break;
case EPathNodeAction::BATTLE:
case EPathNodeAction::TELEPORT_BATTLE:
CCS->curh->set(cursorAttack[turns]);
break;
case EPathNodeAction::EMBARK:
CCS->curh->set(cursorSail[turns]);
break;
case EPathNodeAction::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.movementPointsLimit(pathNode.layer == EPathfindingLayer::LAND) : hero.movementPointsRemaining();
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())
return;
if(spellBeingCasted)
{
hotkeyAbortCastingMode();
return;
}
if(!LOCPLINT->cb->isVisible(mapPos))
{
CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
return;
}
const CGObjectInstance * obj = getActiveObject(mapPos);
if(!obj)
{
// 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)
{
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()
{
exitCastingMode();
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
}
void AdventureMapInterface::performSpellcasting(const int3 & dest)
{
SpellID id = spellBeingCasted->id;
exitCastingMode();
LOCPLINT->cb->castSpell(LOCPLINT->localState->getCurrentHero(), id, dest);
}
Rect AdventureMapInterface::terrainAreaPixels() const
{
return widget->getMapView()->pos;
}
const IShipyard * AdventureMapInterface::ourInaccessibleShipyard(const CGObjectInstance *obj) const
{
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const auto *ret = dynamic_cast<const IShipyard *>(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);
}
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();
}
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void AdventureMapInterface::hotkeyZoom(int delta, bool useDeadZone)
{
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widget->getMapView()->onMapZoomLevelChanged(delta, useDeadZone);
}
void AdventureMapInterface::onScreenResize()
{
OBJECT_CONSTRUCTION;
// remember our activation state and reactive after reconstruction
// since othervice activate() calls for created elements will bypass virtual dispatch
// and will call directly CIntObject::activate() instead of dispatching virtual function call
bool widgetActive = isActive();
if (widgetActive)
deactivate();
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->setPlayerColor(currentPlayerID);
widget->updateActiveState();
widget->getMinimap()->update();
widget->getInfoBar()->showSelection();
if (LOCPLINT && LOCPLINT->localState->getCurrentArmy())
widget->getMapView()->onCenteredObject(LOCPLINT->localState->getCurrentArmy());
adjustActiveness();
if (widgetActive)
activate();
}
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bool AdventureMapInterface::isValidAdventureSpellTarget(int3 targetPosition) const
{
spells::detail::ProblemImpl problem;
return spellBeingCasted->getAdventureMechanics().canBeCastAt(problem, LOCPLINT->cb.get(), LOCPLINT->localState->getCurrentHero(), targetPosition);
}