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vcmi/client/adventureMap/AdventureMapShortcuts.cpp

491 lines
15 KiB
C++

/*
* AdventureMapShortcuts.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 "AdventureMapShortcuts.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../CServerHandler.h"
#include "../PlayerLocalState.h"
#include "../gui/CGuiHandler.h"
#include "../gui/Shortcut.h"
#include "../gui/WindowHandler.h"
#include "../lobby/CSavingScreen.h"
#include "../mapView/mapHandler.h"
#include "../windows/CKingdomInterface.h"
#include "../windows/CSpellWindow.h"
#include "../windows/CTradeWindow.h"
#include "../windows/settings/SettingsMainWindow.h"
#include "AdventureMapInterface.h"
#include "AdventureOptions.h"
#include "AdventureState.h"
#include "../../CCallback.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/pathfinder/CGPathNode.h"
AdventureMapShortcuts::AdventureMapShortcuts(AdventureMapInterface & owner)
: owner(owner)
, state(EAdventureState::NOT_INITIALIZED)
, mapLevel(0)
{}
void AdventureMapShortcuts::setState(EAdventureState newState)
{
state = newState;
}
void AdventureMapShortcuts::onMapViewMoved(const Rect & visibleArea, int newMapLevel)
{
mapLevel = newMapLevel;
}
std::vector<AdventureMapShortcutState> AdventureMapShortcuts::getShortcuts()
{
std::vector<AdventureMapShortcutState> result = {
{ EShortcut::ADVENTURE_KINGDOM_OVERVIEW, optionInMapView(), [this]() { this->showOverview(); } },
{ EShortcut::ADVENTURE_EXIT_WORLD_VIEW, optionInWorldView(), [this]() { this->worldViewBack(); } },
{ EShortcut::ADVENTURE_VIEW_WORLD, optionInMapView(), [this]() { this->worldViewScale1x(); } },
{ EShortcut::ADVENTURE_VIEW_WORLD_X1, optionInWorldView(), [this]() { this->worldViewScale1x(); } },
{ EShortcut::ADVENTURE_VIEW_WORLD_X2, optionInWorldView(), [this]() { this->worldViewScale2x(); } },
{ EShortcut::ADVENTURE_VIEW_WORLD_X4, optionInWorldView(), [this]() { this->worldViewScale4x(); } },
{ EShortcut::ADVENTURE_TOGGLE_MAP_LEVEL, optionCanToggleLevel(), [this]() { this->switchMapLevel(); } },
{ EShortcut::ADVENTURE_QUEST_LOG, optionCanViewQuests(), [this]() { this->showQuestlog(); } },
{ EShortcut::ADVENTURE_TOGGLE_SLEEP, optionHeroSelected(), [this]() { this->toggleSleepWake(); } },
{ EShortcut::ADVENTURE_SET_HERO_ASLEEP, optionHeroAwake(), [this]() { this->setHeroSleeping(); } },
{ EShortcut::ADVENTURE_SET_HERO_AWAKE, optionHeroSleeping(), [this]() { this->setHeroAwake(); } },
{ EShortcut::ADVENTURE_MOVE_HERO, optionHeroCanMove(), [this]() { this->moveHeroAlongPath(); } },
{ EShortcut::ADVENTURE_CAST_SPELL, optionHeroSelected(), [this]() { this->showSpellbook(); } },
{ EShortcut::ADVENTURE_GAME_OPTIONS, optionInMapView(), [this]() { this->adventureOptions(); } },
{ EShortcut::GLOBAL_OPTIONS, optionInMapView(), [this]() { this->systemOptions(); } },
{ EShortcut::ADVENTURE_NEXT_HERO, optionHasNextHero(), [this]() { this->nextHero(); } },
{ EShortcut::GAME_END_TURN, optionCanEndTurn(), [this]() { this->endTurn(); } },
{ EShortcut::ADVENTURE_THIEVES_GUILD, optionInMapView(), [this]() { this->showThievesGuild(); } },
{ EShortcut::ADVENTURE_VIEW_SCENARIO, optionInMapView(), [this]() { this->showScenarioInfo(); } },
{ EShortcut::GAME_SAVE_GAME, optionInMapView(), [this]() { this->saveGame(); } },
{ EShortcut::GAME_LOAD_GAME, optionInMapView(), [this]() { this->loadGame(); } },
{ EShortcut::ADVENTURE_DIG_GRAIL, optionHeroSelected(), [this]() { this->digGrail(); } },
{ EShortcut::ADVENTURE_VIEW_PUZZLE, optionSidePanelActive(),[this]() { this->viewPuzzleMap(); } },
{ EShortcut::GAME_RESTART_GAME, optionInMapView(), [this]() { this->restartGame(); } },
{ EShortcut::ADVENTURE_VISIT_OBJECT, optionCanVisitObject(), [this]() { this->visitObject(); } },
{ EShortcut::ADVENTURE_VIEW_SELECTED, optionInMapView(), [this]() { this->openObject(); } },
{ EShortcut::GAME_OPEN_MARKETPLACE, optionInMapView(), [this]() { this->showMarketplace(); } },
{ EShortcut::ADVENTURE_ZOOM_IN, optionSidePanelActive(),[this]() { this->zoom(+1); } },
{ EShortcut::ADVENTURE_ZOOM_OUT, optionSidePanelActive(),[this]() { this->zoom(-1); } },
{ EShortcut::ADVENTURE_ZOOM_RESET, optionSidePanelActive(),[this]() { this->zoom( 0); } },
{ EShortcut::ADVENTURE_NEXT_TOWN, optionInMapView(), [this]() { this->nextTown(); } },
{ EShortcut::ADVENTURE_NEXT_OBJECT, optionInMapView(), [this]() { this->nextObject(); } },
{ EShortcut::ADVENTURE_MOVE_HERO_SW, optionHeroSelected(), [this]() { this->moveHeroDirectional({-1, +1}); } },
{ EShortcut::ADVENTURE_MOVE_HERO_SS, optionHeroSelected(), [this]() { this->moveHeroDirectional({ 0, +1}); } },
{ EShortcut::ADVENTURE_MOVE_HERO_SE, optionHeroSelected(), [this]() { this->moveHeroDirectional({+1, +1}); } },
{ EShortcut::ADVENTURE_MOVE_HERO_WW, optionHeroSelected(), [this]() { this->moveHeroDirectional({-1, 0}); } },
{ EShortcut::ADVENTURE_MOVE_HERO_EE, optionHeroSelected(), [this]() { this->moveHeroDirectional({+1, 0}); } },
{ EShortcut::ADVENTURE_MOVE_HERO_NW, optionHeroSelected(), [this]() { this->moveHeroDirectional({-1, -1}); } },
{ EShortcut::ADVENTURE_MOVE_HERO_NN, optionHeroSelected(), [this]() { this->moveHeroDirectional({ 0, -1}); } },
{ EShortcut::ADVENTURE_MOVE_HERO_NE, optionHeroSelected(), [this]() { this->moveHeroDirectional({+1, -1}); } }
};
return result;
}
void AdventureMapShortcuts::showOverview()
{
GH.windows().createAndPushWindow<CKingdomInterface>();
}
void AdventureMapShortcuts::worldViewBack()
{
owner.hotkeyExitWorldView();
auto hero = LOCPLINT->localState->getCurrentHero();
if (hero)
owner.centerOnObject(hero);
}
void AdventureMapShortcuts::worldViewScale1x()
{
// TODO set corresponding scale button to "selected" mode
owner.openWorldView(7);
}
void AdventureMapShortcuts::worldViewScale2x()
{
owner.openWorldView(11);
}
void AdventureMapShortcuts::worldViewScale4x()
{
owner.openWorldView(16);
}
void AdventureMapShortcuts::switchMapLevel()
{
int maxLevels = LOCPLINT->cb->getMapSize().z;
if (maxLevels < 2)
return;
owner.hotkeySwitchMapLevel();
}
void AdventureMapShortcuts::showQuestlog()
{
LOCPLINT->showQuestLog();
}
void AdventureMapShortcuts::toggleSleepWake()
{
if (!optionHeroSelected())
return;
if (optionHeroAwake())
setHeroSleeping();
else
setHeroAwake();
}
void AdventureMapShortcuts::setHeroSleeping()
{
const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero();
if (h)
{
LOCPLINT->localState->setHeroAsleep(h);
owner.onHeroChanged(h);
nextHero();
}
}
void AdventureMapShortcuts::setHeroAwake()
{
const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero();
if (h)
{
LOCPLINT->localState->setHeroAwaken(h);
owner.onHeroChanged(h);
}
}
void AdventureMapShortcuts::moveHeroAlongPath()
{
const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero();
if (!h || !LOCPLINT->localState->hasPath(h))
return;
LOCPLINT->moveHero(h, LOCPLINT->localState->getPath(h));
}
void AdventureMapShortcuts::showSpellbook()
{
if (!LOCPLINT->localState->getCurrentHero())
return;
owner.centerOnObject(LOCPLINT->localState->getCurrentHero());
GH.windows().createAndPushWindow<CSpellWindow>(LOCPLINT->localState->getCurrentHero(), LOCPLINT, false);
}
void AdventureMapShortcuts::adventureOptions()
{
GH.windows().createAndPushWindow<AdventureOptions>();
}
void AdventureMapShortcuts::systemOptions()
{
GH.windows().createAndPushWindow<SettingsMainWindow>();
}
void AdventureMapShortcuts::nextHero()
{
const auto * currHero = LOCPLINT->localState->getCurrentHero();
const auto * nextHero = LOCPLINT->localState->getNextWanderingHero(currHero);
if (nextHero)
{
LOCPLINT->localState->setSelection(nextHero);
owner.centerOnObject(nextHero);
}
}
void AdventureMapShortcuts::endTurn()
{
if(!LOCPLINT->makingTurn)
return;
if(settings["adventure"]["heroReminder"].Bool())
{
for(auto hero : LOCPLINT->localState->getWanderingHeroes())
{
if(!LOCPLINT->localState->isHeroSleeping(hero) && hero->movementPointsRemaining() > 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], [this](){ owner.hotkeyEndingTurn(); }, 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], [this](){ owner.hotkeyEndingTurn(); }, nullptr);
return;
}
}
}
}
owner.hotkeyEndingTurn();
}
void AdventureMapShortcuts::showThievesGuild()
{
//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"));
}
void AdventureMapShortcuts::showScenarioInfo()
{
AdventureOptions::showScenarioInfo();
}
void AdventureMapShortcuts::saveGame()
{
GH.windows().createAndPushWindow<CSavingScreen>();
}
void AdventureMapShortcuts::loadGame()
{
LOCPLINT->proposeLoadingGame();
}
void AdventureMapShortcuts::digGrail()
{
const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero();
if(h && LOCPLINT->makingTurn)
LOCPLINT->tryDigging(h);
}
void AdventureMapShortcuts::viewPuzzleMap()
{
LOCPLINT->showPuzzleMap();
}
void AdventureMapShortcuts::restartGame()
{
LOCPLINT->showYesNoDialog(
CGI->generaltexth->translate("vcmi.adventureMap.confirmRestartGame"),
[]()
{
GH.dispatchMainThread(
[]()
{
CSH->sendRestartGame();
}
);
},
nullptr
);
}
void AdventureMapShortcuts::visitObject()
{
const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero();
if(h)
LOCPLINT->cb->moveHero(h, h->pos);
}
void AdventureMapShortcuts::openObject()
{
const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero();
const CGTownInstance *t = LOCPLINT->localState->getCurrentTown();
if(h)
LOCPLINT->openHeroWindow(h);
if(t)
LOCPLINT->openTownWindow(t);
}
void AdventureMapShortcuts::showMarketplace()
{
//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.windows().createAndPushWindow<CMarketplaceWindow>(townWithMarket, nullptr, nullptr, EMarketMode::RESOURCE_RESOURCE);
else //if not - complain
LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithMarket"));
}
void AdventureMapShortcuts::nextTown()
{
owner.hotkeyNextTown();
}
void AdventureMapShortcuts::zoom( int distance)
{
owner.hotkeyZoom(distance);
}
void AdventureMapShortcuts::nextObject()
{
const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero();
const CGTownInstance *t = LOCPLINT->localState->getCurrentTown();
if(h)
nextHero();
if(t)
nextTown();
}
void AdventureMapShortcuts::moveHeroDirectional(const Point & direction)
{
const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero(); //selected hero
if(!h)
return;
if (CGI->mh->hasOngoingAnimations())
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)
owner.onHeroChanged(h);
else
if(path.nodes[0].turns == 0)
LOCPLINT->moveHero(h, path);
}
bool AdventureMapShortcuts::optionCanViewQuests()
{
return optionInMapView() && !CGI->mh->getMap()->quests.empty();
}
bool AdventureMapShortcuts::optionCanToggleLevel()
{
return optionSidePanelActive() && LOCPLINT->cb->getMapSize().z > 1;
}
bool AdventureMapShortcuts::optionMapLevelSurface()
{
return mapLevel == 0;
}
bool AdventureMapShortcuts::optionHeroSleeping()
{
const CGHeroInstance *hero = LOCPLINT->localState->getCurrentHero();
return optionInMapView() && hero && LOCPLINT->localState->isHeroSleeping(hero);
}
bool AdventureMapShortcuts::optionHeroAwake()
{
const CGHeroInstance *hero = LOCPLINT->localState->getCurrentHero();
return optionInMapView() && hero && !LOCPLINT->localState->isHeroSleeping(hero);
}
bool AdventureMapShortcuts::optionCanVisitObject()
{
if (!optionHeroSelected())
return false;
auto * hero = LOCPLINT->localState->getCurrentHero();
auto objects = LOCPLINT->cb->getVisitableObjs(hero->visitablePos());
assert(vstd::contains(objects,hero));
return objects.size() > 1; // there is object other than our hero
}
bool AdventureMapShortcuts::optionHeroSelected()
{
return optionInMapView() && LOCPLINT->localState->getCurrentHero() != nullptr;
}
bool AdventureMapShortcuts::optionHeroCanMove()
{
const auto * hero = LOCPLINT->localState->getCurrentHero();
return optionInMapView() && hero && hero->movementPointsRemaining() != 0 && LOCPLINT->localState->hasPath(hero);
}
bool AdventureMapShortcuts::optionHasNextHero()
{
const auto * hero = LOCPLINT->localState->getCurrentHero();
const auto * nextSuitableHero = LOCPLINT->localState->getNextWanderingHero(hero);
return optionInMapView() && nextSuitableHero != nullptr;
}
bool AdventureMapShortcuts::optionCanEndTurn()
{
return optionInMapView() && LOCPLINT->makingTurn;
}
bool AdventureMapShortcuts::optionSpellcasting()
{
return state == EAdventureState::CASTING_SPELL;
}
bool AdventureMapShortcuts::optionInMapView()
{
return state == EAdventureState::MAKING_TURN;
}
bool AdventureMapShortcuts::optionInWorldView()
{
return state == EAdventureState::WORLD_VIEW;
}
bool AdventureMapShortcuts::optionSidePanelActive()
{
return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW;
}
bool AdventureMapShortcuts::optionMapScrollingActive()
{
return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW || (state == EAdventureState::OTHER_HUMAN_PLAYER_TURN);
}
bool AdventureMapShortcuts::optionMapViewActive()
{
return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW || state == EAdventureState::CASTING_SPELL
|| (state == EAdventureState::OTHER_HUMAN_PLAYER_TURN);
}