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Return-To-The-Roots / s25client / 19616826773

23 Nov 2025 08:27PM UTC coverage: 50.521% (+0.05%) from 50.474%
19616826773

Pull #1817

github

web-flow
Merge 4a3c7a2ba into 6da68acba
Pull Request #1817: Proposal to turn off/on bird sounds

2 of 66 new or added lines in 4 files covered. (3.03%)

727 existing lines in 11 files now uncovered.

22550 of 44635 relevant lines covered (50.52%)

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Source File
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34.75
/libs/s25main/desktops/dskGameInterface.cpp
1
// Copyright (C) 2005 - 2025 Settlers Freaks (sf-team at siedler25.org)
2
//
3
// SPDX-License-Identifier: GPL-2.0-or-later
4

5
#include "dskGameInterface.h"
6
#include "CollisionDetection.h"
7
#include "EventManager.h"
8
#include "Game.h"
9
#include "GamePlayer.h"
10
#include "Loader.h"
11
#include "NWFInfo.h"
12
#include "Settings.h"
13
#include "SoundManager.h"
14
#include "WindowManager.h"
15
#include "addons/AddonMaxWaterwayLength.h"
16
#include "buildings/noBuildingSite.h"
17
#include "buildings/nobHQ.h"
18
#include "buildings/nobHarborBuilding.h"
19
#include "buildings/nobMilitary.h"
20
#include "buildings/nobStorehouse.h"
21
#include "buildings/nobTemple.h"
22
#include "buildings/nobUsual.h"
23
#include "controls/ctrlImageButton.h"
24
#include "controls/ctrlText.h"
25
#include "driver/MouseCoords.h"
26
#include "drivers/VideoDriverWrapper.h"
27
#include "helpers/format.hpp"
28
#include "helpers/strUtils.h"
29
#include "helpers/toString.h"
30
#include "ingameWindows/iwAIDebug.h"
31
#include "ingameWindows/iwAction.h"
32
#include "ingameWindows/iwBaseWarehouse.h"
33
#include "ingameWindows/iwBuildOrder.h"
34
#include "ingameWindows/iwBuilding.h"
35
#include "ingameWindows/iwBuildingProductivities.h"
36
#include "ingameWindows/iwBuildingSite.h"
37
#include "ingameWindows/iwBuildings.h"
38
#include "ingameWindows/iwDiplomacy.h"
39
#include "ingameWindows/iwDistribution.h"
40
#include "ingameWindows/iwEconomicProgress.h"
41
#include "ingameWindows/iwEndgame.h"
42
#include "ingameWindows/iwHQ.h"
43
#include "ingameWindows/iwHarborBuilding.h"
44
#include "ingameWindows/iwInventory.h"
45
#include "ingameWindows/iwMainMenu.h"
46
#include "ingameWindows/iwMapDebug.h"
47
#include "ingameWindows/iwMerchandiseStatistics.h"
48
#include "ingameWindows/iwMilitary.h"
49
#include "ingameWindows/iwMilitaryBuilding.h"
50
#include "ingameWindows/iwMinimap.h"
51
#include "ingameWindows/iwMusicPlayer.h"
52
#include "ingameWindows/iwOptionsWindow.h"
53
#include "ingameWindows/iwPostWindow.h"
54
#include "ingameWindows/iwRoadWindow.h"
55
#include "ingameWindows/iwSave.h"
56
#include "ingameWindows/iwShip.h"
57
#include "ingameWindows/iwSkipGFs.h"
58
#include "ingameWindows/iwStatistics.h"
59
#include "ingameWindows/iwTempleBuilding.h"
60
#include "ingameWindows/iwTextfile.h"
61
#include "ingameWindows/iwTools.h"
62
#include "ingameWindows/iwTrade.h"
63
#include "ingameWindows/iwTransport.h"
64
#include "ingameWindows/iwVictory.h"
65
#include "lua/GameDataLoader.h"
66
#include "network/GameClient.h"
67
#include "notifications/BuildingNote.h"
68
#include "notifications/NotificationManager.h"
69
#include "ogl/FontStyle.h"
70
#include "ogl/SoundEffectItem.h"
71
#include "ogl/glArchivItem_Bitmap_Player.h"
72
#include "ogl/glFont.h"
73
#include "pathfinding/FindPathForRoad.h"
74
#include "postSystem/PostBox.h"
75
#include "postSystem/PostMsg.h"
76
#include "random/Random.h"
77
#include "world/GameWorldBase.h"
78
#include "world/GameWorldViewer.h"
79
#include "nodeObjs/noFlag.h"
80
#include "nodeObjs/noTree.h"
81
#include "gameData/BuildingProperties.h"
82
#include "gameData/GameConsts.h"
83
#include "gameData/GuiConsts.h"
84
#include "gameData/TerrainDesc.h"
85
#include "gameData/const_gui_ids.h"
86
#include "liblobby/LobbyClient.h"
87
#include <algorithm>
88
#include <cstdio>
89
#include <utility>
90

91
namespace {
92
enum
93
{
94
    ID_btMap,
95
    ID_btOptions,
96
    ID_btConstructionAid,
97
    ID_btPost,
98
    ID_txtNumMsg
99
};
100

101
float getNextZoomLevel(const float currentZoom)
7✔
102
{
103
    // Get first level bigger than current zoom
104
    // NOLINTNEXTLINE(readability-qualified-auto)
105
    auto it = std::upper_bound(ZOOM_FACTORS.begin(), ZOOM_FACTORS.end(), currentZoom);
7✔
106
    return (it == ZOOM_FACTORS.end()) ? ZOOM_FACTORS.front() : *it;
7✔
107
}
108

109
float getPreviousZoomLevel(const float currentZoom)
4✔
110
{
111
    // Get last level bigger or equal than current zoom
112
    // NOLINTNEXTLINE(readability-qualified-auto)
113
    auto it = std::lower_bound(ZOOM_FACTORS.begin(), ZOOM_FACTORS.end(), currentZoom);
4✔
114
    return (it == ZOOM_FACTORS.begin()) ? ZOOM_FACTORS.back() : *(--it);
4✔
115
}
116
} // namespace
117

118
dskGameInterface::dskGameInterface(std::shared_ptr<Game> game, std::shared_ptr<const NWFInfo> nwfInfo,
6✔
119
                                   unsigned playerIdx, bool initOGL)
6✔
120
    : Desktop(nullptr), game_(std::move(game)), nwfInfo_(std::move(nwfInfo)),
12✔
121
      worldViewer(playerIdx, const_cast<Game&>(*game_).world_),
6✔
122
      gwv(worldViewer, Position(0, 0), VIDEODRIVER.GetRenderSize()), cbb(*LOADER.GetPaletteN("pal5")),
18✔
123
      actionwindow(nullptr), roadwindow(nullptr), minimap(worldViewer), isScrolling(false),
6✔
124
      cheats_(const_cast<Game&>(*game_).world_), cheatCommandTracker_(cheats_)
18✔
125
{
126
    road.mode = RoadBuildMode::Disabled;
6✔
127
    road.point = MapPoint(0, 0);
6✔
128
    road.start = MapPoint(0, 0);
6✔
129

130
    SetScale(false);
6✔
131

132
    DrawPoint barPos((GetSize().x - LOADER.GetImageN("resource", 29)->getWidth()) / 2 + 44,
12✔
133
                     GetSize().y - LOADER.GetImageN("resource", 29)->getHeight() + 4);
18✔
134

135
    Extent btSize = Extent(37, 32);
6✔
136
    AddImageButton(ID_btMap, barPos, btSize, TextureColor::Green1, LOADER.GetImageN("io", 50), _("Map"))
6✔
137
      ->SetBorder(false);
12✔
138
    barPos.x += btSize.x;
6✔
139
    AddImageButton(ID_btOptions, barPos, btSize, TextureColor::Green1, LOADER.GetImageN("io", 192), _("Main selection"))
6✔
140
      ->SetBorder(false);
12✔
141
    barPos.x += btSize.x;
6✔
142
    AddImageButton(ID_btConstructionAid, barPos, btSize, TextureColor::Green1, LOADER.GetImageN("io", 83),
6✔
143
                   _("Construction aid mode"))
144
      ->SetBorder(false);
12✔
145
    barPos.x += btSize.x;
6✔
146
    AddImageButton(ID_btPost, barPos, btSize, TextureColor::Green1, LOADER.GetImageN("io", 62), _("Post office"))
6✔
147
      ->SetBorder(false);
12✔
148
    barPos += DrawPoint(18, 24);
6✔
149

150
    AddText(ID_txtNumMsg, barPos, "", COLOR_YELLOW, FontStyle::CENTER | FontStyle::VCENTER, SmallFont);
6✔
151

152
    const_cast<Game&>(*game_).world_.SetGameInterface(this);
6✔
153

154
    std::fill(borders.begin(), borders.end(), (glArchivItem_Bitmap*)(nullptr));
6✔
155
    cbb.loadEdges(LOADER.GetArchive("resource"));
12✔
156
    cbb.buildBorder(VIDEODRIVER.GetRenderSize(), borders);
6✔
157

158
    InitPlayer();
6✔
159
    if(initOGL)
6✔
UNCOV
160
        worldViewer.InitTerrainRenderer();
×
161

162
    VIDEODRIVER.setTargetFramerate(SETTINGS.video.framerate); // Use requested setting for ingame
6✔
163
}
6✔
164

165
void dskGameInterface::InitPlayer()
6✔
166
{
167
    // Jump to players HQ if it exists
168
    if(worldViewer.GetPlayer().GetHQPos().isValid())
6✔
169
        gwv.MoveToMapPt(worldViewer.GetPlayer().GetHQPos());
6✔
170

171
    evBld = worldViewer.GetWorld().GetNotifications().subscribe<BuildingNote>([this](const auto& note) {
12✔
UNCOV
172
        if(note.player == worldViewer.GetPlayerId())
×
UNCOV
173
            this->OnBuildingNote(note);
×
174
    });
6✔
175
    PostBox& postBox = GetPostBox();
6✔
176
    postBox.ObserveNewMsg([this](const auto& msg, auto msgCt) { this->NewPostMessage(msg, msgCt); });
6✔
177
    postBox.ObserveDeletedMsg([this](auto msgCt) { this->PostMessageDeleted(msgCt); });
6✔
178
    UpdatePostIcon(postBox.GetNumMsgs(), true);
6✔
179
}
6✔
180

181
PostBox& dskGameInterface::GetPostBox()
6✔
182
{
183
    PostBox* postBox = worldViewer.GetWorld().GetPostMgr().GetPostBox(worldViewer.GetPlayerId());
6✔
184
    if(!postBox)
6✔
185
        postBox = &worldViewer.GetWorldNonConst().GetPostMgr().AddPostBox(worldViewer.GetPlayerId());
6✔
186
    RTTR_Assert(postBox != nullptr);
6✔
187
    return *postBox;
6✔
188
}
189

190
dskGameInterface::~dskGameInterface()
6✔
191
{
192
    for(auto& border : borders)
30✔
193
        deletePtr(border);
24✔
194
    GAMECLIENT.RemoveInterface(this);
6✔
195
    LOBBYCLIENT.RemoveListener(this);
6✔
196
}
6✔
197

198
void dskGameInterface::SetActive(bool activate)
18✔
199
{
200
    if(activate == IsActive())
18✔
201
        return;
9✔
202
    if(!activate && isScrolling)
9✔
203
    {
204
        // Stay active if scrolling and no modal window is open
205
        const IngameWindow* wnd = WINDOWMANAGER.GetTopMostWindow();
1✔
206
        if(wnd && wnd->IsModal())
1✔
UNCOV
207
            StopScrolling();
×
208
        else
209
            return;
1✔
210
    }
211
    Desktop::SetActive(activate);
8✔
212
    // Do this here to allow previous screen to keep control
213
    if(activate)
8✔
214
    {
215
        GAMECLIENT.SetInterface(this);
6✔
216
        LOBBYCLIENT.AddListener(this);
6✔
217
        if(!game_->IsStarted())
6✔
218
        {
219
            GAMECLIENT.OnGameStart();
6✔
220

221
            ShowPersistentWindowsAfterSwitch();
6✔
222
        }
223
    }
224
}
225

226
void dskGameInterface::StopScrolling()
6✔
227
{
228
    isScrolling = false;
6✔
229
    WINDOWMANAGER.SetCursor(road.mode == RoadBuildMode::Disabled ? Cursor::Hand : Cursor::Remove);
6✔
230
}
6✔
231

232
void dskGameInterface::StartScrolling(const Position& mousePos)
11✔
233
{
234
    startScrollPt = mousePos;
11✔
235
    isScrolling = true;
11✔
236
    WINDOWMANAGER.SetCursor(Cursor::Scroll);
11✔
237
}
11✔
238

UNCOV
239
void dskGameInterface::ToggleFoW()
×
240
{
241
    DisableFoW(!GAMECLIENT.IsReplayFOWDisabled());
×
UNCOV
242
}
×
243

UNCOV
244
void dskGameInterface::DisableFoW(const bool hideFOW)
×
245
{
UNCOV
246
    GAMECLIENT.SetReplayFOW(hideFOW);
×
247
    // Notify viewer and minimap to recalculate the visibility
UNCOV
248
    worldViewer.RecalcAllColors();
×
249
    minimap.UpdateAll();
×
UNCOV
250
}
×
251

252
void dskGameInterface::ShowPersistentWindowsAfterSwitch()
6✔
253
{
254
    auto& windows = SETTINGS.windows.persistentSettings;
6✔
255

256
    if(windows[CGI_CHAT].isOpen)
6✔
257
        WINDOWMANAGER.ShowAfterSwitch(std::make_unique<iwChat>(this));
×
258
    if(windows[CGI_POSTOFFICE].isOpen)
6✔
259
        WINDOWMANAGER.ShowAfterSwitch(std::make_unique<iwPostWindow>(gwv, GetPostBox()));
×
260
    if(windows[CGI_DISTRIBUTION].isOpen)
6✔
261
        WINDOWMANAGER.ShowAfterSwitch(std::make_unique<iwDistribution>(gwv.GetViewer(), GAMECLIENT));
×
262
    if(windows[CGI_BUILDORDER].isOpen && gwv.GetWorld().GetGGS().isEnabled(AddonId::CUSTOM_BUILD_SEQUENCE))
6✔
263
        WINDOWMANAGER.ShowAfterSwitch(std::make_unique<iwBuildOrder>(gwv.GetViewer()));
×
264
    if(windows[CGI_TRANSPORT].isOpen)
6✔
265
        WINDOWMANAGER.ShowAfterSwitch(std::make_unique<iwTransport>(gwv.GetViewer(), GAMECLIENT));
×
266
    if(windows[CGI_MILITARY].isOpen)
6✔
267
        WINDOWMANAGER.ShowAfterSwitch(std::make_unique<iwMilitary>(gwv.GetViewer(), GAMECLIENT));
×
268
    if(windows[CGI_TOOLS].isOpen)
6✔
269
        WINDOWMANAGER.ShowAfterSwitch(std::make_unique<iwTools>(gwv.GetViewer(), GAMECLIENT));
×
270
    if(windows[CGI_INVENTORY].isOpen)
6✔
271
        WINDOWMANAGER.ShowAfterSwitch(std::make_unique<iwInventory>(gwv.GetViewer().GetPlayer()));
×
272
    if(windows[CGI_MINIMAP].isOpen)
6✔
UNCOV
273
        WINDOWMANAGER.ShowAfterSwitch(std::make_unique<iwMinimap>(minimap, gwv));
×
274
    if(windows[CGI_BUILDINGS].isOpen)
6✔
UNCOV
275
        WINDOWMANAGER.ShowAfterSwitch(std::make_unique<iwBuildings>(gwv, GAMECLIENT));
×
276
    if(windows[CGI_BUILDINGSPRODUCTIVITY].isOpen)
6✔
277
        WINDOWMANAGER.ShowAfterSwitch(std::make_unique<iwBuildingProductivities>(gwv.GetViewer().GetPlayer()));
×
278
    if(windows[CGI_MUSICPLAYER].isOpen)
6✔
279
        WINDOWMANAGER.ShowAfterSwitch(std::make_unique<iwMusicPlayer>());
×
280
    if(windows[CGI_STATISTICS].isOpen)
6✔
UNCOV
281
        WINDOWMANAGER.ShowAfterSwitch(std::make_unique<iwStatistics>(gwv.GetViewer()));
×
282
    if(windows[CGI_ECONOMICPROGRESS].isOpen && gwv.GetWorld().getEconHandler())
6✔
283
        WINDOWMANAGER.ShowAfterSwitch(std::make_unique<iwEconomicProgress>(gwv.GetViewer()));
×
284
    if(windows[CGI_DIPLOMACY].isOpen)
6✔
UNCOV
285
        WINDOWMANAGER.ShowAfterSwitch(std::make_unique<iwDiplomacy>(gwv.GetViewer(), GAMECLIENT));
×
286
    if(windows[CGI_SHIP].isOpen)
6✔
287
        WINDOWMANAGER.ShowAfterSwitch(
×
288
          std::make_unique<iwShip>(gwv, GAMECLIENT, gwv.GetViewer().GetPlayer().GetShipByID(0)));
×
289
    if(windows[CGI_MERCHANDISE_STATISTICS].isOpen)
6✔
290
        WINDOWMANAGER.ShowAfterSwitch(std::make_unique<iwMerchandiseStatistics>(gwv.GetViewer().GetPlayer()));
×
291
}
6✔
292

293
void dskGameInterface::Resize(const Extent& newSize)
×
294
{
295
    Window::Resize(newSize);
×
296

297
    // recreate borders
298
    for(auto& border : borders)
×
299
        deletePtr(border);
×
UNCOV
300
    cbb.buildBorder(newSize, borders);
×
301

302
    // move buttons
303
    DrawPoint barPos((newSize.x - LOADER.GetImageN("resource", 29)->getWidth()) / 2 + 44,
×
UNCOV
304
                     newSize.y - LOADER.GetImageN("resource", 29)->getHeight() + 4);
×
305

306
    auto* button = GetCtrl<ctrlButton>(ID_btMap);
×
307
    button->SetPos(barPos);
×
308

309
    barPos.x += button->GetSize().x;
×
310
    button = GetCtrl<ctrlButton>(ID_btOptions);
×
UNCOV
311
    button->SetPos(barPos);
×
312

UNCOV
313
    barPos.x += button->GetSize().x;
×
314
    button = GetCtrl<ctrlButton>(ID_btConstructionAid);
×
UNCOV
315
    button->SetPos(barPos);
×
316

317
    barPos.x += button->GetSize().x;
×
318
    button = GetCtrl<ctrlButton>(ID_btPost);
×
319
    button->SetPos(barPos);
×
320

321
    barPos += DrawPoint(18, 24);
×
322
    auto* text = GetCtrl<ctrlText>(ID_txtNumMsg);
×
323
    text->SetPos(barPos);
×
324

325
    gwv.Resize(newSize);
×
UNCOV
326
}
×
327

UNCOV
328
void dskGameInterface::Msg_ButtonClick(const unsigned ctrl_id)
×
329
{
UNCOV
330
    switch(ctrl_id)
×
331
    {
UNCOV
332
        case ID_btMap: WINDOWMANAGER.ToggleWindow(std::make_unique<iwMinimap>(minimap, gwv)); break;
×
UNCOV
333
        case ID_btOptions: WINDOWMANAGER.ToggleWindow(std::make_unique<iwMainMenu>(gwv, GAMECLIENT)); break;
×
334
        case ID_btConstructionAid:
×
UNCOV
335
            if(WINDOWMANAGER.IsDesktopActive())
×
UNCOV
336
                gwv.ToggleShowBQ();
×
337
            break;
×
338
        case ID_btPost:
×
UNCOV
339
            WINDOWMANAGER.ToggleWindow(std::make_unique<iwPostWindow>(gwv, GetPostBox()));
×
340
            UpdatePostIcon(GetPostBox().GetNumMsgs(), false);
×
341
            break;
×
342
    }
343
}
×
344

UNCOV
345
void dskGameInterface::Msg_PaintBefore()
×
346
{
347
    Desktop::Msg_PaintBefore();
×
348

349
    // Spiel ausführen
350
    Run();
×
351

352
    /// Padding of the figures
353
    const DrawPoint figPadding(12, 12);
×
UNCOV
354
    const DrawPoint screenSize(VIDEODRIVER.GetRenderSize());
×
355
    // Rahmen zeichnen
356
    borders[0]->DrawFull(DrawPoint(0, 0));                                      // oben (mit Ecken)
×
357
    borders[1]->DrawFull(DrawPoint(0, screenSize.y - figPadding.y));            // unten (mit Ecken)
×
358
    borders[2]->DrawFull(DrawPoint(0, figPadding.y));                           // links
×
UNCOV
359
    borders[3]->DrawFull(DrawPoint(screenSize.x - figPadding.x, figPadding.y)); // rechts
×
360

361
    // The figure/statues and the button bar
362
    glArchivItem_Bitmap& imgFigLeftTop = *LOADER.GetImageN("resource", 17);
×
UNCOV
363
    glArchivItem_Bitmap& imgFigRightTop = *LOADER.GetImageN("resource", 18);
×
364
    glArchivItem_Bitmap& imgFigLeftBot = *LOADER.GetImageN("resource", 19);
×
UNCOV
365
    glArchivItem_Bitmap& imgFigRightBot = *LOADER.GetImageN("resource", 20);
×
366
    imgFigLeftTop.DrawFull(figPadding);
×
UNCOV
367
    imgFigRightTop.DrawFull(DrawPoint(screenSize.x - figPadding.x - imgFigRightTop.getWidth(), figPadding.y));
×
UNCOV
368
    imgFigLeftBot.DrawFull(DrawPoint(figPadding.x, screenSize.y - figPadding.y - imgFigLeftBot.getHeight()));
×
369
    imgFigRightBot.DrawFull(screenSize - figPadding - imgFigRightBot.GetSize());
×
370

371
    glArchivItem_Bitmap& imgButtonBar = *LOADER.GetImageN("resource", 29);
×
UNCOV
372
    imgButtonBar.DrawFull(
×
373
      DrawPoint((screenSize.x - imgButtonBar.getWidth()) / 2, screenSize.y - imgButtonBar.getHeight()));
×
374
}
×
375

UNCOV
376
void dskGameInterface::Msg_PaintAfter()
×
377
{
UNCOV
378
    Desktop::Msg_PaintAfter();
×
379

380
    const GameWorldBase& world = worldViewer.GetWorld();
×
381

382
    if(SETTINGS.global.showGFInfo)
×
383
    {
384
        std::array<char, 256> nwf_string;
UNCOV
385
        if(GAMECLIENT.IsReplayModeOn())
×
386
        {
387
            snprintf(nwf_string.data(), nwf_string.size(),
×
388
                     _("(Replay-Mode) Current GF: %u (End at: %u) / GF length: %u ms / NWF length: %u gf (%u ms)"),
UNCOV
389
                     world.GetEvMgr().GetCurrentGF(), GAMECLIENT.GetLastReplayGF(),
×
390
                     GAMECLIENT.GetGFLength() / FramesInfo::milliseconds32_t(1), GAMECLIENT.GetNWFLength(),
×
391
                     GAMECLIENT.GetNWFLength() * GAMECLIENT.GetGFLength() / FramesInfo::milliseconds32_t(1));
×
392
        } else
393
            snprintf(nwf_string.data(), nwf_string.size(),
×
394
                     _("Current GF: %u / GF length: %u ms / NWF length: %u gf (%u ms) /  Ping: %u ms"),
UNCOV
395
                     world.GetEvMgr().GetCurrentGF(), GAMECLIENT.GetGFLength() / FramesInfo::milliseconds32_t(1),
×
UNCOV
396
                     GAMECLIENT.GetNWFLength(),
×
397
                     GAMECLIENT.GetNWFLength() * GAMECLIENT.GetGFLength() / FramesInfo::milliseconds32_t(1),
×
UNCOV
398
                     worldViewer.GetPlayer().ping);
×
399
        NormalFont->Draw(DrawPoint(30, 1), nwf_string.data(), FontStyle{}, COLOR_YELLOW);
×
400
    }
401

402
    // tournament mode?
UNCOV
403
    const unsigned tournamentDuration = GAMECLIENT.GetTournamentModeDuration();
×
404
    if(tournamentDuration)
×
405
    {
406
        unsigned curGF = world.GetEvMgr().GetCurrentGF();
×
UNCOV
407
        std::string tournamentNotice;
×
UNCOV
408
        if(curGF >= tournamentDuration)
×
UNCOV
409
            tournamentNotice = _("Tournament finished");
×
410
        else
411
        {
412
            tournamentNotice =
UNCOV
413
              helpers::format("Tournament mode: %1% remaining", GAMECLIENT.FormatGFTime(tournamentDuration - curGF));
×
414
        }
UNCOV
415
        NormalFont->Draw(DrawPoint(VIDEODRIVER.GetRenderSize().x - 30, 1), tournamentNotice, FontStyle::AlignH::RIGHT,
×
416
                         COLOR_YELLOW);
417
    }
418

419
    // Replaydateianzeige in der linken unteren Ecke
UNCOV
420
    if(GAMECLIENT.IsReplayModeOn())
×
421
    {
UNCOV
422
        NormalFont->Draw(DrawPoint(0, VIDEODRIVER.GetRenderSize().y), GAMECLIENT.GetReplayFilename().string(),
×
423
                         FontStyle::BOTTOM, COLOR_YELLOW);
424
    } else
425
    {
426
        // Laggende Spieler anzeigen in Form von Schnecken
427
        DrawPoint snailPos(VIDEODRIVER.GetRenderSize().x - 70, 35);
×
UNCOV
428
        for(const NWFPlayerInfo& player : nwfInfo_->getPlayerInfos())
×
429
        {
430
            if(player.isLagging)
×
431
            {
UNCOV
432
                LOADER.GetPlayerImage("rttr", 0)->DrawFull(Rect(snailPos, 30, 30), COLOR_WHITE,
×
UNCOV
433
                                                           game_->world_.GetPlayer(player.id).color);
×
UNCOV
434
                snailPos.x -= 40;
×
435
            }
436
        }
437
    }
438

439
    // Show icons in the upper right corner of the game interface
440
    DrawPoint iconPos(VIDEODRIVER.GetRenderSize().x - 56, 32);
×
441

442
    // Draw cheating indicator icon (WINTER)
UNCOV
443
    if(cheats_.isCheatModeOn())
×
444
    {
UNCOV
445
        glArchivItem_Bitmap* cheatingImg = LOADER.GetImageN("io", 75);
×
446
        cheatingImg->DrawFull(iconPos);
×
447
        iconPos -= DrawPoint(cheatingImg->getWidth() + 6, 0);
×
448
    }
449

450
    // Draw speed indicator icon
UNCOV
451
    const int speedStep = static_cast<int>(REFERENCE_SPEED / 10ms) - static_cast<int>(GAMECLIENT.GetGFLength() / 10ms);
×
452

UNCOV
453
    if(speedStep != 0)
×
454
    {
UNCOV
455
        glArchivItem_Bitmap* runnerImg = LOADER.GetImageN("io", 164);
×
456

UNCOV
457
        runnerImg->DrawFull(iconPos);
×
458

UNCOV
459
        if(speedStep != 1)
×
460
        {
461
            std::string multiplier = helpers::toString(std::abs(speedStep));
×
UNCOV
462
            NormalFont->Draw(iconPos - runnerImg->GetOrigin() + DrawPoint(19, 6), multiplier, FontStyle::LEFT,
×
463
                             speedStep > 0 ? COLOR_YELLOW : COLOR_RED);
464
        }
465
        iconPos -= DrawPoint(runnerImg->getWidth() + 4, 0);
×
466
    }
467

468
    // Draw zoom level indicator icon
UNCOV
469
    if(gwv.GetCurrentTargetZoomFactor() != 1.f) //-V550
×
470
    {
UNCOV
471
        glArchivItem_Bitmap* magnifierImg = LOADER.GetImageN("io", 36);
×
472

473
        magnifierImg->DrawFull(iconPos);
×
474

UNCOV
475
        std::string zoom_percent = helpers::toString((int)(gwv.GetCurrentTargetZoomFactor() * 100)) + "%";
×
UNCOV
476
        NormalFont->Draw(iconPos - magnifierImg->GetOrigin() + DrawPoint(9, 7), zoom_percent, FontStyle::CENTER,
×
477
                         COLOR_YELLOW);
UNCOV
478
        iconPos -= DrawPoint(magnifierImg->getWidth() + 4, 0);
×
479
    }
UNCOV
480
}
×
481

482
bool dskGameInterface::Msg_LeftDown(const MouseCoords& mc)
3✔
483
{
484
    DrawPoint btOrig(VIDEODRIVER.GetRenderSize().x / 2 - LOADER.GetImageN("resource", 29)->getWidth() / 2 + 44,
6✔
485
                     VIDEODRIVER.GetRenderSize().y - LOADER.GetImageN("resource", 29)->getHeight() + 4);
9✔
486
    Extent btSize = Extent(37, 32) * 4u;
3✔
487
    if(IsPointInRect(mc.pos, Rect(btOrig, btSize)))
3✔
UNCOV
488
        return false;
×
489

490
    // Start scrolling also on Ctrl + left click
491
    if(VIDEODRIVER.GetModKeyState().ctrl)
3✔
492
    {
493
        Msg_RightDown(mc);
1✔
494
        return true;
1✔
495
    } else if(isScrolling)
2✔
496
        StopScrolling();
2✔
497

498
    // Unterscheiden je nachdem Straäcnbaumodus an oder aus ist
499
    if(road.mode != RoadBuildMode::Disabled)
2✔
500
    {
501
        // in "richtige" Map-Koordinaten Konvertieren, den aktuellen selektierten Punkt
502
        const MapPoint selPt = gwv.GetSelectedPt();
1✔
503

504
        if(selPt == road.point)
1✔
505
        {
506
            // Selektierter Punkt ist der gleiche wie der Straßenpunkt --> Fenster mit Wegbau abbrechen
UNCOV
507
            ShowRoadWindow(mc.pos);
×
508
        } else
509
        {
510
            // altes Roadwindow schließen
511
            WINDOWMANAGER.Close((unsigned)CGI_ROADWINDOW);
1✔
512

513
            // Ist das ein gültiger neuer Wegpunkt?
514
            if(worldViewer.IsRoadAvailable(road.mode == RoadBuildMode::Boat, selPt)
1✔
515
               && worldViewer.IsPlayerTerritory(selPt))
1✔
516
            {
517
                MapPoint targetPt = selPt;
1✔
518
                if(!BuildRoadPart(targetPt))
1✔
519
                    ShowRoadWindow(mc.pos);
×
520
            } else if(worldViewer.GetBQ(selPt) != BuildingQuality::Nothing)
×
521
            {
522
                // Wurde bereits auf das gebaute Stück geklickt?
UNCOV
523
                unsigned idOnRoad = GetIdInCurBuildRoad(selPt);
×
524
                if(idOnRoad)
×
UNCOV
525
                    DemolishRoad(idOnRoad);
×
526
                else
527
                {
UNCOV
528
                    MapPoint targetPt = selPt;
×
529
                    if(BuildRoadPart(targetPt))
×
530
                    {
531
                        // Ist der Zielpunkt der gleiche geblieben?
532
                        if(selPt == targetPt)
×
UNCOV
533
                            GI_BuildRoad();
×
UNCOV
534
                    } else if(selPt == targetPt)
×
535
                        ShowRoadWindow(mc.pos);
×
536
                }
537
            }
538
            // Wurde auf eine Flagge geklickt und ist diese Flagge nicht der Weganfangspunkt?
UNCOV
539
            else if(worldViewer.GetWorld().GetNO(selPt)->GetType() == NodalObjectType::Flag && selPt != road.start)
×
540
            {
UNCOV
541
                MapPoint targetPt = selPt;
×
UNCOV
542
                if(BuildRoadPart(targetPt))
×
543
                {
UNCOV
544
                    if(selPt == targetPt)
×
UNCOV
545
                        GI_BuildRoad();
×
UNCOV
546
                } else if(selPt == targetPt)
×
UNCOV
547
                    ShowRoadWindow(mc.pos);
×
548
            } else
549
            {
UNCOV
550
                unsigned tbr = GetIdInCurBuildRoad(selPt);
×
551
                // Wurde bereits auf das gebaute Stück geklickt?
UNCOV
552
                if(tbr)
×
UNCOV
553
                    DemolishRoad(tbr);
×
554
                else
555
                    ShowRoadWindow(mc.pos);
×
556
            }
557
        }
558
    } else
559
    {
560
        bool enable_military_buildings = false;
1✔
561

562
        iwAction::Tabs action_tabs;
1✔
563

564
        const MapPoint cSel = gwv.GetSelectedPt();
1✔
565

566
        // Vielleicht steht hier auch ein Schiff?
567
        if(const noShip* ship = worldViewer.GetShip(cSel))
1✔
568
        {
569
            WINDOWMANAGER.Show(std::make_unique<iwShip>(gwv, GAMECLIENT, ship));
×
570
            return true;
×
571
        }
572

573
        // Evtl ists nen Haus? (unser Haus)
574
        const noBase& selObj = *worldViewer.GetWorld().GetNO(cSel);
1✔
575
        if(selObj.GetType() == NodalObjectType::Building && worldViewer.IsOwner(cSel))
1✔
576
        {
577
            if(auto* wnd = WINDOWMANAGER.FindNonModalWindow(CGI_BUILDING + MapBase::CreateGUIID(cSel)))
×
578
            {
579
                WINDOWMANAGER.SetActiveWindow(*wnd);
×
UNCOV
580
                return true;
×
581
            }
582
            BuildingType bt = static_cast<const noBuilding&>(selObj).GetBuildingType();
×
583
            // HQ
584
            if(bt == BuildingType::Headquarters)
×
585
                WINDOWMANAGER.Show(
×
586
                  std::make_unique<iwHQ>(gwv, GAMECLIENT, worldViewer.GetWorldNonConst().GetSpecObj<nobHQ>(cSel)));
×
587
            // Lagerhäuser
588
            else if(bt == BuildingType::Storehouse)
×
589
                WINDOWMANAGER.Show(std::make_unique<iwBaseWarehouse>(
×
590
                  gwv, GAMECLIENT, worldViewer.GetWorldNonConst().GetSpecObj<nobStorehouse>(cSel)));
×
591
            // Hafengebäude
UNCOV
592
            else if(bt == BuildingType::HarborBuilding)
×
UNCOV
593
                WINDOWMANAGER.Show(std::make_unique<iwHarborBuilding>(
×
UNCOV
594
                  gwv, GAMECLIENT, worldViewer.GetWorldNonConst().GetSpecObj<nobHarborBuilding>(cSel)));
×
595
            // Militärgebäude
596
            else if(BuildingProperties::IsMilitary(bt))
×
597
                WINDOWMANAGER.Show(std::make_unique<iwMilitaryBuilding>(
×
598
                  gwv, GAMECLIENT, worldViewer.GetWorldNonConst().GetSpecObj<nobMilitary>(cSel)));
×
UNCOV
599
            else if(bt == BuildingType::Temple)
×
UNCOV
600
                WINDOWMANAGER.Show(std::make_unique<iwTempleBuilding>(
×
UNCOV
601
                  gwv, GAMECLIENT, worldViewer.GetWorldNonConst().GetSpecObj<nobTemple>(cSel)));
×
602
            else
UNCOV
603
                WINDOWMANAGER.Show(std::make_unique<iwBuilding>(
×
UNCOV
604
                  gwv, GAMECLIENT, worldViewer.GetWorldNonConst().GetSpecObj<nobUsual>(cSel)));
×
UNCOV
605
            return true;
×
606
        }
607
        // oder vielleicht eine Baustelle?
608
        else if(selObj.GetType() == NodalObjectType::Buildingsite && worldViewer.IsOwner(cSel))
1✔
609
        {
UNCOV
610
            if(!WINDOWMANAGER.FindNonModalWindow(CGI_BUILDING + MapBase::CreateGUIID(cSel)))
×
UNCOV
611
                WINDOWMANAGER.Show(
×
UNCOV
612
                  std::make_unique<iwBuildingSite>(gwv, worldViewer.GetWorld().GetSpecObj<noBuildingSite>(cSel)));
×
UNCOV
613
            return true;
×
614
        }
615

616
        action_tabs.watch = true;
1✔
617
        // Unser Land
618
        if(worldViewer.IsOwner(cSel))
1✔
619
        {
620
            const BuildingQuality bq = worldViewer.GetBQ(cSel);
1✔
621
            // Kann hier was gebaut werden?
622
            if(bq >= BuildingQuality::Mine)
1✔
623
            {
624
                action_tabs.build = true;
1✔
625

626
                // Welches Gebäude kann gebaut werden?
627
                switch(bq)
1✔
628
                {
629
                    case BuildingQuality::Mine: action_tabs.build_tabs = iwAction::BuildTab::Mine; break;
×
630
                    case BuildingQuality::Hut: action_tabs.build_tabs = iwAction::BuildTab::Hut; break;
×
631
                    case BuildingQuality::House: action_tabs.build_tabs = iwAction::BuildTab::House; break;
×
632
                    case BuildingQuality::Castle: action_tabs.build_tabs = iwAction::BuildTab::Castle; break;
1✔
UNCOV
633
                    case BuildingQuality::Harbor: action_tabs.build_tabs = iwAction::BuildTab::Harbor; break;
×
UNCOV
634
                    default: break;
×
635
                }
636

637
                if(!worldViewer.GetWorld().IsFlagAround(cSel))
1✔
638
                    action_tabs.setflag = true;
1✔
639

640
                // Prüfen, ob sich Militärgebäude in der Nähe befinden, wenn nein, können auch eigene
641
                // Militärgebäude gebaut werden
642
                enable_military_buildings =
1✔
643
                  !worldViewer.GetWorld().IsMilitaryBuildingNearNode(cSel, worldViewer.GetPlayerId());
1✔
UNCOV
644
            } else if(bq == BuildingQuality::Flag)
×
UNCOV
645
                action_tabs.setflag = true;
×
UNCOV
646
            else if(selObj.GetType() == NodalObjectType::Flag)
×
UNCOV
647
                action_tabs.flag = true;
×
648

649
            if(selObj.GetType() != NodalObjectType::Flag && selObj.GetType() != NodalObjectType::Building)
1✔
650
            {
651
                // Check if there are roads
652
                for(const Direction dir : helpers::EnumRange<Direction>{})
16✔
653
                {
654
                    const PointRoad curRoad = worldViewer.GetVisiblePointRoad(cSel, dir);
6✔
655
                    if(curRoad != PointRoad::None)
6✔
656
                    {
657
                        action_tabs.cutroad = true;
×
UNCOV
658
                        action_tabs.upgradeRoad |= (curRoad == PointRoad::Normal);
×
659
                    }
660
                }
661
            }
662
        }
663
        // evtl ists ein feindliches Militärgebäude, welches NICHT im Nebel liegt?
664
        else if(worldViewer.GetVisibility(cSel) == Visibility::Visible)
×
665
        {
UNCOV
666
            if(selObj.GetType() == NodalObjectType::Building)
×
667
            {
UNCOV
668
                const auto* building = worldViewer.GetWorld().GetSpecObj<noBuilding>(cSel); //-V807
×
669
                BuildingType bt = building->GetBuildingType();
×
670

671
                // Only if trade is enabled
672
                if(worldViewer.GetWorld().GetGGS().isEnabled(AddonId::TRADE))
×
673
                {
674
                    // Allied warehouse? -> Show trade window
UNCOV
675
                    if(BuildingProperties::IsWareHouse(bt) && worldViewer.GetPlayer().IsAlly(building->GetPlayer()))
×
676
                    {
677
                        WINDOWMANAGER.Show(std::make_unique<iwTrade>(*static_cast<const nobBaseWarehouse*>(building),
×
678
                                                                     worldViewer, GAMECLIENT));
×
679
                        return true;
×
680
                    }
681
                }
682

683
                // Ist es ein gewöhnliches Militärgebäude?
UNCOV
684
                if(BuildingProperties::IsMilitary(bt))
×
685
                {
686
                    // Dann darf es nicht neu gebaut sein!
UNCOV
687
                    if(!static_cast<const nobMilitary*>(building)->IsNewBuilt())
×
UNCOV
688
                        action_tabs.attack = true;
×
689
                }
690
                // oder ein HQ oder Hafen?
UNCOV
691
                else if(bt == BuildingType::Headquarters || bt == BuildingType::HarborBuilding)
×
UNCOV
692
                    action_tabs.attack = true;
×
UNCOV
693
                action_tabs.sea_attack =
×
UNCOV
694
                  action_tabs.attack && worldViewer.GetWorld().GetGGS().isEnabled(AddonId::SEA_ATTACK);
×
695
            }
696
        }
697

698
        // Bisheriges Actionfenster schließen, falls es eins gab
699
        // aktuelle Mausposition merken, da diese durch das Schließen verändert werden kann
700
        if(actionwindow)
1✔
UNCOV
701
            actionwindow->Close();
×
702
        VIDEODRIVER.SetMousePos(mc.pos);
1✔
703

704
        ShowActionWindow(action_tabs, cSel, mc.pos, enable_military_buildings);
1✔
705
    }
706

707
    return true;
2✔
708
}
709

710
bool dskGameInterface::Msg_LeftUp(const MouseCoords&)
2✔
711
{
712
    if(isScrolling)
2✔
713
    {
714
        StopScrolling();
1✔
715
        return true;
1✔
716
    }
717
    return false;
1✔
718
}
719

720
bool dskGameInterface::Msg_MouseMove(const MouseCoords& mc)
21✔
721
{
722
    if(!isScrolling)
21✔
723
        return false;
13✔
724

725
    int acceleration = SETTINGS.global.smartCursor ? 2 : 3;
8✔
726

727
    if(SETTINGS.interface.invertMouse)
8✔
728
        acceleration = -acceleration;
1✔
729

730
    gwv.MoveBy((mc.pos - startScrollPt) * acceleration);
8✔
731
    VIDEODRIVER.SetMousePos(startScrollPt);
8✔
732

733
    if(!SETTINGS.global.smartCursor)
8✔
UNCOV
734
        startScrollPt = mc.pos;
×
735
    return true;
8✔
736
}
737

738
bool dskGameInterface::Msg_RightDown(const MouseCoords& mc)
11✔
739
{
740
    StartScrolling(mc.pos);
11✔
741
    return true;
11✔
742
}
743

744
bool dskGameInterface::Msg_RightUp(const MouseCoords& /*mc*/) //-V524
3✔
745
{
746
    if(isScrolling)
3✔
747
        StopScrolling();
3✔
748
    return false;
3✔
749
}
750

751
/**
752
 *  Druck von Spezialtasten auswerten.
753
 */
754
bool dskGameInterface::Msg_KeyDown(const KeyEvent& ke)
15✔
755
{
756
    cheatCommandTracker_.onKeyEvent(ke);
15✔
757

758
    switch(ke.kt)
15✔
759
    {
760
        default: break;
15✔
761
        case KeyType::Return: // Chatfenster öffnen
×
762
            WINDOWMANAGER.Show(std::make_unique<iwChat>(this));
×
763
            return true;
×
764

765
        case KeyType::Space: // Bauqualitäten anzeigen
×
UNCOV
766
            gwv.ToggleShowBQ();
×
767
            return true;
×
768

769
        case KeyType::Left: // Nach Links Scrollen
×
770
            gwv.MoveBy({-30, 0});
×
UNCOV
771
            return true;
×
772
        case KeyType::Right: // Nach Rechts Scrollen
×
773
            gwv.MoveBy({30, 0});
×
774
            return true;
×
775
        case KeyType::Up: // Nach Oben Scrollen
×
776
            gwv.MoveBy({0, -30});
×
UNCOV
777
            return true;
×
778
        case KeyType::Down: // Nach Unten Scrollen
×
779
            gwv.MoveBy({0, 30});
×
780
            return true;
×
781

782
        case KeyType::F2: // Spiel speichern
×
783
            WINDOWMANAGER.ToggleWindow(std::make_unique<iwSave>());
×
784
            return true;
×
785
        case KeyType::F3: // Map debug window/ Multiplayer coordinates
×
786
        {
787
            const bool replayMode = GAMECLIENT.IsReplayModeOn();
×
788
            if(replayMode)
×
789
                DisableFoW(true);
×
UNCOV
790
            WINDOWMANAGER.ToggleWindow(std::make_unique<iwMapDebug>(gwv, game_->world_.IsSinglePlayer() || replayMode));
×
UNCOV
791
            return true;
×
792
        }
UNCOV
793
        case KeyType::F8: // Tastaturbelegung
×
794
            WINDOWMANAGER.ToggleWindow(std::make_unique<iwTextfile>("keyboardlayout.txt", _("Keyboard layout")));
×
795
            return true;
×
796
        case KeyType::F9: // Readme
×
797
            WINDOWMANAGER.ToggleWindow(std::make_unique<iwTextfile>("readme.txt", _("Readme!")));
×
798
            return true;
×
799
        case KeyType::F11: // Music player (midi files)
×
800
            WINDOWMANAGER.ToggleWindow(std::make_unique<iwMusicPlayer>());
×
801
            return true;
×
UNCOV
802
        case KeyType::F12: // Optionsfenster
×
803
            WINDOWMANAGER.ToggleWindow(std::make_unique<iwOptionsWindow>(gwv.GetSoundMgr()));
×
UNCOV
804
            return true;
×
805
    }
806

807
    switch(ke.c)
15✔
808
    {
UNCOV
809
        case '+':
×
UNCOV
810
            if(GAMECLIENT.IsReplayModeOn() || game_->world_.IsSinglePlayer())
×
UNCOV
811
                GAMECLIENT.IncreaseSpeed();
×
812
            return true;
×
813
        case '-':
×
UNCOV
814
            if(GAMECLIENT.IsReplayModeOn() || game_->world_.IsSinglePlayer())
×
815
                GAMECLIENT.DecreaseSpeed();
×
816
            return true;
×
817

818
        case '1':
×
819
        case '2':
820
        case '3': // Spieler umschalten
821
        case '4':
822
        case '5':
823
        case '6':
824
        case '7':
825
        case '8':
826
        {
UNCOV
827
            unsigned playerIdx = ke.c - '1';
×
UNCOV
828
            if(GAMECLIENT.IsReplayModeOn())
×
829
            {
UNCOV
830
                unsigned oldPlayerId = worldViewer.GetPlayerId();
×
UNCOV
831
                GAMECLIENT.ChangePlayerIngame(worldViewer.GetPlayerId(), playerIdx);
×
832
                RTTR_Assert(worldViewer.GetPlayerId() == oldPlayerId || worldViewer.GetPlayerId() == playerIdx);
×
833
            } else if(playerIdx < worldViewer.GetWorld().GetNumPlayers())
×
834
            {
835
                // On mutiplayer this currently asyncs, but as this is a debug feature anyway just disable it there.
836
                // If this should be enabled again, look into the handling/clearing of accumulated GCs
837
                if(game_->world_.IsSinglePlayer())
×
838
                {
839
                    const GamePlayer& player = worldViewer.GetWorld().GetPlayer(playerIdx);
×
840
                    if(player.ps == PlayerState::AI && player.aiInfo.type == AI::Type::Dummy)
×
841
                        GAMECLIENT.RequestSwapToPlayer(playerIdx);
×
842
                }
843
            }
844
            return true;
×
845
        }
846

847
        case 'b': // Zur lezten Position zurückspringen
×
UNCOV
848
            gwv.MoveToLastPosition();
×
849
            return true;
×
850
        case 'v':
×
UNCOV
851
            if(game_->world_.IsSinglePlayer())
×
852
                GAMECLIENT.IncreaseSpeed();
×
853
            return true;
×
854
        case 'c': // Gebäudenamen anzeigen
×
855
            gwv.ToggleShowNames();
×
856
            return true;
×
857
        case 'd': // Replay: FoW an/ausschalten
×
858
            ToggleFoW();
×
859
            return true;
×
860
        case 'h': // Zum HQ springen
×
861
        {
862
            const GamePlayer& player = worldViewer.GetPlayer();
×
863
            // Prüfen, ob dieses überhaupt noch existiert
UNCOV
864
            if(player.GetHQPos().isValid())
×
UNCOV
865
                gwv.MoveToMapPt(player.GetHQPos());
×
866
        }
867
            return true;
×
868
        case 'i': // Show inventory
×
869
            WINDOWMANAGER.ToggleWindow(std::make_unique<iwInventory>(worldViewer.GetPlayer()));
×
870
            return true;
×
871
        case 'j': // GFs überspringen
×
872
            if(game_->world_.IsSinglePlayer() || GAMECLIENT.IsReplayModeOn())
×
873
                WINDOWMANAGER.ToggleWindow(std::make_unique<iwSkipGFs>(gwv));
×
874
            return true;
×
875
        case 'l': // Minimap anzeigen
×
876
            WINDOWMANAGER.ToggleWindow(std::make_unique<iwMinimap>(minimap, gwv));
×
877
            return true;
×
878
        case 'm': // Hauptauswahl
2✔
879
            WINDOWMANAGER.ToggleWindow(std::make_unique<iwMainMenu>(gwv, GAMECLIENT));
2✔
880
            return true;
2✔
881
        case 'n': // Show Post window
×
882
            WINDOWMANAGER.ToggleWindow(std::make_unique<iwPostWindow>(gwv, GetPostBox()));
×
883
            UpdatePostIcon(GetPostBox().GetNumMsgs(), false);
×
884
            return true;
×
885
        case 'p': // Pause
×
UNCOV
886
            GAMECLIENT.TogglePause();
×
887
            return true;
×
888
        case 'q': // Spiel verlassen
×
889
            if(ke.alt)
×
890
                WINDOWMANAGER.ToggleWindow(std::make_unique<iwEndgame>());
×
891
            return true;
×
UNCOV
892
        case 's': // Produktivität anzeigen
×
893
            gwv.ToggleShowProductivity();
×
UNCOV
894
            return true;
×
895
        case 26: // ctrl+z
×
896
            gwv.SetZoomFactor(ZOOM_FACTORS[ZOOM_DEFAULT_INDEX]);
×
UNCOV
897
            return true;
×
898
        case 'z': // zoom
9✔
899
            if(ke.ctrl)
9✔
900
                gwv.SetZoomFactor(ZOOM_FACTORS[ZOOM_DEFAULT_INDEX]);
2✔
901
            else
902
                gwv.SetZoomFactor(getNextZoomLevel(gwv.GetCurrentTargetZoomFactor()));
7✔
903
            return true;
9✔
904
        case 'Z': // shift-z, reverse zoom
4✔
905
            gwv.SetZoomFactor(getPreviousZoomLevel(gwv.GetCurrentTargetZoomFactor()));
4✔
906
            return true;
4✔
907
    }
908

909
    return false;
×
910
}
911

912
bool dskGameInterface::Msg_WheelUp(const MouseCoords&)
7✔
913
{
914
    WheelZoom(ZOOM_WHEEL_INCREMENT);
7✔
915
    return true;
7✔
916
}
917
bool dskGameInterface::Msg_WheelDown(const MouseCoords&)
8✔
918
{
919
    WheelZoom(-ZOOM_WHEEL_INCREMENT);
8✔
920
    return true;
8✔
921
}
922

923
void dskGameInterface::WheelZoom(const float step)
15✔
924
{
925
    auto targetZoomFactor = gwv.GetCurrentTargetZoomFactor() * (1 + step);
15✔
926
    targetZoomFactor = std::clamp(targetZoomFactor, ZOOM_FACTORS.front(), ZOOM_FACTORS.back());
15✔
927
    if(targetZoomFactor > 1 - ZOOM_WHEEL_INCREMENT && targetZoomFactor < 1 + ZOOM_WHEEL_INCREMENT)
15✔
928
        targetZoomFactor = 1.f; // Snap to 100%
2✔
929

930
    gwv.SetZoomFactor(targetZoomFactor);
15✔
931
}
15✔
932

933
void dskGameInterface::OnBuildingNote(const BuildingNote& note)
×
934
{
935
    switch(note.type)
×
936
    {
937
        case BuildingNote::Constructed:
×
938
        case BuildingNote::Destroyed:
939
        case BuildingNote::Lost:
940
            // Close the related window as the building does not exist anymore
941
            // In "Constructed" this means the buildingsite
942
            WINDOWMANAGER.Close(CGI_BUILDING + MapBase::CreateGUIID(note.pos));
×
943
            break;
×
944
        default: break;
×
945
    }
946
}
×
947

948
void dskGameInterface::Run()
×
949
{
950
    // Reset draw counter of the trees before drawing
951
    noTree::ResetDrawCounter();
×
952

953
    unsigned water_percent;
954
    // Draw mouse only if not on window
955
    bool drawMouse = WINDOWMANAGER.FindWindowAtPos(VIDEODRIVER.GetMousePos()) == nullptr;
×
956
    gwv.Draw(road, actionwindow != nullptr ? actionwindow->GetSelectedPt() : MapPoint::Invalid(), drawMouse,
×
957
             &water_percent);
958

959
    // Indicate that the game is paused by darkening the screen (dark semi-transparent overlay)
960
    if(GAMECLIENT.IsPaused())
×
961
        DrawRectangle(Rect(DrawPoint(0, 0), VIDEODRIVER.GetRenderSize()), COLOR_SHADOW);
×
962
    else
963
    {
964
        // Play ambient sounds if game is not paused
965
        worldViewer.GetSoundMgr().playOceanBrawling(water_percent);
×
966
        worldViewer.GetSoundMgr().playBirdSounds(noTree::QueryDrawCounter());
×
967
    }
968

969
    messenger.Draw();
×
970
}
×
971

972
void dskGameInterface::GI_StartRoadBuilding(const MapPoint startPt, bool waterRoad)
3✔
973
{
974
    // Im Replay keine Straßen bauen
975
    if(GAMECLIENT.IsReplayModeOn())
3✔
976
        return;
×
977

978
    road.mode = waterRoad ? RoadBuildMode::Boat : RoadBuildMode::Normal;
3✔
979
    road.route.clear();
3✔
980
    road.start = road.point = startPt;
3✔
981
    WINDOWMANAGER.SetCursor(Cursor::Remove);
3✔
982
}
983

984
void dskGameInterface::GI_CancelRoadBuilding()
2✔
985
{
986
    if(road.mode == RoadBuildMode::Disabled)
2✔
987
        return;
×
988
    road.mode = RoadBuildMode::Disabled;
2✔
989
    worldViewer.RemoveVisualRoad(road.start, road.route);
2✔
990
    WINDOWMANAGER.SetCursor(isScrolling ? Cursor::Scroll : Cursor::Hand);
2✔
991
}
992

993
bool dskGameInterface::BuildRoadPart(MapPoint& cSel)
3✔
994
{
995
    std::vector<Direction> new_route =
996
      FindPathForRoad(worldViewer, road.point, cSel, road.mode == RoadBuildMode::Boat, 100);
6✔
997
    // Weg gefunden?
998
    if(new_route.empty())
3✔
999
        return false;
×
1000

1001
    // Test on water way length
1002
    if(road.mode == RoadBuildMode::Boat)
3✔
1003
    {
1004
        unsigned char index = worldViewer.GetWorld().GetGGS().getSelection(AddonId::MAX_WATERWAY_LENGTH);
×
1005

1006
        RTTR_Assert(index < waterwayLengths.size());
×
1007
        const unsigned max_length = waterwayLengths[index];
×
1008

1009
        unsigned length = road.route.size() + new_route.size();
×
1010

1011
        // max_length == 0 heißt beliebig lang, ansonsten
1012
        // Weg zurechtstutzen.
1013
        if(max_length > 0)
×
1014
        {
1015
            while(length > max_length)
×
1016
            {
1017
                new_route.pop_back();
×
1018
                --length;
×
1019
            }
1020
        }
1021
    }
1022

1023
    // Weg (visuell) bauen
1024
    for(const auto dir : new_route)
22✔
1025
    {
1026
        worldViewer.SetVisiblePointRoad(road.point, dir,
19✔
1027
                                        (road.mode == RoadBuildMode::Boat) ? PointRoad::Boat : PointRoad::Normal);
19✔
1028
        worldViewer.RecalcBQForRoad(road.point);
19✔
1029
        road.point = worldViewer.GetWorld().GetNeighbour(road.point, dir);
19✔
1030
    }
1031
    worldViewer.RecalcBQForRoad(road.point);
3✔
1032

1033
    // Zielpunkt updaten (für Wasserweg)
1034
    cSel = road.point;
3✔
1035

1036
    road.route.insert(road.route.end(), new_route.begin(), new_route.end());
3✔
1037

1038
    return true;
3✔
1039
}
1040

1041
unsigned dskGameInterface::GetIdInCurBuildRoad(const MapPoint pt)
1✔
1042
{
1043
    MapPoint curPt = road.start;
1✔
1044
    for(unsigned i = 0; i < road.route.size(); ++i)
2✔
1045
    {
1046
        if(curPt == pt)
2✔
1047
            return i + 1;
1✔
1048

1049
        curPt = worldViewer.GetNeighbour(curPt, road.route[i]);
1✔
1050
    }
1051
    return 0;
×
1052
}
1053

1054
void dskGameInterface::ShowRoadWindow(const Position& mousePos)
×
1055
{
1056
    roadwindow = &WINDOWMANAGER.Show(
×
1057
      std::make_unique<iwRoadWindow>(*this, worldViewer.GetBQ(road.point) != BuildingQuality::Nothing, mousePos), true);
×
1058
}
×
1059

1060
void dskGameInterface::ShowActionWindow(const iwAction::Tabs& action_tabs, MapPoint cSel, const DrawPoint& mousePos,
2✔
1061
                                        const bool enable_military_buildings)
1062
{
1063
    const GameWorldBase& world = worldViewer.GetWorld();
2✔
1064

1065
    iwAction::Params params;
2✔
1066

1067
    // Sind wir am Wasser?
1068
    if(action_tabs.setflag)
2✔
1069
    {
1070
        auto isWater = [](const auto& desc) { return desc.kind == TerrainKind::Water; };
6✔
1071
        if(world.HasTerrain(cSel, isWater))
1✔
1072
            params = iwAction::FlagType::WaterFlag;
×
1073
    }
1074

1075
    // Wenn es einen Flaggen-Tab gibt, dann den Flaggentyp herausfinden und die Art des Fensters entsprechende setzen
1076
    if(action_tabs.flag)
2✔
1077
    {
1078
        if(world.GetNO(world.GetNeighbour(cSel, Direction::NorthWest))->GetGOT() == GO_Type::NobHq)
×
1079
            params = iwAction::FlagType::HQ;
×
1080
        else if(world.GetNO(cSel)->GetType() == NodalObjectType::Flag)
×
1081
        {
1082
            if(world.GetSpecObj<noFlag>(cSel)->GetFlagType() == FlagType::Water)
×
1083
                params = iwAction::FlagType::WaterFlag;
×
1084
        }
1085
    }
1086

1087
    // Angriffstab muss wissen, wieviel Soldaten maximal entsendet werden können
1088
    if(action_tabs.attack)
2✔
1089
    {
1090
        params = worldViewer.GetNumSoldiersForAttack(cSel);
×
1091
    }
1092

1093
    actionwindow = &WINDOWMANAGER.Show(
2✔
1094
      std::make_unique<iwAction>(*this, gwv, action_tabs, cSel, mousePos, params, enable_military_buildings), true);
2✔
1095
}
2✔
1096

1097
void dskGameInterface::OnChatCommand(const std::string& cmd)
×
1098
{
1099
    cheatCommandTracker_.onChatCommand(cmd);
×
1100

1101
    if(cmd == "surrender")
×
1102
        GAMECLIENT.Surrender();
×
1103
    else if(cmd == "async")
×
1104
        (void)RANDOM.Rand(RANDOM_CONTEXT2(0), 255);
×
1105
    else if(cmd == "segfault")
×
1106
    {
1107
        char* x = nullptr;
×
1108
        *x = 1; //-V522 // NOLINT
×
1109
    } else if(cmd == "reload")
×
1110
    {
1111
        WorldDescription newDesc;
×
1112
        GameDataLoader gdLoader(newDesc);
×
1113
        if(gdLoader.Load())
×
1114
        {
1115
            const_cast<GameWorld&>(game_->world_).GetDescriptionWriteable() = newDesc;
×
1116
            worldViewer.InitTerrainRenderer();
×
1117
        }
1118
    }
1119
}
×
1120

1121
void dskGameInterface::GI_BuildRoad()
×
1122
{
1123
    if(GAMECLIENT.BuildRoad(road.start, road.mode == RoadBuildMode::Boat, road.route))
×
1124
    {
1125
        road.mode = RoadBuildMode::Disabled;
×
1126
        WINDOWMANAGER.SetCursor(Cursor::Hand);
×
1127
    }
1128
}
×
1129

1130
void dskGameInterface::Msg_WindowClosed(IngameWindow& wnd)
2✔
1131
{
1132
    if(actionwindow == &wnd)
2✔
1133
        actionwindow = nullptr;
1✔
1134
    else if(roadwindow == &wnd)
1✔
1135
        roadwindow = nullptr;
×
1136
}
2✔
1137

1138
void dskGameInterface::GI_FlagDestroyed(const MapPoint pt)
×
1139
{
1140
    // Im Wegbaumodus und haben wir von hier eine Flagge gebaut?
1141
    if(road.mode != RoadBuildMode::Disabled && road.start == pt)
×
1142
    {
1143
        GI_CancelRoadBuilding();
×
1144
    }
1145

1146
    // Evtl Actionfenster schließen, da sich das ja auch auf diese Flagge bezieht
1147
    if(actionwindow)
×
1148
    {
1149
        if(actionwindow->GetSelectedPt() == pt)
×
1150
            actionwindow->Close();
×
1151
    }
1152
}
×
1153

1154
void dskGameInterface::CI_PlayerLeft(const unsigned playerId)
×
1155
{
1156
    // Info-Meldung ausgeben
1157
    std::string text =
1158
      helpers::format(_("Player '%s' left the game!"), worldViewer.GetWorld().GetPlayer(playerId).name);
×
1159
    messenger.AddMessage("", 0, ChatDestination::System, text, COLOR_RED);
×
1160
    // Im Spiel anzeigen, dass die KI das Spiel betreten hat
1161
    text = helpers::format(_("Player '%s' joined the game!"), "KI");
×
1162
    messenger.AddMessage("", 0, ChatDestination::System, text, COLOR_GREEN);
×
1163
}
×
1164

1165
void dskGameInterface::CI_GGSChanged(const GlobalGameSettings& /*ggs*/)
×
1166
{
1167
    // TODO: print what has changed
1168
    const std::string text = helpers::format(_("Note: Game settings changed by the server%s"), "");
×
1169
    messenger.AddMessage("", 0, ChatDestination::System, text);
×
1170
}
×
1171

1172
void dskGameInterface::CI_Chat(const unsigned playerId, const ChatDestination cd, const std::string& msg)
×
1173
{
1174
    messenger.AddMessage(worldViewer.GetWorld().GetPlayer(playerId).name,
×
1175
                         worldViewer.GetWorld().GetPlayer(playerId).color, cd, msg);
×
1176
}
×
1177

1178
void dskGameInterface::CI_Async(const std::string& checksums_list)
×
1179
{
1180
    messenger.AddMessage("", 0, ChatDestination::System,
×
1181
                         _("The Game is not in sync. Checksums of some players don't match."), COLOR_RED);
1182
    messenger.AddMessage("", 0, ChatDestination::System, checksums_list, COLOR_YELLOW);
×
1183
    messenger.AddMessage("", 0, ChatDestination::System, _("A auto-savegame is created..."), COLOR_RED);
×
1184
}
×
1185

1186
void dskGameInterface::CI_ReplayAsync(const std::string& msg)
×
1187
{
1188
    messenger.AddMessage("", 0, ChatDestination::System, msg, COLOR_RED);
×
1189
}
×
1190

1191
void dskGameInterface::CI_ReplayEndReached(const std::string& msg)
×
1192
{
1193
    messenger.AddMessage("", 0, ChatDestination::System, msg, COLOR_BLUE);
×
1194
}
×
1195

1196
void dskGameInterface::CI_GamePaused()
×
1197
{
1198
    messenger.AddMessage(_("SYSTEM"), COLOR_GREY, ChatDestination::System, _("Game was paused."));
×
1199
}
×
1200

1201
void dskGameInterface::CI_GameResumed()
×
1202
{
1203
    messenger.AddMessage(_("SYSTEM"), COLOR_GREY, ChatDestination::System, _("Game was resumed."));
×
1204
}
×
1205

1206
void dskGameInterface::CI_Error(const ClientError ce)
×
1207
{
1208
    messenger.AddMessage("", 0, ChatDestination::System, ClientErrorToStr(ce), COLOR_RED);
×
1209
    GAMECLIENT.SetPause(true);
×
1210
}
×
1211

1212
/**
1213
 *  Status: Verbindung verloren.
1214
 */
1215
void dskGameInterface::LC_Status_ConnectionLost()
×
1216
{
1217
    messenger.AddMessage("", 0, ChatDestination::System, _("Lost connection to lobby!"), COLOR_RED);
×
1218
}
×
1219

1220
/**
1221
 *  (Lobby-)Status: Benutzerdefinierter Fehler
1222
 */
1223
void dskGameInterface::LC_Status_Error(const std::string& error)
×
1224
{
1225
    messenger.AddMessage("", 0, ChatDestination::System, error, COLOR_RED);
×
1226
}
×
1227

1228
void dskGameInterface::CI_PlayersSwapped(const unsigned player1, const unsigned player2)
×
1229
{
1230
    // Meldung anzeigen
1231
    std::string text = "Player '" + worldViewer.GetWorld().GetPlayer(player1).name + "' switched to player '"
×
1232
                       + worldViewer.GetWorld().GetPlayer(player2).name + "'";
×
1233
    messenger.AddMessage("", 0, ChatDestination::System, text, COLOR_YELLOW);
×
1234

1235
    // Sichtbarkeiten und Minimap neu berechnen, wenn wir ein von den beiden Spielern sind
1236
    const unsigned localPlayerId = worldViewer.GetPlayerId();
×
1237
    if(player1 == localPlayerId || player2 == localPlayerId)
×
1238
    {
1239
        worldViewer.ChangePlayer(player1 == localPlayerId ? player2 : player1);
×
1240
        // Set visual settings back to the actual ones
1241
        GAMECLIENT.ResetVisualSettings();
×
1242
        minimap.UpdateAll();
×
1243
        InitPlayer();
×
1244
    }
1245
}
×
1246

1247
/**
1248
 *  Wenn ein Spieler verloren hat
1249
 */
1250
void dskGameInterface::GI_PlayerDefeated(const unsigned playerId)
×
1251
{
1252
    const std::string text =
1253
      helpers::format(_("Player '%s' was defeated!"), worldViewer.GetWorld().GetPlayer(playerId).name);
×
1254
    messenger.AddMessage("", 0, ChatDestination::System, text, COLOR_ORANGE);
×
1255

1256
    /// Lokaler Spieler?
1257
    if(playerId == worldViewer.GetPlayerId())
×
1258
    {
1259
        /// Sichtbarkeiten neu berechnen
1260
        worldViewer.RecalcAllColors();
×
1261
        // Minimap updaten
1262
        minimap.UpdateAll();
×
1263
    }
1264
}
×
1265

1266
void dskGameInterface::GI_UpdateMinimap(const MapPoint pt)
×
1267
{
1268
    // Minimap Bescheid sagen
1269
    minimap.UpdateNode(pt);
×
1270
}
×
1271

1272
void dskGameInterface::GI_UpdateMapVisibility()
×
1273
{
1274
    // recalculate visibility
1275
    worldViewer.RecalcAllColors();
×
1276
    // update minimap
1277
    minimap.UpdateAll();
×
1278
}
×
1279

1280
/**
1281
 *  Bündnisvertrag wurde abgeschlossen oder abgebrochen --> Minimap updaten
1282
 */
1283
void dskGameInterface::GI_TreatyOfAllianceChanged(unsigned playerId)
×
1284
{
1285
    // Nur wenn Team-Sicht aktiviert ist, können sihc die Sichtbarkeiten auch ändern
1286
    if(playerId == worldViewer.GetPlayerId() && worldViewer.GetWorld().GetGGS().teamView)
×
1287
    {
1288
        /// Sichtbarkeiten neu berechnen
1289
        worldViewer.RecalcAllColors();
×
1290
        // Minimap updaten
1291
        minimap.UpdateAll();
×
1292
    }
1293
}
×
1294

1295
/**
1296
 *  Baut Weg zurück von Ende bis zu start_id
1297
 */
1298
void dskGameInterface::DemolishRoad(const unsigned start_id)
1✔
1299
{
1300
    RTTR_Assert(start_id > 0);
1✔
1301
    for(unsigned i = road.route.size(); i >= start_id; --i)
6✔
1302
    {
1303
        MapPoint t = road.point;
5✔
1304
        road.point = worldViewer.GetWorld().GetNeighbour(road.point, road.route[i - 1] + 3u);
5✔
1305
        worldViewer.SetVisiblePointRoad(road.point, road.route[i - 1], PointRoad::None);
5✔
1306
        worldViewer.RecalcBQForRoad(t);
5✔
1307
    }
1308

1309
    road.route.resize(start_id - 1);
1✔
1310
}
1✔
1311

1312
/**
1313
 *  Updatet das Post-Icon mit der Nachrichtenanzahl und der Taube
1314
 */
1315
void dskGameInterface::UpdatePostIcon(const unsigned postmessages_count, bool showPigeon)
6✔
1316
{
1317
    // Taube setzen oder nicht (Post)
1318
    if(postmessages_count == 0 || !showPigeon)
6✔
1319
        GetCtrl<ctrlImageButton>(3)->SetImage(LOADER.GetImageN("io", 62));
12✔
1320
    else
1321
        GetCtrl<ctrlImageButton>(3)->SetImage(LOADER.GetImageN("io", 59));
×
1322

1323
    // und Anzahl der Postnachrichten aktualisieren
1324
    if(postmessages_count > 0)
6✔
1325
    {
1326
        GetCtrl<ctrlText>(ID_txtNumMsg)->SetText(std::to_string(postmessages_count));
×
1327
    } else
1328
        GetCtrl<ctrlText>(ID_txtNumMsg)->SetText("");
6✔
1329
}
6✔
1330

1331
/**
1332
 *  Neue Post-Nachricht eingetroffen
1333
 */
1334
void dskGameInterface::NewPostMessage(const PostMsg& msg, const unsigned msgCt)
×
1335
{
1336
    UpdatePostIcon(msgCt, true);
×
1337
    SoundEffect soundEffect = msg.GetSoundEffect();
×
1338
    switch(soundEffect)
×
1339
    {
1340
        case SoundEffect::Pidgeon: LOADER.GetSoundN("sound", 114)->Play(100, false); break;
×
1341
        case SoundEffect::Fanfare: LOADER.GetSoundN("sound", 110)->Play(100, false);
×
1342
    }
1343
}
×
1344

1345
/**
1346
 *  Es wurde eine Postnachricht vom Spieler gelöscht
1347
 */
1348
void dskGameInterface::PostMessageDeleted(const unsigned msgCt)
×
1349
{
1350
    UpdatePostIcon(msgCt, false);
×
1351
}
×
1352

1353
/**
1354
 *  Ein Spieler hat das Spiel gewonnen.
1355
 */
1356
void dskGameInterface::GI_Winner(const unsigned playerId)
×
1357
{
1358
    const std::string name = worldViewer.GetWorld().GetPlayer(playerId).name;
×
1359
    const std::string text = (boost::format(_("Player '%s' is the winner!")) % name).str();
×
1360
    messenger.AddMessage("", 0, ChatDestination::System, text, COLOR_ORANGE);
×
1361
    WINDOWMANAGER.Show(std::make_unique<iwVictory>(std::vector<std::string>(1, name)));
×
1362
}
×
1363

1364
/**
1365
 *  Ein Team hat das Spiel gewonnen.
1366
 */
1367
void dskGameInterface::GI_TeamWinner(const unsigned playerMask)
×
1368
{
1369
    std::vector<std::string> winners;
×
1370
    const GameWorldBase& world = worldViewer.GetWorld();
×
1371
    for(unsigned i = 0; i < world.GetNumPlayers(); i++)
×
1372
    {
1373
        if(playerMask & (1 << i))
×
1374
            winners.push_back(world.GetPlayer(i).name);
×
1375
    }
1376
    const std::string text =
1377
      (boost::format(_("%1% are the winners!")) % helpers::join(winners, ", ", _(" and "))).str();
×
1378
    messenger.AddMessage("", 0, ChatDestination::System, text, COLOR_ORANGE);
×
1379
    WINDOWMANAGER.Show(std::make_unique<iwVictory>(winners));
×
1380
}
×
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