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shortcut market + boat
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@@ -36,6 +36,7 @@
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#include "../../lib/texts/CGeneralTextHandler.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/mapObjects/MiscObjects.h"
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#include "../../lib/mapping/CMap.h"
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#include "../../lib/pathfinder/CGPathNode.h"
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#include "../../lib/mapObjectConstructors/CObjectClassesHandler.h"
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@@ -100,7 +101,7 @@ std::vector<AdventureMapShortcutState> AdventureMapShortcuts::getShortcuts()
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{ EShortcut::ADVENTURE_VIEW_PUZZLE, optionSidePanelActive(),[this]() { this->viewPuzzleMap(); } },
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{ EShortcut::ADVENTURE_VISIT_OBJECT, optionCanVisitObject(), [this]() { this->visitObject(); } },
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{ EShortcut::ADVENTURE_VIEW_SELECTED, optionInMapView(), [this]() { this->openObject(); } },
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{ EShortcut::ADVENTURE_MARKETPLACE, optionInMapView(), [this]() { this->showMarketplace(); } },
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{ EShortcut::ADVENTURE_MARKETPLACE, optionMarketplace(), [this]() { this->showMarketplace(); } },
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{ EShortcut::ADVENTURE_ZOOM_IN, optionSidePanelActive(),[this]() { this->zoom(+10); } },
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{ EShortcut::ADVENTURE_ZOOM_OUT, optionSidePanelActive(),[this]() { this->zoom(-10); } },
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{ EShortcut::ADVENTURE_ZOOM_RESET, optionSidePanelActive(),[this]() { this->zoom( 0); } },
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@@ -641,7 +642,7 @@ bool AdventureMapShortcuts::optionInWorldView()
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bool AdventureMapShortcuts::optionSidePanelActive()
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{
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return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW;
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return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW;
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}
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bool AdventureMapShortcuts::optionMapScrollingActive()
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@@ -653,3 +654,25 @@ bool AdventureMapShortcuts::optionMapViewActive()
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{
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return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW || state == EAdventureState::CASTING_SPELL;
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}
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bool AdventureMapShortcuts::optionMarketplace()
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{
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if(state != EAdventureState::MAKING_TURN)
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return false;
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for(const CGTownInstance *t : GAME->interface()->cb->getTownsInfo())
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if(t->hasBuilt(BuildingID::MARKETPLACE))
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return true;
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return false;
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}
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bool AdventureMapShortcuts::optionHeroGround()
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{
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const CGHeroInstance *hero = GAME->interface()->localState->getCurrentHero();
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return optionInMapView() && hero && !hero->inBoat();
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}
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bool AdventureMapShortcuts::optionHeroBoat(EPathfindingLayer layer)
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{
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const CGHeroInstance *hero = GAME->interface()->localState->getCurrentHero();
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return optionInMapView() && hero && hero->inBoat() && hero->getBoat()->layer == layer;
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}
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