/* * CAdvMapInt.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CAdvMapInt.h" #include "CAdvMapPanel.h" #include "CAdventureOptions.h" #include "CInGameConsole.h" #include "mapHandler.h" #include "../windows/CKingdomInterface.h" #include "../windows/CSpellWindow.h" #include "../windows/CTradeWindow.h" #include "../windows/GUIClasses.h" #include "../windows/InfoWindows.h" #include "../CGameInfo.h" #include "../CMusicHandler.h" #include "../CPlayerInterface.h" #include "../lobby/CSavingScreen.h" #include "../render/CAnimation.h" #include "../gui/CursorHandler.h" #include "../render/IImage.h" #include "../gui/CGuiHandler.h" #include "../widgets/TextControls.h" #include "../widgets/Buttons.h" #include "../CMT.h" #include "../../CCallback.h" #include "../../lib/CConfigHandler.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/spells/CSpellHandler.h" #include "../../lib/mapObjects/CGHeroInstance.h" #include "../../lib/mapObjects/CGTownInstance.h" #include "../../lib/CPathfinder.h" #include "../../lib/mapping/CMap.h" #include "../../lib/UnlockGuard.h" #include "../../lib/TerrainHandler.h" #include #define ADVOPT (conf.go()->ac) std::shared_ptr adventureInt; static void setScrollingCursor(ui8 direction) { if(direction & CAdvMapInt::RIGHT) { if(direction & CAdvMapInt::UP) CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST); else if(direction & CAdvMapInt::DOWN) CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST); else CCS->curh->set(Cursor::Map::SCROLL_EAST); } else if(direction & CAdvMapInt::LEFT) { if(direction & CAdvMapInt::UP) CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST); else if(direction & CAdvMapInt::DOWN) CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST); else CCS->curh->set(Cursor::Map::SCROLL_WEST); } else if(direction & CAdvMapInt::UP) CCS->curh->set(Cursor::Map::SCROLL_NORTH); else if(direction & CAdvMapInt::DOWN) CCS->curh->set(Cursor::Map::SCROLL_SOUTH); } CAdvMapInt::CAdvMapInt(): mode(EAdvMapMode::NORMAL), worldViewScale(0.0f), //actual init later in changeMode minimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH)), statusbar(CGStatusBar::create(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG)), heroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD), townList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD), 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)) { pos.x = pos.y = 0; pos.w = screen->w; pos.h = screen->h; strongInterest = true; // handle all mouse move events to prevent dead mouse move space in fullscreen mode townList.onSelect = std::bind(&CAdvMapInt::selectionChanged,this); bg = IImage::createFromFile(ADVOPT.mainGraphic); if(!ADVOPT.worldViewGraphic.empty()) { bgWorldView = IImage::createFromFile(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 = IImage::createFromFile("VWorld.bmp"); } worldViewIcons = std::make_shared("VwSymbol");//todo: customize with ADVOPT worldViewIcons->preload(); for(int g = 0; g < ADVOPT.gemG.size(); ++g) { gems.push_back(std::make_shared(ADVOPT.gemG[g], 0, 0, ADVOPT.gemX[g], ADVOPT.gemY[g])); } auto makeButton = [&](int textID, std::function callback, config::ButtonInfo info, int key) -> std::shared_ptr { auto button = std::make_shared(Point(info.x, info.y), info.defName, CGI->generaltexth->zelp[textID], callback, key, info.playerColoured); for(auto image : info.additionalDefs) button->addImage(image); return button; }; kingOverview = makeButton(293, std::bind(&CAdvMapInt::fshowOverview,this), ADVOPT.kingOverview, SDLK_k); underground = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this), ADVOPT.underground, SDLK_u); questlog = makeButton(295, std::bind(&CAdvMapInt::fshowQuestlog,this), ADVOPT.questlog, SDLK_q); sleepWake = makeButton(296, std::bind(&CAdvMapInt::fsleepWake,this), ADVOPT.sleepWake, SDLK_w); moveHero = makeButton(297, std::bind(&CAdvMapInt::fmoveHero,this), ADVOPT.moveHero, SDLK_m); spellbook = makeButton(298, std::bind(&CAdvMapInt::fshowSpellbok,this), ADVOPT.spellbook, SDLK_c); advOptions = makeButton(299, std::bind(&CAdvMapInt::fadventureOPtions,this), ADVOPT.advOptions, SDLK_a); sysOptions = makeButton(300, std::bind(&CAdvMapInt::fsystemOptions,this), ADVOPT.sysOptions, SDLK_o); nextHero = makeButton(301, std::bind(&CAdvMapInt::fnextHero,this), ADVOPT.nextHero, SDLK_h); endTurn = makeButton(302, std::bind(&CAdvMapInt::fendTurn,this), ADVOPT.endTurn, SDLK_e); int panelSpaceBottom = screen->h - resdatabar.pos.h - 4; panelMain = std::make_shared(nullptr, Point(0, 0)); // TODO correct drawing position panelWorldView = std::make_shared(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 std::make_shared(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(std::make_shared(wvLeft + 45, 263 + i * 20, EFonts::FONT_SMALL, ETextAlignment::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(std::make_shared(wvLeft + 45, 387 + i * 20, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[619 + i])); } panelWorldView->addChildToPanel(std::make_shared(wvLeft + 5, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->allTexts[617])); panelWorldView->addChildToPanel(std::make_shared(wvLeft + 45, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT, 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); } void CAdvMapInt::fshowOverview() { GH.pushIntT(); } 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->levels(); 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.pushIntT(curHero(), LOCPLINT, false); } void CAdvMapInt::fadventureOPtions() { GH.pushIntT(); } void CAdvMapInt::fsystemOptions() { GH.pushIntT(); } 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(auto hero : LOCPLINT->wanderingHeroes) { if(!isHeroSleeping(hero) && hero->movement > 0) { // Only show hero reminder if conditions met: // - There still movement points // - Hero don't have a path or there not points for first step on path auto path = LOCPLINT->getAndVerifyPath(hero); if(!path || path->nodes.size() < 2 || !path->nodes[path->nodes.size()-2].turns) { LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[55], std::bind(&CAdvMapInt::endingTurn, this), nullptr); return; } } } } endingTurn(); } void CAdvMapInt::updateSleepWake(const CGHeroInstance *h) { sleepWake->block(!h); if (!h) return; bool state = isHeroSleeping(h); sleepWake->setIndex(state ? 1 : 0, true); sleepWake->assignedKeys.clear(); sleepWake->assignedKeys.insert(state ? SDLK_w : SDLK_z); } void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath) { if(!h) { moveHero->block(true); return; } //default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately if(boost::logic::indeterminate(hasPath)) hasPath = LOCPLINT->paths[h].nodes.size() ? true : false; moveHero->block(!(bool)hasPath || (h->movement == 0)); } void CAdvMapInt::updateSpellbook(const CGHeroInstance *h) { spellbook->block(!h); } int CAdvMapInt::getNextHeroIndex(int startIndex) { if (LOCPLINT->wanderingHeroes.size() == 0) return -1; if (startIndex < 0) startIndex = 0; int i = startIndex; do { i++; if (i >= LOCPLINT->wanderingHeroes.size()) i = 0; } while (((LOCPLINT->wanderingHeroes[i]->movement == 0) || isHeroSleeping(LOCPLINT->wanderingHeroes[i])) && (i != startIndex)); if ((LOCPLINT->wanderingHeroes[i]->movement != 0) && !isHeroSleeping(LOCPLINT->wanderingHeroes[i])) return i; else return -1; } void CAdvMapInt::updateNextHero(const CGHeroInstance *h) { int start = vstd::find_pos(LOCPLINT->wanderingHeroes, h); int next = getNextHeroIndex(start); if (next < 0) { nextHero->block(true); return; } const CGHeroInstance *nextH = LOCPLINT->wanderingHeroes[next]; bool noActiveHeroes = (next == start) && ((nextH->movement == 0) || isHeroSleeping(nextH)); nextHero->block(noActiveHeroes); } void CAdvMapInt::activate() { CIntObject::activate(); if (!(active & KEYBOARD)) CIntObject::activate(KEYBOARD); screenBuf = screen; GH.statusbar = statusbar; if(LOCPLINT) { LOCPLINT->cingconsole->activate(); LOCPLINT->cingconsole->pos = this->pos; } if(!duringAITurn) { activeMapPanel->activate(); if (mode == EAdvMapMode::NORMAL) { heroList.activate(); townList.activate(); infoBar.activate(); } minimap.activate(); terrain.activate(); statusbar->activate(); GH.fakeMouseMove(); //to restore the cursor } } void CAdvMapInt::deactivate() { CIntObject::deactivate(); if(!duringAITurn) { scrollingDir = 0; CCS->curh->set(Cursor::Map::POINTER); activeMapPanel->deactivate(); if (mode == EAdvMapMode::NORMAL) { heroList.deactivate(); townList.deactivate(); infoBar.deactivate(); } minimap.deactivate(); terrain.deactivate(); statusbar->deactivate(); } } void CAdvMapInt::showAll(SDL_Surface * to) { bg->draw(to, 0, 0); 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.showAll(to); statusbar->show(to); LOCPLINT->cingconsole->show(to); } bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero) { if (!hero) return false; return vstd::contains(LOCPLINT->sleepingHeroes, hero); } void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep) { if (sleep) LOCPLINT->sleepingHeroes.push_back(hero); //FIXME: should we check for existence? else LOCPLINT->sleepingHeroes -= hero; updateNextHero(nullptr); } void CAdvMapInt::show(SDL_Surface * to) { if(state != INGAME) return; ++animValHitCount; //for animations if(animValHitCount % 2 == 0) { ++heroAnim; } if(animValHitCount >= 8) { CGI->mh->updateWater(); animValHitCount = 0; ++anim; updateScreen = true; } if(swipeEnabled) { handleSwipeUpdate(); } #if defined(VCMI_ANDROID) || defined(VCMI_IOS) // on mobile, map-moving mode is exclusive (TODO technically it might work with both enabled; to be checked) else #endif { handleMapScrollingUpdate(); } 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->warn("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 = static_cast(settings["adventure"]["scrollSpeed"].Float()); //if advmap needs updating AND (no dialog is shown OR ctrl is pressed) if((animValHitCount % (4 / scrollSpeed)) == 0 && GH.isKeyboardCtrlDown()) { if((scrollingDir & LEFT) && (position.x > -CGI->mh->frameW)) position.x--; if((scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - CGI->mh->tilesW + CGI->mh->frameW)) position.x++; if((scrollingDir & UP) && (position.y > -CGI->mh->frameH)) position.y--; if((scrollingDir & DOWN) && (position.y < CGI->mh->map->height - CGI->mh->tilesH + CGI->mh->frameH)) position.y++; if(scrollingDir) { setScrollingCursor(scrollingDir); scrollingState = true; updateScreen = true; minimap.redraw(); if(mode == EAdvMapMode::WORLD_VIEW) terrain.redraw(); } else if(scrollingState) { CCS->curh->set(Cursor::Map::POINTER); scrollingState = false; } } } void CAdvMapInt::handleSwipeUpdate() { if(swipeMovementRequested) { auto fixedPos = LOCPLINT->repairScreenPos(swipeTargetPosition); position.x = fixedPos.x; position.y = fixedPos.y; CCS->curh->set(Cursor::Map::POINTER); updateScreen = true; minimap.redraw(); swipeMovementRequested = false; } } void CAdvMapInt::selectionChanged() { const CGTownInstance *to = LOCPLINT->towns[townList.getSelectedIndex()]; if (selection != to) select(to); } void CAdvMapInt::centerOn(int3 on, bool fade) { bool switchedLevels = on.z != position.z; if (fade) { terrain.fadeFromCurrentView(); } switch (mode) { default: case EAdvMapMode::NORMAL: on.x -= CGI->mh->frameW; // is this intentional? frame size doesn't really have to correspond to camera size... on.y -= CGI->mh->frameH; break; case EAdvMapMode::WORLD_VIEW: on.x -= static_cast(CGI->mh->tilesW / 2 / worldViewScale); on.y -= static_cast(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::keyReleased(const SDL_Keycode &key) { if (mode == EAdvMapMode::WORLD_VIEW) return; switch (key) { case SDLK_s: if(isActive()) GH.pushIntT(); return; default: { auto direction = keyToMoveDirection(key); if (!direction) return; ui8 Dir = (direction->x<0 ? LEFT : 0) | (direction->x>0 ? RIGHT : 0) | (direction->y<0 ? UP : 0) | (direction->y>0 ? DOWN : 0) ; scrollingDir &= ~Dir; } } } void CAdvMapInt::keyPressed(const SDL_Keycode & key) { if (mode == EAdvMapMode::WORLD_VIEW) return; const CGHeroInstance *h = curHero(); //selected hero const CGTownInstance *t = curTown(); //selected town switch(key) { case SDLK_g: if(GH.topInt()->type & BLOCK_ADV_HOTKEYS) return; { //find first town with tavern auto itr = range::find_if(LOCPLINT->towns, [](const CGTownInstance * town) { return town->hasBuilt(BuildingID::TAVERN); }); if(itr != LOCPLINT->towns.end()) LOCPLINT->showThievesGuildWindow(*itr); else LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithTavern")); } return; case SDLK_i: if(isActive()) CAdventureOptions::showScenarioInfo(); return; case SDLK_l: if(isActive()) LOCPLINT->proposeLoadingGame(); return; case SDLK_d: { if(h && isActive() && LOCPLINT->makingTurn) 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() && 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) { 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) return; if(h) LOCPLINT->openHeroWindow(h); else if(t) LOCPLINT->openTownWindow(t); return; } case SDLK_ESCAPE: { if(isActive() || GH.topInt().get() != this || !spellBeingCasted) return; leaveCastingMode(); return; } case SDLK_t: { //act on key down if marketplace windows is not already opened if(GH.topInt()->type & BLOCK_ADV_HOTKEYS) return; if(GH.isKeyboardCtrlDown()) //CTRL + T => open marketplace { //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.pushIntT(townWithMarket); else //if not - complain LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithMarket")); } else if(isActive()) //no ctrl, advmapint is on the top => switch to town { townList.selectNext(); } return; } default: { auto direction = keyToMoveDirection(key); if (!direction) return; ui8 Dir = (direction->x<0 ? LEFT : 0) | (direction->x>0 ? RIGHT : 0) | (direction->y<0 ? UP : 0) | (direction->y>0 ? DOWN : 0) ; scrollingDir |= Dir; //ctrl makes arrow move screen, not hero if(GH.isKeyboardCtrlDown()) return; if(!h || !isActive()) return; if (!CGI->mh->canStartHeroMovement()) return; if(*direction == Point(0,0)) { centerOn(h); return; } CGPath &path = LOCPLINT->paths[h]; terrain.currentPath = &path; int3 dst = h->visitablePos() + int3(direction->x, direction->y, 0); if(dst != verifyPos(dst) || !LOCPLINT->cb->getPathsInfo(h)->getPath(path, dst)) { terrain.currentPath = nullptr; return; } if (path.nodes.size() > 2) updateMoveHero(h); else if(!path.nodes[0].turns) LOCPLINT->moveHero(h, path); } return; } } boost::optional CAdvMapInt::keyToMoveDirection(const SDL_Keycode & key) { switch (key) { case SDLK_DOWN: return Point( 0, +1); case SDLK_LEFT: return Point(-1, 0); case SDLK_RIGHT: return Point(+1, 0); case SDLK_UP: return Point( 0, -1); case SDLK_KP_1: return Point(-1, +1); case SDLK_KP_2: return Point( 0, +1); case SDLK_KP_3: return Point(+1, +1); case SDLK_KP_4: return Point(-1, 0); case SDLK_KP_5: return Point( 0, 0); case SDLK_KP_6: return Point(+1, 0); case SDLK_KP_7: return Point(-1, -1); case SDLK_KP_8: return Point( 0, -1); case SDLK_KP_9: return Point(+1, -1); } return boost::none; } void CAdvMapInt::handleRightClick(std::string text, tribool down) { if(down) { CRClickPopup::createAndPush(text); } } 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->getJsonKey(), true, false); } 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 Point & cursorPosition ) { #if defined(VCMI_ANDROID) || defined(VCMI_IOS) 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 // don't scroll if there is no window in focus - these events don't seem to correspond to the actual mouse movement if(!GH.isKeyboardCtrlDown() && isActive() && mode == EAdvMapMode::NORMAL) { if(cursorPosition.x<15) { scrollingDir |= LEFT; } else { scrollingDir &= ~LEFT; } if(cursorPosition.x>screen->w-15) { scrollingDir |= RIGHT; } else { scrollingDir &= ~RIGHT; } if(cursorPosition.y<15) { scrollingDir |= UP; } else { scrollingDir &= ~UP; } if(cursorPosition.y>screen->h-15) { scrollingDir |= DOWN; } else { scrollingDir &= ~DOWN; } } } bool CAdvMapInt::isActive() { return active & ~CIntObject::KEYBOARD; } void CAdvMapInt::startHotSeatWait(PlayerColor Player) { state = WAITING; } void CAdvMapInt::setPlayer(PlayerColor Player) { player = Player; bg->playerColored(player); panelMain->setPlayerColor(player); panelWorldView->setPlayerColor(player); panelWorldView->recolorIcons(player, player.getNum() * 19); resdatabar.background->colorize(player); } void CAdvMapInt::startTurn() { state = INGAME; if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID || settings["session"]["spectate"].Bool()) { adjustActiveness(false); minimap.setAIRadar(false); } } void CAdvMapInt::endingTurn() { if(settings["session"]["spectate"].Bool()) return; LOCPLINT->makingTurn = false; LOCPLINT->cb->endTurn(); CCS->soundh->ambientStopAllChannels(); } const CGObjectInstance* CAdvMapInt::getActiveObject(const int3 &mapPos) { std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile if (bobjs.empty()) return nullptr; return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder); /* 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); bool isHero = false; if(selection->ID != Obj::HERO) //hero is not selected (presumably town) { assert(!terrain.currentPath); //path can be active only when hero is selected if(selection == topBlocking) //selected town clicked LOCPLINT->openTownWindow(static_cast(topBlocking)); else if(canSelect) select(static_cast(topBlocking), false); } else if(const CGHeroInstance * currentHero = curHero()) //hero is selected { isHero = true; const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos); if(currentHero == topBlocking) //clicked selected hero { LOCPLINT->openHeroWindow(currentHero); return; } else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile { select(static_cast(topBlocking), false); return; } else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise { if(terrain.currentPath && terrain.currentPath->endPos() == mapPos)//we'll be moving { if(CGI->mh->canStartHeroMovement()) LOCPLINT->moveHero(currentHero, *terrain.currentPath); return; } else //remove old path and find a new one if we clicked on accessible tile { CGPath &path = LOCPLINT->paths[currentHero]; CGPath newpath; bool gotPath = LOCPLINT->cb->getPathsInfo(currentHero)->getPath(newpath, mapPos); //try getting path, erase if failed if(gotPath && newpath.nodes.size()) path = newpath; if(path.nodes.size()) terrain.currentPath = &path; else LOCPLINT->eraseCurrentPathOf(currentHero); updateMoveHero(currentHero); } } } //end of hero is selected "case" else { throw std::runtime_error("Nothing is selected..."); } const auto shipyard = ourInaccessibleShipyard(topBlocking); if(isHero && shipyard != nullptr) { LOCPLINT->showShipyardDialogOrProblemPopup(shipyard); } } 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->set(Cursor::Map::POINTER); 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->write(text); } else { std::string hlp; CGI->mh->getTerrainDescr(mapPos, hlp, false); statusbar->write(hlp); } if(spellBeingCasted) { switch(spellBeingCasted->id) { case SpellID::SCUTTLE_BOAT: if(objAtTile && objAtTile->ID == Obj::BOAT) CCS->curh->set(Cursor::Map::SCUTTLE_BOAT); else CCS->curh->set(Cursor::Map::POINTER); return; case SpellID::DIMENSION_DOOR: { const TerrainTile * t = LOCPLINT->cb->getTile(mapPos, false); int3 hpos = selection->getSightCenter(); if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos)) CCS->curh->set(Cursor::Map::TELEPORT); else CCS->curh->set(Cursor::Map::POINTER); return; } } } if(selection->ID == Obj::TOWN) { if(objAtTile) { if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES) CCS->curh->set(Cursor::Map::TOWN); else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER) CCS->curh->set(Cursor::Map::HERO); else CCS->curh->set(Cursor::Map::POINTER); } else CCS->curh->set(Cursor::Map::POINTER); } else if(const CGHeroInstance * hero = curHero()) { std::array cursorMove = { Cursor::Map::T1_MOVE, Cursor::Map::T2_MOVE, Cursor::Map::T3_MOVE, Cursor::Map::T4_MOVE, }; std::array cursorAttack = { Cursor::Map::T1_ATTACK, Cursor::Map::T2_ATTACK, Cursor::Map::T3_ATTACK, Cursor::Map::T4_ATTACK, }; std::array cursorSail = { Cursor::Map::T1_SAIL, Cursor::Map::T2_SAIL, Cursor::Map::T3_SAIL, Cursor::Map::T4_SAIL, }; std::array cursorDisembark = { Cursor::Map::T1_DISEMBARK, Cursor::Map::T2_DISEMBARK, Cursor::Map::T3_DISEMBARK, Cursor::Map::T4_DISEMBARK, }; std::array cursorExchange = { Cursor::Map::T1_EXCHANGE, Cursor::Map::T2_EXCHANGE, Cursor::Map::T3_EXCHANGE, Cursor::Map::T4_EXCHANGE, }; std::array cursorVisit = { Cursor::Map::T1_VISIT, Cursor::Map::T2_VISIT, Cursor::Map::T3_VISIT, Cursor::Map::T4_VISIT, }; std::array cursorSailVisit = { Cursor::Map::T1_SAIL_VISIT, Cursor::Map::T2_SAIL_VISIT, Cursor::Map::T3_SAIL_VISIT, Cursor::Map::T4_SAIL_VISIT, }; const CGPathNode * pathNode = LOCPLINT->cb->getPathsInfo(hero)->getPathInfo(mapPos); assert(pathNode); if(GH.isKeyboardAltDown() && pathNode->reachable()) //overwrite status bar text with movement info { ShowMoveDetailsInStatusbar(*hero, *pathNode); } int turns = pathNode->turns; vstd::amin(turns, 3); switch(pathNode->action) { case CGPathNode::NORMAL: case CGPathNode::TELEPORT_NORMAL: if(pathNode->layer == EPathfindingLayer::LAND) CCS->curh->set(cursorMove[turns]); else CCS->curh->set(cursorSailVisit[turns]); break; case CGPathNode::VISIT: case CGPathNode::BLOCKING_VISIT: case CGPathNode::TELEPORT_BLOCKING_VISIT: if(objAtTile && objAtTile->ID == Obj::HERO) { if(selection == objAtTile) CCS->curh->set(Cursor::Map::HERO); else CCS->curh->set(cursorExchange[turns]); } else if(pathNode->layer == EPathfindingLayer::LAND) CCS->curh->set(cursorVisit[turns]); else CCS->curh->set(cursorSailVisit[turns]); break; case CGPathNode::BATTLE: case CGPathNode::TELEPORT_BATTLE: CCS->curh->set(cursorAttack[turns]); break; case CGPathNode::EMBARK: CCS->curh->set(cursorSail[turns]); break; case CGPathNode::DISEMBARK: CCS->curh->set(cursorDisembark[turns]); break; default: if(objAtTile && objRelations != PlayerRelations::ENEMIES) { if(objAtTile->ID == Obj::TOWN) CCS->curh->set(Cursor::Map::TOWN); else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER) CCS->curh->set(Cursor::Map::HERO); else CCS->curh->set(Cursor::Map::POINTER); } else CCS->curh->set(Cursor::Map::POINTER); break; } } if(ourInaccessibleShipyard(objAtTile)) { CCS->curh->set(Cursor::Map::T1_SAIL); } } void CAdvMapInt::ShowMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode) { const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.maxMovePoints(pathNode.layer == EPathfindingLayer::LAND) : hero.movement; const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains; const int remainingPointsAfterMove = pathNode.turns == 0 ? pathNode.moveRemains : 0; std::string result = VLC->generaltexth->translate("vcmi.adventureMap", pathNode.turns > 0 ? "moveCostDetails" : "moveCostDetailsNoTurns"); boost::replace_first(result, "%TURNS", std::to_string(pathNode.turns)); boost::replace_first(result, "%POINTS", std::to_string(movementPointsLastTurnCost)); boost::replace_first(result, "%REMAINING", std::to_string(remainingPointsAfterMove)); statusbar->write(result); } 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.getCursorPosition(), ETextAlignment::CENTER); } void CAdvMapInt::enterCastingMode(const CSpell * sp) { assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR); spellBeingCasted = sp; deactivate(); terrain.activate(); GH.fakeMouseMove(); } void CAdvMapInt::leaveCastingMode(bool cast, int3 dest) { assert(spellBeingCasted); SpellID id = spellBeingCasted->id; spellBeingCasted = nullptr; terrain.deactivate(); activate(); 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->get() != Cursor::Map::T1_SAIL && CCS->curh->get() != Cursor::Map::POINTER)) return nullptr; return ret; } void CAdvMapInt::aiTurnStarted() { if(settings["session"]["spectate"].Bool()) return; adjustActiveness(true); CCS->musich->playMusicFromSet("enemy-turn", true, false); adventureInt->minimap.setAIRadar(true); adventureInt->infoBar.startEnemyTurn(LOCPLINT->cb->getCurrentPlayer()); adventureInt->infoBar.showAll(screen);//force refresh on inactive object } void CAdvMapInt::adjustActiveness(bool aiTurnStart) { bool wasActive = isActive(); 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(); } } CAdvMapInt::WorldViewOptions::WorldViewOptions() { clear(); } void CAdvMapInt::WorldViewOptions::clear() { showAllTerrain = false; iconPositions.clear(); } void CAdvMapInt::WorldViewOptions::adjustDrawingInfo(MapDrawingInfo& info) { info.showAllTerrain = showAllTerrain; info.additionalIcons = &iconPositions; }