/* * CAdventureMapInterface.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CAdventureMapInterface.h" #include "CAdventureOptions.h" #include "CInGameConsole.h" #include "CMinimap.h" #include "CList.h" #include "CInfoBar.h" #include "MapAudioPlayer.h" #include "CAdventureMapWidget.h" #include "../mapView/mapHandler.h" #include "../mapView/MapView.h" #include "../windows/CKingdomInterface.h" #include "../windows/CSpellWindow.h" #include "../windows/CTradeWindow.h" #include "../windows/GUIClasses.h" #include "../windows/InfoWindows.h" #include "../CGameInfo.h" #include "../CPlayerInterface.h" #include "../lobby/CSavingScreen.h" #include "../render/CAnimation.h" #include "../gui/CursorHandler.h" #include "../render/IImage.h" #include "../renderSDL/SDL_Extensions.h" #include "../gui/CGuiHandler.h" #include "../gui/Shortcut.h" #include "../widgets/TextControls.h" #include "../widgets/Buttons.h" #include "../windows/settings/SettingsMainWindow.h" #include "../CMT.h" #include "../PlayerLocalState.h" #include "../../CCallback.h" #include "../../lib/CConfigHandler.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/spells/CSpellHandler.h" #include "../../lib/mapObjects/CGHeroInstance.h" #include "../../lib/mapObjects/CGTownInstance.h" #include "../../lib/CPathfinder.h" #include "../../lib/mapping/CMap.h" std::shared_ptr adventureInt; CAdventureMapInterface::CAdventureMapInterface(): mapAudio(new MapAudioPlayer()), spellBeingCasted(nullptr), scrollingCursorSet(false) { OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE; pos.x = pos.y = 0; pos.w = GH.screenDimensions().x; pos.h = GH.screenDimensions().y; strongInterest = true; // handle all mouse move events to prevent dead mouse move space in fullscreen mode widget = std::make_shared(); exitWorldView(); widget->setOptionHasQuests(!CGI->mh->getMap()->quests.empty()); widget->setOptionHasUnderground(CGI->mh->getMap()->twoLevel); } void CAdventureMapInterface::fshowOverview() { GH.pushIntT(); } void CAdventureMapInterface::fworldViewBack() { exitWorldView(); auto hero = LOCPLINT->localState->getCurrentHero(); if (hero) centerOnObject(hero); } void CAdventureMapInterface::fworldViewScale1x() { // TODO set corresponding scale button to "selected" mode openWorldView(7); } void CAdventureMapInterface::fworldViewScale2x() { openWorldView(11); } void CAdventureMapInterface::fworldViewScale4x() { openWorldView(16); } void CAdventureMapInterface::fswitchLevel() { // with support for future multi-level maps :) int maxLevels = CGI->mh->getMap()->levels(); if (maxLevels < 2) return; widget->getMapView()->onMapLevelSwitched(); } void CAdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel) { widget->setOptionUndergroundLevel(mapLevel > 0); widget->getMinimap()->onMapViewMoved(visibleArea, mapLevel); } void CAdventureMapInterface::onAudioResumed() { mapAudio->onAudioResumed(); } void CAdventureMapInterface::onAudioPaused() { mapAudio->onAudioPaused(); } void CAdventureMapInterface::fshowQuestlog() { LOCPLINT->showQuestLog(); } void CAdventureMapInterface::fsleepWake() { const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero(); if (!h) return; bool newSleep = !LOCPLINT->localState->isHeroSleeping(h); if (newSleep) LOCPLINT->localState->setHeroAsleep(h); else LOCPLINT->localState->setHeroAwaken(h); onHeroChanged(h); if (newSleep) fnextHero(); } void CAdventureMapInterface::fmoveHero() { const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero(); if (!h || !LOCPLINT->localState->hasPath(h) || CGI->mh->hasOngoingAnimations()) return; LOCPLINT->moveHero(h, LOCPLINT->localState->getPath(h)); } void CAdventureMapInterface::fshowSpellbok() { if (!LOCPLINT->localState->getCurrentHero()) //checking necessary values return; centerOnObject(LOCPLINT->localState->getCurrentHero()); GH.pushIntT(LOCPLINT->localState->getCurrentHero(), LOCPLINT, false); } void CAdventureMapInterface::fadventureOPtions() { GH.pushIntT(); } void CAdventureMapInterface::fsystemOptions() { GH.pushIntT(); } void CAdventureMapInterface::fnextHero() { const auto * currHero = LOCPLINT->localState->getCurrentHero(); const auto * nextHero = LOCPLINT->localState->getNextWanderingHero(currHero); if (nextHero) { LOCPLINT->localState->setSelection(nextHero); centerOnObject(nextHero); } } void CAdventureMapInterface::fendTurn() { if(!LOCPLINT->makingTurn) return; if(settings["adventure"]["heroReminder"].Bool()) { for(auto hero : LOCPLINT->localState->getWanderingHeroes()) { if(!LOCPLINT->localState->isHeroSleeping(hero) && hero->movement > 0) { // Only show hero reminder if conditions met: // - There still movement points // - Hero don't have a path or there not points for first step on path LOCPLINT->localState->verifyPath(hero); if(!LOCPLINT->localState->hasPath(hero)) { LOCPLINT->showYesNoDialog( CGI->generaltexth->allTexts[55], std::bind(&CAdventureMapInterface::endingTurn, this), nullptr ); return; } auto path = LOCPLINT->localState->getPath(hero); if (path.nodes.size() < 2 || path.nodes[path.nodes.size() - 2].turns) { LOCPLINT->showYesNoDialog( CGI->generaltexth->allTexts[55], std::bind(&CAdventureMapInterface::endingTurn, this), nullptr ); return; } } } } endingTurn(); } void CAdventureMapInterface::updateButtons() { const auto * hero = LOCPLINT->localState->getCurrentHero(); const auto * nextSuitableHero = LOCPLINT->localState->getNextWanderingHero(hero); widget->setOptionHeroSelected(hero != nullptr); widget->setOptionHeroCanMove(hero && LOCPLINT->localState->hasPath(hero) && hero->movement != 0); widget->setOptionHasNextHero(nextSuitableHero != nullptr); widget->setOptionHeroSleeping(hero && LOCPLINT->localState->isHeroSleeping(hero)); } void CAdventureMapInterface::onHeroMovementStarted(const CGHeroInstance * hero) { widget->getInfoBar()->popAll(); widget->getInfoBar()->showSelection(); } void CAdventureMapInterface::onHeroChanged(const CGHeroInstance *h) { widget->getHeroList()->update(h); if (h && h == LOCPLINT->localState->getCurrentHero() && !widget->getInfoBar()->showingComponents()) widget->getInfoBar()->showSelection(); updateButtons(); } void CAdventureMapInterface::onTownChanged(const CGTownInstance * town) { widget->getTownList()->update(town); if (town && town == LOCPLINT->localState->getCurrentTown() && !widget->getInfoBar()->showingComponents()) widget->getInfoBar()->showSelection(); } void CAdventureMapInterface::showInfoBoxMessage(const std::vector & components, std::string message, int timer) { widget->getInfoBar()->pushComponents(components, message, timer); } void CAdventureMapInterface::activate() { CIntObject::activate(); screenBuf = screen; if(LOCPLINT) { LOCPLINT->cingconsole->activate(); LOCPLINT->cingconsole->pos = this->pos; } GH.fakeMouseMove(); //to restore the cursor } void CAdventureMapInterface::deactivate() { CIntObject::deactivate(); CCS->curh->set(Cursor::Map::POINTER); } void CAdventureMapInterface::showAll(SDL_Surface * to) { CSDL_Ext::fillSurface(to, CSDL_Ext::toSDL(ColorRGBA(255, 0,255,255)));// FIXME: CONFIGURABLE ADVMAP - debug fill to detect any empty areas CIntObject::showAll(to); LOCPLINT->cingconsole->show(to); } void CAdventureMapInterface::show(SDL_Surface * to) { handleMapScrollingUpdate(); CIntObject::show(to); LOCPLINT->cingconsole->show(to); } void CAdventureMapInterface::handleMapScrollingUpdate() { /// Width of window border, in pixels, that triggers map scrolling static constexpr uint32_t borderScrollWidth = 15; uint32_t timePassed = GH.mainFPSmng->getElapsedMilliseconds(); uint32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float(); uint32_t scrollDistance = scrollSpeedPixels * timePassed / 1000; bool scrollingActive = !GH.isKeyboardCtrlDown() && isActive() && widget->getState() == EGameState::MAKING_TURN; Point cursorPosition = GH.getCursorPosition(); Point scrollDirection; if (cursorPosition.x < borderScrollWidth) scrollDirection.x = -1; if (cursorPosition.x > GH.screenDimensions().x - borderScrollWidth) scrollDirection.x = +1; if (cursorPosition.y < borderScrollWidth) scrollDirection.y = -1; if (cursorPosition.y > GH.screenDimensions().y - borderScrollWidth) scrollDirection.y = +1; Point scrollDelta = scrollDirection * scrollDistance; if (scrollingActive && scrollDelta != Point(0,0)) widget->getMapView()->onMapScrolled(scrollDelta); if (scrollDelta == Point(0,0) && !scrollingCursorSet) return; if(scrollDelta.x > 0) { if(scrollDelta.y < 0) CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST); if(scrollDelta.y > 0) CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST); if(scrollDelta.y == 0) CCS->curh->set(Cursor::Map::SCROLL_EAST); } if(scrollDelta.x < 0) { if(scrollDelta.y < 0) CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST); if(scrollDelta.y > 0) CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST); if(scrollDelta.y == 0) CCS->curh->set(Cursor::Map::SCROLL_WEST); } if (scrollDelta.x == 0) { if(scrollDelta.y < 0) CCS->curh->set(Cursor::Map::SCROLL_NORTH); if(scrollDelta.y > 0) CCS->curh->set(Cursor::Map::SCROLL_SOUTH); if(scrollDelta.y == 0) CCS->curh->set(Cursor::Map::POINTER); } scrollingCursorSet = scrollDelta != Point(0,0); } void CAdventureMapInterface::centerOnTile(int3 on) { widget->getMapView()->onCenteredTile(on); } void CAdventureMapInterface::centerOnObject(const CGObjectInstance * obj) { widget->getMapView()->onCenteredObject(obj); } void CAdventureMapInterface::keyPressed(EShortcut key) { if (widget->getState() != EGameState::MAKING_TURN) return; //fake mouse use to trigger onTileHovered() GH.fakeMouseMove(); const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero(); //selected hero const CGTownInstance *t = LOCPLINT->localState->getCurrentTown(); //selected town switch(key) { case EShortcut::ADVENTURE_THIEVES_GUILD: if(GH.topInt()->type & BLOCK_ADV_HOTKEYS) return; { //find first town with tavern auto itr = range::find_if(LOCPLINT->localState->getOwnedTowns(), [](const CGTownInstance * town) { return town->hasBuilt(BuildingID::TAVERN); }); if(itr != LOCPLINT->localState->getOwnedTowns().end()) LOCPLINT->showThievesGuildWindow(*itr); else LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithTavern")); } return; case EShortcut::ADVENTURE_VIEW_SCENARIO: if(isActive()) CAdventureOptions::showScenarioInfo(); return; case EShortcut::GAME_SAVE_GAME: if(isActive()) GH.pushIntT(); return; case EShortcut::GAME_LOAD_GAME: if(isActive()) LOCPLINT->proposeLoadingGame(); return; case EShortcut::ADVENTURE_DIG_GRAIL: { if(h && isActive() && LOCPLINT->makingTurn) LOCPLINT->tryDiggging(h); return; } case EShortcut::ADVENTURE_VIEW_PUZZLE: if(isActive()) LOCPLINT->showPuzzleMap(); return; case EShortcut::ADVENTURE_VIEW_WORLD: if(isActive()) LOCPLINT->viewWorldMap(); return; case EShortcut::GAME_RESTART_GAME: if(isActive() && GH.isKeyboardCtrlDown()) { LOCPLINT->showYesNoDialog(CGI->generaltexth->translate("vcmi.adventureMap.confirmRestartGame"), [](){ GH.pushUserEvent(EUserEvent::RESTART_GAME); }, nullptr); } return; case EShortcut::ADVENTURE_VISIT_OBJECT: //space - try to revisit current object with selected hero { if(!isActive()) return; if(h) { LOCPLINT->cb->moveHero(h,h->pos); } } return; case EShortcut::ADVENTURE_VIEW_SELECTED: { if(!isActive() || !LOCPLINT->localState->getCurrentArmy()) return; if(h) LOCPLINT->openHeroWindow(h); else if(t) LOCPLINT->openTownWindow(t); return; } case EShortcut::GLOBAL_CANCEL: { //FIXME: this case is never executed since AdvMapInt is disabled while in spellcasting mode if(!isActive() || GH.topInt().get() != this || !spellBeingCasted) return; abortCastingMode(); return; } case EShortcut::GAME_OPEN_MARKETPLACE: { //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")); } case EShortcut::ADVENTURE_NEXT_TOWN: if(isActive() && !GH.isKeyboardCtrlDown()) //no ctrl, advmapint is on the top => switch to town { widget->getTownList()->selectNext(); } return; } case EShortcut::ADVENTURE_MOVE_HERO_SW: return hotkeyMoveHeroDirectional({-1, +1}); case EShortcut::ADVENTURE_MOVE_HERO_SS: return hotkeyMoveHeroDirectional({ 0, +1}); case EShortcut::ADVENTURE_MOVE_HERO_SE: return hotkeyMoveHeroDirectional({+1, +1}); case EShortcut::ADVENTURE_MOVE_HERO_WW: return hotkeyMoveHeroDirectional({-1, 0}); case EShortcut::ADVENTURE_MOVE_HERO_EE: return hotkeyMoveHeroDirectional({+1, 0}); case EShortcut::ADVENTURE_MOVE_HERO_NW: return hotkeyMoveHeroDirectional({-1, -1}); case EShortcut::ADVENTURE_MOVE_HERO_NN: return hotkeyMoveHeroDirectional({ 0, -1}); case EShortcut::ADVENTURE_MOVE_HERO_NE: return hotkeyMoveHeroDirectional({+1, -1}); } } void CAdventureMapInterface::hotkeyMoveHeroDirectional(Point direction) { const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero(); //selected hero if(!h || !isActive()) return; if (CGI->mh->hasOngoingAnimations()) return; if(direction == Point(0,0)) { centerOnObject(h); return; } int3 dst = h->visitablePos() + int3(direction.x, direction.y, 0); if (!CGI->mh->isInMap((dst))) return; if ( !LOCPLINT->localState->setPath(h, dst)) return; const CGPath & path = LOCPLINT->localState->getPath(h); if (path.nodes.size() > 2) onHeroChanged(h); else if(!path.nodes[0].turns) LOCPLINT->moveHero(h, path); } void CAdventureMapInterface::onSelectionChanged(const CArmedInstance *sel) { assert(sel); widget->getInfoBar()->popAll(); mapAudio->onSelectionChanged(sel); bool centerView = !settings["session"]["autoSkip"].Bool(); if (centerView) centerOnObject(sel); if(sel->ID==Obj::TOWN) { auto town = dynamic_cast(sel); widget->getInfoBar()->showTownSelection(town); widget->getTownList()->select(town); widget->getHeroList()->select(nullptr); onHeroChanged(nullptr); } else //hero selected { auto hero = dynamic_cast(sel); widget->getInfoBar()->showHeroSelection(hero); widget->getHeroList()->select(hero); widget->getTownList()->select(nullptr); LOCPLINT->localState->verifyPath(hero); onHeroChanged(hero); } updateButtons(); widget->getHeroList()->redraw(); widget->getTownList()->redraw(); } bool CAdventureMapInterface::isActive() { return active & ~CIntObject::KEYBOARD; } void CAdventureMapInterface::onMapTilesChanged(boost::optional> positions) { if (positions) widget->getMinimap()->updateTiles(*positions); else widget->getMinimap()->update(); } void CAdventureMapInterface::onHotseatWaitStarted(PlayerColor playerID) { onCurrentPlayerChanged(playerID); widget->setState(EGameState::HOTSEAT_WAIT); } void CAdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID) { if(settings["session"]["spectate"].Bool()) return; adjustActiveness(true); mapAudio->onEnemyTurnStarted(); widget->getMinimap()->setAIRadar(true); widget->getInfoBar()->startEnemyTurn(LOCPLINT->cb->getCurrentPlayer()); widget->getMinimap()->showAll(screen);//force refresh on inactive object widget->getInfoBar()->showAll(screen);//force refresh on inactive object } void CAdventureMapInterface::adjustActiveness(bool aiTurnStart) { bool wasActive = isActive(); if(wasActive) deactivate(); if (aiTurnStart) widget->setState(EGameState::ENEMY_TURN); else widget->setState(EGameState::MAKING_TURN); if(wasActive) activate(); } void CAdventureMapInterface::onCurrentPlayerChanged(PlayerColor playerID) { LOCPLINT->localState->setSelection(nullptr); if (playerID == currentPlayerID) return; currentPlayerID = playerID; widget->setPlayer(playerID); } void CAdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID) { onCurrentPlayerChanged(playerID); widget->setState(EGameState::MAKING_TURN); if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID || settings["session"]["spectate"].Bool()) { adjustActiveness(false); widget->getMinimap()->setAIRadar(false); widget->getInfoBar()->showSelection(); } widget->getHeroList()->update(); widget->getTownList()->update(); const CGHeroInstance * heroToSelect = nullptr; // find first non-sleeping hero for (auto hero : LOCPLINT->localState->getWanderingHeroes()) { if (!LOCPLINT->localState->isHeroSleeping(hero)) { heroToSelect = hero; break; } } //select first hero if available. if (heroToSelect != nullptr) { LOCPLINT->localState->setSelection(heroToSelect); } else if (LOCPLINT->localState->getOwnedTowns().size()) { LOCPLINT->localState->setSelection(LOCPLINT->localState->getOwnedTown(0)); } else { LOCPLINT->localState->setSelection(LOCPLINT->localState->getWanderingHero(0)); } //show new day animation and sound on infobar widget->getInfoBar()->showDate(); onHeroChanged(nullptr); showAll(screen); mapAudio->onPlayerTurnStarted(); if(settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown()) { if(CInfoWindow *iw = dynamic_cast(GH.topInt().get())) iw->close(); endingTurn(); } } void CAdventureMapInterface::endingTurn() { if(settings["session"]["spectate"].Bool()) return; LOCPLINT->makingTurn = false; LOCPLINT->cb->endTurn(); mapAudio->onPlayerTurnEnded(); } const CGObjectInstance* CAdventureMapInterface::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 CAdventureMapInterface::onTileLeftClicked(const int3 &mapPos) { if(widget->getState() == EGameState::MAKING_TURN) return; //FIXME: this line breaks H3 behavior for Dimension Door if(!LOCPLINT->cb->isVisible(mapPos)) return; if(!LOCPLINT->makingTurn) return; const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos); const CGObjectInstance *topBlocking = getActiveObject(mapPos); int3 selPos = LOCPLINT->localState->getCurrentArmy()->getSightCenter(); if(spellBeingCasted) { if (!isInScreenRange(selPos, mapPos)) return; const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos); switch(spellBeingCasted->id) { case SpellID::SCUTTLE_BOAT: //Scuttle Boat if(topBlocking && topBlocking->ID == Obj::BOAT) performSpellcasting(mapPos); break; case SpellID::DIMENSION_DOOR: if(!tile || tile->isClear(heroTile)) performSpellcasting(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(LOCPLINT->localState->getCurrentArmy()->ID != Obj::HERO) //hero is not selected (presumably town) { if(LOCPLINT->localState->getCurrentArmy() == topBlocking) //selected town clicked LOCPLINT->openTownWindow(static_cast(topBlocking)); else if(canSelect) LOCPLINT->localState->setSelection(static_cast(topBlocking)); } else if(const CGHeroInstance * currentHero = LOCPLINT->localState->getCurrentHero()) //hero is selected { isHero = true; const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos); if(currentHero == topBlocking) //clicked selected hero { LOCPLINT->openHeroWindow(currentHero); return; } else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile { LOCPLINT->localState->setSelection(static_cast(topBlocking)); return; } else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise { if(LOCPLINT->localState->hasPath(currentHero) && LOCPLINT->localState->getPath(currentHero).endPos() == mapPos)//we'll be moving { if(!CGI->mh->hasOngoingAnimations()) LOCPLINT->moveHero(currentHero, LOCPLINT->localState->getPath(currentHero)); return; } else //remove old path and find a new one if we clicked on accessible tile { LOCPLINT->localState->setPath(currentHero, mapPos); onHeroChanged(currentHero); } } } //end of hero is selected "case" else { throw std::runtime_error("Nothing is selected..."); } const auto shipyard = ourInaccessibleShipyard(topBlocking); if(isHero && shipyard != nullptr) { LOCPLINT->showShipyardDialogOrProblemPopup(shipyard); } } void CAdventureMapInterface::onTileHovered(const int3 &mapPos) { if(widget->getState() != EGameState::MAKING_TURN) return; //may occur just at the start of game (fake move before full intiialization) if(!LOCPLINT->localState->getCurrentArmy()) return; if(!LOCPLINT->cb->isVisible(mapPos)) { CCS->curh->set(Cursor::Map::POINTER); GH.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 = LOCPLINT->localState->getCurrentHero() ? objAtTile->getHoverText(LOCPLINT->localState->getCurrentHero()) : objAtTile->getHoverText(LOCPLINT->playerID); boost::replace_all(text,"\n"," "); GH.statusbar->write(text); } else { std::string hlp = CGI->mh->getTerrainDescr(mapPos, false); GH.statusbar->write(hlp); } if(spellBeingCasted) { switch(spellBeingCasted->id) { case SpellID::SCUTTLE_BOAT: { int3 hpos = LOCPLINT->localState->getCurrentArmy()->getSightCenter(); if(objAtTile && objAtTile->ID == Obj::BOAT && isInScreenRange(hpos, mapPos)) 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 = LOCPLINT->localState->getCurrentArmy()->getSightCenter(); if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos)) CCS->curh->set(Cursor::Map::TELEPORT); else CCS->curh->set(Cursor::Map::POINTER); return; } } } if(LOCPLINT->localState->getCurrentArmy()->ID == Obj::TOWN) { if(objAtTile) { if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES) CCS->curh->set(Cursor::Map::TOWN); else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER) CCS->curh->set(Cursor::Map::HERO); else CCS->curh->set(Cursor::Map::POINTER); } else CCS->curh->set(Cursor::Map::POINTER); } else if(const CGHeroInstance * hero = LOCPLINT->localState->getCurrentHero()) { std::array 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() || settings["gameTweaks"]["forceMovementInfo"].Bool()) && pathNode->reachable()) //overwrite status bar text with movement info { showMoveDetailsInStatusbar(*hero, *pathNode); } int turns = pathNode->turns; vstd::amin(turns, 3); switch(pathNode->action) { case CGPathNode::NORMAL: case CGPathNode::TELEPORT_NORMAL: if(pathNode->layer == EPathfindingLayer::LAND) CCS->curh->set(cursorMove[turns]); else CCS->curh->set(cursorSailVisit[turns]); break; case CGPathNode::VISIT: case CGPathNode::BLOCKING_VISIT: case CGPathNode::TELEPORT_BLOCKING_VISIT: if(objAtTile && objAtTile->ID == Obj::HERO) { if(LOCPLINT->localState->getCurrentArmy() == objAtTile) CCS->curh->set(Cursor::Map::HERO); else CCS->curh->set(cursorExchange[turns]); } else if(pathNode->layer == EPathfindingLayer::LAND) CCS->curh->set(cursorVisit[turns]); else CCS->curh->set(cursorSailVisit[turns]); break; case CGPathNode::BATTLE: case CGPathNode::TELEPORT_BATTLE: CCS->curh->set(cursorAttack[turns]); break; case CGPathNode::EMBARK: CCS->curh->set(cursorSail[turns]); break; case CGPathNode::DISEMBARK: CCS->curh->set(cursorDisembark[turns]); break; default: if(objAtTile && objRelations != PlayerRelations::ENEMIES) { if(objAtTile->ID == Obj::TOWN) CCS->curh->set(Cursor::Map::TOWN); else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER) CCS->curh->set(Cursor::Map::HERO); else CCS->curh->set(Cursor::Map::POINTER); } else CCS->curh->set(Cursor::Map::POINTER); break; } } if(ourInaccessibleShipyard(objAtTile)) { CCS->curh->set(Cursor::Map::T1_SAIL); } } void CAdventureMapInterface::showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode) { const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.maxMovePoints(pathNode.layer == EPathfindingLayer::LAND) : hero.movement; const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains; const int remainingPointsAfterMove = pathNode.turns == 0 ? pathNode.moveRemains : 0; std::string result = VLC->generaltexth->translate("vcmi.adventureMap", pathNode.turns > 0 ? "moveCostDetails" : "moveCostDetailsNoTurns"); boost::replace_first(result, "%TURNS", std::to_string(pathNode.turns)); boost::replace_first(result, "%POINTS", std::to_string(movementPointsLastTurnCost)); boost::replace_first(result, "%REMAINING", std::to_string(remainingPointsAfterMove)); GH.statusbar->write(result); } void CAdventureMapInterface::onTileRightClicked(const int3 &mapPos) { if(widget->getState() != EGameState::MAKING_TURN) return; if(spellBeingCasted) { abortCastingMode(); return; } if(!LOCPLINT->cb->isVisible(mapPos)) { CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory return; } const CGObjectInstance * obj = getActiveObject(mapPos); if(!obj) { // Bare or undiscovered terrain const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos); if(tile) { std::string hlp = CGI->mh->getTerrainDescr(mapPos, true); CRClickPopup::createAndPush(hlp); } return; } CRClickPopup::createAndPush(obj, GH.getCursorPosition(), ETextAlignment::CENTER); } void CAdventureMapInterface::enterCastingMode(const CSpell * sp) { assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR); spellBeingCasted = sp; Settings config = settings.write["session"]["showSpellRange"]; config->Bool() = true; widget->setState(EGameState::CASTING_SPELL); } void CAdventureMapInterface::exitCastingMode() { assert(spellBeingCasted); spellBeingCasted = nullptr; widget->setState(EGameState::MAKING_TURN); Settings config = settings.write["session"]["showSpellRange"]; config->Bool() = false; } void CAdventureMapInterface::abortCastingMode() { exitCastingMode(); LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled } void CAdventureMapInterface::performSpellcasting(const int3 & dest) { SpellID id = spellBeingCasted->id; exitCastingMode(); LOCPLINT->cb->castSpell(LOCPLINT->localState->getCurrentHero(), id, dest); } Rect CAdventureMapInterface::terrainAreaPixels() const { return widget->getMapView()->pos; } const IShipyard * CAdventureMapInterface::ourInaccessibleShipyard(const CGObjectInstance *obj) const { const IShipyard *ret = IShipyard::castFrom(obj); if(!ret || obj->tempOwner != currentPlayerID || (CCS->curh->get() != Cursor::Map::T1_SAIL && CCS->curh->get() != Cursor::Map::POINTER)) return nullptr; return ret; } void CAdventureMapInterface::exitWorldView() { widget->setState(EGameState::MAKING_TURN); widget->getMapView()->onViewMapActivated(); } void CAdventureMapInterface::openWorldView(int tileSize) { widget->setState(EGameState::WORLD_VIEW); widget->getMapView()->onViewWorldActivated(tileSize); } void CAdventureMapInterface::openWorldView() { openWorldView(11); } void CAdventureMapInterface::openWorldView(const std::vector& objectPositions, bool showTerrain) { openWorldView(11); widget->getMapView()->onViewSpellActivated(11, objectPositions, showTerrain); }