mirror of
https://github.com/vcmi/vcmi.git
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584 lines
16 KiB
C++
584 lines
16 KiB
C++
/*
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* MapViewController.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 "MapViewController.h"
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#include "MapRendererContext.h"
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#include "MapRendererContextState.h"
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#include "MapViewCache.h"
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#include "MapViewModel.h"
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#include "../CPlayerInterface.h"
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#include "../adventureMap/AdventureMapInterface.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/WindowHandler.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/MiscObjects.h"
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#include "../../lib/pathfinder/CGPathNode.h"
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#include "../../lib/spells/ViewSpellInt.h"
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void MapViewController::setViewCenter(const int3 & position)
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{
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setViewCenter(Point(position) * model->getSingleTileSize() + model->getSingleTileSize() / 2, position.z);
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}
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void MapViewController::setViewCenter(const Point & position, int level)
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{
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Point upperLimit = Point(context->getMapSize()) * model->getSingleTileSize();
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Point lowerLimit = Point(0, 0);
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if(worldViewContext)
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{
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Point area = model->getPixelsVisibleDimensions();
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Point mapCenter = upperLimit / 2;
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Point desiredLowerLimit = lowerLimit + area / 2;
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Point desiredUpperLimit = upperLimit - area / 2;
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Point actualLowerLimit{
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std::min(desiredLowerLimit.x, mapCenter.x),
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std::min(desiredLowerLimit.y, mapCenter.y)
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};
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Point actualUpperLimit{
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std::max(desiredUpperLimit.x, mapCenter.x),
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std::max(desiredUpperLimit.y, mapCenter.y)
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};
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upperLimit = actualUpperLimit;
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lowerLimit = actualLowerLimit;
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}
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Point betterPosition = {std::clamp(position.x, lowerLimit.x, upperLimit.x), std::clamp(position.y, lowerLimit.y, upperLimit.y)};
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model->setViewCenter(betterPosition);
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model->setLevel(std::clamp(level, 0, context->getMapSize().z));
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if(adventureInt && !puzzleMapContext) // may be called before adventureInt is initialized
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adventureInt->onMapViewMoved(model->getTilesTotalRect(), model->getLevel());
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}
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void MapViewController::setTileSize(const Point & tileSize)
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{
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Point oldSize = model->getSingleTileSize();
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model->setTileSize(tileSize);
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double scaleChangeX = 1.0 * tileSize.x / oldSize.x;
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double scaleChangeY = 1.0 * tileSize.y / oldSize.y;
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Point newViewCenter {
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static_cast<int>(std::round(model->getMapViewCenter().x * scaleChangeX)),
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static_cast<int>(std::round(model->getMapViewCenter().y * scaleChangeY))
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};
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// force update of view center since changing tile size may invalidated it
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setViewCenter(newViewCenter, model->getLevel());
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}
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void MapViewController::modifyTileSize(int stepsChange)
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{
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// we want to zoom in/out in fixed 10% steps, to allow player to return back to exactly 100% zoom just by scrolling
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// so, zooming in for 5 steps will put game at 1.1^5 = 1.61 scale
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// try to determine current zooming level and change it by requested number of steps
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double currentZoomFactor = model->getSingleTileSize().x / 32.0;
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double currentZoomSteps = std::round(std::log(currentZoomFactor) / std::log(1.01));
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double newZoomSteps = stepsChange != 0 ? currentZoomSteps + stepsChange : stepsChange;
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double newZoomFactor = std::pow(1.01, newZoomSteps);
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Point currentZoom = model->getSingleTileSize();
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Point desiredZoom = Point(32,32) * newZoomFactor;
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if (desiredZoom == currentZoom && stepsChange < 0)
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desiredZoom -= Point(1,1);
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if (desiredZoom == currentZoom && stepsChange > 0)
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desiredZoom += Point(1,1);
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Point minimal = model->getSingleTileSizeLowerLimit();
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Point maximal = model->getSingleTileSizeUpperLimit();
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Point actualZoom = {
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std::clamp(desiredZoom.x, minimal.x, maximal.x),
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std::clamp(desiredZoom.y, minimal.y, maximal.y)
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};
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if (actualZoom != currentZoom)
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setTileSize(actualZoom);
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}
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MapViewController::MapViewController(std::shared_ptr<MapViewModel> model, std::shared_ptr<MapViewCache> view)
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: state(new MapRendererContextState())
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, model(std::move(model))
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, view(view)
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{
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adventureContext = std::make_shared<MapRendererAdventureContext>(*state);
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context = adventureContext;
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}
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std::shared_ptr<IMapRendererContext> MapViewController::getContext() const
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{
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return context;
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}
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void MapViewController::tick(uint32_t timeDelta)
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{
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// confirmed to match H3 for
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// - hero embarking on boat (500 ms)
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// - hero disembarking from boat (500 ms)
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// - TODO: picking up resources
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// - TODO: killing mosters
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// - teleporting ( 250 ms)
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static const double fadeOutDuration = 500;
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static const double fadeInDuration = 500;
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static const double heroTeleportDuration = 250;
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if(movementContext)
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{
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const auto * object = context->getObject(movementContext->target);
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const auto * hero = dynamic_cast<const CGHeroInstance *>(object);
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const auto * boat = dynamic_cast<const CGBoat *>(object);
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assert(boat || hero);
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if(!hero)
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hero = boat->hero;
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double heroMoveTime = LOCPLINT->makingTurn ?
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settings["adventure"]["heroMoveTime"].Float() :
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settings["adventure"]["enemyMoveTime"].Float();
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movementContext->progress += timeDelta / heroMoveTime;
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movementContext->progress = std::min( 1.0, movementContext->progress);
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Point positionFrom = Point(hero->convertToVisitablePos(movementContext->tileFrom)) * model->getSingleTileSize() + model->getSingleTileSize() / 2;
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Point positionDest = Point(hero->convertToVisitablePos(movementContext->tileDest)) * model->getSingleTileSize() + model->getSingleTileSize() / 2;
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Point positionCurr = vstd::lerp(positionFrom, positionDest, movementContext->progress);
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setViewCenter(positionCurr, movementContext->tileDest.z);
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}
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if(teleportContext)
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{
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teleportContext->progress += timeDelta / heroTeleportDuration;
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teleportContext->progress = std::min( 1.0, teleportContext->progress);
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}
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if(fadingOutContext)
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{
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fadingOutContext->progress -= timeDelta / fadeOutDuration;
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fadingOutContext->progress = std::max( 0.0, fadingOutContext->progress);
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}
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if(fadingInContext)
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{
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fadingInContext->progress += timeDelta / fadeInDuration;
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fadingInContext->progress = std::min( 1.0, fadingInContext->progress);
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}
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if(adventureContext)
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{
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adventureContext->animationTime += timeDelta;
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adventureContext->settingsSessionSpectate = settings["session"]["spectate"].Bool();
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adventureContext->settingsAdventureObjectAnimation = settings["adventure"]["objectAnimation"].Bool();
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adventureContext->settingsAdventureTerrainAnimation = settings["adventure"]["terrainAnimation"].Bool();
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adventureContext->settingShowGrid = settings["gameTweaks"]["showGrid"].Bool();
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adventureContext->settingShowVisitable = settings["session"]["showVisitable"].Bool();
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adventureContext->settingShowBlocked = settings["session"]["showBlocked"].Bool();
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adventureContext->settingSpellRange = settings["session"]["showSpellRange"].Bool();
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}
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}
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void MapViewController::afterRender()
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{
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if(movementContext)
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{
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const auto * object = context->getObject(movementContext->target);
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const auto * hero = dynamic_cast<const CGHeroInstance *>(object);
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const auto * boat = dynamic_cast<const CGBoat *>(object);
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assert(boat || hero);
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if(!hero)
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hero = boat->hero;
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if(movementContext->progress >= 1.0)
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{
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setViewCenter(hero->getSightCenter());
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removeObject(context->getObject(movementContext->target));
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addObject(context->getObject(movementContext->target));
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activateAdventureContext(movementContext->animationTime);
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}
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}
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if(teleportContext && teleportContext->progress >= 1.0)
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{
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activateAdventureContext(teleportContext->animationTime);
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}
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if(fadingOutContext && fadingOutContext->progress <= 0.0)
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{
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removeObject(context->getObject(fadingOutContext->target));
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activateAdventureContext(fadingOutContext->animationTime);
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}
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if(fadingInContext && fadingInContext->progress >= 1.0)
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{
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activateAdventureContext(fadingInContext->animationTime);
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}
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}
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bool MapViewController::isEventVisible(const CGObjectInstance * obj)
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{
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if(adventureContext == nullptr)
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return false;
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if(!LOCPLINT->makingTurn && settings["adventure"]["enemyMoveTime"].Float() < 0)
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return false; // enemy move speed set to "hidden/none"
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if(!GH.windows().isTopWindow(adventureInt))
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return false;
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if(obj->isVisitable())
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return context->isVisible(obj->visitablePos());
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else
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return context->isVisible(obj->pos);
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}
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bool MapViewController::isEventVisible(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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if(adventureContext == nullptr)
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return false;
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if(!LOCPLINT->makingTurn && settings["adventure"]["enemyMoveTime"].Float() < 0)
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return false; // enemy move speed set to "hidden/none"
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if(!GH.windows().isTopWindow(adventureInt))
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return false;
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if(context->isVisible(obj->convertToVisitablePos(from)))
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return true;
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if(context->isVisible(obj->convertToVisitablePos(dest)))
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return true;
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return false;
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}
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void MapViewController::fadeOutObject(const CGObjectInstance * obj)
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{
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fadingOutContext = std::make_shared<MapRendererAdventureFadingContext>(*state);
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fadingOutContext->animationTime = adventureContext->animationTime;
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adventureContext = fadingOutContext;
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context = fadingOutContext;
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const CGObjectInstance * movingObject = obj;
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if (obj->ID == Obj::HERO)
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{
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auto * hero = dynamic_cast<const CGHeroInstance*>(obj);
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if (hero->boat)
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movingObject = hero->boat;
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}
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fadingOutContext->target = movingObject->id;
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fadingOutContext->progress = 1.0;
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}
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void MapViewController::fadeInObject(const CGObjectInstance * obj)
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{
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fadingInContext = std::make_shared<MapRendererAdventureFadingContext>(*state);
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fadingInContext->animationTime = adventureContext->animationTime;
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adventureContext = fadingInContext;
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context = fadingInContext;
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const CGObjectInstance * movingObject = obj;
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if (obj->ID == Obj::HERO)
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{
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auto * hero = dynamic_cast<const CGHeroInstance*>(obj);
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if (hero->boat)
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movingObject = hero->boat;
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}
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fadingInContext->target = movingObject->id;
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fadingInContext->progress = 0.0;
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}
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void MapViewController::removeObject(const CGObjectInstance * obj)
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{
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if (obj->ID == Obj::BOAT)
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{
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auto * boat = dynamic_cast<const CGBoat*>(obj);
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if (boat->hero)
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{
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view->invalidate(context, boat->hero->id);
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state->removeObject(boat->hero);
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}
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}
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if (obj->ID == Obj::HERO)
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{
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auto * hero = dynamic_cast<const CGHeroInstance*>(obj);
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if (hero->boat)
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{
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view->invalidate(context, hero->boat->id);
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state->removeObject(hero->boat);
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}
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}
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view->invalidate(context, obj->id);
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state->removeObject(obj);
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}
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void MapViewController::addObject(const CGObjectInstance * obj)
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{
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state->addObject(obj);
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view->invalidate(context, obj->id);
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}
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void MapViewController::onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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if(isEventVisible(obj, from, dest))
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{
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fadeOutObject(obj);
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setViewCenter(obj->getSightCenter());
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}
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else
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removeObject(obj);
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}
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void MapViewController::onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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if(isEventVisible(obj, from, dest))
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setViewCenter(obj->getSightCenter());
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}
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void MapViewController::onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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if(isEventVisible(obj, from, dest))
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setViewCenter(obj->getSightCenter());
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}
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void MapViewController::onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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if(isEventVisible(obj, from, dest))
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{
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fadeInObject(obj);
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setViewCenter(obj->getSightCenter());
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}
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addObject(obj);
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}
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void MapViewController::onObjectFadeIn(const CGObjectInstance * obj)
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{
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assert(!hasOngoingAnimations());
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if(isEventVisible(obj))
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fadeInObject(obj);
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addObject(obj);
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}
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void MapViewController::onObjectFadeOut(const CGObjectInstance * obj)
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{
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assert(!hasOngoingAnimations());
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if(isEventVisible(obj))
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fadeOutObject(obj);
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else
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removeObject(obj);
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}
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void MapViewController::onObjectInstantAdd(const CGObjectInstance * obj)
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{
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addObject(obj);
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};
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void MapViewController::onObjectInstantRemove(const CGObjectInstance * obj)
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{
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removeObject(obj);
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};
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void MapViewController::onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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assert(!hasOngoingAnimations());
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if(isEventVisible(obj, from, dest))
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{
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setViewCenter(obj->getSightCenter());
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view->createTransitionSnapshot(context);
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}
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}
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void MapViewController::onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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assert(!hasOngoingAnimations());
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const CGObjectInstance * movingObject = obj;
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if(obj->boat)
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movingObject = obj->boat;
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removeObject(movingObject);
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addObject(movingObject);
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if(isEventVisible(obj, from, dest))
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{
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teleportContext = std::make_shared<MapRendererAdventureTransitionContext>(*state);
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teleportContext->animationTime = adventureContext->animationTime;
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adventureContext = teleportContext;
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context = teleportContext;
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setViewCenter(movingObject->getSightCenter());
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}
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}
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void MapViewController::onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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assert(!hasOngoingAnimations());
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// revisiting via spacebar, no need to animate
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if(from == dest)
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return;
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const CGObjectInstance * movingObject = obj;
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if(obj->boat)
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movingObject = obj->boat;
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removeObject(movingObject);
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if(!isEventVisible(obj, from, dest))
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{
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addObject(movingObject);
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return;
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}
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double movementTime = LOCPLINT->playerID == obj->tempOwner ?
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settings["adventure"]["heroMoveTime"].Float() :
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settings["adventure"]["enemyMoveTime"].Float();
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if(movementTime > 1)
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{
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movementContext = std::make_shared<MapRendererAdventureMovingContext>(*state);
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movementContext->animationTime = adventureContext->animationTime;
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adventureContext = movementContext;
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context = movementContext;
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state->addMovingObject(movingObject, from, dest);
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movementContext->target = movingObject->id;
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movementContext->tileFrom = from;
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movementContext->tileDest = dest;
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movementContext->progress = 0.0;
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}
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else // instant movement
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{
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addObject(movingObject);
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setViewCenter(movingObject->visitablePos());
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}
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}
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bool MapViewController::hasOngoingAnimations()
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{
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if(movementContext)
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return true;
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if(fadingOutContext)
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return true;
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if(fadingInContext)
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return true;
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if(teleportContext)
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return true;
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return false;
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}
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void MapViewController::activateAdventureContext(uint32_t animationTime)
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{
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resetContext();
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adventureContext = std::make_shared<MapRendererAdventureContext>(*state);
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adventureContext->animationTime = animationTime;
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context = adventureContext;
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}
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void MapViewController::activateAdventureContext()
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{
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activateAdventureContext(0);
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}
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void MapViewController::activateWorldViewContext()
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{
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if(worldViewContext)
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return;
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resetContext();
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worldViewContext = std::make_shared<MapRendererWorldViewContext>(*state);
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context = worldViewContext;
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}
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void MapViewController::activateSpellViewContext()
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{
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if(spellViewContext)
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return;
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resetContext();
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spellViewContext = std::make_shared<MapRendererSpellViewContext>(*state);
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worldViewContext = spellViewContext;
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context = spellViewContext;
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}
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void MapViewController::activatePuzzleMapContext(const int3 & grailPosition)
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{
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resetContext();
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puzzleMapContext = std::make_shared<MapRendererPuzzleMapContext>(*state);
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context = puzzleMapContext;
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CGPathNode fakeNode;
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fakeNode.coord = grailPosition;
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puzzleMapContext->grailPos = std::make_unique<CGPath>();
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// create two nodes since 1st one is normally not visible
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puzzleMapContext->grailPos->nodes.push_back(fakeNode);
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|
puzzleMapContext->grailPos->nodes.push_back(fakeNode);
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}
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void MapViewController::resetContext()
|
|
{
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|
adventureContext.reset();
|
|
movementContext.reset();
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|
fadingOutContext.reset();
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|
fadingInContext.reset();
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|
teleportContext.reset();
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|
worldViewContext.reset();
|
|
spellViewContext.reset();
|
|
puzzleMapContext.reset();
|
|
}
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|
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void MapViewController::setTerrainVisibility(bool showAllTerrain)
|
|
{
|
|
assert(spellViewContext);
|
|
spellViewContext->showAllTerrain = showAllTerrain;
|
|
}
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|
|
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void MapViewController::setOverlayVisibility(const std::vector<ObjectPosInfo> & objectPositions)
|
|
{
|
|
assert(spellViewContext);
|
|
spellViewContext->additionalOverlayIcons = objectPositions;
|
|
}
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