mirror of
https://github.com/vcmi/vcmi.git
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1541 lines
43 KiB
C++
1541 lines
43 KiB
C++
/*
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* CAdvMapInt.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CAdvMapInt.h"
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#include "CAdvMapPanel.h"
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#include "CAdventureOptions.h"
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#include "CInGameConsole.h"
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#include "mapHandler.h"
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#include "../windows/CKingdomInterface.h"
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#include "../windows/CSpellWindow.h"
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#include "../windows/CTradeWindow.h"
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#include "../windows/GUIClasses.h"
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#include "../windows/InfoWindows.h"
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#include "../CGameInfo.h"
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#include "../CMusicHandler.h"
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#include "../CPlayerInterface.h"
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#include "../lobby/CSavingScreen.h"
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#include "../render/CAnimation.h"
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#include "../gui/CursorHandler.h"
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#include "../render/IImage.h"
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#include "../gui/CGuiHandler.h"
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#include "../widgets/TextControls.h"
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#include "../widgets/Buttons.h"
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#include "../CMT.h"
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#include "../../CCallback.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/CPathfinder.h"
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#include "../../lib/mapping/CMap.h"
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#include "../../lib/UnlockGuard.h"
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#include "../../lib/TerrainHandler.h"
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#include <SDL_surface.h>
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#define ADVOPT (conf.go()->ac)
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std::shared_ptr<CAdvMapInt> adventureInt;
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static void setScrollingCursor(ui8 direction)
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{
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if(direction & CAdvMapInt::RIGHT)
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{
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if(direction & CAdvMapInt::UP)
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CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST);
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else if(direction & CAdvMapInt::DOWN)
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CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST);
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else
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CCS->curh->set(Cursor::Map::SCROLL_EAST);
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}
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else if(direction & CAdvMapInt::LEFT)
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{
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if(direction & CAdvMapInt::UP)
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CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST);
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else if(direction & CAdvMapInt::DOWN)
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CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST);
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else
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CCS->curh->set(Cursor::Map::SCROLL_WEST);
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}
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else if(direction & CAdvMapInt::UP)
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CCS->curh->set(Cursor::Map::SCROLL_NORTH);
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else if(direction & CAdvMapInt::DOWN)
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CCS->curh->set(Cursor::Map::SCROLL_SOUTH);
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}
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CAdvMapInt::CAdvMapInt():
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mode(EAdvMapMode::NORMAL),
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worldViewScale(0.0f), //actual init later in changeMode
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minimap(Rect(ADVOPT.minimapX, ADVOPT.minimapY, ADVOPT.minimapW, ADVOPT.minimapH)),
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statusbar(CGStatusBar::create(ADVOPT.statusbarX,ADVOPT.statusbarY,ADVOPT.statusbarG)),
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heroList(ADVOPT.hlistSize, Point(ADVOPT.hlistX, ADVOPT.hlistY), ADVOPT.hlistAU, ADVOPT.hlistAD),
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townList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD),
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infoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192)), state(NA),
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spellBeingCasted(nullptr), position(int3(0, 0, 0)), selection(nullptr),
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updateScreen(false), anim(0), animValHitCount(0), heroAnim(0), heroAnimValHitCount(0),
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activeMapPanel(nullptr), duringAITurn(false), scrollingDir(0), scrollingState(false),
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swipeEnabled(settings["general"]["swipe"].Bool()), swipeMovementRequested(false),
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swipeTargetPosition(int3(-1, -1, -1))
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{
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pos.x = pos.y = 0;
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pos.w = screen->w;
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pos.h = screen->h;
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strongInterest = true; // handle all mouse move events to prevent dead mouse move space in fullscreen mode
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townList.onSelect = std::bind(&CAdvMapInt::selectionChanged,this);
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bg = IImage::createFromFile(ADVOPT.mainGraphic);
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if(!ADVOPT.worldViewGraphic.empty())
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{
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bgWorldView = IImage::createFromFile(ADVOPT.worldViewGraphic);
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}
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else
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{
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bgWorldView = nullptr;
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logGlobal->warn("ADVOPT.worldViewGraphic is empty => bitmap not loaded");
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}
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if (!bgWorldView)
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{
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logGlobal->warn("bgWorldView not defined in resolution config; fallback to VWorld.bmp");
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bgWorldView = IImage::createFromFile("VWorld.bmp");
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}
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worldViewIcons = std::make_shared<CAnimation>("VwSymbol");//todo: customize with ADVOPT
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worldViewIcons->preload();
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for(int g = 0; g < ADVOPT.gemG.size(); ++g)
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{
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gems.push_back(std::make_shared<CAnimImage>(ADVOPT.gemG[g], 0, 0, ADVOPT.gemX[g], ADVOPT.gemY[g]));
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}
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auto makeButton = [&](int textID, std::function<void()> callback, config::ButtonInfo info, int key) -> std::shared_ptr<CButton>
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{
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auto button = std::make_shared<CButton>(Point(info.x, info.y), info.defName, CGI->generaltexth->zelp[textID], callback, key, info.playerColoured);
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for(auto image : info.additionalDefs)
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button->addImage(image);
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return button;
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};
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kingOverview = makeButton(293, std::bind(&CAdvMapInt::fshowOverview,this), ADVOPT.kingOverview, SDLK_k);
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underground = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this), ADVOPT.underground, SDLK_u);
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questlog = makeButton(295, std::bind(&CAdvMapInt::fshowQuestlog,this), ADVOPT.questlog, SDLK_q);
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sleepWake = makeButton(296, std::bind(&CAdvMapInt::fsleepWake,this), ADVOPT.sleepWake, SDLK_w);
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moveHero = makeButton(297, std::bind(&CAdvMapInt::fmoveHero,this), ADVOPT.moveHero, SDLK_m);
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spellbook = makeButton(298, std::bind(&CAdvMapInt::fshowSpellbok,this), ADVOPT.spellbook, SDLK_c);
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advOptions = makeButton(299, std::bind(&CAdvMapInt::fadventureOPtions,this), ADVOPT.advOptions, SDLK_a);
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sysOptions = makeButton(300, std::bind(&CAdvMapInt::fsystemOptions,this), ADVOPT.sysOptions, SDLK_o);
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nextHero = makeButton(301, std::bind(&CAdvMapInt::fnextHero,this), ADVOPT.nextHero, SDLK_h);
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endTurn = makeButton(302, std::bind(&CAdvMapInt::fendTurn,this), ADVOPT.endTurn, SDLK_e);
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int panelSpaceBottom = screen->h - resdatabar.pos.h - 4;
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panelMain = std::make_shared<CAdvMapPanel>(nullptr, Point(0, 0));
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// TODO correct drawing position
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panelWorldView = std::make_shared<CAdvMapWorldViewPanel>(worldViewIcons, bgWorldView, Point(heroList.pos.x - 2, 195), panelSpaceBottom, LOCPLINT->playerID);
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panelMain->addChildColorableButton(kingOverview);
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panelMain->addChildColorableButton(underground);
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panelMain->addChildColorableButton(questlog);
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panelMain->addChildColorableButton(sleepWake);
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panelMain->addChildColorableButton(moveHero);
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panelMain->addChildColorableButton(spellbook);
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panelMain->addChildColorableButton(advOptions);
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panelMain->addChildColorableButton(sysOptions);
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panelMain->addChildColorableButton(nextHero);
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panelMain->addChildColorableButton(endTurn);
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// TODO move configs to resolutions.json, similarly to previous buttons
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config::ButtonInfo worldViewBackConfig = config::ButtonInfo();
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worldViewBackConfig.defName = "IOK6432.DEF";
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worldViewBackConfig.x = screen->w - 73;
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worldViewBackConfig.y = 343 + 195;
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worldViewBackConfig.playerColoured = false;
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panelWorldView->addChildToPanel(
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makeButton(288, std::bind(&CAdvMapInt::fworldViewBack,this), worldViewBackConfig, SDLK_ESCAPE), ACTIVATE | DEACTIVATE);
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config::ButtonInfo worldViewPuzzleConfig = config::ButtonInfo();
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worldViewPuzzleConfig.defName = "VWPUZ.DEF";
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worldViewPuzzleConfig.x = screen->w - 188;
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worldViewPuzzleConfig.y = 343 + 195;
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worldViewPuzzleConfig.playerColoured = false;
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panelWorldView->addChildToPanel( // no help text for this one
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std::make_shared<CButton>(Point(worldViewPuzzleConfig.x, worldViewPuzzleConfig.y), worldViewPuzzleConfig.defName, std::pair<std::string, std::string>(),
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std::bind(&CPlayerInterface::showPuzzleMap,LOCPLINT), SDLK_p, worldViewPuzzleConfig.playerColoured), ACTIVATE | DEACTIVATE);
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config::ButtonInfo worldViewScale1xConfig = config::ButtonInfo();
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worldViewScale1xConfig.defName = "VWMAG1.DEF";
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worldViewScale1xConfig.x = screen->w - 191;
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worldViewScale1xConfig.y = 23 + 195;
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worldViewScale1xConfig.playerColoured = false;
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panelWorldView->addChildToPanel( // help text is wrong for this button
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makeButton(291, std::bind(&CAdvMapInt::fworldViewScale1x,this), worldViewScale1xConfig, SDLK_1), ACTIVATE | DEACTIVATE);
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config::ButtonInfo worldViewScale2xConfig = config::ButtonInfo();
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worldViewScale2xConfig.defName = "VWMAG2.DEF";
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worldViewScale2xConfig.x = screen->w - 191 + 63;
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worldViewScale2xConfig.y = 23 + 195;
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worldViewScale2xConfig.playerColoured = false;
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panelWorldView->addChildToPanel( // help text is wrong for this button
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makeButton(291, std::bind(&CAdvMapInt::fworldViewScale2x,this), worldViewScale2xConfig, SDLK_2), ACTIVATE | DEACTIVATE);
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config::ButtonInfo worldViewScale4xConfig = config::ButtonInfo();
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worldViewScale4xConfig.defName = "VWMAG4.DEF";
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worldViewScale4xConfig.x = screen->w - 191 + 126;
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worldViewScale4xConfig.y = 23 + 195;
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worldViewScale4xConfig.playerColoured = false;
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panelWorldView->addChildToPanel( // help text is wrong for this button
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makeButton(291, std::bind(&CAdvMapInt::fworldViewScale4x,this), worldViewScale4xConfig, SDLK_4), ACTIVATE | DEACTIVATE);
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config::ButtonInfo worldViewUndergroundConfig = config::ButtonInfo();
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worldViewUndergroundConfig.defName = "IAM010.DEF";
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worldViewUndergroundConfig.additionalDefs.push_back("IAM003.DEF");
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worldViewUndergroundConfig.x = screen->w - 115;
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worldViewUndergroundConfig.y = 343 + 195;
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worldViewUndergroundConfig.playerColoured = true;
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worldViewUnderground = makeButton(294, std::bind(&CAdvMapInt::fswitchLevel,this), worldViewUndergroundConfig, SDLK_u);
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panelWorldView->addChildColorableButton(worldViewUnderground);
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setPlayer(LOCPLINT->playerID);
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int iconColorMultiplier = player.getNum() * 19;
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int wvLeft = heroList.pos.x - 2; // TODO correct drawing position
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//int wvTop = 195;
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for (int i = 0; i < 5; ++i)
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{
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panelWorldView->addChildIcon(std::pair<int, Point>(i, Point(5, 58 + i * 20)), iconColorMultiplier);
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panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 263 + i * 20, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
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Colors::WHITE, CGI->generaltexth->allTexts[612 + i]));
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}
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for (int i = 0; i < 7; ++i)
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{
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panelWorldView->addChildIcon(std::pair<int, Point>(i + 5, Point(5, 182 + i * 20)), iconColorMultiplier);
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panelWorldView->addChildIcon(std::pair<int, Point>(i + 12, Point(160, 182 + i * 20)), iconColorMultiplier);
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panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 387 + i * 20, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
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Colors::WHITE, CGI->generaltexth->allTexts[619 + i]));
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}
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panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 5, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
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Colors::WHITE, CGI->generaltexth->allTexts[617]));
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panelWorldView->addChildToPanel(std::make_shared<CLabel>(wvLeft + 45, 367, EFonts::FONT_SMALL, ETextAlignment::TOPLEFT,
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Colors::WHITE, CGI->generaltexth->allTexts[618]));
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activeMapPanel = panelMain;
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changeMode(EAdvMapMode::NORMAL);
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underground->block(!CGI->mh->map->twoLevel);
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questlog->block(!CGI->mh->map->quests.size());
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worldViewUnderground->block(!CGI->mh->map->twoLevel);
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addUsedEvents(MOVE);
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}
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void CAdvMapInt::fshowOverview()
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{
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GH.pushIntT<CKingdomInterface>();
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}
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void CAdvMapInt::fworldViewBack()
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{
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changeMode(EAdvMapMode::NORMAL);
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CGI->mh->discardWorldViewCache();
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auto hero = curHero();
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if (hero)
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centerOn(hero);
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}
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void CAdvMapInt::fworldViewScale1x()
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{
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// TODO set corresponding scale button to "selected" mode
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changeMode(EAdvMapMode::WORLD_VIEW, 0.22f);
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}
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void CAdvMapInt::fworldViewScale2x()
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{
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changeMode(EAdvMapMode::WORLD_VIEW, 0.36f);
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}
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void CAdvMapInt::fworldViewScale4x()
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{
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changeMode(EAdvMapMode::WORLD_VIEW, 0.5f);
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}
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void CAdvMapInt::fswitchLevel()
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{
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// with support for future multi-level maps :)
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int maxLevels = CGI->mh->map->levels();
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if (maxLevels < 2)
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return;
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position.z = (position.z + 1) % maxLevels;
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underground->setIndex(position.z, true);
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underground->redraw();
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worldViewUnderground->setIndex(position.z, true);
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worldViewUnderground->redraw();
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updateScreen = true;
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minimap.setLevel(position.z);
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if (mode == EAdvMapMode::WORLD_VIEW)
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terrain.redraw();
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}
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void CAdvMapInt::fshowQuestlog()
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{
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LOCPLINT->showQuestLog();
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}
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void CAdvMapInt::fsleepWake()
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{
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const CGHeroInstance *h = curHero();
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if (!h)
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return;
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bool newSleep = !isHeroSleeping(h);
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setHeroSleeping(h, newSleep);
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updateSleepWake(h);
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if (newSleep)
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{
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fnextHero();
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//moveHero.block(true);
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//uncomment to enable original HoMM3 behaviour:
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//move button is disabled for hero going to sleep, even though it's enabled when you reselect him
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}
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}
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void CAdvMapInt::fmoveHero()
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{
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const CGHeroInstance *h = curHero();
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if (!h || !terrain.currentPath || !CGI->mh->canStartHeroMovement())
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return;
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LOCPLINT->moveHero(h, *terrain.currentPath);
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}
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void CAdvMapInt::fshowSpellbok()
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{
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if (!curHero()) //checking necessary values
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return;
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centerOn(selection);
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GH.pushIntT<CSpellWindow>(curHero(), LOCPLINT, false);
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}
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void CAdvMapInt::fadventureOPtions()
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{
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GH.pushIntT<CAdventureOptions>();
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}
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void CAdvMapInt::fsystemOptions()
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{
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GH.pushIntT<CSystemOptionsWindow>();
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}
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void CAdvMapInt::fnextHero()
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{
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auto hero = dynamic_cast<const CGHeroInstance*>(selection);
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int next = getNextHeroIndex(vstd::find_pos(LOCPLINT->wanderingHeroes, hero));
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if (next < 0)
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return;
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select(LOCPLINT->wanderingHeroes[next], true);
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}
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void CAdvMapInt::fendTurn()
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{
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if(!LOCPLINT->makingTurn)
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return;
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if(settings["adventure"]["heroReminder"].Bool())
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{
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for(auto hero : LOCPLINT->wanderingHeroes)
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{
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if(!isHeroSleeping(hero) && hero->movement > 0)
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{
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// Only show hero reminder if conditions met:
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// - There still movement points
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// - Hero don't have a path or there not points for first step on path
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auto path = LOCPLINT->getAndVerifyPath(hero);
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if(!path || path->nodes.size() < 2 || !path->nodes[path->nodes.size()-2].turns)
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{
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LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[55], std::bind(&CAdvMapInt::endingTurn, this), nullptr);
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return;
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}
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}
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}
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}
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endingTurn();
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}
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void CAdvMapInt::updateSleepWake(const CGHeroInstance *h)
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{
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sleepWake->block(!h);
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if (!h)
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return;
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bool state = isHeroSleeping(h);
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sleepWake->setIndex(state ? 1 : 0, true);
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sleepWake->assignedKeys.clear();
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sleepWake->assignedKeys.insert(state ? SDLK_w : SDLK_z);
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}
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void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath)
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{
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if(!h)
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{
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moveHero->block(true);
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return;
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}
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//default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately
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if(boost::logic::indeterminate(hasPath))
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hasPath = LOCPLINT->paths[h].nodes.size() ? true : false;
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moveHero->block(!(bool)hasPath || (h->movement == 0));
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}
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void CAdvMapInt::updateSpellbook(const CGHeroInstance *h)
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{
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spellbook->block(!h);
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}
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int CAdvMapInt::getNextHeroIndex(int startIndex)
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{
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if (LOCPLINT->wanderingHeroes.size() == 0)
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return -1;
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if (startIndex < 0)
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startIndex = 0;
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int i = startIndex;
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do
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{
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i++;
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if (i >= LOCPLINT->wanderingHeroes.size())
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i = 0;
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}
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while (((LOCPLINT->wanderingHeroes[i]->movement == 0) || isHeroSleeping(LOCPLINT->wanderingHeroes[i])) && (i != startIndex));
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if ((LOCPLINT->wanderingHeroes[i]->movement != 0) && !isHeroSleeping(LOCPLINT->wanderingHeroes[i]))
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return i;
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else
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return -1;
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}
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void CAdvMapInt::updateNextHero(const CGHeroInstance *h)
|
|
{
|
|
int start = vstd::find_pos(LOCPLINT->wanderingHeroes, h);
|
|
int next = getNextHeroIndex(start);
|
|
if (next < 0)
|
|
{
|
|
nextHero->block(true);
|
|
return;
|
|
}
|
|
const CGHeroInstance *nextH = LOCPLINT->wanderingHeroes[next];
|
|
bool noActiveHeroes = (next == start) && ((nextH->movement == 0) || isHeroSleeping(nextH));
|
|
nextHero->block(noActiveHeroes);
|
|
}
|
|
|
|
void CAdvMapInt::activate()
|
|
{
|
|
CIntObject::activate();
|
|
if (!(active & KEYBOARD))
|
|
CIntObject::activate(KEYBOARD);
|
|
|
|
screenBuf = screen;
|
|
GH.statusbar = statusbar;
|
|
|
|
if(LOCPLINT)
|
|
{
|
|
LOCPLINT->cingconsole->activate();
|
|
LOCPLINT->cingconsole->pos = this->pos;
|
|
}
|
|
|
|
if(!duringAITurn)
|
|
{
|
|
activeMapPanel->activate();
|
|
if (mode == EAdvMapMode::NORMAL)
|
|
{
|
|
heroList.activate();
|
|
townList.activate();
|
|
infoBar.activate();
|
|
}
|
|
minimap.activate();
|
|
terrain.activate();
|
|
statusbar->activate();
|
|
|
|
GH.fakeMouseMove(); //to restore the cursor
|
|
}
|
|
}
|
|
|
|
void CAdvMapInt::deactivate()
|
|
{
|
|
CIntObject::deactivate();
|
|
|
|
if(!duringAITurn)
|
|
{
|
|
scrollingDir = 0;
|
|
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
activeMapPanel->deactivate();
|
|
if (mode == EAdvMapMode::NORMAL)
|
|
{
|
|
heroList.deactivate();
|
|
townList.deactivate();
|
|
infoBar.deactivate();
|
|
}
|
|
minimap.deactivate();
|
|
terrain.deactivate();
|
|
statusbar->deactivate();
|
|
}
|
|
}
|
|
|
|
void CAdvMapInt::showAll(SDL_Surface * to)
|
|
{
|
|
bg->draw(to, 0, 0);
|
|
|
|
if(state != INGAME)
|
|
return;
|
|
|
|
switch (mode)
|
|
{
|
|
case EAdvMapMode::NORMAL:
|
|
|
|
heroList.showAll(to);
|
|
townList.showAll(to);
|
|
infoBar.showAll(to);
|
|
break;
|
|
case EAdvMapMode::WORLD_VIEW:
|
|
|
|
terrain.showAll(to);
|
|
break;
|
|
}
|
|
activeMapPanel->showAll(to);
|
|
|
|
updateScreen = true;
|
|
minimap.showAll(to);
|
|
show(to);
|
|
|
|
|
|
resdatabar.showAll(to);
|
|
|
|
statusbar->show(to);
|
|
|
|
LOCPLINT->cingconsole->show(to);
|
|
}
|
|
|
|
bool CAdvMapInt::isHeroSleeping(const CGHeroInstance *hero)
|
|
{
|
|
if (!hero)
|
|
return false;
|
|
|
|
return vstd::contains(LOCPLINT->sleepingHeroes, hero);
|
|
}
|
|
|
|
void CAdvMapInt::setHeroSleeping(const CGHeroInstance *hero, bool sleep)
|
|
{
|
|
if (sleep)
|
|
LOCPLINT->sleepingHeroes.push_back(hero); //FIXME: should we check for existence?
|
|
else
|
|
LOCPLINT->sleepingHeroes -= hero;
|
|
updateNextHero(nullptr);
|
|
}
|
|
|
|
void CAdvMapInt::show(SDL_Surface * to)
|
|
{
|
|
if(state != INGAME)
|
|
return;
|
|
|
|
++animValHitCount; //for animations
|
|
|
|
if(animValHitCount % 2 == 0)
|
|
{
|
|
++heroAnim;
|
|
}
|
|
if(animValHitCount >= 8)
|
|
{
|
|
CGI->mh->updateWater();
|
|
animValHitCount = 0;
|
|
++anim;
|
|
updateScreen = true;
|
|
}
|
|
|
|
if(swipeEnabled)
|
|
{
|
|
handleSwipeUpdate();
|
|
}
|
|
#if defined(VCMI_ANDROID) || defined(VCMI_IOS) // on mobile, map-moving mode is exclusive (TODO technically it might work with both enabled; to be checked)
|
|
else
|
|
#endif
|
|
{
|
|
handleMapScrollingUpdate();
|
|
}
|
|
|
|
for(int i = 0; i < 4; i++)
|
|
{
|
|
if(settings["session"]["spectate"].Bool())
|
|
gems[i]->setFrame(PlayerColor(1).getNum());
|
|
else
|
|
gems[i]->setFrame(LOCPLINT->playerID.getNum());
|
|
}
|
|
if(updateScreen)
|
|
{
|
|
int3 betterPos = LOCPLINT->repairScreenPos(position);
|
|
if (betterPos != position)
|
|
{
|
|
logGlobal->warn("Incorrect position for adventure map!");
|
|
position = betterPos;
|
|
}
|
|
|
|
terrain.show(to);
|
|
for(int i = 0; i < 4; i++)
|
|
gems[i]->showAll(to);
|
|
updateScreen=false;
|
|
LOCPLINT->cingconsole->show(to);
|
|
}
|
|
else if (terrain.needsAnimUpdate())
|
|
{
|
|
terrain.showAnim(to);
|
|
for(int i = 0; i < 4; i++)
|
|
gems[i]->showAll(to);
|
|
}
|
|
|
|
infoBar.show(to);
|
|
statusbar->showAll(to);
|
|
}
|
|
|
|
void CAdvMapInt::handleMapScrollingUpdate()
|
|
{
|
|
int scrollSpeed = static_cast<int>(settings["adventure"]["scrollSpeed"].Float());
|
|
//if advmap needs updating AND (no dialog is shown OR ctrl is pressed)
|
|
if((animValHitCount % (4 / scrollSpeed)) == 0
|
|
&& GH.isKeyboardCtrlDown())
|
|
{
|
|
if((scrollingDir & LEFT) && (position.x > -CGI->mh->frameW))
|
|
position.x--;
|
|
|
|
if((scrollingDir & RIGHT) && (position.x < CGI->mh->map->width - CGI->mh->tilesW + CGI->mh->frameW))
|
|
position.x++;
|
|
|
|
if((scrollingDir & UP) && (position.y > -CGI->mh->frameH))
|
|
position.y--;
|
|
|
|
if((scrollingDir & DOWN) && (position.y < CGI->mh->map->height - CGI->mh->tilesH + CGI->mh->frameH))
|
|
position.y++;
|
|
|
|
if(scrollingDir)
|
|
{
|
|
setScrollingCursor(scrollingDir);
|
|
scrollingState = true;
|
|
updateScreen = true;
|
|
minimap.redraw();
|
|
if(mode == EAdvMapMode::WORLD_VIEW)
|
|
terrain.redraw();
|
|
}
|
|
else if(scrollingState)
|
|
{
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
scrollingState = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CAdvMapInt::handleSwipeUpdate()
|
|
{
|
|
if(swipeMovementRequested)
|
|
{
|
|
auto fixedPos = LOCPLINT->repairScreenPos(swipeTargetPosition);
|
|
position.x = fixedPos.x;
|
|
position.y = fixedPos.y;
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
updateScreen = true;
|
|
minimap.redraw();
|
|
swipeMovementRequested = false;
|
|
}
|
|
}
|
|
|
|
void CAdvMapInt::selectionChanged()
|
|
{
|
|
const CGTownInstance *to = LOCPLINT->towns[townList.getSelectedIndex()];
|
|
if (selection != to)
|
|
select(to);
|
|
}
|
|
|
|
void CAdvMapInt::centerOn(int3 on, bool fade)
|
|
{
|
|
bool switchedLevels = on.z != position.z;
|
|
|
|
if (fade)
|
|
{
|
|
terrain.fadeFromCurrentView();
|
|
}
|
|
|
|
switch (mode)
|
|
{
|
|
default:
|
|
case EAdvMapMode::NORMAL:
|
|
on.x -= CGI->mh->frameW; // is this intentional? frame size doesn't really have to correspond to camera size...
|
|
on.y -= CGI->mh->frameH;
|
|
break;
|
|
case EAdvMapMode::WORLD_VIEW:
|
|
on.x -= static_cast<si32>(CGI->mh->tilesW / 2 / worldViewScale);
|
|
on.y -= static_cast<si32>(CGI->mh->tilesH / 2 / worldViewScale);
|
|
break;
|
|
}
|
|
|
|
|
|
on = LOCPLINT->repairScreenPos(on);
|
|
|
|
position = on;
|
|
updateScreen=true;
|
|
underground->setIndex(on.z,true); //change underground switch button image
|
|
underground->redraw();
|
|
worldViewUnderground->setIndex(on.z, true);
|
|
worldViewUnderground->redraw();
|
|
if (switchedLevels)
|
|
minimap.setLevel(position.z);
|
|
minimap.redraw();
|
|
|
|
if (mode == EAdvMapMode::WORLD_VIEW)
|
|
terrain.redraw();
|
|
}
|
|
|
|
void CAdvMapInt::centerOn(const CGObjectInstance * obj, bool fade)
|
|
{
|
|
centerOn(obj->getSightCenter(), fade);
|
|
}
|
|
|
|
void CAdvMapInt::keyReleased(const SDL_Keycode &key)
|
|
{
|
|
if (mode == EAdvMapMode::WORLD_VIEW)
|
|
return;
|
|
|
|
switch (key)
|
|
{
|
|
case SDLK_s:
|
|
if(isActive())
|
|
GH.pushIntT<CSavingScreen>();
|
|
return;
|
|
default:
|
|
{
|
|
auto direction = keyToMoveDirection(key);
|
|
|
|
if (!direction)
|
|
return;
|
|
|
|
ui8 Dir = (direction->x<0 ? LEFT : 0) |
|
|
(direction->x>0 ? RIGHT : 0) |
|
|
(direction->y<0 ? UP : 0) |
|
|
(direction->y>0 ? DOWN : 0) ;
|
|
|
|
scrollingDir &= ~Dir;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CAdvMapInt::keyPressed(const SDL_Keycode & key)
|
|
{
|
|
if (mode == EAdvMapMode::WORLD_VIEW)
|
|
return;
|
|
|
|
const CGHeroInstance *h = curHero(); //selected hero
|
|
const CGTownInstance *t = curTown(); //selected town
|
|
|
|
switch(key)
|
|
{
|
|
case SDLK_g:
|
|
if(GH.topInt()->type & BLOCK_ADV_HOTKEYS)
|
|
return;
|
|
|
|
{
|
|
//find first town with tavern
|
|
auto itr = range::find_if(LOCPLINT->towns, [](const CGTownInstance * town)
|
|
{
|
|
return town->hasBuilt(BuildingID::TAVERN);
|
|
});
|
|
|
|
if(itr != LOCPLINT->towns.end())
|
|
LOCPLINT->showThievesGuildWindow(*itr);
|
|
else
|
|
LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithTavern"));
|
|
}
|
|
return;
|
|
case SDLK_i:
|
|
if(isActive())
|
|
CAdventureOptions::showScenarioInfo();
|
|
return;
|
|
case SDLK_l:
|
|
if(isActive())
|
|
LOCPLINT->proposeLoadingGame();
|
|
return;
|
|
case SDLK_d:
|
|
{
|
|
if(h && isActive() && LOCPLINT->makingTurn)
|
|
LOCPLINT->tryDiggging(h);
|
|
return;
|
|
}
|
|
case SDLK_p:
|
|
if(isActive())
|
|
LOCPLINT->showPuzzleMap();
|
|
return;
|
|
case SDLK_v:
|
|
if(isActive())
|
|
LOCPLINT->viewWorldMap();
|
|
return;
|
|
case SDLK_r:
|
|
if(isActive() && GH.isKeyboardCtrlDown())
|
|
{
|
|
LOCPLINT->showYesNoDialog(CGI->generaltexth->translate("vcmi.adventureMap.confirmRestartGame"),
|
|
[](){ GH.pushUserEvent(EUserEvent::RESTART_GAME); }, nullptr);
|
|
}
|
|
return;
|
|
case SDLK_SPACE: //space - try to revisit current object with selected hero
|
|
{
|
|
if(!isActive())
|
|
return;
|
|
if(h)
|
|
{
|
|
auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
|
|
//TODO!!!!!!! possible freeze, when GS mutex is locked and network thread can't apply package
|
|
//this thread leaves scope and tries to lock pim while holding gs,
|
|
//network thread tries to lock gs (appluy cl) while holding pim
|
|
//this thread should first lock pim, however gs locking/unlocking is done inside cb
|
|
LOCPLINT->cb->moveHero(h,h->pos);
|
|
}
|
|
}
|
|
return;
|
|
case SDLK_RETURN:
|
|
{
|
|
if(!isActive() || !selection)
|
|
return;
|
|
if(h)
|
|
LOCPLINT->openHeroWindow(h);
|
|
else if(t)
|
|
LOCPLINT->openTownWindow(t);
|
|
return;
|
|
}
|
|
case SDLK_ESCAPE:
|
|
{
|
|
if(isActive() || GH.topInt().get() != this || !spellBeingCasted)
|
|
return;
|
|
|
|
leaveCastingMode();
|
|
return;
|
|
}
|
|
case SDLK_t:
|
|
{
|
|
//act on key down if marketplace windows is not already opened
|
|
if(GH.topInt()->type & BLOCK_ADV_HOTKEYS)
|
|
return;
|
|
|
|
if(GH.isKeyboardCtrlDown()) //CTRL + T => open marketplace
|
|
{
|
|
//check if we have any marketplace
|
|
const CGTownInstance *townWithMarket = nullptr;
|
|
for(const CGTownInstance *t : LOCPLINT->cb->getTownsInfo())
|
|
{
|
|
if(t->hasBuilt(BuildingID::MARKETPLACE))
|
|
{
|
|
townWithMarket = t;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(townWithMarket) //if any town has marketplace, open window
|
|
GH.pushIntT<CMarketplaceWindow>(townWithMarket);
|
|
else //if not - complain
|
|
LOCPLINT->showInfoDialog(CGI->generaltexth->translate("vcmi.adventureMap.noTownWithMarket"));
|
|
}
|
|
else if(isActive()) //no ctrl, advmapint is on the top => switch to town
|
|
{
|
|
townList.selectNext();
|
|
}
|
|
return;
|
|
}
|
|
default:
|
|
{
|
|
auto direction = keyToMoveDirection(key);
|
|
|
|
if (!direction)
|
|
return;
|
|
|
|
ui8 Dir = (direction->x<0 ? LEFT : 0) |
|
|
(direction->x>0 ? RIGHT : 0) |
|
|
(direction->y<0 ? UP : 0) |
|
|
(direction->y>0 ? DOWN : 0) ;
|
|
|
|
scrollingDir |= Dir;
|
|
|
|
//ctrl makes arrow move screen, not hero
|
|
if(GH.isKeyboardCtrlDown())
|
|
return;
|
|
|
|
if(!h || !isActive())
|
|
return;
|
|
|
|
if (!CGI->mh->canStartHeroMovement())
|
|
return;
|
|
|
|
if(*direction == Point(0,0))
|
|
{
|
|
centerOn(h);
|
|
return;
|
|
}
|
|
|
|
CGPath &path = LOCPLINT->paths[h];
|
|
terrain.currentPath = &path;
|
|
int3 dst = h->visitablePos() + int3(direction->x, direction->y, 0);
|
|
if(dst != verifyPos(dst) || !LOCPLINT->cb->getPathsInfo(h)->getPath(path, dst))
|
|
{
|
|
terrain.currentPath = nullptr;
|
|
return;
|
|
}
|
|
|
|
if (path.nodes.size() > 2)
|
|
updateMoveHero(h);
|
|
else
|
|
if(!path.nodes[0].turns)
|
|
LOCPLINT->moveHero(h, path);
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
boost::optional<Point> CAdvMapInt::keyToMoveDirection(const SDL_Keycode & key)
|
|
{
|
|
switch (key) {
|
|
case SDLK_DOWN: return Point( 0, +1);
|
|
case SDLK_LEFT: return Point(-1, 0);
|
|
case SDLK_RIGHT: return Point(+1, 0);
|
|
case SDLK_UP: return Point( 0, -1);
|
|
|
|
case SDLK_KP_1: return Point(-1, +1);
|
|
case SDLK_KP_2: return Point( 0, +1);
|
|
case SDLK_KP_3: return Point(+1, +1);
|
|
case SDLK_KP_4: return Point(-1, 0);
|
|
case SDLK_KP_5: return Point( 0, 0);
|
|
case SDLK_KP_6: return Point(+1, 0);
|
|
case SDLK_KP_7: return Point(-1, -1);
|
|
case SDLK_KP_8: return Point( 0, -1);
|
|
case SDLK_KP_9: return Point(+1, -1);
|
|
}
|
|
return boost::none;
|
|
}
|
|
|
|
void CAdvMapInt::handleRightClick(std::string text, tribool down)
|
|
{
|
|
if(down)
|
|
{
|
|
CRClickPopup::createAndPush(text);
|
|
}
|
|
}
|
|
int3 CAdvMapInt::verifyPos(int3 ver)
|
|
{
|
|
if (ver.x<0)
|
|
ver.x=0;
|
|
if (ver.y<0)
|
|
ver.y=0;
|
|
if (ver.z<0)
|
|
ver.z=0;
|
|
if (ver.x>=CGI->mh->sizes.x)
|
|
ver.x=CGI->mh->sizes.x-1;
|
|
if (ver.y>=CGI->mh->sizes.y)
|
|
ver.y=CGI->mh->sizes.y-1;
|
|
if (ver.z>=CGI->mh->sizes.z)
|
|
ver.z=CGI->mh->sizes.z-1;
|
|
return ver;
|
|
}
|
|
|
|
void CAdvMapInt::select(const CArmedInstance *sel, bool centerView)
|
|
{
|
|
assert(sel);
|
|
LOCPLINT->setSelection(sel);
|
|
selection = sel;
|
|
if (LOCPLINT->battleInt == nullptr && LOCPLINT->makingTurn)
|
|
{
|
|
auto pos = sel->visitablePos();
|
|
auto tile = LOCPLINT->cb->getTile(pos);
|
|
if(tile)
|
|
CCS->musich->playMusicFromSet("terrain", tile->terType->getJsonKey(), true, false);
|
|
}
|
|
if(centerView)
|
|
centerOn(sel);
|
|
|
|
terrain.currentPath = nullptr;
|
|
if(sel->ID==Obj::TOWN)
|
|
{
|
|
auto town = dynamic_cast<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 Point & cursorPosition )
|
|
{
|
|
#if defined(VCMI_ANDROID) || defined(VCMI_IOS)
|
|
if(swipeEnabled)
|
|
return;
|
|
#endif
|
|
// adventure map scrolling with mouse
|
|
// currently disabled in world view mode (as it is in OH3), but should work correctly if mode check is removed
|
|
// don't scroll if there is no window in focus - these events don't seem to correspond to the actual mouse movement
|
|
if(!GH.isKeyboardCtrlDown() && isActive() && mode == EAdvMapMode::NORMAL)
|
|
{
|
|
if(cursorPosition.x<15)
|
|
{
|
|
scrollingDir |= LEFT;
|
|
}
|
|
else
|
|
{
|
|
scrollingDir &= ~LEFT;
|
|
}
|
|
if(cursorPosition.x>screen->w-15)
|
|
{
|
|
scrollingDir |= RIGHT;
|
|
}
|
|
else
|
|
{
|
|
scrollingDir &= ~RIGHT;
|
|
}
|
|
if(cursorPosition.y<15)
|
|
{
|
|
scrollingDir |= UP;
|
|
}
|
|
else
|
|
{
|
|
scrollingDir &= ~UP;
|
|
}
|
|
if(cursorPosition.y>screen->h-15)
|
|
{
|
|
scrollingDir |= DOWN;
|
|
}
|
|
else
|
|
{
|
|
scrollingDir &= ~DOWN;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CAdvMapInt::isActive()
|
|
{
|
|
return active & ~CIntObject::KEYBOARD;
|
|
}
|
|
|
|
void CAdvMapInt::startHotSeatWait(PlayerColor Player)
|
|
{
|
|
state = WAITING;
|
|
}
|
|
|
|
void CAdvMapInt::setPlayer(PlayerColor Player)
|
|
{
|
|
player = Player;
|
|
bg->playerColored(player);
|
|
|
|
panelMain->setPlayerColor(player);
|
|
panelWorldView->setPlayerColor(player);
|
|
panelWorldView->recolorIcons(player, player.getNum() * 19);
|
|
resdatabar.background->colorize(player);
|
|
}
|
|
|
|
void CAdvMapInt::startTurn()
|
|
{
|
|
state = INGAME;
|
|
if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID
|
|
|| settings["session"]["spectate"].Bool())
|
|
{
|
|
adjustActiveness(false);
|
|
minimap.setAIRadar(false);
|
|
}
|
|
}
|
|
|
|
void CAdvMapInt::endingTurn()
|
|
{
|
|
if(settings["session"]["spectate"].Bool())
|
|
return;
|
|
|
|
LOCPLINT->makingTurn = false;
|
|
LOCPLINT->cb->endTurn();
|
|
CCS->soundh->ambientStopAllChannels();
|
|
}
|
|
|
|
const CGObjectInstance* CAdvMapInt::getActiveObject(const int3 &mapPos)
|
|
{
|
|
std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile
|
|
|
|
if (bobjs.empty())
|
|
return nullptr;
|
|
|
|
return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);
|
|
/*
|
|
if (bobjs.back()->ID == Obj::HERO)
|
|
return bobjs.back();
|
|
else
|
|
return bobjs.front();*/
|
|
}
|
|
|
|
void CAdvMapInt::tileLClicked(const int3 &mapPos)
|
|
{
|
|
if(mode != EAdvMapMode::NORMAL)
|
|
return;
|
|
if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn)
|
|
return;
|
|
|
|
const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
|
|
|
|
const CGObjectInstance *topBlocking = getActiveObject(mapPos);
|
|
|
|
int3 selPos = selection->getSightCenter();
|
|
if(spellBeingCasted && isInScreenRange(selPos, mapPos))
|
|
{
|
|
const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
|
|
|
|
switch(spellBeingCasted->id)
|
|
{
|
|
case SpellID::SCUTTLE_BOAT: //Scuttle Boat
|
|
if(topBlocking && topBlocking->ID == Obj::BOAT)
|
|
leaveCastingMode(true, mapPos);
|
|
break;
|
|
case SpellID::DIMENSION_DOOR:
|
|
if(!tile || tile->isClear(heroTile))
|
|
leaveCastingMode(true, mapPos);
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
//check if we can select this object
|
|
bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
|
|
canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
|
|
|
|
bool isHero = false;
|
|
if(selection->ID != Obj::HERO) //hero is not selected (presumably town)
|
|
{
|
|
assert(!terrain.currentPath); //path can be active only when hero is selected
|
|
if(selection == topBlocking) //selected town clicked
|
|
LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
|
|
else if(canSelect)
|
|
select(static_cast<const CArmedInstance*>(topBlocking), false);
|
|
}
|
|
else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
|
|
{
|
|
isHero = true;
|
|
|
|
const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);
|
|
if(currentHero == topBlocking) //clicked selected hero
|
|
{
|
|
LOCPLINT->openHeroWindow(currentHero);
|
|
return;
|
|
}
|
|
else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
|
|
{
|
|
select(static_cast<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...");
|
|
}
|
|
|
|
const auto shipyard = ourInaccessibleShipyard(topBlocking);
|
|
if(isHero && shipyard != nullptr)
|
|
{
|
|
LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
|
|
}
|
|
}
|
|
|
|
void CAdvMapInt::tileHovered(const int3 &mapPos)
|
|
{
|
|
if(mode != EAdvMapMode::NORMAL //disable in world view
|
|
|| !selection) //may occur just at the start of game (fake move before full intiialization)
|
|
return;
|
|
if(!LOCPLINT->cb->isVisible(mapPos))
|
|
{
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
statusbar->clear();
|
|
return;
|
|
}
|
|
auto objRelations = PlayerRelations::ALLIES;
|
|
const CGObjectInstance *objAtTile = getActiveObject(mapPos);
|
|
if(objAtTile)
|
|
{
|
|
objRelations = LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner);
|
|
std::string text = curHero() ? objAtTile->getHoverText(curHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
|
|
boost::replace_all(text,"\n"," ");
|
|
statusbar->write(text);
|
|
}
|
|
else
|
|
{
|
|
std::string hlp;
|
|
CGI->mh->getTerrainDescr(mapPos, hlp, false);
|
|
statusbar->write(hlp);
|
|
}
|
|
|
|
if(spellBeingCasted)
|
|
{
|
|
switch(spellBeingCasted->id)
|
|
{
|
|
case SpellID::SCUTTLE_BOAT:
|
|
if(objAtTile && objAtTile->ID == Obj::BOAT)
|
|
CCS->curh->set(Cursor::Map::SCUTTLE_BOAT);
|
|
else
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
return;
|
|
case SpellID::DIMENSION_DOOR:
|
|
{
|
|
const TerrainTile * t = LOCPLINT->cb->getTile(mapPos, false);
|
|
int3 hpos = selection->getSightCenter();
|
|
if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos))
|
|
CCS->curh->set(Cursor::Map::TELEPORT);
|
|
else
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(selection->ID == Obj::TOWN)
|
|
{
|
|
if(objAtTile)
|
|
{
|
|
if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
|
|
CCS->curh->set(Cursor::Map::TOWN);
|
|
else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
|
|
CCS->curh->set(Cursor::Map::HERO);
|
|
else
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
}
|
|
else
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
}
|
|
else if(const CGHeroInstance * hero = curHero())
|
|
{
|
|
std::array<Cursor::Map, 4> cursorMove = { Cursor::Map::T1_MOVE, Cursor::Map::T2_MOVE, Cursor::Map::T3_MOVE, Cursor::Map::T4_MOVE, };
|
|
std::array<Cursor::Map, 4> cursorAttack = { Cursor::Map::T1_ATTACK, Cursor::Map::T2_ATTACK, Cursor::Map::T3_ATTACK, Cursor::Map::T4_ATTACK, };
|
|
std::array<Cursor::Map, 4> cursorSail = { Cursor::Map::T1_SAIL, Cursor::Map::T2_SAIL, Cursor::Map::T3_SAIL, Cursor::Map::T4_SAIL, };
|
|
std::array<Cursor::Map, 4> cursorDisembark = { Cursor::Map::T1_DISEMBARK, Cursor::Map::T2_DISEMBARK, Cursor::Map::T3_DISEMBARK, Cursor::Map::T4_DISEMBARK, };
|
|
std::array<Cursor::Map, 4> cursorExchange = { Cursor::Map::T1_EXCHANGE, Cursor::Map::T2_EXCHANGE, Cursor::Map::T3_EXCHANGE, Cursor::Map::T4_EXCHANGE, };
|
|
std::array<Cursor::Map, 4> cursorVisit = { Cursor::Map::T1_VISIT, Cursor::Map::T2_VISIT, Cursor::Map::T3_VISIT, Cursor::Map::T4_VISIT, };
|
|
std::array<Cursor::Map, 4> cursorSailVisit = { Cursor::Map::T1_SAIL_VISIT, Cursor::Map::T2_SAIL_VISIT, Cursor::Map::T3_SAIL_VISIT, Cursor::Map::T4_SAIL_VISIT, };
|
|
|
|
const CGPathNode * pathNode = LOCPLINT->cb->getPathsInfo(hero)->getPathInfo(mapPos);
|
|
assert(pathNode);
|
|
|
|
if(GH.isKeyboardAltDown() && pathNode->reachable()) //overwrite status bar text with movement info
|
|
{
|
|
ShowMoveDetailsInStatusbar(*hero, *pathNode);
|
|
}
|
|
|
|
int turns = pathNode->turns;
|
|
vstd::amin(turns, 3);
|
|
switch(pathNode->action)
|
|
{
|
|
case CGPathNode::NORMAL:
|
|
case CGPathNode::TELEPORT_NORMAL:
|
|
if(pathNode->layer == EPathfindingLayer::LAND)
|
|
CCS->curh->set(cursorMove[turns]);
|
|
else
|
|
CCS->curh->set(cursorSailVisit[turns]);
|
|
break;
|
|
|
|
case CGPathNode::VISIT:
|
|
case CGPathNode::BLOCKING_VISIT:
|
|
case CGPathNode::TELEPORT_BLOCKING_VISIT:
|
|
if(objAtTile && objAtTile->ID == Obj::HERO)
|
|
{
|
|
if(selection == objAtTile)
|
|
CCS->curh->set(Cursor::Map::HERO);
|
|
else
|
|
CCS->curh->set(cursorExchange[turns]);
|
|
}
|
|
else if(pathNode->layer == EPathfindingLayer::LAND)
|
|
CCS->curh->set(cursorVisit[turns]);
|
|
else
|
|
CCS->curh->set(cursorSailVisit[turns]);
|
|
break;
|
|
|
|
case CGPathNode::BATTLE:
|
|
case CGPathNode::TELEPORT_BATTLE:
|
|
CCS->curh->set(cursorAttack[turns]);
|
|
break;
|
|
|
|
case CGPathNode::EMBARK:
|
|
CCS->curh->set(cursorSail[turns]);
|
|
break;
|
|
|
|
case CGPathNode::DISEMBARK:
|
|
CCS->curh->set(cursorDisembark[turns]);
|
|
break;
|
|
|
|
default:
|
|
if(objAtTile && objRelations != PlayerRelations::ENEMIES)
|
|
{
|
|
if(objAtTile->ID == Obj::TOWN)
|
|
CCS->curh->set(Cursor::Map::TOWN);
|
|
else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
|
|
CCS->curh->set(Cursor::Map::HERO);
|
|
else
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
}
|
|
else
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(ourInaccessibleShipyard(objAtTile))
|
|
{
|
|
CCS->curh->set(Cursor::Map::T1_SAIL);
|
|
}
|
|
}
|
|
|
|
void CAdvMapInt::ShowMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode)
|
|
{
|
|
const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.maxMovePoints(pathNode.layer == EPathfindingLayer::LAND) : hero.movement;
|
|
const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains;
|
|
const int remainingPointsAfterMove = pathNode.turns == 0 ? pathNode.moveRemains : 0;
|
|
|
|
std::string result = VLC->generaltexth->translate("vcmi.adventureMap", pathNode.turns > 0 ? "moveCostDetails" : "moveCostDetailsNoTurns");
|
|
|
|
boost::replace_first(result, "%TURNS", std::to_string(pathNode.turns));
|
|
boost::replace_first(result, "%POINTS", std::to_string(movementPointsLastTurnCost));
|
|
boost::replace_first(result, "%REMAINING", std::to_string(remainingPointsAfterMove));
|
|
|
|
statusbar->write(result);
|
|
}
|
|
|
|
void CAdvMapInt::tileRClicked(const int3 &mapPos)
|
|
{
|
|
if(mode != EAdvMapMode::NORMAL)
|
|
return;
|
|
if(spellBeingCasted)
|
|
{
|
|
leaveCastingMode();
|
|
return;
|
|
}
|
|
if(!LOCPLINT->cb->isVisible(mapPos))
|
|
{
|
|
CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
|
|
return;
|
|
}
|
|
|
|
const CGObjectInstance * obj = getActiveObject(mapPos);
|
|
if(!obj)
|
|
{
|
|
// Bare or undiscovered terrain
|
|
const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
|
|
if (tile)
|
|
{
|
|
std::string hlp;
|
|
CGI->mh->getTerrainDescr(mapPos, hlp, true);
|
|
CRClickPopup::createAndPush(hlp);
|
|
}
|
|
return;
|
|
}
|
|
|
|
CRClickPopup::createAndPush(obj, GH.getCursorPosition(), ETextAlignment::CENTER);
|
|
}
|
|
|
|
void CAdvMapInt::enterCastingMode(const CSpell * sp)
|
|
{
|
|
assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
|
|
spellBeingCasted = sp;
|
|
|
|
deactivate();
|
|
terrain.activate();
|
|
GH.fakeMouseMove();
|
|
}
|
|
|
|
void CAdvMapInt::leaveCastingMode(bool cast, int3 dest)
|
|
{
|
|
assert(spellBeingCasted);
|
|
SpellID id = spellBeingCasted->id;
|
|
spellBeingCasted = nullptr;
|
|
terrain.deactivate();
|
|
activate();
|
|
|
|
if(cast)
|
|
LOCPLINT->cb->castSpell(curHero(), id, dest);
|
|
else
|
|
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
|
|
}
|
|
|
|
const CGHeroInstance * CAdvMapInt::curHero() const
|
|
{
|
|
if(selection && selection->ID == Obj::HERO)
|
|
return static_cast<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->get<Cursor::Map>() != Cursor::Map::T1_SAIL && CCS->curh->get<Cursor::Map>() != Cursor::Map::POINTER))
|
|
return nullptr;
|
|
|
|
return ret;
|
|
}
|
|
|
|
void CAdvMapInt::aiTurnStarted()
|
|
{
|
|
if(settings["session"]["spectate"].Bool())
|
|
return;
|
|
|
|
adjustActiveness(true);
|
|
CCS->musich->playMusicFromSet("enemy-turn", true, false);
|
|
adventureInt->minimap.setAIRadar(true);
|
|
adventureInt->infoBar.startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());
|
|
adventureInt->infoBar.showAll(screen);//force refresh on inactive object
|
|
}
|
|
|
|
void CAdvMapInt::adjustActiveness(bool aiTurnStart)
|
|
{
|
|
bool wasActive = isActive();
|
|
|
|
if(wasActive)
|
|
deactivate();
|
|
adventureInt->duringAITurn = aiTurnStart;
|
|
if(wasActive)
|
|
activate();
|
|
}
|
|
|
|
void CAdvMapInt::quickCombatLock()
|
|
{
|
|
if(!duringAITurn)
|
|
deactivate();
|
|
}
|
|
|
|
void CAdvMapInt::quickCombatUnlock()
|
|
{
|
|
if(!duringAITurn)
|
|
activate();
|
|
}
|
|
|
|
void CAdvMapInt::changeMode(EAdvMapMode newMode, float newScale)
|
|
{
|
|
if (mode != newMode)
|
|
{
|
|
mode = newMode;
|
|
|
|
switch (mode)
|
|
{
|
|
case EAdvMapMode::NORMAL:
|
|
panelMain->activate();
|
|
panelWorldView->deactivate();
|
|
activeMapPanel = panelMain;
|
|
|
|
townList.activate();
|
|
heroList.activate();
|
|
infoBar.activate();
|
|
|
|
worldViewOptions.clear();
|
|
|
|
break;
|
|
case EAdvMapMode::WORLD_VIEW:
|
|
panelMain->deactivate();
|
|
panelWorldView->activate();
|
|
|
|
activeMapPanel = panelWorldView;
|
|
|
|
townList.deactivate();
|
|
heroList.deactivate();
|
|
infoBar.showSelection(); // to prevent new day animation interfering world view mode
|
|
infoBar.deactivate();
|
|
|
|
break;
|
|
}
|
|
worldViewScale = newScale;
|
|
redraw();
|
|
}
|
|
else if (worldViewScale != newScale) // still in world view mode, but the scale changed
|
|
{
|
|
worldViewScale = newScale;
|
|
redraw();
|
|
}
|
|
}
|
|
|
|
CAdvMapInt::WorldViewOptions::WorldViewOptions()
|
|
{
|
|
clear();
|
|
}
|
|
|
|
void CAdvMapInt::WorldViewOptions::clear()
|
|
{
|
|
showAllTerrain = false;
|
|
|
|
iconPositions.clear();
|
|
}
|
|
|
|
void CAdvMapInt::WorldViewOptions::adjustDrawingInfo(MapDrawingInfo& info)
|
|
{
|
|
info.showAllTerrain = showAllTerrain;
|
|
|
|
info.additionalIcons = &iconPositions;
|
|
}
|
|
|