/* * AdventureMapInterface.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 "AdventureMapInterface.h" #include "AdventureOptions.h" #include "AdventureState.h" #include "CInGameConsole.h" #include "CMinimap.h" #include "CList.h" #include "CInfoBar.h" #include "MapAudioPlayer.h" #include "TurnTimerWidget.h" #include "AdventureMapWidget.h" #include "AdventureMapShortcuts.h" #include "../mapView/mapHandler.h" #include "../mapView/MapView.h" #include "../windows/InfoWindows.h" #include "../widgets/RadialMenu.h" #include "../CGameInfo.h" #include "../gui/CursorHandler.h" #include "../gui/CGuiHandler.h" #include "../gui/Shortcut.h" #include "../gui/WindowHandler.h" #include "../render/Canvas.h" #include "../CMT.h" #include "../PlayerLocalState.h" #include "../CPlayerInterface.h" #include "../../CCallback.h" #include "../../lib/CConfigHandler.h" #include "../../lib/StartInfo.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/spells/CSpellHandler.h" #include "../../lib/mapObjects/CGHeroInstance.h" #include "../../lib/mapObjects/CGTownInstance.h" #include "../../lib/mapping/CMapDefines.h" #include "../../lib/pathfinder/CGPathNode.h" std::shared_ptr adventureInt; AdventureMapInterface::AdventureMapInterface(): mapAudio(new MapAudioPlayer()), spellBeingCasted(nullptr), scrollingWasActive(false), scrollingWasBlocked(false), backgroundDimLevel(settings["adventure"]["backgroundDimLevel"].Integer()) { OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE; pos.x = pos.y = 0; pos.w = GH.screenDimensions().x; pos.h = GH.screenDimensions().y; shortcuts = std::make_shared(*this); widget = std::make_shared(shortcuts); shortcuts->setState(EAdventureState::MAKING_TURN); widget->getMapView()->onViewMapActivated(); if(LOCPLINT->cb->getStartInfo()->turnTimerInfo.isEnabled() || LOCPLINT->cb->getStartInfo()->turnTimerInfo.isBattleEnabled()) watches = std::make_shared(); addUsedEvents(KEYBOARD | TIME); } void AdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel) { shortcuts->onMapViewMoved(visibleArea, mapLevel); widget->getMinimap()->onMapViewMoved(visibleArea, mapLevel); widget->onMapViewMoved(visibleArea, mapLevel); } void AdventureMapInterface::onAudioResumed() { mapAudio->onAudioResumed(); } void AdventureMapInterface::onAudioPaused() { mapAudio->onAudioPaused(); } void AdventureMapInterface::onHeroMovementStarted(const CGHeroInstance * hero) { if (shortcuts->optionMapViewActive()) { widget->getInfoBar()->popAll(); widget->getInfoBar()->showSelection(); } } void AdventureMapInterface::onHeroChanged(const CGHeroInstance *h) { widget->getHeroList()->updateElement(h); if (h && h == LOCPLINT->localState->getCurrentHero() && !widget->getInfoBar()->showingComponents()) widget->getInfoBar()->showSelection(); widget->updateActiveState(); } void AdventureMapInterface::onTownChanged(const CGTownInstance * town) { widget->getTownList()->updateElement(town); if (town && town == LOCPLINT->localState->getCurrentTown() && !widget->getInfoBar()->showingComponents()) widget->getInfoBar()->showSelection(); } void AdventureMapInterface::showInfoBoxMessage(const std::vector & components, std::string message, int timer) { widget->getInfoBar()->pushComponents(components, message, timer); } void AdventureMapInterface::activate() { CIntObject::activate(); adjustActiveness(); screenBuf = screen; if(LOCPLINT) { LOCPLINT->cingconsole->activate(); LOCPLINT->cingconsole->pos = this->pos; } GH.fakeMouseMove(); //to restore the cursor // workaround for an edge case: // if player unequips Angel Wings / Boots of Levitation of currently active hero // game will correctly invalidate paths but current route will not be updated since verifyPath() is not called for current hero if (LOCPLINT->makingTurn && LOCPLINT->localState->getCurrentHero()) LOCPLINT->localState->verifyPath(LOCPLINT->localState->getCurrentHero()); } void AdventureMapInterface::deactivate() { CIntObject::deactivate(); CCS->curh->set(Cursor::Map::POINTER); if(LOCPLINT) LOCPLINT->cingconsole->deactivate(); } void AdventureMapInterface::showAll(Canvas & to) { CIntObject::showAll(to); dim(to); LOCPLINT->cingconsole->show(to); } void AdventureMapInterface::show(Canvas & to) { CIntObject::show(to); dim(to); LOCPLINT->cingconsole->show(to); } void AdventureMapInterface::dim(Canvas & to) { for (auto window : GH.windows().findWindows()) { if (!std::dynamic_pointer_cast(window) && !std::dynamic_pointer_cast(window) && !window->isPopupWindow()) { Rect targetRect(0, 0, GH.screenDimensions().x, GH.screenDimensions().y); ColorRGBA colorToFill(0, 0, 0, std::clamp(backgroundDimLevel, 0, 255)); if(backgroundDimLevel > 0) to.drawColorBlended(targetRect, colorToFill); return; } } } void AdventureMapInterface::tick(uint32_t msPassed) { handleMapScrollingUpdate(msPassed); // we want animations to be active during enemy turn but map itself to be non-interactive // so call timer update directly on inactive element widget->getMapView()->tick(msPassed); } void AdventureMapInterface::handleMapScrollingUpdate(uint32_t timePassed) { /// Width of window border, in pixels, that triggers map scrolling static constexpr int32_t borderScrollWidth = 15; int32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float(); int32_t scrollDistance = scrollSpeedPixels * timePassed / 1000; 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; bool cursorInScrollArea = scrollDelta != Point(0,0); bool scrollingActive = cursorInScrollArea && shortcuts->optionMapScrollingActive() && !scrollingWasBlocked; bool scrollingBlocked = GH.isKeyboardCtrlDown() || !settings["adventure"]["borderScroll"].Bool(); if (!scrollingWasActive && scrollingBlocked) { scrollingWasBlocked = true; return; } if (!cursorInScrollArea && scrollingWasBlocked) { scrollingWasBlocked = false; return; } if (scrollingActive) widget->getMapView()->onMapScrolled(scrollDelta); if (!scrollingActive && !scrollingWasActive) 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); } scrollingWasActive = scrollingActive; } void AdventureMapInterface::centerOnTile(int3 on) { widget->getMapView()->onCenteredTile(on); } void AdventureMapInterface::centerOnObject(const CGObjectInstance * obj) { widget->getMapView()->onCenteredObject(obj); } void AdventureMapInterface::keyPressed(EShortcut key) { if (key == EShortcut::GLOBAL_CANCEL && spellBeingCasted) hotkeyAbortCastingMode(); //fake mouse use to trigger onTileHovered() GH.fakeMouseMove(); } void AdventureMapInterface::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()->updateWidget();; 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); } widget->updateActiveState(); widget->getHeroList()->redraw(); widget->getTownList()->redraw(); } void AdventureMapInterface::onTownOrderChanged() { widget->getTownList()->updateWidget(); } void AdventureMapInterface::onMapTilesChanged(boost::optional> positions) { if (positions) widget->getMinimap()->updateTiles(*positions); else widget->getMinimap()->update(); } void AdventureMapInterface::onHotseatWaitStarted(PlayerColor playerID) { backgroundDimLevel = 255; onCurrentPlayerChanged(playerID); setState(EAdventureState::HOTSEAT_WAIT); } void AdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID, bool isHuman) { if(settings["session"]["spectate"].Bool()) return; mapAudio->onEnemyTurnStarted(); widget->getMinimap()->setAIRadar(!isHuman); widget->getInfoBar()->startEnemyTurn(playerID); setState(isHuman ? EAdventureState::OTHER_HUMAN_PLAYER_TURN : EAdventureState::AI_PLAYER_TURN); } void AdventureMapInterface::setState(EAdventureState state) { shortcuts->setState(state); adjustActiveness(); widget->updateActiveState(); } void AdventureMapInterface::adjustActiveness() { bool widgetMustBeActive = isActive() && shortcuts->optionSidePanelActive(); bool mapViewMustBeActive = isActive() && (shortcuts->optionMapViewActive()); widget->setInputEnabled(widgetMustBeActive); widget->getMapView()->setInputEnabled(mapViewMustBeActive); } void AdventureMapInterface::onCurrentPlayerChanged(PlayerColor playerID) { LOCPLINT->localState->setSelection(nullptr); if (playerID == currentPlayerID) return; currentPlayerID = playerID; widget->setPlayer(playerID); } void AdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID) { backgroundDimLevel = settings["adventure"]["backgroundDimLevel"].Integer(); onCurrentPlayerChanged(playerID); setState(EAdventureState::MAKING_TURN); if(playerID == LOCPLINT->playerID || settings["session"]["spectate"].Bool()) { widget->getMinimap()->setAIRadar(false); widget->getInfoBar()->showSelection(); } widget->getHeroList()->updateWidget(); widget->getTownList()->updateWidget(); 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, except for 1st day of the game if (LOCPLINT->cb->getDate(Date::DAY) != 1) widget->getInfoBar()->showDate(); onHeroChanged(nullptr); Canvas canvas = Canvas::createFromSurface(screen); showAll(canvas); mapAudio->onPlayerTurnStarted(); if(settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown()) { if(auto iw = GH.windows().topWindow()) iw->close(); hotkeyEndingTurn(); } } void AdventureMapInterface::hotkeyEndingTurn() { if(settings["session"]["spectate"].Bool()) return; if(!settings["general"]["startTurnAutosave"].Bool()) { LOCPLINT->performAutosave(); } LOCPLINT->makingTurn = false; LOCPLINT->cb->endTurn(); mapAudio->onPlayerTurnEnded(); } const CGObjectInstance* AdventureMapInterface::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); } void AdventureMapInterface::onTileLeftClicked(const int3 &mapPos) { if(!shortcuts->optionMapViewActive()) 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) { assert(shortcuts->optionSpellcasting()); 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) != PlayerRelations::ENEMIES; 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 { assert(!CGI->mh->hasOngoingAnimations()); if(!CGI->mh->hasOngoingAnimations() && LOCPLINT->localState->getPath(currentHero).nextNode().turns == 0) LOCPLINT->moveHero(currentHero, LOCPLINT->localState->getPath(currentHero)); return; } else { if(GH.isKeyboardCtrlDown()) //normal click behaviour (as no hero selected) { if(canSelect) LOCPLINT->localState->setSelection(static_cast(topBlocking)); } 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 AdventureMapInterface::onTileHovered(const int3 &mapPos) { if(!shortcuts->optionMapViewActive()) 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 || GH.isKeyboardCtrlDown()) { 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 EPathNodeAction::NORMAL: case EPathNodeAction::TELEPORT_NORMAL: if(pathNode->layer == EPathfindingLayer::LAND) CCS->curh->set(cursorMove[turns]); else CCS->curh->set(cursorSailVisit[turns]); break; case EPathNodeAction::VISIT: case EPathNodeAction::BLOCKING_VISIT: case EPathNodeAction::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 EPathNodeAction::BATTLE: case EPathNodeAction::TELEPORT_BATTLE: CCS->curh->set(cursorAttack[turns]); break; case EPathNodeAction::EMBARK: CCS->curh->set(cursorSail[turns]); break; case EPathNodeAction::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 AdventureMapInterface::showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode) { const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.movementPointsLimit(pathNode.layer == EPathfindingLayer::LAND) : hero.movementPointsRemaining(); 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 AdventureMapInterface::onTileRightClicked(const int3 &mapPos) { if(!shortcuts->optionMapViewActive()) return; if(spellBeingCasted) { hotkeyAbortCastingMode(); 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 AdventureMapInterface::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; setState(EAdventureState::CASTING_SPELL); } void AdventureMapInterface::exitCastingMode() { assert(spellBeingCasted); spellBeingCasted = nullptr; setState(EAdventureState::MAKING_TURN); Settings config = settings.write["session"]["showSpellRange"]; config->Bool() = false; } void AdventureMapInterface::hotkeyAbortCastingMode() { exitCastingMode(); LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled } void AdventureMapInterface::performSpellcasting(const int3 & dest) { SpellID id = spellBeingCasted->id; exitCastingMode(); LOCPLINT->cb->castSpell(LOCPLINT->localState->getCurrentHero(), id, dest); } Rect AdventureMapInterface::terrainAreaPixels() const { return widget->getMapView()->pos; } const IShipyard * AdventureMapInterface::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 AdventureMapInterface::hotkeyExitWorldView() { setState(EAdventureState::MAKING_TURN); widget->getMapView()->onViewMapActivated(); } void AdventureMapInterface::openWorldView(int tileSize) { setState(EAdventureState::WORLD_VIEW); widget->getMapView()->onViewWorldActivated(tileSize); } void AdventureMapInterface::openWorldView() { openWorldView(11); } void AdventureMapInterface::openWorldView(const std::vector& objectPositions, bool showTerrain) { openWorldView(11); widget->getMapView()->onViewSpellActivated(11, objectPositions, showTerrain); } void AdventureMapInterface::hotkeyNextTown() { widget->getTownList()->selectNext(); } void AdventureMapInterface::hotkeySwitchMapLevel() { widget->getMapView()->onMapLevelSwitched(); } void AdventureMapInterface::hotkeyZoom(int delta) { widget->getMapView()->onMapZoomLevelChanged(delta); } void AdventureMapInterface::onScreenResize() { OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE; // remember our activation state and reactive after reconstruction // since othervice activate() calls for created elements will bypass virtual dispatch // and will call directly CIntObject::activate() instead of dispatching virtual function call bool widgetActive = isActive(); if (widgetActive) deactivate(); widget.reset(); pos.x = pos.y = 0; pos.w = GH.screenDimensions().x; pos.h = GH.screenDimensions().y; widget = std::make_shared(shortcuts); widget->getMapView()->onViewMapActivated(); widget->setPlayer(currentPlayerID); widget->updateActiveState(); widget->getMinimap()->update(); widget->getInfoBar()->showSelection(); if (LOCPLINT && LOCPLINT->localState->getCurrentArmy()) widget->getMapView()->onCenteredObject(LOCPLINT->localState->getCurrentArmy()); adjustActiveness(); if (widgetActive) activate(); }