/* * CAdvmapInterface.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 "CAdvmapInterface.h" #include "CCastleInterface.h" #include "CHeroWindow.h" #include "CKingdomInterface.h" #include "CSpellWindow.h" #include "GUIClasses.h" #include "CTradeWindow.h" #include "../CBitmapHandler.h" #include "../CGameInfo.h" #include "../CMessage.h" #include "../CMusicHandler.h" #include "../CPlayerInterface.h" #include "../CPreGame.h" #include "../Graphics.h" #include "../mapHandler.h" #include "../gui/CAnimation.h" #include "../gui/CCursorHandler.h" #include "../gui/CGuiHandler.h" #include "../gui/SDL_Extensions.h" #include "../widgets/MiscWidgets.h" #include "../windows/InfoWindows.h" #include "../../CCallback.h" #include "../../lib/CConfigHandler.h" #include "../../lib/CGameState.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/CHeroHandler.h" #include "../../lib/CSoundBase.h" #include "../../lib/spells/CSpellHandler.h" #include "../../lib/CTownHandler.h" #include "../../lib/JsonNode.h" #include "../../lib/mapObjects/CGHeroInstance.h" #include "../../lib/mapping/CMap.h" #include "../../lib/UnlockGuard.h" #include "../../lib/VCMI_Lib.h" #ifdef _MSC_VER #pragma warning (disable : 4355) #endif #define ADVOPT (conf.go()->ac) using namespace CSDL_Ext; CAdvMapInt * adventureInt; static void setScrollingCursor(ui8 direction) { if(direction & CAdvMapInt::RIGHT) { if(direction & CAdvMapInt::UP) CCS->curh->changeGraphic(ECursor::ADVENTURE, 33); else if(direction & CAdvMapInt::DOWN) CCS->curh->changeGraphic(ECursor::ADVENTURE, 35); else CCS->curh->changeGraphic(ECursor::ADVENTURE, 34); } else if(direction & CAdvMapInt::LEFT) { if(direction & CAdvMapInt::UP) CCS->curh->changeGraphic(ECursor::ADVENTURE, 39); else if(direction & CAdvMapInt::DOWN) CCS->curh->changeGraphic(ECursor::ADVENTURE, 37); else CCS->curh->changeGraphic(ECursor::ADVENTURE, 38); } else if(direction & CAdvMapInt::UP) CCS->curh->changeGraphic(ECursor::ADVENTURE, 32); else if(direction & CAdvMapInt::DOWN) CCS->curh->changeGraphic(ECursor::ADVENTURE, 36); } CTerrainRect::CTerrainRect() : fadeSurface(nullptr), lastRedrawStatus(EMapAnimRedrawStatus::OK), fadeAnim(new CFadeAnimation()), curHoveredTile(-1, -1, -1), currentPath(nullptr) { tilesw = (ADVOPT.advmapW + 31) / 32; tilesh = (ADVOPT.advmapH + 31) / 32; pos.x = ADVOPT.advmapX; pos.y = ADVOPT.advmapY; pos.w = ADVOPT.advmapW; pos.h = ADVOPT.advmapH; moveX = moveY = 0; addUsedEvents(LCLICK | RCLICK | MCLICK | HOVER | MOVE); } CTerrainRect::~CTerrainRect() { if(fadeSurface) SDL_FreeSurface(fadeSurface); delete fadeAnim; } void CTerrainRect::deactivate() { CIntObject::deactivate(); curHoveredTile = int3(-1, -1, -1); //we lost info about hovered tile when disabling } void CTerrainRect::clickLeft(tribool down, bool previousState) { if(adventureInt->mode == EAdvMapMode::WORLD_VIEW) return; if(indeterminate(down)) return; #ifdef VCMI_ANDROID if(adventureInt->swipeEnabled) { if(handleSwipeStateChange(down == true)) { return; // if swipe is enabled, we don't process "down" events and wait for "up" (to make sure this wasn't a swiping gesture) } } else { #endif if(down == false) return; #ifdef VCMI_ANDROID } #endif int3 mp = whichTileIsIt(); if(mp.x < 0 || mp.y < 0 || mp.x >= LOCPLINT->cb->getMapSize().x || mp.y >= LOCPLINT->cb->getMapSize().y) return; adventureInt->tileLClicked(mp); } void CTerrainRect::clickRight(tribool down, bool previousState) { #ifdef VCMI_ANDROID if(adventureInt->swipeEnabled && isSwiping) return; #endif if(adventureInt->mode == EAdvMapMode::WORLD_VIEW) return; int3 mp = whichTileIsIt(); if(CGI->mh->map->isInTheMap(mp) && down) adventureInt->tileRClicked(mp); } void CTerrainRect::clickMiddle(tribool down, bool previousState) { handleSwipeStateChange(down == true); } void CTerrainRect::mouseMoved(const SDL_MouseMotionEvent & sEvent) { handleHover(sEvent); if(!adventureInt->swipeEnabled) return; handleSwipeMove(sEvent); } void CTerrainRect::handleSwipeMove(const SDL_MouseMotionEvent & sEvent) { #ifdef VCMI_ANDROID if(sEvent.state == 0) // any "button" is enough on android #else //!VCMI_ANDROID if((sEvent.state & SDL_BUTTON_MMASK) == 0) // swipe only works with middle mouse on other platforms #endif //!VCMI_ANDROID { return; } if(!isSwiping) { // try to distinguish if this touch was meant to be a swipe or just fat-fingering press if(abs(sEvent.x - swipeInitialRealPos.x) > SwipeTouchSlop || abs(sEvent.y - swipeInitialRealPos.y) > SwipeTouchSlop) { isSwiping = true; } } if(isSwiping) { adventureInt->swipeTargetPosition.x = swipeInitialMapPos.x + static_cast(swipeInitialRealPos.x - sEvent.x) / 32; adventureInt->swipeTargetPosition.y = swipeInitialMapPos.y + static_cast(swipeInitialRealPos.y - sEvent.y) / 32; adventureInt->swipeMovementRequested = true; } } bool CTerrainRect::handleSwipeStateChange(bool btnPressed) { if(btnPressed) { swipeInitialRealPos = int3(GH.current->motion.x, GH.current->motion.y, 0); swipeInitialMapPos = int3(adventureInt->position); return true; } else if(isSwiping) // only accept this touch if it wasn't a swipe { isSwiping = false; return true; } return false; } void CTerrainRect::handleHover(const SDL_MouseMotionEvent & sEvent) { int3 tHovered = whichTileIsIt(sEvent.x, sEvent.y); int3 pom = adventureInt->verifyPos(tHovered); if(tHovered != pom) //tile outside the map { CCS->curh->changeGraphic(ECursor::ADVENTURE, 0); return; } if(pom != curHoveredTile) { curHoveredTile = pom; adventureInt->tileHovered(pom); } } void CTerrainRect::hover(bool on) { if(!on) { adventureInt->statusbar.clear(); CCS->curh->changeGraphic(ECursor::ADVENTURE, 0); } //Hoverable::hover(on); } void CTerrainRect::showPath(const SDL_Rect * extRect, SDL_Surface * to) { const static int pns[9][9] = { {16, 17, 18, 7, -1, 19, 6, 5, -1}, { 8, 9, 18, 7, -1, 19, 6, -1, 20}, { 8, 1, 10, 7, -1, 19, -1, 21, 20}, {24, 17, 18, 15, -1, -1, 6, 5, 4}, {-1, -1, -1, -1, -1, -1, -1, -1, -1}, { 8, 1, 2, -1, -1, 11, 22, 21, 20}, {24, 17, -1, 23, -1, 3, 14, 5, 4}, {24, -1, 2, 23, -1, 3, 22, 13, 4}, {-1, 1, 2, 23, -1, 3, 22, 21, 12} }; //table of magic values TODO meaning, change variable name for(int i = 0; i < (int)currentPath->nodes.size() - 1; ++i) { const int3 & curPos = currentPath->nodes[i].coord, & nextPos = currentPath->nodes[i + 1].coord; if(curPos.z != adventureInt->position.z) continue; int pn = -1; //number of picture if(i == 0) //last tile { int x = 32 * (curPos.x - adventureInt->position.x) + CGI->mh->offsetX + pos.x, y = 32 * (curPos.y - adventureInt->position.y) + CGI->mh->offsetY + pos.y; if(x < 0 || y < 0 || x > pos.w || y > pos.h) continue; pn = 0; } else { const int3 & prevPos = currentPath->nodes[i - 1].coord; std::vector & cv = currentPath->nodes; /* Vector directions * 0 1 2 * \ | / * 3 - 4 - 5 * / | \ * 6 7 8 *For example: * | * |__\ * / * is id1=7, id2=5 (pns[7][5]) */ bool pathContinuous = curPos.areNeighbours(nextPos) && curPos.areNeighbours(prevPos); if(pathContinuous && cv[i].action != CGPathNode::EMBARK && cv[i].action != CGPathNode::DISEMBARK) { int id1 = (curPos.x - nextPos.x + 1) + 3 * (curPos.y - nextPos.y + 1); //Direction of entering vector int id2 = (cv[i - 1].coord.x - curPos.x + 1) + 3 * (cv[i - 1].coord.y - curPos.y + 1); //Direction of exiting vector pn = pns[id1][id2]; } else //path discontinuity or sea/land transition (eg. when moving through Subterranean Gate or Boat) { pn = 0; } } if(currentPath->nodes[i].turns) pn += 25; if(pn >= 0) { const IImage * arrow = graphics->heroMoveArrows->getImage(pn); int x = 32 * (curPos.x - adventureInt->position.x) + CGI->mh->offsetX + pos.x, y = 32 * (curPos.y - adventureInt->position.y) + CGI->mh->offsetY + pos.y; if(x < -32 || y < -32 || x > pos.w || y > pos.h) continue; int hvx = (x + arrow->width()) - (pos.x + pos.w), hvy = (y + arrow->height()) - (pos.y + pos.h); SDL_Rect prevClip; SDL_GetClipRect(to, &prevClip); SDL_SetClipRect(to, extRect); //preventing blitting outside of that rect if(ADVOPT.smoothMove) //version for smooth hero move, with pos shifts { if(hvx < 0 && hvy < 0) { arrow->draw(to, x + moveX, y + moveY); } else if(hvx < 0) { Rect srcRect = genRect(arrow->height() - hvy, arrow->width(), 0, 0); arrow->draw(to, x + moveX, y + moveY, &srcRect); } else if(hvy < 0) { Rect srcRect = genRect(arrow->height(), arrow->width() - hvx, 0, 0); arrow->draw(to, x + moveX, y + moveY, &srcRect); } else { Rect srcRect = genRect(arrow->height() - hvy, arrow->width() - hvx, 0, 0); arrow->draw(to, x + moveX, y + moveY, &srcRect); } } else //standard version { if(hvx < 0 && hvy < 0) { arrow->draw(to, x, y); } else if(hvx < 0) { Rect srcRect = genRect(arrow->height() - hvy, arrow->width(), 0, 0); arrow->draw(to, x, y, &srcRect); } else if(hvy < 0) { Rect srcRect = genRect(arrow->height(), arrow->width() - hvx, 0, 0); arrow->draw(to, x, y, &srcRect); } else { Rect srcRect = genRect(arrow->height() - hvy, arrow->width() - hvx, 0, 0); arrow->draw(to, x, y, &srcRect); } } SDL_SetClipRect(to, &prevClip); } } //for (int i=0;inodes.size()-1;i++) } void CTerrainRect::show(SDL_Surface * to) { if(adventureInt->mode == EAdvMapMode::NORMAL) { MapDrawingInfo info(adventureInt->position, &LOCPLINT->cb->getVisibilityMap(), &pos); info.otherheroAnim = true; info.anim = adventureInt->anim; info.heroAnim = adventureInt->heroAnim; if(ADVOPT.smoothMove) info.movement = int3(moveX, moveY, 0); lastRedrawStatus = CGI->mh->drawTerrainRectNew(to, &info); if(fadeAnim->isFading()) { Rect r(pos); fadeAnim->update(); fadeAnim->draw(to, nullptr, &r); } if(currentPath /* && adventureInt->position.z==currentPath->startPos().z*/) //drawing path { showPath(&pos, to); } } } void CTerrainRect::showAll(SDL_Surface * to) { // world view map is static and doesn't need redraw every frame if(adventureInt->mode == EAdvMapMode::WORLD_VIEW) { MapDrawingInfo info(adventureInt->position, &LOCPLINT->cb->getVisibilityMap(), &pos, adventureInt->worldViewIcons); info.scaled = true; info.scale = adventureInt->worldViewScale; adventureInt->worldViewOptions.adjustDrawingInfo(info); CGI->mh->drawTerrainRectNew(to, &info); } } void CTerrainRect::showAnim(SDL_Surface * to) { if(fadeAnim->isFading()) show(to); else if(lastRedrawStatus == EMapAnimRedrawStatus::REDRAW_REQUESTED) show(to); // currently the same; maybe we should pass some flag to map handler so it redraws ONLY tiles that need redraw instead of full } int3 CTerrainRect::whichTileIsIt(const int x, const int y) { int3 ret; ret.x = adventureInt->position.x + ((x - CGI->mh->offsetX - pos.x) / 32); ret.y = adventureInt->position.y + ((y - CGI->mh->offsetY - pos.y) / 32); ret.z = adventureInt->position.z; return ret; } int3 CTerrainRect::whichTileIsIt() { if(GH.current) return whichTileIsIt(GH.current->motion.x, GH.current->motion.y); else return int3(-1); } int3 CTerrainRect::tileCountOnScreen() { switch(adventureInt->mode) { default: logGlobal->errorStream() << "Unhandled map mode " << (int)adventureInt->mode; return int3(); case EAdvMapMode::NORMAL: return int3(tilesw, tilesh, 1); case EAdvMapMode::WORLD_VIEW: return int3(tilesw / adventureInt->worldViewScale, tilesh / adventureInt->worldViewScale, 1); } } void CTerrainRect::fadeFromCurrentView() { if(!ADVOPT.screenFading) return; if(adventureInt->mode == EAdvMapMode::WORLD_VIEW) return; if(!fadeSurface) fadeSurface = CSDL_Ext::newSurface(pos.w, pos.h); SDL_BlitSurface(screen, &pos, fadeSurface, nullptr); fadeAnim->init(CFadeAnimation::EMode::OUT, fadeSurface); } bool CTerrainRect::needsAnimUpdate() { return fadeAnim->isFading() || lastRedrawStatus == EMapAnimRedrawStatus::REDRAW_REQUESTED; } void CResDataBar::clickRight(tribool down, bool previousState) { } CResDataBar::CResDataBar(const std::string & defname, int x, int y, int offx, int offy, int resdist, int datedist) { bg = BitmapHandler::loadBitmap(defname); CSDL_Ext::setDefaultColorKey(bg); graphics->blueToPlayersAdv(bg, LOCPLINT->playerID); pos = genRect(bg->h, bg->w, pos.x + x, pos.y + y); txtpos.resize(8); for(int i = 0; i < 8; i++) { txtpos[i].first = pos.x + offx + resdist * i; txtpos[i].second = pos.y + offy; } txtpos[7].first = txtpos[6].first + datedist; datetext = CGI->generaltexth->allTexts[62] + ": %s, " + CGI->generaltexth->allTexts[63] + ": %s, " + CGI->generaltexth->allTexts[64] + ": %s"; addUsedEvents(RCLICK); } CResDataBar::CResDataBar() { bg = BitmapHandler::loadBitmap(ADVOPT.resdatabarG); CSDL_Ext::setDefaultColorKey(bg); graphics->blueToPlayersAdv(bg, LOCPLINT->playerID); pos = genRect(bg->h, bg->w, ADVOPT.resdatabarX, ADVOPT.resdatabarY); txtpos.resize(8); for(int i = 0; i < 8; i++) { txtpos[i].first = pos.x + ADVOPT.resOffsetX + ADVOPT.resDist * i; txtpos[i].second = pos.y + ADVOPT.resOffsetY; } txtpos[7].first = txtpos[6].first + ADVOPT.resDateDist; datetext = CGI->generaltexth->allTexts[62] + ": %s, " + CGI->generaltexth->allTexts[63] + ": %s, " + CGI->generaltexth->allTexts[64] + ": %s"; } CResDataBar::~CResDataBar() { SDL_FreeSurface(bg); } void CResDataBar::draw(SDL_Surface * to) { blitAt(bg, pos.x, pos.y, to); for(auto i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1)) { std::string text = boost::lexical_cast(LOCPLINT->cb->getResourceAmount(i)); graphics->fonts[FONT_SMALL]->renderTextLeft(to, text, Colors::WHITE, Point(txtpos[i].first, txtpos[i].second)); } std::vector temp; temp.push_back(boost::lexical_cast(LOCPLINT->cb->getDate(Date::MONTH))); temp.push_back(boost::lexical_cast(LOCPLINT->cb->getDate(Date::WEEK))); temp.push_back(boost::lexical_cast(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK))); graphics->fonts[FONT_SMALL]->renderTextLeft(to, processStr(datetext, temp), Colors::WHITE, Point(txtpos[7].first, txtpos[7].second)); } void CResDataBar::show(SDL_Surface * to) { } void CResDataBar::showAll(SDL_Surface * to) { draw(to); } CAdvMapInt::CAdvMapInt() : mode(EAdvMapMode::NORMAL), worldViewScale(0.0f), //actual init later in changeMode minimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH)), statusbar(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), 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), activeMapPanel(nullptr), duringAITurn(false), scrollingDir(0), scrollingState(false), swipeEnabled(settings["general"]["swipe"].Bool()), swipeMovementRequested(false), swipeTargetPosition(int3(-1, -1, -1)) { adventureInt = this; pos.x = pos.y = 0; pos.w = screen->w; pos.h = screen->h; townList.onSelect = std::bind(&CAdvMapInt::selectionChanged, this); bg = BitmapHandler::loadBitmap(ADVOPT.mainGraphic); if(ADVOPT.worldViewGraphic != "") { bgWorldView = BitmapHandler::loadBitmap(ADVOPT.worldViewGraphic); } else { bgWorldView = nullptr; logGlobal->warn("ADVOPT.worldViewGraphic is empty => bitmap not loaded"); } if(!bgWorldView) { logGlobal->warn("bgWorldView not defined in resolution config; fallback to VWorld.bmp"); bgWorldView = BitmapHandler::loadBitmap("VWorld.bmp"); } worldViewIcons = std::make_shared("VwSymbol"); //todo: customize with ADVOPT //preload all for faster map drawing worldViewIcons->load(); //TODO: make special method in CAnimation fro that for(int g = 0; g < ADVOPT.gemG.size(); ++g) { gems.push_back(new CAnimImage(ADVOPT.gemG[g], 0, 0, ADVOPT.gemX[g], ADVOPT.gemY[g])); } auto makeButton = [&](int textID, std::function callback, config::ButtonInfo info, int key) -> CButton * { auto button = new 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 = new CAdvMapPanel(nullptr, Point(0, 0)); // TODO correct drawing position panelWorldView = new 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); // 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); 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 new CButton(Point(worldViewPuzzleConfig.x, worldViewPuzzleConfig.y), worldViewPuzzleConfig.defName, std::pair(), std::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT), SDLK_p, worldViewPuzzleConfig.playerColoured), ACTIVATE | DEACTIVATE); 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); 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); 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); 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); setPlayer(LOCPLINT->playerID); int iconColorMultiplier = player.getNum() * 19; int wvLeft = heroList.pos.x - 2; // TODO correct drawing position //int wvTop = 195; for(int i = 0; i < 5; ++i) { panelWorldView->addChildIcon(std::pair(i, Point(5, 58 + i * 20)), iconColorMultiplier); panelWorldView->addChildToPanel(new CLabel(wvLeft + 45, 263 + i * 20, EFonts::FONT_SMALL, EAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[612 + i])); } for(int i = 0; i < 7; ++i) { panelWorldView->addChildIcon(std::pair(i + 5, Point(5, 182 + i * 20)), iconColorMultiplier); panelWorldView->addChildIcon(std::pair(i + 12, Point(160, 182 + i * 20)), iconColorMultiplier); panelWorldView->addChildToPanel(new CLabel(wvLeft + 45, 387 + i * 20, EFonts::FONT_SMALL, EAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[619 + i])); } panelWorldView->addChildToPanel(new CLabel(wvLeft + 5, 367, EFonts::FONT_SMALL, EAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[617])); panelWorldView->addChildToPanel(new CLabel(wvLeft + 185, 387, EFonts::FONT_SMALL, EAlignment::BOTTOMRIGHT, Colors::WHITE, CGI->generaltexth->allTexts[618])); activeMapPanel = panelMain; changeMode(EAdvMapMode::NORMAL); underground->block(!CGI->mh->map->twoLevel); questlog->block(!CGI->mh->map->quests.size()); worldViewUnderground->block(!CGI->mh->map->twoLevel); addUsedEvents(MOVE); } CAdvMapInt::~CAdvMapInt() { SDL_FreeSurface(bg); worldViewIcons->unload(); } void CAdvMapInt::fshowOverview() { GH.pushInt(new CKingdomInterface()); } void CAdvMapInt::fworldViewBack() { changeMode(EAdvMapMode::NORMAL); CGI->mh->discardWorldViewCache(); auto hero = curHero(); if(hero) centerOn(hero); } void CAdvMapInt::fworldViewScale1x() { // TODO set corresponding scale button to "selected" mode changeMode(EAdvMapMode::WORLD_VIEW, 0.22f); } void CAdvMapInt::fworldViewScale2x() { changeMode(EAdvMapMode::WORLD_VIEW, 0.36f); } void CAdvMapInt::fworldViewScale4x() { changeMode(EAdvMapMode::WORLD_VIEW, 0.5f); } void CAdvMapInt::fswitchLevel() { // with support for future multi-level maps :) int maxLevels = CGI->mh->map->twoLevel ? 2 : 1; if(maxLevels < 2) return; position.z = (position.z + 1) % maxLevels; underground->setIndex(position.z, true); underground->redraw(); worldViewUnderground->setIndex(position.z, true); worldViewUnderground->redraw(); 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 return; centerOn(selection); GH.pushInt(new CSpellWindow(curHero(), LOCPLINT, false)); } void CAdvMapInt::fadventureOPtions() { GH.pushInt(new CAdventureOptions()); } void CAdvMapInt::fsystemOptions() { GH.pushInt(new CSystemOptionsWindow()); } void CAdvMapInt::fnextHero() { auto hero = dynamic_cast(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(int i = 0; i < LOCPLINT->wanderingHeroes.size(); i++) if(!isHeroSleeping(LOCPLINT->wanderingHeroes[i]) && (LOCPLINT->wanderingHeroes[i]->movement > 0)) { LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[55], std::bind(&CAdvMapInt::endingTurn, this), 0, false); 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(!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(!duringAITurn) { activeMapPanel->activate(); if(mode == EAdvMapMode::NORMAL) { heroList.activate(); townList.activate(); infoBar.activate(); } minimap.activate(); terrain.activate(); LOCPLINT->cingconsole->activate(); GH.fakeMouseMove(); //to restore the cursor } } void CAdvMapInt::deactivate() { CIntObject::deactivate(); if(!duringAITurn) { scrollingDir = 0; CCS->curh->changeGraphic(ECursor::ADVENTURE, 0); activeMapPanel->deactivate(); if(mode == EAdvMapMode::NORMAL) { heroList.deactivate(); townList.deactivate(); infoBar.deactivate(); } minimap.deactivate(); terrain.deactivate(); if(LOCPLINT) LOCPLINT->cingconsole->deactivate(); } } void CAdvMapInt::showAll(SDL_Surface * to) { blitAt(bg, 0, 0, to); if(state != INGAME) return; 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; minimap.showAll(to); show(to); resdatabar.draw(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) 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 == 8) { CGI->mh->updateWater(); animValHitCount = 0; ++anim; updateScreen = true; } ++heroAnim; if(swipeEnabled) { handleSwipeUpdate(); } #ifdef VCMI_ANDROID // on android, map-moving mode is exclusive (TODO technically it might work with both enabled; to be checked) else #endif // VCMI_ANDROID { handleMapScrollingUpdate(); } 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) { int3 betterPos = LOCPLINT->repairScreenPos(position); if(betterPos != position) { logGlobal->warnStream() << "Incorrect position for adventure map!"; position = betterPos; } terrain.show(to); for(int i = 0; i < 4; i++) gems[i]->showAll(to); updateScreen = false; LOCPLINT->cingconsole->show(to); } else if(terrain.needsAnimUpdate()) { terrain.showAnim(to); for(int i = 0; i < 4; i++) gems[i]->showAll(to); } infoBar.show(to); statusbar.showAll(to); } void CAdvMapInt::handleMapScrollingUpdate() { int scrollSpeed = settings["adventure"]["scrollSpeed"].Float(); //if advmap needs updating AND (no dialog is shown OR ctrl is pressed) if((animValHitCount % (4 / scrollSpeed)) == 0 && ((GH.topInt() == this) || isCtrlKeyDown())) { 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->changeGraphic(ECursor::ADVENTURE, 0); scrollingState = false; } } } void CAdvMapInt::handleSwipeUpdate() { if(swipeMovementRequested) { auto fixedPos = LOCPLINT->repairScreenPos(swipeTargetPosition); position.x = fixedPos.x; position.y = fixedPos.y; CCS->curh->changeGraphic(ECursor::DEFAULT, 0); 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; 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 -= CGI->mh->tilesW / 2 / worldViewScale; on.y -= 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(); if(mode == EAdvMapMode::WORLD_VIEW) terrain.redraw(); } void CAdvMapInt::centerOn(const CGObjectInstance * obj, bool fade) { centerOn(obj->getSightCenter(), fade); } void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key) { if(mode == EAdvMapMode::WORLD_VIEW) return; ui8 Dir = 0; SDL_Keycode k = key.keysym.sym; const CGHeroInstance * h = curHero(); //selected hero const CGTownInstance * t = curTown(); //selected town switch(k) { case SDLK_g: if(key.state != SDL_PRESSED || 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("No available town with tavern!"); } return; case SDLK_i: if(isActive()) CAdventureOptions::showScenarioInfo(); return; case SDLK_l: if(isActive()) LOCPLINT->proposeLoadingGame(); return; case SDLK_s: if(isActive() && key.type == SDL_KEYUP) GH.pushInt(new CSavingScreen(CPlayerInterface::howManyPeople > 1)); return; case SDLK_d: { if(h && isActive() && key.state == SDL_PRESSED) LOCPLINT->tryDiggging(h); return; } case SDLK_p: if(isActive()) LOCPLINT->showPuzzleMap(); return; case SDLK_v: if(isActive()) LOCPLINT->viewWorldMap(); return; case SDLK_r: if(isActive() && LOCPLINT->ctrlPressed()) { LOCPLINT->showYesNoDialog("Are you sure you want to restart game?", [](){ LOCPLINT->sendCustomEvent(RESTART_GAME); }, [](){}, true); } return; case SDLK_SPACE: //space - try to revisit current object with selected hero { if(!isActive()) return; if(h && key.state == SDL_PRESSED) { auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim); //TODO!!!!!!! possible freeze, when GS mutex is locked and network thread can't apply package //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 || key.state != SDL_PRESSED) return; if(h) LOCPLINT->openHeroWindow(h); else if(t) LOCPLINT->openTownWindow(t); return; } case SDLK_ESCAPE: { if(isActive() || GH.topInt() != this || !spellBeingCasted || key.state != SDL_PRESSED) return; leaveCastingMode(); return; } case SDLK_t: { //act on key down if marketplace windows is not already opened if(key.state != SDL_PRESSED || GH.topInt()->type & BLOCK_ADV_HOTKEYS) return; if(LOCPLINT->ctrlPressed()) //CTRL + T => open marketplace { //check if we have any marketplace const CGTownInstance * townWithMarket = nullptr; for(const CGTownInstance * t : LOCPLINT->cb->getTownsInfo()) { if(t->hasBuilt(BuildingID::MARKETPLACE)) { townWithMarket = t; break; } } if(townWithMarket) //if any town has marketplace, open window GH.pushInt(new CMarketplaceWindow(townWithMarket)); else //if not - complain LOCPLINT->showInfoDialog("No available marketplace!"); } else if(isActive()) //no ctrl, advmapint is on the top => switch to town { townList.selectNext(); } return; } default: { static const int3 directions[] = { int3(-1, +1, 0), int3(0, +1, 0), int3(+1, +1, 0), int3(-1, 0, 0), int3(0, 0, 0), int3(+1, 0, 0), int3(-1, -1, 0), int3(0, -1, 0), int3(+1, -1, 0) }; //numpad arrow if(CGuiHandler::isArrowKey(k)) k = CGuiHandler::arrowToNum(k); k -= SDLK_KP_1; if(k < 0 || k > 8) return; if(!CGI->mh->canStartHeroMovement()) return; int3 dir = directions[k]; if(!isActive() || LOCPLINT->ctrlPressed()) //ctrl makes arrow move screen, not hero { Dir = (dir.x < 0 ? LEFT : 0) | (dir.x > 0 ? RIGHT : 0) | (dir.y < 0 ? UP : 0) | (dir.y > 0 ? DOWN : 0); break; } if(!h || key.state != SDL_PRESSED) break; if(k == 4) { centerOn(h); return; } CGPath & path = LOCPLINT->paths[h]; terrain.currentPath = &path; int3 dst = h->getPosition(false) + dir; 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; } if(Dir && key.state == SDL_PRESSED //arrow is pressed && LOCPLINT->ctrlPressed()) scrollingDir |= Dir; else scrollingDir &= ~Dir; } void CAdvMapInt::handleRightClick(std::string text, tribool down) { if(down) { CRClickPopup::createAndPush(text); } } 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) { 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, true); } if(centerView) centerOn(sel); terrain.currentPath = nullptr; if(sel->ID == Obj::TOWN) { auto town = dynamic_cast(sel); infoBar.showTownSelection(town); townList.select(town); heroList.select(nullptr); updateSleepWake(nullptr); updateMoveHero(nullptr); updateSpellbook(nullptr); } else //hero selected { auto hero = dynamic_cast(sel); infoBar.showHeroSelection(hero); heroList.select(hero); townList.select(nullptr); terrain.currentPath = LOCPLINT->getAndVerifyPath(hero); updateSleepWake(hero); updateMoveHero(hero); updateSpellbook(hero); } townList.redraw(); heroList.redraw(); } void CAdvMapInt::mouseMoved(const SDL_MouseMotionEvent & sEvent) { #ifdef VCMI_ANDROID if(swipeEnabled) return; #endif // 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 if(!isCtrlKeyDown() && isActive() && mode == EAdvMapMode::NORMAL) { if(sEvent.x < 15) { scrollingDir |= LEFT; } else { scrollingDir &= ~LEFT; } if(sEvent.x > screen->w - 15) { scrollingDir |= RIGHT; } else { scrollingDir &= ~RIGHT; } if(sEvent.y < 15) { scrollingDir |= UP; } else { scrollingDir &= ~UP; } if(sEvent.y > screen->h - 15) { scrollingDir |= DOWN; } else { scrollingDir &= ~DOWN; } } } bool CAdvMapInt::isActive() { return active & ~CIntObject::KEYBOARD; } void CAdvMapInt::startHotSeatWait(PlayerColor Player) { state = WAITING; } void CAdvMapInt::setPlayer(PlayerColor Player) { player = Player; graphics->blueToPlayersAdv(bg, player); panelMain->setPlayerColor(player); panelWorldView->setPlayerColor(player); panelWorldView->recolorIcons(player, player.getNum() * 19); graphics->blueToPlayersAdv(resdatabar.bg, 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; if(LOCPLINT->cingconsole->active) LOCPLINT->cingconsole->deactivate(); LOCPLINT->makingTurn = false; LOCPLINT->cb->endTurn(); } const CGObjectInstance * CAdvMapInt::getActiveObject(const int3 & mapPos) { std::vector bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile if(bobjs.empty()) return nullptr; return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder); /* if (bobjs.back()->ID == Obj::HERO) return bobjs.back(); else return bobjs.front();*/ } void CAdvMapInt::tileLClicked(const int3 & mapPos) { if(mode != EAdvMapMode::NORMAL) return; if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn) return; const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos); const CGObjectInstance * topBlocking = getActiveObject(mapPos); int3 selPos = selection->getSightCenter(); if(spellBeingCasted && isInScreenRange(selPos, mapPos)) { const TerrainTile * heroTile = LOCPLINT->cb->getTile(selPos); switch(spellBeingCasted->id) { case SpellID::SCUTTLE_BOAT: //Scuttle Boat if(topBlocking && topBlocking->ID == Obj::BOAT) leaveCastingMode(true, mapPos); break; case SpellID::DIMENSION_DOOR: if(!tile || tile->isClear(heroTile)) 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); 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(topBlocking)); else if(canSelect) select(static_cast(topBlocking), false); return; } else if(const CGHeroInstance * currentHero = curHero()) //hero is selected { 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(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..."); } if(const IShipyard * shipyard = ourInaccessibleShipyard(topBlocking)) { LOCPLINT->showShipyardDialogOrProblemPopup(shipyard); } } 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) return; if(!LOCPLINT->cb->isVisible(mapPos)) { CCS->curh->changeGraphic(ECursor::ADVENTURE, 0); statusbar.clear(); 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); boost::replace_all(text, "\n", " "); statusbar.setText(text); } else { std::string hlp; CGI->mh->getTerrainDescr(mapPos, hlp, false); statusbar.setText(hlp); } if(spellBeingCasted) { switch(spellBeingCasted->id) { case SpellID::SCUTTLE_BOAT: if(objAtTile && objAtTile->ID == Obj::BOAT) CCS->curh->changeGraphic(ECursor::ADVENTURE, 42); else CCS->curh->changeGraphic(ECursor::ADVENTURE, 0); 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->changeGraphic(ECursor::ADVENTURE, 41); else CCS->curh->changeGraphic(ECursor::ADVENTURE, 0); return; } } } if(selection->ID == Obj::TOWN) { if(objAtTile) { if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES) CCS->curh->changeGraphic(ECursor::ADVENTURE, 3); else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER) CCS->curh->changeGraphic(ECursor::ADVENTURE, 2); else CCS->curh->changeGraphic(ECursor::ADVENTURE, 0); } else CCS->curh->changeGraphic(ECursor::ADVENTURE, 0); } else if(const CGHeroInstance * h = curHero()) { int3 mapPosCopy = mapPos; const CGPathNode * pnode = LOCPLINT->cb->getPathsInfo(h)->getPathInfo(mapPosCopy); assert(pnode); int turns = pnode->turns; vstd::amin(turns, 3); switch(pnode->action) { case CGPathNode::NORMAL: case CGPathNode::TELEPORT_NORMAL: if(pnode->layer == EPathfindingLayer::LAND) CCS->curh->changeGraphic(ECursor::ADVENTURE, 4 + turns * 6); else CCS->curh->changeGraphic(ECursor::ADVENTURE, 28 + 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->changeGraphic(ECursor::ADVENTURE, 2); else CCS->curh->changeGraphic(ECursor::ADVENTURE, 8 + turns * 6); } else if(pnode->layer == EPathfindingLayer::LAND) CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns * 6); else CCS->curh->changeGraphic(ECursor::ADVENTURE, 28 + turns); break; case CGPathNode::BATTLE: case CGPathNode::TELEPORT_BATTLE: CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns * 6); break; case CGPathNode::EMBARK: CCS->curh->changeGraphic(ECursor::ADVENTURE, 6 + turns * 6); break; case CGPathNode::DISEMBARK: CCS->curh->changeGraphic(ECursor::ADVENTURE, 7 + turns * 6); break; default: if(objAtTile && objRelations != PlayerRelations::ENEMIES) { if(objAtTile->ID == Obj::TOWN) CCS->curh->changeGraphic(ECursor::ADVENTURE, 3); else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER) CCS->curh->changeGraphic(ECursor::ADVENTURE, 2); } else CCS->curh->changeGraphic(ECursor::ADVENTURE, 0); break; } } if(ourInaccessibleShipyard(objAtTile)) { CCS->curh->changeGraphic(ECursor::ADVENTURE, 6); } } void CAdvMapInt::tileRClicked(const int3 & mapPos) { if(mode != EAdvMapMode::NORMAL) return; if(spellBeingCasted) { leaveCastingMode(); 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, hlp, true); CRClickPopup::createAndPush(hlp); } return; } CRClickPopup::createAndPush(obj, GH.current->motion, 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(); if(cast) LOCPLINT->cb->castSpell(curHero(), id, dest); else LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled } const CGHeroInstance * CAdvMapInt::curHero() const { if(selection && selection->ID == Obj::HERO) return static_cast(selection); else return nullptr; } const CGTownInstance * CAdvMapInt::curTown() const { if(selection && selection->ID == Obj::TOWN) return static_cast(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->type || (CCS->curh->frame != 6 && CCS->curh->frame != 0)) return nullptr; return ret; } void CAdvMapInt::aiTurnStarted() { if(settings["session"]["spectate"].Bool()) return; adjustActiveness(true); CCS->musich->playMusicFromSet("enemy-turn", true); 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(); if(wasActive) deactivate(); adventureInt->duringAITurn = aiTurnStart; if(wasActive) activate(); } void CAdvMapInt::quickCombatLock() { if(!duringAITurn) deactivate(); } void CAdvMapInt::quickCombatUnlock() { if(!duringAITurn) activate(); } void CAdvMapInt::changeMode(EAdvMapMode newMode, float newScale) { if(mode != newMode) { mode = newMode; switch(mode) { case EAdvMapMode::NORMAL: panelMain->activate(); panelWorldView->deactivate(); activeMapPanel = panelMain; townList.activate(); heroList.activate(); infoBar.activate(); worldViewOptions.clear(); break; case EAdvMapMode::WORLD_VIEW: panelMain->deactivate(); panelWorldView->activate(); activeMapPanel = panelWorldView; 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(); } } CAdventureOptions::CAdventureOptions() : CWindowObject(PLAYER_COLORED, "ADVOPTS") { OBJ_CONSTRUCTION_CAPTURING_ALL; viewWorld = new CButton(Point(24, 23), "ADVVIEW.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_v); viewWorld->addCallback(std::bind(&CPlayerInterface::viewWorldMap, LOCPLINT)); exit = new CButton(Point(204, 313), "IOK6432.DEF", CButton::tooltip(), std::bind(&CAdventureOptions::close, this), SDLK_RETURN); exit->assignedKeys.insert(SDLK_ESCAPE); scenInfo = new CButton(Point(24, 198), "ADVINFO.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_i); scenInfo->addCallback(CAdventureOptions::showScenarioInfo); puzzle = new CButton(Point(24, 81), "ADVPUZ.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_p); puzzle->addCallback(std::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT)); dig = new CButton(Point(24, 139), "ADVDIG.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_d); if(const CGHeroInstance * h = adventureInt->curHero()) dig->addCallback(std::bind(&CPlayerInterface::tryDiggging, LOCPLINT, h)); else dig->block(true); } void CAdventureOptions::showScenarioInfo() { auto campState = LOCPLINT->cb->getStartInfo()->campState; if(campState) { GH.pushInt(new CBonusSelection(campState)); } else { GH.pushInt(new CScenarioInfo(LOCPLINT->cb->getMapHeader(), LOCPLINT->cb->getStartInfo())); } } CAdvMapInt::WorldViewOptions::WorldViewOptions() { clear(); } void CAdvMapInt::WorldViewOptions::clear() { showAllTerrain = false; iconPositions.clear(); } void CAdvMapInt::WorldViewOptions::adjustDrawingInfo(MapDrawingInfo & info) { info.showAllTerrain = showAllTerrain; info.additionalIcons = &iconPositions; }