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vcmi/client/adventureMap/CAdventureMapInterface.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 "CAdventureMapInterface.h"
#include "CAdvMapPanel.h"
#include "CAdventureOptions.h"
#include "CInGameConsole.h"
#include "CMinimap.h"
#include "CResDataBar.h"
#include "CList.h"
#include "CInfoBar.h"
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#include "MapAudioPlayer.h"
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#include "../mapView/mapHandler.h"
#include "../mapView/MapView.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 "../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"
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#include "../windows/settings/SettingsMainWindow.h"
#include "../CMT.h"
#include "../PlayerLocalState.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"
#define ADVOPT (conf.go()->ac)
std::shared_ptr<CAdventureMapInterface> adventureInt;
CAdventureMapInterface::CAdventureMapInterface():
minimap(new CMinimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH))),
statusbar(CGStatusBar::create(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG)),
heroList(new CHeroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD)),
townList(new CTownList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD)),
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infoBar(new CInfoBar(Point(ADVOPT.infoboxX, ADVOPT.infoboxY))),
resdatabar(new CResDataBar),
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mapAudio(new MapAudioPlayer()),
terrain(new MapView(Point(ADVOPT.advmapX, ADVOPT.advmapY), Point(ADVOPT.advmapW, ADVOPT.advmapH))),
state(EGameState::NOT_INITIALIZED),
spellBeingCasted(nullptr),
activeMapPanel(nullptr),
scrollingCursorSet(false)
{
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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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(&CAdventureMapInterface::fshowOverview,this), ADVOPT.kingOverview, SDLK_k);
underground = makeButton(294, std::bind(&CAdventureMapInterface::fswitchLevel,this), ADVOPT.underground, SDLK_u);
questlog = makeButton(295, std::bind(&CAdventureMapInterface::fshowQuestlog,this), ADVOPT.questlog, SDLK_q);
sleepWake = makeButton(296, std::bind(&CAdventureMapInterface::fsleepWake,this), ADVOPT.sleepWake, SDLK_w);
moveHero = makeButton(297, std::bind(&CAdventureMapInterface::fmoveHero,this), ADVOPT.moveHero, SDLK_m);
spellbook = makeButton(298, std::bind(&CAdventureMapInterface::fshowSpellbok,this), ADVOPT.spellbook, SDLK_c);
advOptions = makeButton(299, std::bind(&CAdventureMapInterface::fadventureOPtions,this), ADVOPT.advOptions, SDLK_a);
sysOptions = makeButton(300, std::bind(&CAdventureMapInterface::fsystemOptions,this), ADVOPT.sysOptions, SDLK_o);
nextHero = makeButton(301, std::bind(&CAdventureMapInterface::fnextHero,this), ADVOPT.nextHero, SDLK_h);
endTurn = makeButton(302, std::bind(&CAdventureMapInterface::fendTurn,this), ADVOPT.endTurn, SDLK_e);
int panelSpaceBottom = GH.screenDimensions().y - 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 = GH.screenDimensions().x - 73;
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worldViewBackConfig.y = 343 + 195;
worldViewBackConfig.playerColoured = false;
panelWorldView->addChildToPanel(
makeButton(288, std::bind(&CAdventureMapInterface::fworldViewBack,this), worldViewBackConfig, SDLK_ESCAPE), ACTIVATE | DEACTIVATE);
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config::ButtonInfo worldViewPuzzleConfig = config::ButtonInfo();
worldViewPuzzleConfig.defName = "VWPUZ.DEF";
worldViewPuzzleConfig.x = GH.screenDimensions().x - 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 = GH.screenDimensions().x - 191;
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worldViewScale1xConfig.y = 23 + 195;
worldViewScale1xConfig.playerColoured = false;
panelWorldView->addChildToPanel( // help text is wrong for this button
makeButton(291, std::bind(&CAdventureMapInterface::fworldViewScale1x,this), worldViewScale1xConfig, SDLK_1), ACTIVATE | DEACTIVATE);
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config::ButtonInfo worldViewScale2xConfig = config::ButtonInfo();
worldViewScale2xConfig.defName = "VWMAG2.DEF";
worldViewScale2xConfig.x = GH.screenDimensions().x- 191 + 63;
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worldViewScale2xConfig.y = 23 + 195;
worldViewScale2xConfig.playerColoured = false;
panelWorldView->addChildToPanel( // help text is wrong for this button
makeButton(291, std::bind(&CAdventureMapInterface::fworldViewScale2x,this), worldViewScale2xConfig, SDLK_2), ACTIVATE | DEACTIVATE);
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config::ButtonInfo worldViewScale4xConfig = config::ButtonInfo();
worldViewScale4xConfig.defName = "VWMAG4.DEF";
worldViewScale4xConfig.x = GH.screenDimensions().x- 191 + 126;
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worldViewScale4xConfig.y = 23 + 195;
worldViewScale4xConfig.playerColoured = false;
panelWorldView->addChildToPanel( // help text is wrong for this button
makeButton(291, std::bind(&CAdventureMapInterface::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 = GH.screenDimensions().x - 115;
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worldViewUndergroundConfig.y = 343 + 195;
worldViewUndergroundConfig.playerColoured = true;
worldViewUnderground = makeButton(294, std::bind(&CAdventureMapInterface::fswitchLevel,this), worldViewUndergroundConfig, SDLK_u);
panelWorldView->addChildColorableButton(worldViewUnderground);
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onCurrentPlayerChanged(LOCPLINT->playerID);
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int iconColorMultiplier = currentPlayerID.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;
exitWorldView();
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underground->block(!CGI->mh->getMap()->twoLevel);
questlog->block(!CGI->mh->getMap()->quests.size());
worldViewUnderground->block(!CGI->mh->getMap()->twoLevel);
}
void CAdventureMapInterface::fshowOverview()
{
GH.pushIntT<CKingdomInterface>();
}
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void CAdventureMapInterface::fworldViewBack()
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{
exitWorldView();
auto hero = LOCPLINT->localState->getCurrentHero();
if (hero)
centerOnObject(hero);
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}
void CAdventureMapInterface::fworldViewScale1x()
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{
// TODO set corresponding scale button to "selected" mode
openWorldView(7);
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}
void CAdventureMapInterface::fworldViewScale2x()
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{
openWorldView(11);
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}
void CAdventureMapInterface::fworldViewScale4x()
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{
openWorldView(16);
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}
void CAdventureMapInterface::fswitchLevel()
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{
// with support for future multi-level maps :)
int maxLevels = CGI->mh->getMap()->levels();
if (maxLevels < 2)
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return;
terrain->onMapLevelSwitched();
}
void CAdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel)
{
underground->setIndex(mapLevel, true);
underground->redraw();
worldViewUnderground->setIndex(mapLevel, true);
worldViewUnderground->redraw();
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minimap->onMapViewMoved(visibleArea, mapLevel);
}
void CAdventureMapInterface::onAudioResumed()
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{
mapAudio->onAudioResumed();
}
void CAdventureMapInterface::onAudioPaused()
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{
mapAudio->onAudioPaused();
}
void CAdventureMapInterface::fshowQuestlog()
{
LOCPLINT->showQuestLog();
}
void CAdventureMapInterface::fsleepWake()
{
const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero();
if (!h)
return;
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bool newSleep = !LOCPLINT->localState->isHeroSleeping(h);
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if (newSleep)
LOCPLINT->localState->setHeroAsleep(h);
else
LOCPLINT->localState->setHeroAwaken(h);
onHeroChanged(h);
if (newSleep)
fnextHero();
// redraw to update the image of sleep/wake button
panelMain->redraw();
}
void CAdventureMapInterface::fmoveHero()
{
const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero();
if (!h || !LOCPLINT->localState->hasPath(h) || CGI->mh->hasOngoingAnimations())
return;
LOCPLINT->moveHero(h, LOCPLINT->localState->getPath(h));
}
void CAdventureMapInterface::fshowSpellbok()
{
if (!LOCPLINT->localState->getCurrentHero()) //checking necessary values
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return;
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centerOnObject(LOCPLINT->localState->getCurrentHero());
GH.pushIntT<CSpellWindow>(LOCPLINT->localState->getCurrentHero(), LOCPLINT, false);
}
void CAdventureMapInterface::fadventureOPtions()
{
GH.pushIntT<CAdventureOptions>();
}
void CAdventureMapInterface::fsystemOptions()
{
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GH.pushIntT<SettingsMainWindow>();
}
void CAdventureMapInterface::fnextHero()
{
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const auto * currHero = LOCPLINT->localState->getCurrentHero();
const auto * nextHero = LOCPLINT->localState->getNextWanderingHero(currHero);
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if (nextHero)
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{
LOCPLINT->localState->setSelection(nextHero);
centerOnObject(nextHero);
}
}
void CAdventureMapInterface::fendTurn()
{
if(!LOCPLINT->makingTurn)
return;
if(settings["adventure"]["heroReminder"].Bool())
{
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for(auto hero : LOCPLINT->localState->getWanderingHeroes())
{
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if(!LOCPLINT->localState->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
LOCPLINT->localState->verifyPath(hero);
if(!LOCPLINT->localState->hasPath(hero))
{
LOCPLINT->showYesNoDialog( CGI->generaltexth->allTexts[55], std::bind(&CAdventureMapInterface::endingTurn, this), nullptr );
return;
}
auto path = LOCPLINT->localState->getPath(hero);
if (path.nodes.size() < 2 || path.nodes[path.nodes.size() - 2].turns)
{
LOCPLINT->showYesNoDialog( CGI->generaltexth->allTexts[55], std::bind(&CAdventureMapInterface::endingTurn, this), nullptr );
return;
}
}
}
}
endingTurn();
}
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void CAdventureMapInterface::updateButtons()
{
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const auto * hero = LOCPLINT->localState->getCurrentHero();
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sleepWake->block(!hero);
spellbook->block(!hero);
moveHero->block(!hero || !LOCPLINT->localState->hasPath(hero) || hero->movement == 0);
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const auto * nextSuitableHero = LOCPLINT->localState->getNextWanderingHero(hero);
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nextHero->block(nextSuitableHero == nullptr);
if(hero)
{
bool state = LOCPLINT->localState->isHeroSleeping(hero);
sleepWake->setIndex(state ? 1 : 0, true);
sleepWake->assignedKeys = {state ? SDLK_w : SDLK_z};
sleepWake->redraw();
}
}
void CAdventureMapInterface::onHeroChanged(const CGHeroInstance *h)
{
heroList->update(h);
if (h == LOCPLINT->localState->getCurrentHero())
infoBar->showSelection();
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updateButtons();
}
void CAdventureMapInterface::onTownChanged(const CGTownInstance * town)
{
townList->update(town);
infoBar->showSelection();
}
void CAdventureMapInterface::showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer)
{
infoBar->pushComponents(components, message, timer);
}
void CAdventureMapInterface::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(state != EGameState::ENEMY_TURN)
{
assert(state == EGameState::MAKING_TURN);
activeMapPanel->activate();
if (state == EGameState::MAKING_TURN)
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{
heroList->activate();
townList->activate();
infoBar->activate();
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}
minimap->activate();
terrain->activate();
statusbar->activate();
GH.fakeMouseMove(); //to restore the cursor
}
}
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void CAdventureMapInterface::deactivate()
{
CIntObject::deactivate();
if(state != EGameState::ENEMY_TURN)
{
assert(state == EGameState::MAKING_TURN);
CCS->curh->set(Cursor::Map::POINTER);
activeMapPanel->deactivate();
if (state == EGameState::MAKING_TURN)
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{
heroList->deactivate();
townList->deactivate();
infoBar->deactivate();
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}
minimap->deactivate();
terrain->deactivate();
statusbar->deactivate();
}
}
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void CAdventureMapInterface::showAll(SDL_Surface * to)
{
bg->draw(to, 0, 0);
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// if(state != EGameState::MAKING_TURN)
// return;
heroList->showAll(to);
townList->showAll(to);
infoBar->showAll(to);
activeMapPanel->showAll(to);
minimap->showAll(to);
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terrain->showAll(to);
show(to);
resdatabar->showAll(to);
statusbar->show(to);
LOCPLINT->cingconsole->show(to);
}
void CAdventureMapInterface::show(SDL_Surface * to)
{
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// if(state != EGameState::MAKING_TURN)
// return;
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());
}
minimap->show(to);
terrain->show(to);
for(int i = 0; i < 4; i++)
gems[i]->showAll(to);
LOCPLINT->cingconsole->show(to);
infoBar->show(to);
statusbar->showAll(to);
}
void CAdventureMapInterface::handleMapScrollingUpdate()
{
uint32_t timePassed = GH.mainFPSmng->getElapsedMilliseconds();
uint32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
uint32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
bool scrollingActive = !GH.isKeyboardCtrlDown() && isActive() && state == EGameState::MAKING_TURN;
Point cursorPosition = GH.getCursorPosition();
Point scrollDirection;
if (cursorPosition.x < 15)
scrollDirection.x = -1;
if (cursorPosition.x > GH.screenDimensions().x - 15)
scrollDirection.x = +1;
if (cursorPosition.y < 15)
scrollDirection.y = -1;
if (cursorPosition.y > GH.screenDimensions().y - 15)
scrollDirection.y = +1;
Point scrollDelta = scrollDirection * scrollDistance;
if (scrollingActive && scrollDelta != Point(0,0))
terrain->onMapScrolled(scrollDelta);
if (scrollDelta == Point(0,0) && !scrollingCursorSet)
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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scrollingCursorSet = scrollDelta != Point(0,0);
}
void CAdventureMapInterface::centerOnTile(int3 on)
{
terrain->onCenteredTile(on);
}
void CAdventureMapInterface::centerOnObject(const CGObjectInstance * obj)
{
terrain->onCenteredObject(obj);
}
void CAdventureMapInterface::keyPressed(const SDL_Keycode & key)
{
if (state != EGameState::MAKING_TURN)
return;
const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero(); //selected hero
const CGTownInstance *t = LOCPLINT->localState->getCurrentTown(); //selected town
switch(key)
{
case SDLK_g:
if(GH.topInt()->type & BLOCK_ADV_HOTKEYS)
return;
{
//find first town with tavern
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auto itr = range::find_if(LOCPLINT->localState->getOwnedTowns(), [](const CGTownInstance * town)
{
return town->hasBuilt(BuildingID::TAVERN);
});
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if(itr != LOCPLINT->localState->getOwnedTowns().end())
LOCPLINT->showThievesGuildWindow(*itr);
else
LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithTavern"));
}
return;
case SDLK_i:
if(isActive())
CAdventureOptions::showScenarioInfo();
return;
case SDLK_s:
if(isActive())
GH.pushIntT<CSavingScreen>();
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)
{
LOCPLINT->cb->moveHero(h,h->pos);
}
}
return;
case SDLK_RETURN:
{
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if(!isActive() || !LOCPLINT->localState->getCurrentArmy())
return;
if(h)
LOCPLINT->openHeroWindow(h);
else if(t)
LOCPLINT->openTownWindow(t);
return;
}
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case SDLK_ESCAPE:
{
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//FIXME: this case is never executed since AdvMapInt is disabled while in spellcasting mode
if(!isActive() || GH.topInt().get() != this || !spellBeingCasted)
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return;
abortCastingMode();
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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;
}
case SDLK_LALT:
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case SDLK_RALT:
{
//fake mouse use to trigger onTileHovered()
GH.fakeMouseMove();
return;
}
default:
{
auto direction = keyToMoveDirection(key);
if (!direction)
return;
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if(!h || !isActive())
return;
if (CGI->mh->hasOngoingAnimations())
return;
if(*direction == Point(0,0))
{
centerOnObject(h);
return;
}
int3 dst = h->visitablePos() + int3(direction->x, direction->y, 0);
if (!CGI->mh->isInMap((dst)))
return;
if ( !LOCPLINT->localState->setPath(h, dst))
return;
const CGPath & path = LOCPLINT->localState->getPath(h);
if (path.nodes.size() > 2)
onHeroChanged(h);
else
if(!path.nodes[0].turns)
LOCPLINT->moveHero(h, path);
}
return;
}
}
std::optional<Point> CAdventureMapInterface::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);
}
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return std::nullopt;
}
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void CAdventureMapInterface::onSelectionChanged(const CArmedInstance *sel)
{
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assert(sel);
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infoBar->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);
infoBar->showTownSelection(town);
townList->select(town);
heroList->select(nullptr);
onHeroChanged(nullptr);
}
else //hero selected
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{
auto hero = dynamic_cast<const CGHeroInstance*>(sel);
infoBar->showHeroSelection(hero);
heroList->select(hero);
townList->select(nullptr);
LOCPLINT->localState->verifyPath(hero);
onHeroChanged(hero);
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}
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updateButtons();
townList->redraw();
heroList->redraw();
}
bool CAdventureMapInterface::isActive()
{
return active & ~CIntObject::KEYBOARD;
}
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void CAdventureMapInterface::onMapTilesChanged(boost::optional<std::unordered_set<int3>> positions)
{
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if (positions)
minimap->updateTiles(*positions);
else
minimap->update();
}
void CAdventureMapInterface::onHotseatWaitStarted(PlayerColor playerID)
{
onCurrentPlayerChanged(playerID);
state = EGameState::HOTSEAT_WAIT;
}
void CAdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID)
{
if(settings["session"]["spectate"].Bool())
return;
adjustActiveness(true);
mapAudio->onEnemyTurnStarted();
minimap->setAIRadar(true);
infoBar->startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());
minimap->showAll(screen);//force refresh on inactive object
infoBar->showAll(screen);//force refresh on inactive object
}
void CAdventureMapInterface::adjustActiveness(bool aiTurnStart)
{
bool wasActive = isActive();
if(wasActive)
deactivate();
if (aiTurnStart)
state = EGameState::ENEMY_TURN;
else
state = EGameState::MAKING_TURN;
if(wasActive)
activate();
}
void CAdventureMapInterface::onCurrentPlayerChanged(PlayerColor playerID)
{
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LOCPLINT->localState->setSelection(nullptr);
if (playerID == currentPlayerID)
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return;
currentPlayerID = playerID;
bg->playerColored(currentPlayerID);
panelMain->setPlayerColor(currentPlayerID);
panelWorldView->setPlayerColor(currentPlayerID);
panelWorldView->recolorIcons(currentPlayerID, currentPlayerID.getNum() * 19);
resdatabar->colorize(currentPlayerID);
}
void CAdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID)
{
onCurrentPlayerChanged(playerID);
state = EGameState::MAKING_TURN;
if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID
|| settings["session"]["spectate"].Bool())
{
adjustActiveness(false);
minimap->setAIRadar(false);
infoBar->showSelection();
}
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heroList->update();
townList->update();
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
infoBar->showDate();
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();
endingTurn();
}
}
void CAdventureMapInterface::endingTurn()
{
if(settings["session"]["spectate"].Bool())
return;
LOCPLINT->makingTurn = false;
LOCPLINT->cb->endTurn();
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mapAudio->onPlayerTurnEnded();
}
const CGObjectInstance* CAdventureMapInterface::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 CAdventureMapInterface::onTileLeftClicked(const int3 &mapPos)
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{
if(state != EGameState::MAKING_TURN)
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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();
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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
2013-01-31 23:11:25 +03:00
if(topBlocking && topBlocking->ID == Obj::BOAT)
leaveCastingMode(mapPos);
break;
case SpellID::DIMENSION_DOOR:
if(!tile || tile->isClear(heroTile))
leaveCastingMode(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 CAdventureMapInterface::onTileHovered(const int3 &mapPos)
{
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if(state != EGameState::MAKING_TURN)
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);
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"," ");
statusbar->write(text);
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}
else
{
std::string hlp = CGI->mh->getTerrainDescr(mapPos, 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);
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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 CAdventureMapInterface::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);
}
void CAdventureMapInterface::onTileRightClicked(const int3 &mapPos)
{
if(state != EGameState::MAKING_TURN)
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return;
if(spellBeingCasted)
{
abortCastingMode();
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 CAdventureMapInterface::enterCastingMode(const CSpell * sp)
{
assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
spellBeingCasted = sp;
deactivate();
terrain->activate();
GH.fakeMouseMove();
}
void CAdventureMapInterface::abortCastingMode()
{
assert(spellBeingCasted);
spellBeingCasted = nullptr;
terrain->deactivate();
activate();
}
void CAdventureMapInterface::leaveCastingMode(const int3 & dest)
{
SpellID id = spellBeingCasted->id;
abortCastingMode();
// if(cast)
LOCPLINT->cb->castSpell(LOCPLINT->localState->getCurrentHero(), id, dest);
// else
// LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
}
Rect CAdventureMapInterface::terrainAreaPixels() const
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{
return terrain->pos;
}
const IShipyard * CAdventureMapInterface::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 CAdventureMapInterface::exitWorldView()
{
state = EGameState::MAKING_TURN;
panelMain->activate();
panelWorldView->deactivate();
activeMapPanel = panelMain;
townList->activate();
heroList->activate();
infoBar->activate();
redraw();
terrain->onViewMapActivated();
}
void CAdventureMapInterface::openWorldView(int tileSize)
{
state = EGameState::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();
redraw();
terrain->onViewWorldActivated(tileSize);
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}
void CAdventureMapInterface::openWorldView()
{
openWorldView(11);
}
void CAdventureMapInterface::openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
{
openWorldView(11);
terrain->onViewSpellActivated(11, objectPositions, showTerrain);
}