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vcmi/client/windows/CAdvmapInterface.cpp
Ewilhan 42114fa4fc Fixed wrongCursorOnFriendlyDwelling
Added else condition that covers cases "ObjectAtTile that is not enemy nor is Town nor is current Hero". This should cover all cases of friendly dwellings/mines not having the correct cursor.
2019-05-03 06:20:32 +01:00

1987 lines
54 KiB
C++

/*
* 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 "../mainmenu/CMainMenu.h"
#include "../lobby/CBonusSelection.h"
#include "../lobby/CSavingScreen.h"
#include "../lobby/CScenarioInfoScreen.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"
#include "../../lib/StartInfo.h"
#ifdef _MSC_VER
#pragma warning (disable : 4355)
#endif
#define ADVOPT (conf.go()->ac)
using namespace CSDL_Ext;
std::shared_ptr<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(std::make_shared<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);
}
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((bool)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((bool)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<si32>(swipeInitialRealPos.x - sEvent.x) / 32;
adventureInt->swipeTargetPosition.y =
swipeInitialMapPos.y + static_cast<si32>(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<CGPathNode> & 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 auto 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;i<currentPath->nodes.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->error("Unknown map mode %d", (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)
{
pos.x += x;
pos.y += y;
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
background = std::make_shared<CPicture>(defname, 0, 0);
background->colorize(LOCPLINT->playerID);
pos.w = background->bg->w;
pos.h = background->bg->h;
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()
{
pos.x += ADVOPT.resdatabarX;
pos.y += ADVOPT.resdatabarY;
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
background = std::make_shared<CPicture>(ADVOPT.resdatabarG, 0, 0);
background->colorize(LOCPLINT->playerID);
pos.w = background->bg->w;
pos.h = background->bg->h;
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() = default;
void CResDataBar::draw(SDL_Surface * to)
{
//TODO: all this should be labels, but they require proper text update on change
for (auto i=Res::WOOD; i<=Res::GOLD; vstd::advance(i, 1))
{
std::string text = boost::lexical_cast<std::string>(LOCPLINT->cb->getResourceAmount(i));
graphics->fonts[FONT_SMALL]->renderTextLeft(to, text, Colors::WHITE, Point(txtpos[i].first,txtpos[i].second));
}
std::vector<std::string> temp;
temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::MONTH)));
temp.push_back(boost::lexical_cast<std::string>(LOCPLINT->cb->getDate(Date::WEEK)));
temp.push_back(boost::lexical_cast<std::string>(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)
{
CIntObject::showAll(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(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;
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<CAnimation>("VwSymbol");//todo: customize with ADVOPT
worldViewIcons->preload();
for(int g = 0; g < ADVOPT.gemG.size(); ++g)
{
gems.push_back(std::make_shared<CAnimImage>(ADVOPT.gemG[g], 0, 0, ADVOPT.gemX[g], ADVOPT.gemY[g]));
}
auto makeButton = [&](int textID, std::function<void()> callback, config::ButtonInfo info, int key) -> std::shared_ptr<CButton>
{
auto button = std::make_shared<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 = std::make_shared<CAdvMapPanel>(nullptr, Point(0, 0));
// TODO correct drawing position
panelWorldView = std::make_shared<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
std::make_shared<CButton>(Point(worldViewPuzzleConfig.x, worldViewPuzzleConfig.y), worldViewPuzzleConfig.defName, std::pair<std::string, std::string>(),
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<int, Point>(i, Point(5, 58 + i * 20)), iconColorMultiplier);
panelWorldView->addChildToPanel(std::make_shared<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<int, Point>(i + 5, Point(5, 182 + i * 20)), iconColorMultiplier);
panelWorldView->addChildIcon(std::pair<int, Point>(i + 12, Point(160, 182 + i * 20)), iconColorMultiplier);
panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 387 + i * 20, EFonts::FONT_SMALL, EAlignment::TOPLEFT,
Colors::WHITE, CGI->generaltexth->allTexts[619 + i]));
}
panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 5, 367, EFonts::FONT_SMALL, EAlignment::TOPLEFT,
Colors::WHITE, CGI->generaltexth->allTexts[617]));
panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 367, EFonts::FONT_SMALL, EAlignment::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);
}
CAdvMapInt::~CAdvMapInt()
{
SDL_FreeSurface(bg);
}
void CAdvMapInt::fshowOverview()
{
GH.pushIntT<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.pushIntT<CSpellWindow>(curHero(), LOCPLINT, false);
}
void CAdvMapInt::fadventureOPtions()
{
GH.pushIntT<CAdventureOptions>();
}
void CAdvMapInt::fsystemOptions()
{
GH.pushIntT<CSystemOptionsWindow>();
}
void CAdvMapInt::fnextHero()
{
auto hero = dynamic_cast<const CGHeroInstance*>(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(!duringAITurn)
{
activeMapPanel->activate();
if (mode == EAdvMapMode::NORMAL)
{
heroList.activate();
townList.activate();
infoBar.activate();
}
minimap.activate();
terrain.activate();
if(LOCPLINT)
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.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 == 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->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 = settings["adventure"]["scrollSpeed"].Float();
//if advmap needs updating AND (no dialog is shown OR ctrl is pressed)
if((animValHitCount % (4 / scrollSpeed)) == 0
&& ((GH.topInt().get() == 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.pushIntT<CSavingScreen>();
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(EUserEvent::RESTART_GAME); }, nullptr);
}
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().get() != 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.pushIntT<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<const CGTownInstance*>(sel);
infoBar.showTownSelection(town);
townList.select(town);
heroList.select(nullptr);
updateSleepWake(nullptr);
updateMoveHero(nullptr);
updateSpellbook(nullptr);
}
else //hero selected
{
auto hero = dynamic_cast<const CGHeroInstance*>(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);
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;
if(LOCPLINT->cingconsole->active)
LOCPLINT->cingconsole->deactivate();
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);
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<const CGTownInstance*>(topBlocking));
else if(canSelect)
select(static_cast<const CArmedInstance*>(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<const CArmedInstance*>(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);
}
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<const CGHeroInstance *>(selection);
else
return nullptr;
}
const CGTownInstance * CAdvMapInt::curTown() const
{
if(selection && selection->ID == Obj::TOWN)
return static_cast<const CGTownInstance *>(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")
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
viewWorld = std::make_shared<CButton>(Point(24, 23), "ADVVIEW.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_v);
viewWorld->addCallback(std::bind(&CPlayerInterface::viewWorldMap, LOCPLINT));
exit = std::make_shared<CButton>(Point(204, 313), "IOK6432.DEF", CButton::tooltip(), std::bind(&CAdventureOptions::close, this), SDLK_RETURN);
exit->assignedKeys.insert(SDLK_ESCAPE);
scenInfo = std::make_shared<CButton>(Point(24, 198), "ADVINFO.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_i);
scenInfo->addCallback(CAdventureOptions::showScenarioInfo);
puzzle = std::make_shared<CButton>(Point(24, 81), "ADVPUZ.DEF", CButton::tooltip(), [&](){ close(); }, SDLK_p);
puzzle->addCallback(std::bind(&CPlayerInterface::showPuzzleMap, LOCPLINT));
dig = std::make_shared<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()
{
if(LOCPLINT->cb->getStartInfo()->campState)
{
GH.pushIntT<CBonusSelection>();
}
else
{
GH.pushIntT<CScenarioInfoScreen>();
}
}
CAdvMapInt::WorldViewOptions::WorldViewOptions()
{
clear();
}
void CAdvMapInt::WorldViewOptions::clear()
{
showAllTerrain = false;
iconPositions.clear();
}
void CAdvMapInt::WorldViewOptions::adjustDrawingInfo(MapDrawingInfo& info)
{
info.showAllTerrain = showAllTerrain;
info.additionalIcons = &iconPositions;
}