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https://github.com/vcmi/vcmi.git
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940 lines
28 KiB
C++
940 lines
28 KiB
C++
/*
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* AdventureMapInterface.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 "AdventureMapInterface.h"
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#include "AdventureOptions.h"
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#include "AdventureState.h"
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#include "CInGameConsole.h"
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#include "CMinimap.h"
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#include "CList.h"
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#include "CInfoBar.h"
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#include "MapAudioPlayer.h"
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#include "TurnTimerWidget.h"
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#include "AdventureMapWidget.h"
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#include "AdventureMapShortcuts.h"
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#include "../mapView/mapHandler.h"
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#include "../mapView/MapView.h"
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#include "../windows/InfoWindows.h"
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#include "../widgets/RadialMenu.h"
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#include "../CGameInfo.h"
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#include "../gui/CursorHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/Shortcut.h"
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#include "../gui/WindowHandler.h"
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#include "../render/Canvas.h"
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#include "../render/IImage.h"
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#include "../render/IRenderHandler.h"
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#include "../render/IScreenHandler.h"
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#include "../CMT.h"
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#include "../PlayerLocalState.h"
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#include "../CPlayerInterface.h"
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#include "../../CCallback.h"
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#include "../../lib/IGameSettings.h"
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#include "../../lib/StartInfo.h"
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#include "../../lib/texts/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/mapping/CMapDefines.h"
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#include "../../lib/pathfinder/CGPathNode.h"
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#include "../../lib/spells/ISpellMechanics.h"
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#include "../../lib/spells/Problem.h"
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std::shared_ptr<AdventureMapInterface> adventureInt;
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AdventureMapInterface::AdventureMapInterface():
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mapAudio(new MapAudioPlayer()),
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spellBeingCasted(nullptr),
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scrollingWasActive(false),
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scrollingWasBlocked(false),
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backgroundDimLevel(settings["adventure"]["backgroundDimLevel"].Integer())
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{
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OBJECT_CONSTRUCTION;
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pos.x = pos.y = 0;
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pos.w = GH.screenDimensions().x;
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pos.h = GH.screenDimensions().y;
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shortcuts = std::make_shared<AdventureMapShortcuts>(*this);
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widget = std::make_shared<AdventureMapWidget>(shortcuts);
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shortcuts->setState(EAdventureState::MAKING_TURN);
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widget->getMapView()->onViewMapActivated();
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if(LOCPLINT->cb->getStartInfo()->turnTimerInfo.turnTimer != 0)
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watches = std::make_shared<TurnTimerWidget>(Point(24, 24));
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addUsedEvents(KEYBOARD | TIME);
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}
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void AdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel)
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{
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shortcuts->onMapViewMoved(visibleArea, mapLevel);
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widget->getMinimap()->onMapViewMoved(visibleArea, mapLevel);
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widget->onMapViewMoved(visibleArea, mapLevel);
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}
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void AdventureMapInterface::onAudioResumed()
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{
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mapAudio->onAudioResumed();
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}
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void AdventureMapInterface::onAudioPaused()
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{
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mapAudio->onAudioPaused();
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}
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void AdventureMapInterface::onHeroMovementStarted(const CGHeroInstance * hero)
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{
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if (shortcuts->optionMapViewActive())
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{
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widget->getInfoBar()->popAll();
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widget->getInfoBar()->showSelection();
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}
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}
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void AdventureMapInterface::onHeroChanged(const CGHeroInstance *h)
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{
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widget->getHeroList()->updateElement(h);
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if (h && h == LOCPLINT->localState->getCurrentHero() && !widget->getInfoBar()->showingComponents())
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widget->getInfoBar()->showSelection();
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widget->updateActiveState();
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}
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void AdventureMapInterface::onTownChanged(const CGTownInstance * town)
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{
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widget->getTownList()->updateElement(town);
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if (town && town == LOCPLINT->localState->getCurrentTown() && !widget->getInfoBar()->showingComponents())
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widget->getInfoBar()->showSelection();
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}
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void AdventureMapInterface::showInfoBoxMessage(const std::vector<Component> & components, std::string message, int timer)
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{
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widget->getInfoBar()->pushComponents(components, message, timer);
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}
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void AdventureMapInterface::activate()
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{
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CIntObject::activate();
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adjustActiveness();
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screenBuf = screen;
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if(LOCPLINT)
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{
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LOCPLINT->cingconsole->activate();
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LOCPLINT->cingconsole->pos = this->pos;
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}
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GH.fakeMouseMove(); //to restore the cursor
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// workaround for an edge case:
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// if player unequips Angel Wings / Boots of Levitation of currently active hero
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// game will correctly invalidate paths but current route will not be updated since verifyPath() is not called for current hero
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if (LOCPLINT->makingTurn && LOCPLINT->localState->getCurrentHero())
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LOCPLINT->localState->verifyPath(LOCPLINT->localState->getCurrentHero());
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}
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void AdventureMapInterface::deactivate()
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{
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CIntObject::deactivate();
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CCS->curh->set(Cursor::Map::POINTER);
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if(LOCPLINT)
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LOCPLINT->cingconsole->deactivate();
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}
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void AdventureMapInterface::showAll(Canvas & to)
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{
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CIntObject::showAll(to);
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dim(to);
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LOCPLINT->cingconsole->show(to);
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}
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void AdventureMapInterface::show(Canvas & to)
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{
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CIntObject::show(to);
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dim(to);
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LOCPLINT->cingconsole->show(to);
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}
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void AdventureMapInterface::dim(Canvas & to)
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{
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auto const isBigWindow = [&](std::shared_ptr<CIntObject> window) { return window->pos.w >= 800 && window->pos.h >= 600; }; // OH3 fullscreen
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if(settings["adventure"]["hideBackground"].Bool())
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for (auto window : GH.windows().findWindows<CIntObject>())
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{
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if(!std::dynamic_pointer_cast<AdventureMapInterface>(window) && std::dynamic_pointer_cast<CIntObject>(window) && isBigWindow(window))
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{
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to.fillTexture(GH.renderHandler().loadImage(ImagePath::builtin("DiBoxBck"), EImageBlitMode::OPAQUE));
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return;
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}
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}
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for (auto window : GH.windows().findWindows<CIntObject>())
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{
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if (!std::dynamic_pointer_cast<AdventureMapInterface>(window) && !std::dynamic_pointer_cast<RadialMenu>(window) && !window->isPopupWindow() && (settings["adventure"]["backgroundDimSmallWindows"].Bool() || isBigWindow(window) || shortcuts->getState() == EAdventureState::HOTSEAT_WAIT))
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{
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Rect targetRect(0, 0, GH.screenDimensions().x, GH.screenDimensions().y);
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ColorRGBA colorToFill(0, 0, 0, std::clamp<int>(backgroundDimLevel, 0, 255));
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if(backgroundDimLevel > 0)
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to.drawColorBlended(targetRect, colorToFill);
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return;
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}
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}
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}
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void AdventureMapInterface::tick(uint32_t msPassed)
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{
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handleMapScrollingUpdate(msPassed);
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// we want animations to be active during enemy turn but map itself to be non-interactive
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// so call timer update directly on inactive element
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widget->getMapView()->tick(msPassed);
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}
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void AdventureMapInterface::handleMapScrollingUpdate(uint32_t timePassed)
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{
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/// Width of window border, in pixels, that triggers map scrolling
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static constexpr int32_t borderScrollWidth = 15;
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int32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
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int32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
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Point cursorPosition = GH.getCursorPosition();
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Point scrollDirection;
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if (cursorPosition.x < borderScrollWidth)
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scrollDirection.x = -1;
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if (cursorPosition.x > GH.screenDimensions().x - borderScrollWidth)
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scrollDirection.x = +1;
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if (cursorPosition.y < borderScrollWidth)
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scrollDirection.y = -1;
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if (cursorPosition.y > GH.screenDimensions().y - borderScrollWidth)
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scrollDirection.y = +1;
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Point scrollDelta = scrollDirection * scrollDistance;
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bool cursorInScrollArea = scrollDelta != Point(0,0);
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bool scrollingActive = cursorInScrollArea && shortcuts->optionMapScrollingActive() && !scrollingWasBlocked;
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bool scrollingBlocked = GH.isKeyboardCtrlDown() || !settings["adventure"]["borderScroll"].Bool() || !GH.screenHandler().hasFocus();
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if (!scrollingWasActive && scrollingBlocked)
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{
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scrollingWasBlocked = true;
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return;
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}
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if (!cursorInScrollArea && scrollingWasBlocked)
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{
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scrollingWasBlocked = false;
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return;
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}
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if (scrollingActive)
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widget->getMapView()->onMapScrolled(scrollDelta);
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if (!scrollingActive && !scrollingWasActive)
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return;
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if(scrollDelta.x > 0)
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{
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if(scrollDelta.y < 0)
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CCS->curh->set(Cursor::Map::SCROLL_NORTHEAST);
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if(scrollDelta.y > 0)
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CCS->curh->set(Cursor::Map::SCROLL_SOUTHEAST);
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if(scrollDelta.y == 0)
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CCS->curh->set(Cursor::Map::SCROLL_EAST);
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}
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if(scrollDelta.x < 0)
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{
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if(scrollDelta.y < 0)
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CCS->curh->set(Cursor::Map::SCROLL_NORTHWEST);
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if(scrollDelta.y > 0)
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CCS->curh->set(Cursor::Map::SCROLL_SOUTHWEST);
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if(scrollDelta.y == 0)
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CCS->curh->set(Cursor::Map::SCROLL_WEST);
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}
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if (scrollDelta.x == 0)
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{
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if(scrollDelta.y < 0)
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CCS->curh->set(Cursor::Map::SCROLL_NORTH);
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if(scrollDelta.y > 0)
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CCS->curh->set(Cursor::Map::SCROLL_SOUTH);
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if(scrollDelta.y == 0)
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CCS->curh->set(Cursor::Map::POINTER);
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}
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scrollingWasActive = scrollingActive;
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}
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void AdventureMapInterface::centerOnTile(int3 on)
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{
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widget->getMapView()->onCenteredTile(on);
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}
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void AdventureMapInterface::centerOnObject(const CGObjectInstance * obj)
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{
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widget->getMapView()->onCenteredObject(obj);
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}
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void AdventureMapInterface::keyPressed(EShortcut key)
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{
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if (key == EShortcut::GLOBAL_CANCEL && spellBeingCasted)
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hotkeyAbortCastingMode();
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//fake mouse use to trigger onTileHovered()
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GH.fakeMouseMove();
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}
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void AdventureMapInterface::onSelectionChanged(const CArmedInstance *sel)
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{
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assert(sel);
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widget->getInfoBar()->popAll();
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mapAudio->onSelectionChanged(sel);
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bool centerView = !settings["session"]["autoSkip"].Bool();
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if (centerView)
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centerOnObject(sel);
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if(sel->ID==Obj::TOWN)
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{
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auto town = dynamic_cast<const CGTownInstance*>(sel);
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widget->getInfoBar()->showTownSelection(town);
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widget->getTownList()->updateWidget();
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widget->getTownList()->select(town);
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widget->getHeroList()->select(nullptr);
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onHeroChanged(nullptr);
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}
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else //hero selected
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{
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auto hero = dynamic_cast<const CGHeroInstance*>(sel);
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widget->getInfoBar()->showHeroSelection(hero);
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widget->getHeroList()->select(hero);
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widget->getTownList()->select(nullptr);
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LOCPLINT->localState->verifyPath(hero);
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onHeroChanged(hero);
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}
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widget->updateActiveState();
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widget->getHeroList()->redraw();
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widget->getTownList()->redraw();
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}
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void AdventureMapInterface::onTownOrderChanged()
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{
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widget->getTownList()->updateWidget();
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}
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void AdventureMapInterface::onHeroOrderChanged()
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{
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widget->getHeroList()->updateWidget();
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}
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void AdventureMapInterface::onMapTilesChanged(boost::optional<std::unordered_set<int3>> positions)
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{
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if (positions)
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widget->getMinimap()->updateTiles(*positions);
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else
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widget->getMinimap()->update();
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}
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void AdventureMapInterface::onHotseatWaitStarted(PlayerColor playerID)
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{
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backgroundDimLevel = 255;
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onCurrentPlayerChanged(playerID);
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setState(EAdventureState::HOTSEAT_WAIT);
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}
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void AdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID, bool isHuman)
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{
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if(settings["session"]["spectate"].Bool())
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return;
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mapAudio->onEnemyTurnStarted();
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widget->getMinimap()->setAIRadar(!isHuman);
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widget->getInfoBar()->startEnemyTurn(playerID);
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setState(isHuman ? EAdventureState::MAKING_TURN : EAdventureState::AI_PLAYER_TURN);
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}
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void AdventureMapInterface::setState(EAdventureState state)
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{
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shortcuts->setState(state);
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adjustActiveness();
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widget->updateActiveState();
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}
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void AdventureMapInterface::adjustActiveness()
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{
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bool widgetMustBeActive = isActive() && shortcuts->optionSidePanelActive();
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bool mapViewMustBeActive = isActive() && (shortcuts->optionMapViewActive());
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widget->setInputEnabled(widgetMustBeActive);
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widget->getMapView()->setInputEnabled(mapViewMustBeActive);
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}
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void AdventureMapInterface::onCurrentPlayerChanged(PlayerColor playerID)
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{
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if (playerID == currentPlayerID)
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return;
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currentPlayerID = playerID;
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widget->setPlayerColor(playerID);
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}
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void AdventureMapInterface::onPlayerTurnStarted(PlayerColor playerID)
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{
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backgroundDimLevel = settings["adventure"]["backgroundDimLevel"].Integer();
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onCurrentPlayerChanged(playerID);
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setState(EAdventureState::MAKING_TURN);
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if(playerID == LOCPLINT->playerID || settings["session"]["spectate"].Bool())
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{
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widget->getMinimap()->setAIRadar(false);
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widget->getInfoBar()->showSelection();
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}
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widget->getHeroList()->updateWidget();
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widget->getTownList()->updateWidget();
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const CGHeroInstance * heroToSelect = nullptr;
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// find first non-sleeping hero
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for (auto hero : LOCPLINT->localState->getWanderingHeroes())
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{
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if (!LOCPLINT->localState->isHeroSleeping(hero))
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{
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heroToSelect = hero;
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break;
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}
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}
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//select first hero if available.
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if (heroToSelect != nullptr)
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{
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LOCPLINT->localState->setSelection(heroToSelect);
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}
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else if (LOCPLINT->localState->getOwnedTowns().size())
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{
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LOCPLINT->localState->setSelection(LOCPLINT->localState->getOwnedTown(0));
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}
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else
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{
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LOCPLINT->localState->setSelection(LOCPLINT->localState->getWanderingHero(0));
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}
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onSelectionChanged(LOCPLINT->localState->getCurrentArmy());
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//show new day animation and sound on infobar, except for 1st day of the game
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if (LOCPLINT->cb->getDate(Date::DAY) != 1)
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widget->getInfoBar()->showDate();
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onHeroChanged(nullptr);
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Canvas canvas = Canvas::createFromSurface(screen, CanvasScalingPolicy::AUTO);
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showAll(canvas);
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mapAudio->onPlayerTurnStarted();
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if(settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
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{
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if(auto iw = GH.windows().topWindow<CInfoWindow>())
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iw->close();
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GH.dispatchMainThread([this]()
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{
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hotkeyEndingTurn();
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});
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}
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}
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void AdventureMapInterface::hotkeyEndingTurn()
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{
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if(settings["session"]["spectate"].Bool())
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return;
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if(!settings["general"]["startTurnAutosave"].Bool())
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{
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LOCPLINT->performAutosave();
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}
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LOCPLINT->makingTurn = false;
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LOCPLINT->cb->endTurn();
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mapAudio->onPlayerTurnEnded();
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// Normally, game will receive PlayerStartsTurn call almost instantly with new player ID that will switch UI to waiting mode
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// However, when simturns are active it is possible for such call not to come because another player is still acting
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// So find first player other than ours that is acting at the moment and update UI as if he had started turn
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for (auto player = PlayerColor(0); player < PlayerColor::PLAYER_LIMIT; ++player)
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{
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if (player != LOCPLINT->playerID && LOCPLINT->cb->isPlayerMakingTurn(player))
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{
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onEnemyTurnStarted(player, LOCPLINT->cb->getStartInfo()->playerInfos.at(player).isControlledByHuman());
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break;
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}
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}
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}
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const CGObjectInstance* AdventureMapInterface::getActiveObject(const int3 &mapPos)
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{
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std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile
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if (bobjs.empty())
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return nullptr;
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return *boost::range::max_element(bobjs, &CMapHandler::compareObjectBlitOrder);
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}
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void AdventureMapInterface::onTileLeftClicked(const int3 &targetPosition)
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{
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if(!shortcuts->optionMapViewActive())
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return;
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const CGObjectInstance *topBlocking = LOCPLINT->cb->isVisible(targetPosition) ? getActiveObject(targetPosition) : nullptr;
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if(spellBeingCasted)
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{
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assert(shortcuts->optionSpellcasting());
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assert(spellBeingCasted->id == SpellID::SCUTTLE_BOAT || spellBeingCasted->id == SpellID::DIMENSION_DOOR);
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if(isValidAdventureSpellTarget(targetPosition))
|
|
performSpellcasting(targetPosition);
|
|
return;
|
|
}
|
|
|
|
if(!LOCPLINT->cb->isVisible(targetPosition))
|
|
return;
|
|
|
|
//check if we can select this object
|
|
bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
|
|
canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner) != PlayerRelations::ENEMIES;
|
|
|
|
bool isHero = false;
|
|
if(LOCPLINT->localState->getCurrentArmy()->ID != Obj::HERO) //hero is not selected (presumably town)
|
|
{
|
|
if(LOCPLINT->localState->getCurrentArmy() == topBlocking) //selected town clicked
|
|
LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
|
|
else if(canSelect)
|
|
LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
|
|
}
|
|
else if(const CGHeroInstance * currentHero = LOCPLINT->localState->getCurrentHero()) //hero is selected
|
|
{
|
|
isHero = true;
|
|
|
|
const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(targetPosition);
|
|
if(currentHero == topBlocking) //clicked selected hero
|
|
{
|
|
LOCPLINT->openHeroWindow(currentHero);
|
|
return;
|
|
}
|
|
else if(canSelect && pn->turns == 255 ) //selectable object at inaccessible tile
|
|
{
|
|
LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
|
|
return;
|
|
}
|
|
else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
|
|
{
|
|
if(LOCPLINT->localState->hasPath(currentHero) &&
|
|
LOCPLINT->localState->getPath(currentHero).endPos() == targetPosition &&
|
|
!GH.isKeyboardShiftDown())//we'll be moving
|
|
{
|
|
assert(!CGI->mh->hasOngoingAnimations());
|
|
if(!CGI->mh->hasOngoingAnimations() && LOCPLINT->localState->getPath(currentHero).nextNode().turns == 0)
|
|
LOCPLINT->moveHero(currentHero, LOCPLINT->localState->getPath(currentHero));
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if(GH.isKeyboardShiftDown()) //normal click behaviour (as no hero selected)
|
|
{
|
|
if(canSelect)
|
|
LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
|
|
}
|
|
else //remove old path and find a new one if we clicked on accessible tile
|
|
{
|
|
LOCPLINT->localState->setPath(currentHero, targetPosition);
|
|
onHeroChanged(currentHero);
|
|
}
|
|
}
|
|
}
|
|
} //end of hero is selected "case"
|
|
else
|
|
{
|
|
throw std::runtime_error("Nothing is selected...");
|
|
}
|
|
|
|
const auto shipyard = ourInaccessibleShipyard(topBlocking);
|
|
if(isHero && shipyard != nullptr)
|
|
{
|
|
LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
|
|
}
|
|
}
|
|
|
|
void AdventureMapInterface::onTileHovered(const int3 &targetPosition)
|
|
{
|
|
if(!shortcuts->optionMapViewActive())
|
|
return;
|
|
|
|
//may occur just at the start of game (fake move before full initialization)
|
|
if(!LOCPLINT->localState->getCurrentArmy())
|
|
return;
|
|
|
|
bool isTargetPositionVisible = LOCPLINT->cb->isVisible(targetPosition);
|
|
const CGObjectInstance *objAtTile = isTargetPositionVisible ? getActiveObject(targetPosition) : nullptr;
|
|
|
|
if(spellBeingCasted)
|
|
{
|
|
switch(spellBeingCasted->id)
|
|
{
|
|
case SpellID::SCUTTLE_BOAT:
|
|
if(isValidAdventureSpellTarget(targetPosition))
|
|
CCS->curh->set(Cursor::Map::SCUTTLE_BOAT);
|
|
else
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
return;
|
|
|
|
case SpellID::DIMENSION_DOOR:
|
|
if(isValidAdventureSpellTarget(targetPosition))
|
|
{
|
|
if(LOCPLINT->cb->getSettings().getBoolean(EGameSettings::DIMENSION_DOOR_TRIGGERS_GUARDS) && LOCPLINT->cb->isTileGuardedUnchecked(targetPosition))
|
|
CCS->curh->set(Cursor::Map::T1_ATTACK);
|
|
else
|
|
CCS->curh->set(Cursor::Map::TELEPORT);
|
|
return;
|
|
}
|
|
else
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
return;
|
|
default:
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if(!isTargetPositionVisible)
|
|
{
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
return;
|
|
}
|
|
|
|
auto objRelations = PlayerRelations::ALLIES;
|
|
|
|
if(objAtTile)
|
|
{
|
|
objRelations = LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner);
|
|
std::string text = LOCPLINT->localState->getCurrentHero() ? objAtTile->getHoverText(LOCPLINT->localState->getCurrentHero()) : objAtTile->getHoverText(LOCPLINT->playerID);
|
|
boost::replace_all(text,"\n"," ");
|
|
if (GH.isKeyboardCmdDown())
|
|
text.append(" (" + std::to_string(targetPosition.x) + ", " + std::to_string(targetPosition.y) + ")");
|
|
GH.statusbar()->write(text);
|
|
}
|
|
else if(isTargetPositionVisible)
|
|
{
|
|
std::string tileTooltipText = CGI->mh->getTerrainDescr(targetPosition, false);
|
|
if (GH.isKeyboardCmdDown())
|
|
tileTooltipText.append(" (" + std::to_string(targetPosition.x) + ", " + std::to_string(targetPosition.y) + ")");
|
|
GH.statusbar()->write(tileTooltipText);
|
|
}
|
|
|
|
if(LOCPLINT->localState->getCurrentArmy()->ID == Obj::TOWN || GH.isKeyboardShiftDown())
|
|
{
|
|
if(objAtTile)
|
|
{
|
|
if(objAtTile->ID == Obj::TOWN && objRelations != PlayerRelations::ENEMIES)
|
|
CCS->curh->set(Cursor::Map::TOWN);
|
|
else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
|
|
CCS->curh->set(Cursor::Map::HERO);
|
|
else
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
}
|
|
else
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
}
|
|
else if(const CGHeroInstance * hero = LOCPLINT->localState->getCurrentHero())
|
|
{
|
|
std::array<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(targetPosition);
|
|
assert(pathNode);
|
|
|
|
if((GH.isKeyboardAltDown() || settings["gameTweaks"]["forceMovementInfo"].Bool()) && pathNode->reachable()) //overwrite status bar text with movement info
|
|
{
|
|
showMoveDetailsInStatusbar(*hero, *pathNode);
|
|
}
|
|
|
|
int turns = pathNode->turns;
|
|
vstd::amin(turns, 3);
|
|
switch(pathNode->action)
|
|
{
|
|
case EPathNodeAction::NORMAL:
|
|
case EPathNodeAction::TELEPORT_NORMAL:
|
|
if(pathNode->layer == EPathfindingLayer::LAND)
|
|
CCS->curh->set(cursorMove[turns]);
|
|
else
|
|
CCS->curh->set(cursorSail[turns]);
|
|
break;
|
|
|
|
case EPathNodeAction::VISIT:
|
|
case EPathNodeAction::BLOCKING_VISIT:
|
|
case EPathNodeAction::TELEPORT_BLOCKING_VISIT:
|
|
if(objAtTile && objAtTile->ID == Obj::HERO)
|
|
{
|
|
if(LOCPLINT->localState->getCurrentArmy() == objAtTile)
|
|
CCS->curh->set(Cursor::Map::HERO);
|
|
else
|
|
CCS->curh->set(cursorExchange[turns]);
|
|
}
|
|
else if(pathNode->layer == EPathfindingLayer::LAND)
|
|
CCS->curh->set(cursorVisit[turns]);
|
|
else if (pathNode->layer == EPathfindingLayer::SAIL &&
|
|
objAtTile &&
|
|
objAtTile->isCoastVisitable() &&
|
|
pathNode->theNodeBefore &&
|
|
pathNode->theNodeBefore->layer == EPathfindingLayer::LAND )
|
|
{
|
|
// exception - when visiting shipwreck located on coast from land - show 'horse' cursor, not 'ship' cursor
|
|
CCS->curh->set(cursorVisit[turns]);
|
|
}
|
|
else
|
|
CCS->curh->set(cursorSailVisit[turns]);
|
|
break;
|
|
|
|
case EPathNodeAction::BATTLE:
|
|
case EPathNodeAction::TELEPORT_BATTLE:
|
|
CCS->curh->set(cursorAttack[turns]);
|
|
break;
|
|
|
|
case EPathNodeAction::EMBARK:
|
|
CCS->curh->set(cursorSail[turns]);
|
|
break;
|
|
|
|
case EPathNodeAction::DISEMBARK:
|
|
CCS->curh->set(cursorDisembark[turns]);
|
|
break;
|
|
|
|
default:
|
|
if(objAtTile && objRelations != PlayerRelations::ENEMIES)
|
|
{
|
|
if(objAtTile->ID == Obj::TOWN)
|
|
CCS->curh->set(Cursor::Map::TOWN);
|
|
else if(objAtTile->ID == Obj::HERO && objRelations == PlayerRelations::SAME_PLAYER)
|
|
CCS->curh->set(Cursor::Map::HERO);
|
|
else
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
}
|
|
else
|
|
CCS->curh->set(Cursor::Map::POINTER);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(ourInaccessibleShipyard(objAtTile))
|
|
{
|
|
CCS->curh->set(Cursor::Map::T1_SAIL);
|
|
}
|
|
}
|
|
|
|
void AdventureMapInterface::showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode)
|
|
{
|
|
const int maxMovementPointsAtStartOfLastTurn = pathNode.turns > 0 ? hero.movementPointsLimit(pathNode.layer == EPathfindingLayer::LAND) : hero.movementPointsRemaining();
|
|
const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains;
|
|
const int remainingPointsAfterMove = pathNode.turns == 0 ? pathNode.moveRemains : 0;
|
|
|
|
std::string result = VLC->generaltexth->translate("vcmi.adventureMap", pathNode.turns > 0 ? "moveCostDetails" : "moveCostDetailsNoTurns");
|
|
|
|
boost::replace_first(result, "%TURNS", std::to_string(pathNode.turns));
|
|
boost::replace_first(result, "%POINTS", std::to_string(movementPointsLastTurnCost));
|
|
boost::replace_first(result, "%REMAINING", std::to_string(remainingPointsAfterMove));
|
|
|
|
GH.statusbar()->write(result);
|
|
}
|
|
|
|
void AdventureMapInterface::onTileRightClicked(const int3 &mapPos)
|
|
{
|
|
if(!shortcuts->optionMapViewActive())
|
|
return;
|
|
|
|
if(spellBeingCasted)
|
|
{
|
|
hotkeyAbortCastingMode();
|
|
return;
|
|
}
|
|
|
|
if(!LOCPLINT->cb->isVisible(mapPos))
|
|
{
|
|
CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
|
|
return;
|
|
}
|
|
|
|
const CGObjectInstance * obj = getActiveObject(mapPos);
|
|
if(!obj)
|
|
{
|
|
// Bare or undiscovered terrain
|
|
const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
|
|
if(tile)
|
|
{
|
|
std::string hlp = CGI->mh->getTerrainDescr(mapPos, true);
|
|
CRClickPopup::createAndPush(hlp);
|
|
}
|
|
return;
|
|
}
|
|
|
|
CRClickPopup::createAndPush(obj, GH.getCursorPosition(), ETextAlignment::CENTER);
|
|
}
|
|
|
|
void AdventureMapInterface::enterCastingMode(const CSpell * sp)
|
|
{
|
|
assert(sp->id == SpellID::SCUTTLE_BOAT || sp->id == SpellID::DIMENSION_DOOR);
|
|
spellBeingCasted = sp;
|
|
Settings config = settings.write["session"]["showSpellRange"];
|
|
config->Bool() = true;
|
|
|
|
setState(EAdventureState::CASTING_SPELL);
|
|
}
|
|
|
|
void AdventureMapInterface::exitCastingMode()
|
|
{
|
|
assert(spellBeingCasted);
|
|
spellBeingCasted = nullptr;
|
|
setState(EAdventureState::MAKING_TURN);
|
|
|
|
Settings config = settings.write["session"]["showSpellRange"];
|
|
config->Bool() = false;
|
|
}
|
|
|
|
void AdventureMapInterface::hotkeyAbortCastingMode()
|
|
{
|
|
exitCastingMode();
|
|
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[731]); //Spell cancelled
|
|
}
|
|
|
|
void AdventureMapInterface::performSpellcasting(const int3 & dest)
|
|
{
|
|
SpellID id = spellBeingCasted->id;
|
|
exitCastingMode();
|
|
LOCPLINT->cb->castSpell(LOCPLINT->localState->getCurrentHero(), id, dest);
|
|
}
|
|
|
|
Rect AdventureMapInterface::terrainAreaPixels() const
|
|
{
|
|
return widget->getMapView()->pos;
|
|
}
|
|
|
|
const IShipyard * AdventureMapInterface::ourInaccessibleShipyard(const CGObjectInstance *obj) const
|
|
{
|
|
const auto *ret = dynamic_cast<const IShipyard *>(obj);
|
|
|
|
if(!ret ||
|
|
obj->tempOwner != currentPlayerID ||
|
|
(CCS->curh->get<Cursor::Map>() != Cursor::Map::T1_SAIL && CCS->curh->get<Cursor::Map>() != Cursor::Map::POINTER))
|
|
return nullptr;
|
|
|
|
return ret;
|
|
}
|
|
|
|
void AdventureMapInterface::hotkeyExitWorldView()
|
|
{
|
|
setState(EAdventureState::MAKING_TURN);
|
|
widget->getMapView()->onViewMapActivated();
|
|
}
|
|
|
|
void AdventureMapInterface::openWorldView(int tileSize)
|
|
{
|
|
setState(EAdventureState::WORLD_VIEW);
|
|
widget->getMapView()->onViewWorldActivated(tileSize);
|
|
}
|
|
|
|
void AdventureMapInterface::openWorldView()
|
|
{
|
|
openWorldView(11);
|
|
}
|
|
|
|
void AdventureMapInterface::openWorldView(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
|
|
{
|
|
openWorldView(11);
|
|
widget->getMapView()->onViewSpellActivated(11, objectPositions, showTerrain);
|
|
}
|
|
|
|
void AdventureMapInterface::hotkeyNextTown()
|
|
{
|
|
widget->getTownList()->selectNext();
|
|
}
|
|
|
|
void AdventureMapInterface::hotkeySwitchMapLevel()
|
|
{
|
|
widget->getMapView()->onMapLevelSwitched();
|
|
}
|
|
|
|
void AdventureMapInterface::hotkeyZoom(int delta, bool useDeadZone)
|
|
{
|
|
widget->getMapView()->onMapZoomLevelChanged(delta, useDeadZone);
|
|
}
|
|
|
|
void AdventureMapInterface::onScreenResize()
|
|
{
|
|
OBJECT_CONSTRUCTION;
|
|
|
|
// remember our activation state and reactive after reconstruction
|
|
// since othervice activate() calls for created elements will bypass virtual dispatch
|
|
// and will call directly CIntObject::activate() instead of dispatching virtual function call
|
|
bool widgetActive = isActive();
|
|
|
|
if (widgetActive)
|
|
deactivate();
|
|
|
|
widget.reset();
|
|
pos.x = pos.y = 0;
|
|
pos.w = GH.screenDimensions().x;
|
|
pos.h = GH.screenDimensions().y;
|
|
|
|
widget = std::make_shared<AdventureMapWidget>(shortcuts);
|
|
widget->getMapView()->onViewMapActivated();
|
|
widget->setPlayerColor(currentPlayerID);
|
|
widget->updateActiveState();
|
|
widget->getMinimap()->update();
|
|
widget->getInfoBar()->showSelection();
|
|
|
|
if (LOCPLINT && LOCPLINT->localState->getCurrentArmy())
|
|
widget->getMapView()->onCenteredObject(LOCPLINT->localState->getCurrentArmy());
|
|
|
|
adjustActiveness();
|
|
|
|
if (widgetActive)
|
|
activate();
|
|
}
|
|
|
|
bool AdventureMapInterface::isValidAdventureSpellTarget(int3 targetPosition) const
|
|
{
|
|
spells::detail::ProblemImpl problem;
|
|
|
|
return spellBeingCasted->getAdventureMechanics().canBeCastAt(problem, LOCPLINT->cb.get(), LOCPLINT->localState->getCurrentHero(), targetPosition);
|
|
}
|