CPlayerInterface.cpp 93 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include <vcmi/Artifact.h>
  12. #include "windows/CAdvmapInterface.h"
  13. #include "battle/CBattleInterface.h"
  14. #include "battle/CBattleEffectsController.h"
  15. #include "battle/CBattleFieldController.h"
  16. #include "battle/CBattleInterfaceClasses.h"
  17. #include "battle/CBattleControlPanel.h"
  18. #include "../CCallback.h"
  19. #include "windows/CCastleInterface.h"
  20. #include "gui/CCursorHandler.h"
  21. #include "windows/CKingdomInterface.h"
  22. #include "CGameInfo.h"
  23. #include "windows/CHeroWindow.h"
  24. #include "windows/CCreatureWindow.h"
  25. #include "windows/CQuestLog.h"
  26. #include "CMessage.h"
  27. #include "CPlayerInterface.h"
  28. #include "gui/SDL_Extensions.h"
  29. #include "widgets/CComponent.h"
  30. #include "windows/CTradeWindow.h"
  31. #include "windows/CSpellWindow.h"
  32. #include "../lib/CConfigHandler.h"
  33. #include "battle/CCreatureAnimation.h"
  34. #include "Graphics.h"
  35. #include "windows/GUIClasses.h"
  36. #include "../lib/CArtHandler.h"
  37. #include "../lib/CGeneralTextHandler.h"
  38. #include "../lib/CHeroHandler.h"
  39. #include "../lib/serializer/CTypeList.h"
  40. #include "../lib/serializer/BinaryDeserializer.h"
  41. #include "../lib/serializer/BinarySerializer.h"
  42. #include "../lib/spells/CSpellHandler.h"
  43. #include "../lib/CTownHandler.h"
  44. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  45. #include "../lib/CStack.h"
  46. #include "../lib/JsonNode.h"
  47. #include "CMusicHandler.h"
  48. #include "../lib/CondSh.h"
  49. #include "../lib/NetPacksBase.h"
  50. #include "../lib/NetPacks.h"//todo: remove
  51. #include "../lib/mapping/CMap.h"
  52. #include "../lib/VCMIDirs.h"
  53. #include "mapHandler.h"
  54. #include "../lib/CStopWatch.h"
  55. #include "../lib/StartInfo.h"
  56. #include "../lib/CPlayerState.h"
  57. #include "../lib/GameConstants.h"
  58. #include "gui/CGuiHandler.h"
  59. #include "windows/InfoWindows.h"
  60. #include "../lib/UnlockGuard.h"
  61. #include "../lib/CPathfinder.h"
  62. #include <SDL.h>
  63. #include "CServerHandler.h"
  64. // FIXME: only needed for CGameState::mutex
  65. #include "../lib/CGameState.h"
  66. #include "gui/NotificationHandler.h"
  67. // The macro below is used to mark functions that are called by client when game state changes.
  68. // They all assume that CPlayerInterface::pim mutex is locked.
  69. #define EVENT_HANDLER_CALLED_BY_CLIENT
  70. // The macro marks functions that are run on a new thread by client.
  71. // They do not own any mutexes intiially.
  72. #define THREAD_CREATED_BY_CLIENT
  73. #define RETURN_IF_QUICK_COMBAT \
  74. if (isAutoFightOn && !battleInt) \
  75. return;
  76. #define BATTLE_EVENT_POSSIBLE_RETURN\
  77. if (LOCPLINT != this) \
  78. return; \
  79. RETURN_IF_QUICK_COMBAT
  80. using namespace CSDL_Ext;
  81. extern std::queue<SDL_Event> SDLEventsQueue;
  82. extern boost::mutex eventsM;
  83. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  84. CPlayerInterface * LOCPLINT;
  85. CBattleInterface * CPlayerInterface::battleInt;
  86. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  87. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  88. static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
  89. {
  90. return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
  91. }
  92. struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
  93. {
  94. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  95. {
  96. return h;
  97. }
  98. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  99. {
  100. return nullptr;
  101. }
  102. };
  103. CPlayerInterface::CPlayerInterface(PlayerColor Player)
  104. {
  105. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  106. destinationTeleport = ObjectInstanceID();
  107. destinationTeleportPos = int3(-1);
  108. GH.defActionsDef = 0;
  109. LOCPLINT = this;
  110. curAction = nullptr;
  111. playerID=Player;
  112. human=true;
  113. currentSelection = nullptr;
  114. battleInt = nullptr;
  115. castleInt = nullptr;
  116. makingTurn = false;
  117. showingDialog = new CondSh<bool>(false);
  118. cingconsole = new CInGameConsole();
  119. GH.terminate_cond->set(false);
  120. firstCall = 1; //if loading will be overwritten in serialize
  121. autosaveCount = 0;
  122. isAutoFightOn = false;
  123. duringMovement = false;
  124. ignoreEvents = false;
  125. }
  126. CPlayerInterface::~CPlayerInterface()
  127. {
  128. if(CCS->soundh) CCS->soundh->ambientStopAllChannels();
  129. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  130. delete showingDialog;
  131. delete cingconsole;
  132. if (LOCPLINT == this)
  133. LOCPLINT = nullptr;
  134. }
  135. void CPlayerInterface::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  136. {
  137. cb = CB;
  138. env = ENV;
  139. CCS->soundh->loadHorseSounds();
  140. CCS->musich->loadTerrainSounds();
  141. initializeHeroTownList();
  142. // always recreate advmap interface to avoid possible memory-corruption bugs
  143. adventureInt.reset(new CAdvMapInt());
  144. }
  145. void CPlayerInterface::yourTurn()
  146. {
  147. EVENT_HANDLER_CALLED_BY_CLIENT;
  148. {
  149. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  150. LOCPLINT = this;
  151. GH.curInt = this;
  152. adventureInt->selection = nullptr;
  153. NotificationHandler::notify("Your turn");
  154. std::string prefix = settings["session"]["saveprefix"].String();
  155. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  156. if (firstCall)
  157. {
  158. if(CSH->howManyPlayerInterfaces() == 1)
  159. adventureInt->setPlayer(playerID);
  160. autosaveCount = getLastIndex(prefix + "Autosave_");
  161. if (firstCall > 0) //new game, not loaded
  162. {
  163. int index = getLastIndex(prefix + "Newgame_");
  164. index %= SAVES_COUNT;
  165. cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  166. }
  167. firstCall = 0;
  168. }
  169. else if(frequency > 0 && cb->getDate() % frequency == 0)
  170. {
  171. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  172. autosaveCount %= 5;
  173. }
  174. if (adventureInt->player != playerID)
  175. adventureInt->setPlayer(playerID);
  176. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  177. {
  178. adventureInt->startHotSeatWait(playerID);
  179. makingTurn = true;
  180. std::string msg = CGI->generaltexth->allTexts[13];
  181. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  182. std::vector<std::shared_ptr<CComponent>> cmp;
  183. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  184. showInfoDialog(msg, cmp);
  185. }
  186. else
  187. {
  188. makingTurn = true;
  189. adventureInt->startTurn();
  190. }
  191. }
  192. acceptTurn();
  193. }
  194. STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const ObjectInstanceID & hid)
  195. {
  196. TerrainTile2 & hlp = CGI->mh->ttiles[z][x][y];
  197. for (auto & elem : hlp.objects)
  198. if (elem.obj && elem.obj->id == hid)
  199. {
  200. elem.rect = r;
  201. return;
  202. }
  203. }
  204. STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const ObjectInstanceID & hid)
  205. {
  206. TerrainTile2 & hlp = CGI->mh->ttiles[z][x][y];
  207. for (int h=0; h<hlp.objects.size(); ++h)
  208. if (hlp.objects[h].obj && hlp.objects[h].obj->id == hid)
  209. {
  210. hlp.objects.erase(hlp.objects.begin()+h);
  211. return;
  212. }
  213. }
  214. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  215. {
  216. EVENT_HANDLER_CALLED_BY_CLIENT;
  217. waitWhileDialog();
  218. if(LOCPLINT != this)
  219. return;
  220. //FIXME: read once and store
  221. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  222. return;
  223. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  224. int3 hp = details.start;
  225. if(!hero)
  226. {
  227. //AI hero left the visible area (we can't obtain info)
  228. //TODO very evil workaround -> retrieve pointer to hero so we could animate it
  229. // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
  230. const TerrainTile2 & tile = CGI->mh->ttiles[hp.z][hp.x - 1][hp.y];
  231. for(auto & elem : tile.objects)
  232. if(elem.obj && elem.obj->id == details.id)
  233. hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
  234. if(!hero) //still nothing...
  235. return;
  236. }
  237. bool directlyAttackingCreature =
  238. details.attackedFrom
  239. && adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
  240. && adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
  241. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  242. {
  243. updateAmbientSounds();
  244. //We may need to change music - select new track, music handler will change it if needed
  245. CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType->name, true, false);
  246. if(details.result == TryMoveHero::TELEPORTATION)
  247. {
  248. if(adventureInt->terrain.currentPath)
  249. {
  250. assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
  251. std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
  252. if((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
  253. && (nodesIt - 1)->coord == CGHeroInstance::convertPosition(details.end, false))
  254. {
  255. //path was between entrance and exit of teleport -> OK, erase node as usual
  256. removeLastNodeFromPath(hero);
  257. }
  258. else
  259. {
  260. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  261. eraseCurrentPathOf(hero);
  262. }
  263. }
  264. adventureInt->centerOn(hero, true); //actualizing screen pos
  265. adventureInt->minimap.redraw();
  266. adventureInt->heroList.update(hero);
  267. return; //teleport - no fancy moving animation
  268. //TODO: smooth disappear / appear effect
  269. }
  270. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  271. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  272. {
  273. eraseCurrentPathOf(hero, false);
  274. }
  275. else if(adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
  276. {
  277. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  278. removeLastNodeFromPath(hero);
  279. }
  280. }
  281. if(details.stopMovement()) //hero failed to move
  282. {
  283. hero->isStanding = true;
  284. stillMoveHero.setn(STOP_MOVE);
  285. GH.totalRedraw();
  286. adventureInt->heroList.update(hero);
  287. return;
  288. }
  289. ui32 speed = 0;
  290. if(settings["session"]["spectate"].Bool())
  291. {
  292. if(!settings["session"]["spectate-hero-speed"].isNull())
  293. speed = static_cast<ui32>(settings["session"]["spectate-hero-speed"].Integer());
  294. }
  295. else if(makingTurn) // our turn, our hero moves
  296. speed = static_cast<ui32>(settings["adventure"]["heroSpeed"].Float());
  297. else
  298. speed = static_cast<ui32>(settings["adventure"]["enemySpeed"].Float());
  299. if(speed == 0)
  300. {
  301. //FIXME: is this a proper solution?
  302. CGI->mh->hideObject(hero);
  303. CGI->mh->printObject(hero);
  304. return; // no animation
  305. }
  306. adventureInt->centerOn(hero); //actualizing screen pos
  307. adventureInt->minimap.redraw();
  308. adventureInt->heroList.redraw();
  309. initMovement(details, hero, hp);
  310. auto waitFrame = [&]()
  311. {
  312. int frameNumber = GH.mainFPSmng->getFrameNumber();
  313. auto unlockPim = vstd::makeUnlockGuard(*pim);
  314. while(frameNumber == GH.mainFPSmng->getFrameNumber())
  315. SDL_Delay(5);
  316. };
  317. //first initializing done
  318. //main moving
  319. for(int i = 1; i < 32; i += 2 * speed)
  320. {
  321. movementPxStep(details, i, hp, hero);
  322. #ifndef VCMI_ANDROID
  323. // currently android doesn't seem to be able to handle all these full redraws here, so let's disable it so at least it looks less choppy;
  324. // most likely this is connected with the way that this manual animation+framerate handling is solved
  325. adventureInt->updateScreen = true;
  326. #endif
  327. //evil returns here ...
  328. //todo: get rid of it
  329. waitFrame(); //for animation purposes
  330. }
  331. //main moving done
  332. //finishing move
  333. finishMovement(details, hp, hero);
  334. hero->isStanding = true;
  335. //move finished
  336. adventureInt->minimap.redraw();
  337. adventureInt->heroList.update(hero);
  338. //check if user cancelled movement
  339. {
  340. boost::unique_lock<boost::mutex> un(eventsM);
  341. while(!SDLEventsQueue.empty())
  342. {
  343. SDL_Event ev = SDLEventsQueue.front();
  344. SDLEventsQueue.pop();
  345. switch(ev.type)
  346. {
  347. case SDL_MOUSEBUTTONDOWN:
  348. stillMoveHero.setn(STOP_MOVE);
  349. break;
  350. case SDL_KEYDOWN:
  351. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  352. stillMoveHero.setn(STOP_MOVE);
  353. break;
  354. }
  355. }
  356. }
  357. if (stillMoveHero.get() == WAITING_MOVE)
  358. stillMoveHero.setn(DURING_MOVE);
  359. // Hero attacked creature directly, set direction to face it.
  360. if (directlyAttackingCreature) {
  361. // Get direction to attacker.
  362. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  363. static const ui8 dirLookup[3][3] = {
  364. { 1, 2, 3 },
  365. { 8, 0, 4 },
  366. { 7, 6, 5 }
  367. };
  368. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  369. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  370. }
  371. }
  372. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  373. {
  374. EVENT_HANDLER_CALLED_BY_CLIENT;
  375. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID);
  376. const CArmedInstance *newSelection = nullptr;
  377. if (makingTurn)
  378. {
  379. //find new object for selection: either hero
  380. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  381. if (next >= 0)
  382. newSelection = wanderingHeroes[next];
  383. //or town
  384. if (!newSelection || newSelection == hero)
  385. {
  386. if (towns.empty())
  387. newSelection = nullptr;
  388. else
  389. newSelection = towns.front();
  390. }
  391. }
  392. wanderingHeroes -= hero;
  393. adventureInt->heroList.update(hero);
  394. if (makingTurn && newSelection)
  395. adventureInt->select(newSelection, true);
  396. else if (adventureInt->selection == hero)
  397. adventureInt->selection = nullptr;
  398. if (vstd::contains(paths, hero))
  399. paths.erase(hero);
  400. }
  401. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  402. {
  403. EVENT_HANDLER_CALLED_BY_CLIENT;
  404. if(start && visitedObj)
  405. {
  406. if(visitedObj->getVisitSound())
  407. CCS->soundh->playSound(visitedObj->getVisitSound().get());
  408. }
  409. }
  410. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  411. {
  412. EVENT_HANDLER_CALLED_BY_CLIENT;
  413. wanderingHeroes.push_back(hero);
  414. adventureInt->heroList.update(hero);
  415. }
  416. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  417. {
  418. if(castleInt)
  419. castleInt->close();
  420. castleInt = nullptr;
  421. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  422. GH.pushInt(newCastleInt);
  423. }
  424. int3 CPlayerInterface::repairScreenPos(int3 pos)
  425. {
  426. if (pos.x<-CGI->mh->frameW)
  427. pos.x = -CGI->mh->frameW;
  428. if (pos.y<-CGI->mh->frameH)
  429. pos.y = -CGI->mh->frameH;
  430. if (pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
  431. pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
  432. if (pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
  433. pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
  434. return pos;
  435. }
  436. void CPlayerInterface::activateForSpectator()
  437. {
  438. adventureInt->state = CAdvMapInt::INGAME;
  439. adventureInt->activate();
  440. adventureInt->minimap.activate();
  441. }
  442. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  443. {
  444. EVENT_HANDLER_CALLED_BY_CLIENT;
  445. if (which == 4)
  446. {
  447. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
  448. ctw->setExpToLevel();
  449. }
  450. else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  451. updateInfo(hero);
  452. }
  453. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  454. {
  455. EVENT_HANDLER_CALLED_BY_CLIENT;
  456. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt().get());
  457. if (cuw) //university window is open
  458. {
  459. GH.totalRedraw();
  460. }
  461. }
  462. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  463. {
  464. EVENT_HANDLER_CALLED_BY_CLIENT;
  465. updateInfo(hero);
  466. if (makingTurn && hero->tempOwner == playerID)
  467. adventureInt->heroList.update(hero);
  468. }
  469. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  470. {
  471. EVENT_HANDLER_CALLED_BY_CLIENT;
  472. if (makingTurn && hero->tempOwner == playerID)
  473. adventureInt->heroList.update(hero);
  474. }
  475. void CPlayerInterface::receivedResource()
  476. {
  477. EVENT_HANDLER_CALLED_BY_CLIENT;
  478. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
  479. mw->resourceChanged();
  480. GH.totalRedraw();
  481. }
  482. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  483. {
  484. EVENT_HANDLER_CALLED_BY_CLIENT;
  485. waitWhileDialog();
  486. CCS->soundh->playSound(soundBase::heroNewLevel);
  487. GH.pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  488. {
  489. cb->selectionMade(selection, queryID);
  490. });
  491. }
  492. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  493. {
  494. EVENT_HANDLER_CALLED_BY_CLIENT;
  495. waitWhileDialog();
  496. CCS->soundh->playSound(soundBase::heroNewLevel);
  497. GH.pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
  498. {
  499. cb->selectionMade(selection, queryID);
  500. });
  501. }
  502. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  503. {
  504. EVENT_HANDLER_CALLED_BY_CLIENT;
  505. updateInfo(town);
  506. if (town->garrisonHero) //wandering hero moved to the garrison
  507. {
  508. CGI->mh->hideObject(town->garrisonHero);
  509. if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
  510. wanderingHeroes -= town->garrisonHero;
  511. }
  512. if (town->visitingHero) //hero leaves garrison
  513. {
  514. CGI->mh->printObject(town->visitingHero);
  515. if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
  516. wanderingHeroes.push_back(town->visitingHero);
  517. }
  518. adventureInt->heroList.update();
  519. adventureInt->updateNextHero(nullptr);
  520. if(castleInt)
  521. {
  522. castleInt->garr->selectSlot(nullptr);
  523. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  524. castleInt->garr->setArmy(town->visitingHero, 1);
  525. castleInt->garr->recreateSlots();
  526. castleInt->heroes->update();
  527. }
  528. for (auto isa : GH.listInt)
  529. {
  530. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  531. if (ki)
  532. {
  533. ki->townChanged(town);
  534. ki->updateGarrisons();
  535. }
  536. }
  537. GH.totalRedraw();
  538. }
  539. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  540. {
  541. EVENT_HANDLER_CALLED_BY_CLIENT;
  542. if (hero->tempOwner != playerID )
  543. return;
  544. waitWhileDialog();
  545. openTownWindow(town);
  546. }
  547. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  548. {
  549. std::vector<const CGObjectInstance *> instances;
  550. if(auto obj = cb->getObj(id1))
  551. instances.push_back(obj);
  552. if(id2 != ObjectInstanceID() && id2 != id1)
  553. {
  554. if(auto obj = cb->getObj(id2))
  555. instances.push_back(obj);
  556. }
  557. garrisonsChanged(instances);
  558. }
  559. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  560. {
  561. boost::unique_lock<boost::recursive_mutex> un(*pim);
  562. for (auto object : objs)
  563. updateInfo(object);
  564. for (auto & elem : GH.listInt)
  565. {
  566. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem.get());
  567. if (cgh)
  568. cgh->updateGarrisons();
  569. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
  570. {
  571. if (vstd::contains(objs, cmw->hero))
  572. cmw->garrisonChanged();
  573. }
  574. }
  575. GH.totalRedraw();
  576. }
  577. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  578. {
  579. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  580. }
  581. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  582. {
  583. EVENT_HANDLER_CALLED_BY_CLIENT;
  584. switch (buildingID)
  585. {
  586. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  587. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  588. case BuildingID::RESOURCE_SILO:
  589. updateInfo(town);
  590. break;
  591. }
  592. if (castleInt)
  593. {
  594. castleInt->townlist->update(town);
  595. if (castleInt->town == town)
  596. {
  597. switch(what)
  598. {
  599. case 1:
  600. CCS->soundh->playSound(soundBase::newBuilding);
  601. castleInt->addBuilding(buildingID);
  602. break;
  603. case 2:
  604. castleInt->removeBuilding(buildingID);
  605. break;
  606. }
  607. }
  608. }
  609. adventureInt->townList.update(town);
  610. }
  611. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  612. {
  613. //Don't wait for dialogs when we are non-active hot-seat player
  614. if (LOCPLINT == this)
  615. waitForAllDialogs();
  616. }
  617. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  618. {
  619. EVENT_HANDLER_CALLED_BY_CLIENT;
  620. if (settings["adventure"]["quickCombat"].Bool())
  621. {
  622. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  623. autofightingAI->init(env, cb);
  624. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  625. isAutoFightOn = true;
  626. cb->registerBattleInterface(autofightingAI);
  627. // Player shouldn't be able to move on adventure map if quick combat is going
  628. adventureInt->quickCombatLock();
  629. }
  630. //Don't wait for dialogs when we are non-active hot-seat player
  631. if (LOCPLINT == this)
  632. waitForAllDialogs();
  633. BATTLE_EVENT_POSSIBLE_RETURN;
  634. }
  635. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units, const std::vector<CustomEffectInfo> & customEffects)
  636. {
  637. EVENT_HANDLER_CALLED_BY_CLIENT;
  638. BATTLE_EVENT_POSSIBLE_RETURN;
  639. for(auto & info : units)
  640. {
  641. switch(info.operation)
  642. {
  643. case UnitChanges::EOperation::RESET_STATE:
  644. {
  645. const CStack * stack = cb->battleGetStackByID(info.id );
  646. if(!stack)
  647. {
  648. logGlobal->error("Invalid unit ID %d", info.id);
  649. continue;
  650. }
  651. battleInt->stackReset(stack);
  652. }
  653. break;
  654. case UnitChanges::EOperation::REMOVE:
  655. battleInt->stackRemoved(info.id);
  656. break;
  657. case UnitChanges::EOperation::ADD:
  658. {
  659. const CStack * unit = cb->battleGetStackByID(info.id);
  660. if(!unit)
  661. {
  662. logGlobal->error("Invalid unit ID %d", info.id);
  663. continue;
  664. }
  665. battleInt->stackAdded(unit);
  666. }
  667. break;
  668. default:
  669. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  670. break;
  671. }
  672. }
  673. battleInt->effectsController->displayCustomEffects(customEffects);
  674. }
  675. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  676. {
  677. EVENT_HANDLER_CALLED_BY_CLIENT;
  678. BATTLE_EVENT_POSSIBLE_RETURN;
  679. for(auto & change : obstacles)
  680. {
  681. if(change.operation == BattleChanges::EOperation::ADD)
  682. {
  683. auto instance = cb->battleGetObstacleByID(change.id);
  684. if(instance)
  685. battleInt->obstaclePlaced(*instance);
  686. else
  687. logNetwork->error("Invalid obstacle instance %d", change.id);
  688. }
  689. else
  690. {
  691. battleInt->fieldController->redrawBackgroundWithHexes();
  692. }
  693. }
  694. }
  695. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  696. {
  697. EVENT_HANDLER_CALLED_BY_CLIENT;
  698. BATTLE_EVENT_POSSIBLE_RETURN;
  699. battleInt->stackIsCatapulting(ca);
  700. }
  701. void CPlayerInterface::battleNewRound(int round) //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
  702. {
  703. EVENT_HANDLER_CALLED_BY_CLIENT;
  704. BATTLE_EVENT_POSSIBLE_RETURN;
  705. battleInt->newRound(round);
  706. }
  707. void CPlayerInterface::actionStarted(const BattleAction &action)
  708. {
  709. EVENT_HANDLER_CALLED_BY_CLIENT;
  710. BATTLE_EVENT_POSSIBLE_RETURN;
  711. curAction = new BattleAction(action);
  712. battleInt->startAction(curAction);
  713. }
  714. void CPlayerInterface::actionFinished(const BattleAction &action)
  715. {
  716. EVENT_HANDLER_CALLED_BY_CLIENT;
  717. BATTLE_EVENT_POSSIBLE_RETURN;
  718. battleInt->endAction(curAction);
  719. delete curAction;
  720. curAction = nullptr;
  721. }
  722. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  723. {
  724. THREAD_CREATED_BY_CLIENT;
  725. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  726. auto stackId = stack->ID;
  727. auto stackName = stack->nodeName();
  728. if (autofightingAI)
  729. {
  730. if (isAutoFightOn)
  731. {
  732. auto ret = autofightingAI->activeStack(stack);
  733. if(cb->battleIsFinished())
  734. {
  735. return BattleAction::makeDefend(stack); // battle finished with spellcast
  736. }
  737. if (isAutoFightOn)
  738. {
  739. return ret;
  740. }
  741. }
  742. cb->unregisterBattleInterface(autofightingAI);
  743. autofightingAI.reset();
  744. }
  745. CBattleInterface *b = battleInt;
  746. if(!b)
  747. {
  748. return BattleAction::makeDefend(stack); // probably battle is finished already
  749. }
  750. if(CBattleInterface::givenCommand.get())
  751. {
  752. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  753. vstd::clear_pointer(CBattleInterface::givenCommand.data);
  754. }
  755. {
  756. boost::unique_lock<boost::recursive_mutex> un(*pim);
  757. b->stackActivated(stack);
  758. //Regeneration & mana drain go there
  759. }
  760. //wait till BattleInterface sets its command
  761. boost::unique_lock<boost::mutex> lock(CBattleInterface::givenCommand.mx);
  762. while(!CBattleInterface::givenCommand.data)
  763. {
  764. CBattleInterface::givenCommand.cond.wait(lock);
  765. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  766. throw boost::thread_interrupted(); //will shut the thread peacefully
  767. }
  768. //tidy up
  769. BattleAction ret = *(CBattleInterface::givenCommand.data);
  770. vstd::clear_pointer(CBattleInterface::givenCommand.data);
  771. if(ret.actionType == EActionType::CANCEL)
  772. {
  773. if(stackId != ret.stackNumber)
  774. logGlobal->error("Not current active stack action canceled");
  775. logGlobal->trace("Canceled command for %s", stackName);
  776. }
  777. else
  778. logGlobal->trace("Giving command for %s", stackName);
  779. return ret;
  780. }
  781. void CPlayerInterface::battleEnd(const BattleResult *br)
  782. {
  783. EVENT_HANDLER_CALLED_BY_CLIENT;
  784. if(isAutoFightOn || autofightingAI)
  785. {
  786. isAutoFightOn = false;
  787. cb->unregisterBattleInterface(autofightingAI);
  788. autofightingAI.reset();
  789. if(!battleInt)
  790. {
  791. GH.pushIntT<CBattleResultWindow>(*br, *this);
  792. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  793. // Otherwise NewTurn causes freeze.
  794. waitWhileDialog();
  795. adventureInt->quickCombatUnlock();
  796. return;
  797. }
  798. }
  799. BATTLE_EVENT_POSSIBLE_RETURN;
  800. battleInt->battleFinished(*br);
  801. adventureInt->quickCombatUnlock();
  802. }
  803. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  804. {
  805. EVENT_HANDLER_CALLED_BY_CLIENT;
  806. BATTLE_EVENT_POSSIBLE_RETURN;
  807. battleInt->displayBattleLog(lines);
  808. }
  809. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
  810. {
  811. EVENT_HANDLER_CALLED_BY_CLIENT;
  812. BATTLE_EVENT_POSSIBLE_RETURN;
  813. battleInt->stackMoved(stack, dest, distance);
  814. }
  815. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  816. {
  817. EVENT_HANDLER_CALLED_BY_CLIENT;
  818. BATTLE_EVENT_POSSIBLE_RETURN;
  819. battleInt->spellCast(sc);
  820. }
  821. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  822. {
  823. EVENT_HANDLER_CALLED_BY_CLIENT;
  824. BATTLE_EVENT_POSSIBLE_RETURN;
  825. battleInt->battleStacksEffectsSet(sse);
  826. }
  827. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  828. {
  829. EVENT_HANDLER_CALLED_BY_CLIENT;
  830. //TODO why is this different (no return on LOPLINT != this) ?
  831. RETURN_IF_QUICK_COMBAT;
  832. battleInt->effectsController->battleTriggerEffect(bte);
  833. }
  834. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
  835. {
  836. EVENT_HANDLER_CALLED_BY_CLIENT;
  837. BATTLE_EVENT_POSSIBLE_RETURN;
  838. std::vector<StackAttackedInfo> arg;
  839. for(auto & elem : bsa)
  840. {
  841. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  842. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  843. if(elem.isEffect())
  844. {
  845. if(defender && !elem.isSecondary())
  846. battleInt->effectsController->displayEffect(EBattleEffect::EBattleEffect(elem.effect), defender->getPosition());
  847. }
  848. if(elem.isSpell())
  849. {
  850. if(defender)
  851. battleInt->displaySpellEffect(elem.spellID, defender->getPosition());
  852. }
  853. //FIXME: why action is deleted during enchanter cast?
  854. bool remoteAttack = false;
  855. if(LOCPLINT->curAction)
  856. remoteAttack |= LOCPLINT->curAction->actionType != EActionType::WALK_AND_ATTACK;
  857. StackAttackedInfo to_put = {defender, elem.damageAmount, elem.killedAmount, attacker, remoteAttack, elem.killed(), elem.willRebirth(), elem.cloneKilled()};
  858. arg.push_back(to_put);
  859. }
  860. battleInt->stacksAreAttacked(arg);
  861. }
  862. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  863. {
  864. EVENT_HANDLER_CALLED_BY_CLIENT;
  865. BATTLE_EVENT_POSSIBLE_RETURN;
  866. assert(curAction);
  867. const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
  868. if(!attacker)
  869. {
  870. logGlobal->error("Attacking stack not found");
  871. return;
  872. }
  873. if(ba->lucky()) //lucky hit
  874. {
  875. battleInt->controlPanel->console->addText(attacker->formatGeneralMessage(-45));
  876. battleInt->effectsController->displayEffect(EBattleEffect::GOOD_LUCK, soundBase::GOODLUCK, attacker->getPosition());
  877. }
  878. if(ba->unlucky()) //unlucky hit
  879. {
  880. battleInt->controlPanel->console->addText(attacker->formatGeneralMessage(-44));
  881. battleInt->effectsController->displayEffect(EBattleEffect::BAD_LUCK, soundBase::BADLUCK, attacker->getPosition());
  882. }
  883. if(ba->deathBlow())
  884. {
  885. battleInt->controlPanel->console->addText(attacker->formatGeneralMessage(365));
  886. for(auto & elem : ba->bsa)
  887. {
  888. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  889. battleInt->effectsController->displayEffect(EBattleEffect::DEATH_BLOW, attacked->getPosition());
  890. }
  891. CCS->soundh->playSound(soundBase::deathBlow);
  892. }
  893. battleInt->effectsController->displayCustomEffects(ba->customEffects);
  894. battleInt->waitForAnims();
  895. auto actionTarget = curAction->getTarget(cb.get());
  896. if(actionTarget.empty() || (actionTarget.size() < 2 && !ba->shot()))
  897. {
  898. logNetwork->error("Invalid current action: no destination.");
  899. return;
  900. }
  901. if(ba->shot())
  902. {
  903. for(auto & elem : ba->bsa)
  904. {
  905. if(!elem.isSecondary()) //display projectile only for primary target
  906. {
  907. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  908. battleInt->stackAttacking(attacker, attacked->getPosition(), attacked, true);
  909. }
  910. }
  911. }
  912. else
  913. {
  914. auto attackTarget = actionTarget.at(1).hexValue;
  915. //TODO: use information from BattleAttack but not curAction
  916. int shift = 0;
  917. if(ba->counter() && BattleHex::mutualPosition(attackTarget, attacker->getPosition()) < 0)
  918. {
  919. int distp = BattleHex::getDistance(attackTarget + 1, attacker->getPosition());
  920. int distm = BattleHex::getDistance(attackTarget - 1, attacker->getPosition());
  921. if(distp < distm)
  922. shift = 1;
  923. else
  924. shift = -1;
  925. }
  926. if(!ba->bsa.empty())
  927. {
  928. const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
  929. battleInt->stackAttacking(attacker, ba->counter() ? BattleHex(attackTarget + shift) : attackTarget, attacked, false);
  930. }
  931. }
  932. //battleInt->waitForAnims(); //FIXME: freeze
  933. if(ba->spellLike())
  934. {
  935. //TODO: use information from BattleAttack but not curAction
  936. auto destination = actionTarget.at(0).hexValue;
  937. //display hit animation
  938. SpellID spellID = ba->spellID;
  939. battleInt->displaySpellHit(spellID, destination);
  940. }
  941. }
  942. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  943. {
  944. EVENT_HANDLER_CALLED_BY_CLIENT;
  945. BATTLE_EVENT_POSSIBLE_RETURN;
  946. battleInt->gateStateChanged(state);
  947. }
  948. void CPlayerInterface::yourTacticPhase(int distance)
  949. {
  950. THREAD_CREATED_BY_CLIENT;
  951. while(battleInt && battleInt->tacticsMode)
  952. boost::this_thread::sleep(boost::posix_time::millisec(1));
  953. }
  954. void CPlayerInterface::showComp(const Component &comp, std::string message)
  955. {
  956. EVENT_HANDLER_CALLED_BY_CLIENT;
  957. waitWhileDialog(); //Fix for mantis #98
  958. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  959. adventureInt->infoBar.showComponent(comp, message);
  960. }
  961. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component> & components, int soundID)
  962. {
  963. EVENT_HANDLER_CALLED_BY_CLIENT;
  964. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  965. {
  966. return;
  967. }
  968. std::vector<std::shared_ptr<CComponent>> intComps;
  969. for (auto & component : components)
  970. intComps.push_back(std::make_shared<CComponent>(component));
  971. showInfoDialog(text,intComps,soundID);
  972. }
  973. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  974. {
  975. std::vector<std::shared_ptr<CComponent>> intComps;
  976. intComps.push_back(component);
  977. showInfoDialog(text, intComps, soundBase::sound_todo);
  978. }
  979. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  980. {
  981. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  982. waitWhileDialog();
  983. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  984. {
  985. return;
  986. }
  987. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  988. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  989. {
  990. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  991. showingDialog->set(true);
  992. stopMovement(); // interrupt movement to show dialog
  993. GH.pushInt(temp);
  994. }
  995. else
  996. {
  997. dialogs.push_back(temp);
  998. }
  999. }
  1000. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  1001. {
  1002. EVENT_HANDLER_CALLED_BY_CLIENT;
  1003. std::string str;
  1004. text.toString(str);
  1005. showInfoDialog(str, components, 0);
  1006. waitWhileDialog();
  1007. }
  1008. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  1009. {
  1010. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1011. stopMovement();
  1012. LOCPLINT->showingDialog->setn(true);
  1013. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  1014. }
  1015. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  1016. {
  1017. EVENT_HANDLER_CALLED_BY_CLIENT;
  1018. waitWhileDialog();
  1019. stopMovement();
  1020. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  1021. if (!selection && cancel) //simple yes/no dialog
  1022. {
  1023. std::vector<std::shared_ptr<CComponent>> intComps;
  1024. for (auto & component : components)
  1025. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  1026. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  1027. }
  1028. else if (selection)
  1029. {
  1030. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  1031. for (auto & component : components)
  1032. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  1033. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  1034. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  1035. if (cancel)
  1036. {
  1037. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  1038. }
  1039. int charperline = 35;
  1040. if (pom.size() > 1)
  1041. charperline = 50;
  1042. GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  1043. intComps[0]->clickLeft(true, false);
  1044. }
  1045. }
  1046. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  1047. {
  1048. EVENT_HANDLER_CALLED_BY_CLIENT;
  1049. int choosenExit = -1;
  1050. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  1051. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  1052. choosenExit = vstd::find_pos(exits, neededExit);
  1053. cb->selectionMade(choosenExit, askID);
  1054. }
  1055. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  1056. {
  1057. EVENT_HANDLER_CALLED_BY_CLIENT;
  1058. auto selectCallback = [=](int selection)
  1059. {
  1060. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  1061. reply.Integer() = selection;
  1062. cb->sendQueryReply(reply, askID);
  1063. };
  1064. auto cancelCallback = [=]()
  1065. {
  1066. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  1067. cb->sendQueryReply(reply, askID);
  1068. };
  1069. const std::string localTitle = title.toString();
  1070. const std::string localDescription = description.toString();
  1071. std::vector<int> tempList;
  1072. tempList.reserve(objects.size());
  1073. for(auto item : objects)
  1074. tempList.push_back(item.getNum());
  1075. CComponent localIconC(icon);
  1076. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  1077. localIconC.removeChild(localIcon.get(), false);
  1078. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  1079. wnd->onExit = cancelCallback;
  1080. GH.pushInt(wnd);
  1081. }
  1082. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  1083. {
  1084. EVENT_HANDLER_CALLED_BY_CLIENT;
  1085. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1086. for (auto & po : pos)
  1087. adventureInt->minimap.showTile(po);
  1088. if (!pos.empty())
  1089. GH.totalRedraw();
  1090. }
  1091. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  1092. {
  1093. EVENT_HANDLER_CALLED_BY_CLIENT;
  1094. for (auto & po : pos)
  1095. adventureInt->minimap.hideTile(po);
  1096. if (!pos.empty())
  1097. GH.totalRedraw();
  1098. }
  1099. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1100. {
  1101. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1102. GH.pushIntT<CHeroWindow>(hero);
  1103. }
  1104. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1105. {
  1106. EVENT_HANDLER_CALLED_BY_CLIENT;
  1107. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1108. {
  1109. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt().get());
  1110. if (fs)
  1111. fs->creaturesChanged();
  1112. for(auto isa : GH.listInt)
  1113. {
  1114. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  1115. if (ki && townObj)
  1116. ki->townChanged(townObj);
  1117. }
  1118. }
  1119. else if(town && GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1120. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1121. {
  1122. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
  1123. if (crw && crw->dwelling == town)
  1124. crw->availableCreaturesChanged();
  1125. }
  1126. }
  1127. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1128. {
  1129. EVENT_HANDLER_CALLED_BY_CLIENT;
  1130. if (bonus.type == Bonus::NONE)
  1131. return;
  1132. updateInfo(hero);
  1133. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1134. {
  1135. //recalculate paths because hero has lost bonus influencing pathfinding
  1136. eraseCurrentPathOf(hero, false);
  1137. }
  1138. }
  1139. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1140. {
  1141. h & wanderingHeroes;
  1142. h & towns;
  1143. h & sleepingHeroes;
  1144. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  1145. if (h.saving)
  1146. {
  1147. for (auto &p : paths)
  1148. {
  1149. if (p.second.nodes.size())
  1150. pathsMap[p.first] = p.second.endPos();
  1151. else
  1152. logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->name);
  1153. }
  1154. h & pathsMap;
  1155. }
  1156. else
  1157. {
  1158. h & pathsMap;
  1159. if (cb)
  1160. for (auto &p : pathsMap)
  1161. {
  1162. CGPath path;
  1163. cb->getPathsInfo(p.first)->getPath(path, p.second);
  1164. paths[p.first] = path;
  1165. logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
  1166. }
  1167. }
  1168. h & spellbookSettings;
  1169. }
  1170. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1171. {
  1172. EVENT_HANDLER_CALLED_BY_CLIENT;
  1173. serializeTempl(h,version);
  1174. }
  1175. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1176. {
  1177. EVENT_HANDLER_CALLED_BY_CLIENT;
  1178. serializeTempl(h,version);
  1179. firstCall = -1;
  1180. }
  1181. void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  1182. {
  1183. LOG_TRACE(logGlobal);
  1184. if (!LOCPLINT->makingTurn)
  1185. return;
  1186. if (!h)
  1187. return; //can't find hero
  1188. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1189. if (showingDialog->get() || !dialogs.empty())
  1190. return;
  1191. setMovementStatus(true);
  1192. if (adventureInt && adventureInt->isHeroSleeping(h))
  1193. {
  1194. adventureInt->sleepWake->clickLeft(true, false);
  1195. adventureInt->sleepWake->clickLeft(false, true);
  1196. //could've just called
  1197. //adventureInt->fsleepWake();
  1198. //but no authentic button click/sound ;-)
  1199. }
  1200. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1201. }
  1202. bool CPlayerInterface::shiftPressed() const
  1203. {
  1204. return isShiftKeyDown();
  1205. }
  1206. bool CPlayerInterface::altPressed() const
  1207. {
  1208. return isAltKeyDown();
  1209. }
  1210. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1211. {
  1212. EVENT_HANDLER_CALLED_BY_CLIENT;
  1213. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1214. if (stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  1215. {
  1216. onEnd();
  1217. return;
  1218. }
  1219. waitForAllDialogs();
  1220. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1221. cgw->quit->addCallback(onEnd);
  1222. GH.pushInt(cgw);
  1223. }
  1224. /**
  1225. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1226. * into a combinational one on an artifact screen. Does not require the combination of
  1227. * artifacts to be legal.
  1228. */
  1229. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1230. {
  1231. std::string text = artifact->getDescription();
  1232. text += "\n\n";
  1233. std::vector<std::shared_ptr<CComponent>> scs;
  1234. if(assembledArtifact)
  1235. {
  1236. // You possess all of the components to...
  1237. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getName());
  1238. // Picture of assembled artifact at bottom.
  1239. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1240. scs.push_back(sc);
  1241. }
  1242. else
  1243. {
  1244. // Do you wish to disassemble this artifact?
  1245. text += CGI->generaltexth->allTexts[733];
  1246. }
  1247. showYesNoDialog(text, onYes, nullptr, scs);
  1248. }
  1249. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1250. {
  1251. EVENT_HANDLER_CALLED_BY_CLIENT;
  1252. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1253. && destinationTeleport == ObjectInstanceID())
  1254. stillMoveHero.setn(CONTINUE_MOVE);
  1255. if (destinationTeleport != ObjectInstanceID()
  1256. && pa->packType == typeList.getTypeID<QueryReply>()
  1257. && stillMoveHero.get() == DURING_MOVE)
  1258. { // After teleportation via CGTeleport object is finished
  1259. destinationTeleport = ObjectInstanceID();
  1260. destinationTeleportPos = int3(-1);
  1261. stillMoveHero.setn(CONTINUE_MOVE);
  1262. }
  1263. }
  1264. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1265. {
  1266. EVENT_HANDLER_CALLED_BY_CLIENT;
  1267. GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
  1268. }
  1269. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1270. {
  1271. EVENT_HANDLER_CALLED_BY_CLIENT;
  1272. //redraw minimap if owner changed
  1273. if (sop->what == ObjProperty::OWNER)
  1274. {
  1275. const CGObjectInstance * obj = cb->getObj(sop->id);
  1276. std::set<int3> pos = obj->getBlockedPos();
  1277. for(auto & po : pos)
  1278. {
  1279. if(cb->isVisible(po))
  1280. adventureInt->minimap.showTile(po);
  1281. }
  1282. if(obj->ID == Obj::TOWN)
  1283. {
  1284. if(obj->tempOwner == playerID)
  1285. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1286. else
  1287. towns -= obj;
  1288. adventureInt->townList.update();
  1289. adventureInt->minimap.update();
  1290. }
  1291. assert(cb->getTownsInfo().size() == towns.size());
  1292. }
  1293. }
  1294. void CPlayerInterface::initializeHeroTownList()
  1295. {
  1296. if(!wanderingHeroes.size())
  1297. {
  1298. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1299. for(auto & hero : heroes)
  1300. {
  1301. if(!hero->inTownGarrison)
  1302. wanderingHeroes.push_back(hero);
  1303. }
  1304. }
  1305. if(!towns.size())
  1306. towns = cb->getTownsInfo();
  1307. if(adventureInt)
  1308. adventureInt->updateNextHero(nullptr);
  1309. }
  1310. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1311. {
  1312. EVENT_HANDLER_CALLED_BY_CLIENT;
  1313. waitWhileDialog();
  1314. auto recruitCb = [=](CreatureID id, int count)
  1315. {
  1316. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1317. };
  1318. GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1319. }
  1320. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1321. {
  1322. if (GH.amIGuiThread())
  1323. {
  1324. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1325. return;
  1326. }
  1327. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1328. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1329. while(showingDialog->data)
  1330. showingDialog->cond.wait(un);
  1331. }
  1332. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1333. {
  1334. EVENT_HANDLER_CALLED_BY_CLIENT;
  1335. auto state = obj->shipyardStatus();
  1336. std::vector<si32> cost;
  1337. obj->getBoatCost(cost);
  1338. GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1339. }
  1340. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1341. {
  1342. EVENT_HANDLER_CALLED_BY_CLIENT;
  1343. //we might have built a boat in shipyard in opened town screen
  1344. if (obj->ID == Obj::BOAT
  1345. && LOCPLINT->castleInt
  1346. && obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
  1347. {
  1348. CCS->soundh->playSound(soundBase::newBuilding);
  1349. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1350. }
  1351. }
  1352. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1353. {
  1354. EVENT_HANDLER_CALLED_BY_CLIENT;
  1355. waitWhileDialog();
  1356. CCS->curh->hide();
  1357. adventureInt->centerOn (pos);
  1358. if (focusTime)
  1359. {
  1360. GH.totalRedraw();
  1361. {
  1362. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1363. IgnoreEvents ignore(*this);
  1364. SDL_Delay(focusTime);
  1365. }
  1366. }
  1367. CCS->curh->show();
  1368. }
  1369. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1370. {
  1371. EVENT_HANDLER_CALLED_BY_CLIENT;
  1372. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1373. {
  1374. waitWhileDialog();
  1375. CCS->soundh->playSound(obj->getRemovalSound().get());
  1376. }
  1377. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1378. {
  1379. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1380. heroKilled(h);
  1381. }
  1382. }
  1383. void CPlayerInterface::playerBlocked(int reason, bool start)
  1384. {
  1385. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1386. {
  1387. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1388. {
  1389. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1390. boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
  1391. LOCPLINT = this;
  1392. GH.curInt = this;
  1393. adventureInt->selection = nullptr;
  1394. adventureInt->setPlayer(playerID);
  1395. std::string msg = CGI->generaltexth->localizedTexts["adventureMap"]["playerAttacked"].String();
  1396. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1397. std::vector<std::shared_ptr<CComponent>> cmp;
  1398. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1399. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1400. showInfoDialog(msg, cmp);
  1401. makingTurn = false;
  1402. }
  1403. }
  1404. }
  1405. bool CPlayerInterface::ctrlPressed() const
  1406. {
  1407. return isCtrlKeyDown();
  1408. }
  1409. const CArmedInstance * CPlayerInterface::getSelection()
  1410. {
  1411. return currentSelection;
  1412. }
  1413. void CPlayerInterface::setSelection(const CArmedInstance * obj)
  1414. {
  1415. currentSelection = obj;
  1416. updateAmbientSounds(true);
  1417. }
  1418. void CPlayerInterface::update()
  1419. {
  1420. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1421. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1422. // While mutexes were locked away we may be have stopped being the active interface
  1423. if (LOCPLINT != this)
  1424. return;
  1425. //if there are any waiting dialogs, show them
  1426. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1427. {
  1428. showingDialog->set(true);
  1429. GH.pushInt(dialogs.front());
  1430. dialogs.pop_front();
  1431. }
  1432. //in some conditions we may receive calls before selection is initialized - we must ignore them
  1433. if(adventureInt && GH.topInt() == adventureInt
  1434. && (!adventureInt->selection && !settings["session"]["spectate"].Bool()))
  1435. {
  1436. return;
  1437. }
  1438. // Handles mouse and key input
  1439. GH.updateTime();
  1440. GH.handleEvents();
  1441. if (!adventureInt || adventureInt->isActive())
  1442. GH.simpleRedraw();
  1443. else if((adventureInt->swipeEnabled && adventureInt->swipeMovementRequested) || adventureInt->scrollingDir)
  1444. GH.totalRedraw(); //player forces map scrolling though interface is disabled
  1445. else
  1446. GH.simpleRedraw();
  1447. }
  1448. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1449. {
  1450. using namespace boost::filesystem;
  1451. using namespace boost::algorithm;
  1452. path gamesDir = VCMIDirs::get().userSavePath();
  1453. std::map<std::time_t, int> dates; //save number => datestamp
  1454. const directory_iterator enddir;
  1455. if (!exists(gamesDir))
  1456. create_directory(gamesDir);
  1457. else
  1458. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1459. {
  1460. if (is_regular(dir->status()))
  1461. {
  1462. std::string name = dir->path().filename().string();
  1463. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1464. {
  1465. char nr = name[namePrefix.size()];
  1466. if (std::isdigit(nr))
  1467. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1468. }
  1469. }
  1470. }
  1471. if (!dates.empty())
  1472. return (--dates.end())->second; //return latest file number
  1473. return 0;
  1474. }
  1475. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1476. {
  1477. auto subArr = (CGI->mh->ttiles)[hp.z];
  1478. if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1479. {
  1480. //ho->moveDir = 1;
  1481. ho->isStanding = false;
  1482. subArr[hp.x-3][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -31)));
  1483. subArr[hp.x-2][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, -31)));
  1484. subArr[hp.x-1][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, -31)));
  1485. subArr[hp.x][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, -31)));
  1486. subArr[hp.x-3][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 1)));
  1487. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
  1488. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
  1489. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
  1490. subArr[hp.x-3][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 33)));
  1491. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
  1492. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
  1493. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
  1494. std::stable_sort(subArr[hp.x-3][hp.y-2].objects.begin(), subArr[hp.x-3][hp.y-2].objects.end(), objectBlitOrderSorter);
  1495. std::stable_sort(subArr[hp.x-2][hp.y-2].objects.begin(), subArr[hp.x-2][hp.y-2].objects.end(), objectBlitOrderSorter);
  1496. std::stable_sort(subArr[hp.x-1][hp.y-2].objects.begin(), subArr[hp.x-1][hp.y-2].objects.end(), objectBlitOrderSorter);
  1497. std::stable_sort(subArr[hp.x][hp.y-2].objects.begin(), subArr[hp.x][hp.y-2].objects.end(), objectBlitOrderSorter);
  1498. std::stable_sort(subArr[hp.x-3][hp.y-1].objects.begin(), subArr[hp.x-3][hp.y-1].objects.end(), objectBlitOrderSorter);
  1499. std::stable_sort(subArr[hp.x-3][hp.y].objects.begin(), subArr[hp.x-3][hp.y].objects.end(), objectBlitOrderSorter);
  1500. }
  1501. else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1502. {
  1503. //ho->moveDir = 2;
  1504. ho->isStanding = false;
  1505. subArr[hp.x-2][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, -31)));
  1506. subArr[hp.x-1][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, -31)));
  1507. subArr[hp.x][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, -31)));
  1508. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
  1509. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
  1510. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
  1511. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
  1512. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
  1513. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
  1514. std::stable_sort(subArr[hp.x-2][hp.y-2].objects.begin(), subArr[hp.x-2][hp.y-2].objects.end(), objectBlitOrderSorter);
  1515. std::stable_sort(subArr[hp.x-1][hp.y-2].objects.begin(), subArr[hp.x-1][hp.y-2].objects.end(), objectBlitOrderSorter);
  1516. std::stable_sort(subArr[hp.x][hp.y-2].objects.begin(), subArr[hp.x][hp.y-2].objects.end(), objectBlitOrderSorter);
  1517. }
  1518. else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1519. {
  1520. //ho->moveDir = 3;
  1521. ho->isStanding = false;
  1522. subArr[hp.x-2][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, -31)));
  1523. subArr[hp.x-1][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, -31)));
  1524. subArr[hp.x][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, -31)));
  1525. subArr[hp.x+1][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -31)));
  1526. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
  1527. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
  1528. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
  1529. subArr[hp.x+1][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 1)));
  1530. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
  1531. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
  1532. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
  1533. subArr[hp.x+1][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 33)));
  1534. std::stable_sort(subArr[hp.x-2][hp.y-2].objects.begin(), subArr[hp.x-2][hp.y-2].objects.end(), objectBlitOrderSorter);
  1535. std::stable_sort(subArr[hp.x-1][hp.y-2].objects.begin(), subArr[hp.x-1][hp.y-2].objects.end(), objectBlitOrderSorter);
  1536. std::stable_sort(subArr[hp.x][hp.y-2].objects.begin(), subArr[hp.x][hp.y-2].objects.end(), objectBlitOrderSorter);
  1537. std::stable_sort(subArr[hp.x+1][hp.y-2].objects.begin(), subArr[hp.x+1][hp.y-2].objects.end(), objectBlitOrderSorter);
  1538. std::stable_sort(subArr[hp.x+1][hp.y-1].objects.begin(), subArr[hp.x+1][hp.y-1].objects.end(), objectBlitOrderSorter);
  1539. std::stable_sort(subArr[hp.x+1][hp.y].objects.begin(), subArr[hp.x+1][hp.y].objects.end(), objectBlitOrderSorter);
  1540. }
  1541. else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1542. {
  1543. //ho->moveDir = 4;
  1544. ho->isStanding = false;
  1545. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
  1546. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
  1547. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
  1548. subArr[hp.x+1][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 0)));
  1549. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
  1550. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
  1551. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
  1552. subArr[hp.x+1][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 32)));
  1553. std::stable_sort(subArr[hp.x+1][hp.y-1].objects.begin(), subArr[hp.x+1][hp.y-1].objects.end(), objectBlitOrderSorter);
  1554. std::stable_sort(subArr[hp.x+1][hp.y].objects.begin(), subArr[hp.x+1][hp.y].objects.end(), objectBlitOrderSorter);
  1555. }
  1556. else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1557. {
  1558. //ho->moveDir = 5;
  1559. ho->isStanding = false;
  1560. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
  1561. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
  1562. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
  1563. subArr[hp.x+1][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -1)));
  1564. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
  1565. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
  1566. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
  1567. subArr[hp.x+1][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 31)));
  1568. subArr[hp.x-2][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, 63)));
  1569. subArr[hp.x-1][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, 63)));
  1570. subArr[hp.x][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, 63)));
  1571. subArr[hp.x+1][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 63)));
  1572. std::stable_sort(subArr[hp.x+1][hp.y-1].objects.begin(), subArr[hp.x+1][hp.y-1].objects.end(), objectBlitOrderSorter);
  1573. std::stable_sort(subArr[hp.x+1][hp.y].objects.begin(), subArr[hp.x+1][hp.y].objects.end(), objectBlitOrderSorter);
  1574. std::stable_sort(subArr[hp.x-2][hp.y+1].objects.begin(), subArr[hp.x-2][hp.y+1].objects.end(), objectBlitOrderSorter);
  1575. std::stable_sort(subArr[hp.x-1][hp.y+1].objects.begin(), subArr[hp.x-1][hp.y+1].objects.end(), objectBlitOrderSorter);
  1576. std::stable_sort(subArr[hp.x][hp.y+1].objects.begin(), subArr[hp.x][hp.y+1].objects.end(), objectBlitOrderSorter);
  1577. std::stable_sort(subArr[hp.x+1][hp.y+1].objects.begin(), subArr[hp.x+1][hp.y+1].objects.end(), objectBlitOrderSorter);
  1578. }
  1579. else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1580. {
  1581. //ho->moveDir = 6;
  1582. ho->isStanding = false;
  1583. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
  1584. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
  1585. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
  1586. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
  1587. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
  1588. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
  1589. subArr[hp.x-2][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, 63)));
  1590. subArr[hp.x-1][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, 63)));
  1591. subArr[hp.x][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, 63)));
  1592. std::stable_sort(subArr[hp.x-2][hp.y+1].objects.begin(), subArr[hp.x-2][hp.y+1].objects.end(), objectBlitOrderSorter);
  1593. std::stable_sort(subArr[hp.x-1][hp.y+1].objects.begin(), subArr[hp.x-1][hp.y+1].objects.end(), objectBlitOrderSorter);
  1594. std::stable_sort(subArr[hp.x][hp.y+1].objects.begin(), subArr[hp.x][hp.y+1].objects.end(), objectBlitOrderSorter);
  1595. }
  1596. else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1597. {
  1598. //ho->moveDir = 7;
  1599. ho->isStanding = false;
  1600. subArr[hp.x-3][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -1)));
  1601. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
  1602. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
  1603. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
  1604. subArr[hp.x-3][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 31)));
  1605. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
  1606. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
  1607. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
  1608. subArr[hp.x-3][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 63)));
  1609. subArr[hp.x-2][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, 63)));
  1610. subArr[hp.x-1][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, 63)));
  1611. subArr[hp.x][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, 63)));
  1612. std::stable_sort(subArr[hp.x-3][hp.y-1].objects.begin(), subArr[hp.x-3][hp.y-1].objects.end(), objectBlitOrderSorter);
  1613. std::stable_sort(subArr[hp.x-3][hp.y].objects.begin(), subArr[hp.x-3][hp.y].objects.end(), objectBlitOrderSorter);
  1614. std::stable_sort(subArr[hp.x-3][hp.y+1].objects.begin(), subArr[hp.x-3][hp.y+1].objects.end(), objectBlitOrderSorter);
  1615. std::stable_sort(subArr[hp.x-2][hp.y+1].objects.begin(), subArr[hp.x-2][hp.y+1].objects.end(), objectBlitOrderSorter);
  1616. std::stable_sort(subArr[hp.x-1][hp.y+1].objects.begin(), subArr[hp.x-1][hp.y+1].objects.end(), objectBlitOrderSorter);
  1617. std::stable_sort(subArr[hp.x][hp.y+1].objects.begin(), subArr[hp.x][hp.y+1].objects.end(), objectBlitOrderSorter);
  1618. }
  1619. else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1620. {
  1621. //ho->moveDir = 8;
  1622. ho->isStanding = false;
  1623. subArr[hp.x-3][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 0)));
  1624. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
  1625. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
  1626. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
  1627. subArr[hp.x-3][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 32)));
  1628. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
  1629. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
  1630. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
  1631. std::stable_sort(subArr[hp.x-3][hp.y-1].objects.begin(), subArr[hp.x-3][hp.y-1].objects.end(), objectBlitOrderSorter);
  1632. std::stable_sort(subArr[hp.x-3][hp.y].objects.begin(), subArr[hp.x-3][hp.y].objects.end(), objectBlitOrderSorter);
  1633. }
  1634. }
  1635. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1636. {
  1637. if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1638. {
  1639. //setting advmap shift
  1640. adventureInt->terrain.moveX = i-32;
  1641. adventureInt->terrain.moveY = i-32;
  1642. subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
  1643. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
  1644. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
  1645. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
  1646. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
  1647. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
  1648. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
  1649. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
  1650. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
  1651. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
  1652. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
  1653. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
  1654. }
  1655. else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1656. {
  1657. //setting advmap shift
  1658. adventureInt->terrain.moveY = i-32;
  1659. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
  1660. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
  1661. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
  1662. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
  1663. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
  1664. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
  1665. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
  1666. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
  1667. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
  1668. }
  1669. else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1670. {
  1671. //setting advmap shift
  1672. adventureInt->terrain.moveX = -i+32;
  1673. adventureInt->terrain.moveY = i-32;
  1674. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
  1675. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
  1676. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
  1677. subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
  1678. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
  1679. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
  1680. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
  1681. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
  1682. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
  1683. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
  1684. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
  1685. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
  1686. }
  1687. else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1688. {
  1689. //setting advmap shift
  1690. adventureInt->terrain.moveX = -i+32;
  1691. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
  1692. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
  1693. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
  1694. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
  1695. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
  1696. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
  1697. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
  1698. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
  1699. }
  1700. else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1701. {
  1702. //setting advmap shift
  1703. adventureInt->terrain.moveX = -i+32;
  1704. adventureInt->terrain.moveY = -i+32;
  1705. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
  1706. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
  1707. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
  1708. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
  1709. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
  1710. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
  1711. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
  1712. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
  1713. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
  1714. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
  1715. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
  1716. subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
  1717. }
  1718. else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1719. {
  1720. //setting advmap shift
  1721. adventureInt->terrain.moveY = -i+32;
  1722. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
  1723. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
  1724. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
  1725. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
  1726. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
  1727. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
  1728. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
  1729. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
  1730. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
  1731. }
  1732. else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1733. {
  1734. //setting advmap shift
  1735. adventureInt->terrain.moveX = i-32;
  1736. adventureInt->terrain.moveY = -i+32;
  1737. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
  1738. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
  1739. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
  1740. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
  1741. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
  1742. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
  1743. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
  1744. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
  1745. subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
  1746. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
  1747. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
  1748. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
  1749. }
  1750. else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1751. {
  1752. //setting advmap shift
  1753. adventureInt->terrain.moveX = i-32;
  1754. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
  1755. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
  1756. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
  1757. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
  1758. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
  1759. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
  1760. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
  1761. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
  1762. }
  1763. }
  1764. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1765. {
  1766. adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
  1767. if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1768. {
  1769. delObjRect(hp.x, hp.y-2, hp.z, ho->id);
  1770. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1771. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1772. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1773. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1774. delObjRect(hp.x-3, hp.y, hp.z, ho->id);
  1775. }
  1776. else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1777. {
  1778. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1779. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1780. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1781. }
  1782. else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1783. {
  1784. delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
  1785. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1786. delObjRect(hp.x+1, hp.y, hp.z, ho->id);
  1787. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1788. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1789. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1790. }
  1791. else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1792. {
  1793. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1794. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1795. }
  1796. else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1797. {
  1798. delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
  1799. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1800. delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
  1801. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1802. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1803. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1804. }
  1805. else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1806. {
  1807. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1808. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1809. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1810. }
  1811. else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1812. {
  1813. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1814. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1815. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1816. delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
  1817. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1818. delObjRect(hp.x, hp.y+1, hp.z, ho->id);
  1819. }
  1820. else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1821. {
  1822. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1823. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1824. }
  1825. //restoring good rects
  1826. subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
  1827. subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
  1828. subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
  1829. subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
  1830. subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
  1831. subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
  1832. //restoring good order of objects
  1833. boost::detail::multi_array::sub_array<TerrainTile2, 2> subArr = (CGI->mh->ttiles)[details.end.z];
  1834. std::stable_sort(subArr[details.end.x-2][details.end.y-1].objects.begin(), subArr[details.end.x-2][details.end.y-1].objects.end(), objectBlitOrderSorter);
  1835. std::stable_sort(subArr[details.end.x-1][details.end.y-1].objects.begin(), subArr[details.end.x-1][details.end.y-1].objects.end(), objectBlitOrderSorter);
  1836. std::stable_sort(subArr[details.end.x][details.end.y-1].objects.begin(), subArr[details.end.x][details.end.y-1].objects.end(), objectBlitOrderSorter);
  1837. std::stable_sort(subArr[details.end.x-2][details.end.y].objects.begin(), subArr[details.end.x-2][details.end.y].objects.end(), objectBlitOrderSorter);
  1838. std::stable_sort(subArr[details.end.x-1][details.end.y].objects.begin(), subArr[details.end.x-1][details.end.y].objects.end(), objectBlitOrderSorter);
  1839. std::stable_sort(subArr[details.end.x][details.end.y].objects.begin(), subArr[details.end.x][details.end.y].objects.end(), objectBlitOrderSorter);
  1840. }
  1841. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1842. {
  1843. EVENT_HANDLER_CALLED_BY_CLIENT;
  1844. if (player == playerID)
  1845. {
  1846. if (victoryLossCheckResult.loss())
  1847. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1848. //we assume GH.curInt == LOCPLINT
  1849. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1850. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1851. GH.curInt = this; //waiting for dialogs requires this to get events
  1852. if(!makingTurn)
  1853. {
  1854. makingTurn = true; //also needed for dialog to show with current implementation
  1855. waitForAllDialogs();
  1856. makingTurn = false;
  1857. }
  1858. else
  1859. waitForAllDialogs();
  1860. GH.curInt = previousInterface;
  1861. LOCPLINT = previousInterface;
  1862. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1863. {
  1864. if(adventureInt)
  1865. {
  1866. GH.terminate_cond->setn(true);
  1867. adventureInt->deactivate();
  1868. if (GH.topInt() == adventureInt)
  1869. GH.popInt(adventureInt);
  1870. adventureInt.reset();
  1871. }
  1872. }
  1873. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1874. {
  1875. // end game if current human player has won
  1876. CSH->sendClientDisconnecting();
  1877. requestReturningToMainMenu(true);
  1878. }
  1879. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1880. {
  1881. //all human players eliminated
  1882. CSH->sendClientDisconnecting();
  1883. requestReturningToMainMenu(false);
  1884. }
  1885. if (GH.curInt == this) GH.curInt = nullptr;
  1886. }
  1887. else
  1888. {
  1889. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1890. {
  1891. std::string str = victoryLossCheckResult.messageToSelf;
  1892. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1893. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1894. }
  1895. }
  1896. }
  1897. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1898. {
  1899. EVENT_HANDLER_CALLED_BY_CLIENT;
  1900. }
  1901. void CPlayerInterface::showPuzzleMap()
  1902. {
  1903. EVENT_HANDLER_CALLED_BY_CLIENT;
  1904. waitWhileDialog();
  1905. //TODO: interface should not know the real position of Grail...
  1906. double ratio = 0;
  1907. int3 grailPos = cb->getGrailPos(&ratio);
  1908. GH.pushIntT<CPuzzleWindow>(grailPos, ratio);
  1909. }
  1910. void CPlayerInterface::viewWorldMap()
  1911. {
  1912. adventureInt->changeMode(EAdvMapMode::WORLD_VIEW);
  1913. }
  1914. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1915. {
  1916. EVENT_HANDLER_CALLED_BY_CLIENT;
  1917. if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
  1918. GH.popInts(1);
  1919. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1920. eraseCurrentPathOf(caster, false);
  1921. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1922. if(spellID == SpellID::VIEW_EARTH)
  1923. {
  1924. //TODO: implement on server side
  1925. const auto level = caster->getSpellSchoolLevel(spell);
  1926. adventureInt->worldViewOptions.showAllTerrain = (level > 2);
  1927. }
  1928. auto castSoundPath = spell->getCastSound();
  1929. if(!castSoundPath.empty())
  1930. CCS->soundh->playSound(castSoundPath);
  1931. }
  1932. void CPlayerInterface::eraseCurrentPathOf(const CGHeroInstance * ho, bool checkForExistanceOfPath)
  1933. {
  1934. if (checkForExistanceOfPath)
  1935. {
  1936. assert(vstd::contains(paths, ho));
  1937. }
  1938. else if (!vstd::contains(paths, ho))
  1939. {
  1940. return;
  1941. }
  1942. assert(ho == adventureInt->selection);
  1943. paths.erase(ho);
  1944. adventureInt->terrain.currentPath = nullptr;
  1945. adventureInt->updateMoveHero(ho, false);
  1946. }
  1947. void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
  1948. {
  1949. adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
  1950. if (adventureInt->terrain.currentPath->nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
  1951. eraseCurrentPathOf(ho);
  1952. }
  1953. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1954. {
  1955. if (vstd::contains(paths,h)) //hero has assigned path
  1956. {
  1957. CGPath &path = paths[h];
  1958. if (!path.nodes.size())
  1959. {
  1960. logGlobal->warn("Warning: empty path found...");
  1961. paths.erase(h);
  1962. }
  1963. else
  1964. {
  1965. assert(h->getPosition(false) == path.startPos());
  1966. //update the hero path in case of something has changed on map
  1967. if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
  1968. return &path;
  1969. else
  1970. paths.erase(h);
  1971. }
  1972. }
  1973. return nullptr;
  1974. }
  1975. void CPlayerInterface::acceptTurn()
  1976. {
  1977. bool centerView = true;
  1978. if (settings["session"]["autoSkip"].Bool())
  1979. {
  1980. centerView = false;
  1981. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  1982. iw->close();
  1983. }
  1984. if(CSH->howManyPlayerInterfaces() > 1)
  1985. {
  1986. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  1987. adventureInt->startTurn();
  1988. }
  1989. adventureInt->heroList.update();
  1990. adventureInt->townList.update();
  1991. const CGHeroInstance * heroToSelect = nullptr;
  1992. // find first non-sleeping hero
  1993. for (auto hero : wanderingHeroes)
  1994. {
  1995. if (boost::range::find(sleepingHeroes, hero) == sleepingHeroes.end())
  1996. {
  1997. heroToSelect = hero;
  1998. break;
  1999. }
  2000. }
  2001. //select first hero if available.
  2002. if (heroToSelect != nullptr)
  2003. {
  2004. adventureInt->select(heroToSelect, centerView);
  2005. }
  2006. else if (towns.size())
  2007. adventureInt->select(towns.front(), centerView);
  2008. else
  2009. adventureInt->select(wanderingHeroes.front());
  2010. //show new day animation and sound on infobar
  2011. adventureInt->infoBar.showDate();
  2012. adventureInt->updateNextHero(nullptr);
  2013. adventureInt->showAll(screen);
  2014. if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  2015. {
  2016. if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  2017. iw->close();
  2018. adventureInt->fendTurn();
  2019. }
  2020. // warn player if he has no town
  2021. if (cb->howManyTowns() == 0)
  2022. {
  2023. auto playerColor = *cb->getPlayerID();
  2024. std::vector<Component> components;
  2025. components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
  2026. MetaString text;
  2027. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  2028. if(optDaysWithoutCastle)
  2029. {
  2030. auto daysWithoutCastle = optDaysWithoutCastle.get();
  2031. if (daysWithoutCastle < 6)
  2032. {
  2033. text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
  2034. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  2035. text.addReplacement(7 - daysWithoutCastle);
  2036. }
  2037. else if (daysWithoutCastle == 6)
  2038. {
  2039. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  2040. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  2041. }
  2042. showInfoDialogAndWait(components, text);
  2043. }
  2044. else
  2045. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  2046. }
  2047. }
  2048. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  2049. {
  2050. int msgToShow = -1;
  2051. const bool isBlocked = CGI->mh->hasObjectHole(h->getPosition(false)); // Don't dig in the pit.
  2052. const auto diggingStatus = isBlocked
  2053. ? EDiggingStatus::TILE_OCCUPIED
  2054. : h->diggingStatus().num;
  2055. switch(diggingStatus)
  2056. {
  2057. case EDiggingStatus::CAN_DIG:
  2058. break;
  2059. case EDiggingStatus::LACK_OF_MOVEMENT:
  2060. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  2061. break;
  2062. case EDiggingStatus::TILE_OCCUPIED:
  2063. msgToShow = 97; //Try searching on clear ground.
  2064. break;
  2065. case EDiggingStatus::WRONG_TERRAIN:
  2066. msgToShow = 60; ////Try looking on land!
  2067. break;
  2068. default:
  2069. assert(0);
  2070. }
  2071. if(msgToShow < 0)
  2072. cb->dig(h);
  2073. else
  2074. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  2075. }
  2076. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  2077. {
  2078. adventureInt->infoBar.showSelection();
  2079. }
  2080. void CPlayerInterface::battleNewRoundFirst( int round )
  2081. {
  2082. EVENT_HANDLER_CALLED_BY_CLIENT;
  2083. BATTLE_EVENT_POSSIBLE_RETURN;
  2084. battleInt->newRoundFirst(round);
  2085. }
  2086. void CPlayerInterface::stopMovement()
  2087. {
  2088. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  2089. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  2090. }
  2091. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  2092. {
  2093. EVENT_HANDLER_CALLED_BY_CLIENT;
  2094. if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  2095. {
  2096. //EEMarketMode mode = market->availableModes().front();
  2097. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  2098. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  2099. else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  2100. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  2101. }
  2102. else
  2103. {
  2104. GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  2105. }
  2106. }
  2107. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  2108. {
  2109. EVENT_HANDLER_CALLED_BY_CLIENT;
  2110. GH.pushIntT<CUniversityWindow>(visitor, market);
  2111. }
  2112. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  2113. {
  2114. EVENT_HANDLER_CALLED_BY_CLIENT;
  2115. GH.pushIntT<CHillFortWindow>(visitor, object);
  2116. }
  2117. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  2118. {
  2119. EVENT_HANDLER_CALLED_BY_CLIENT;
  2120. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
  2121. cmw->artifactsChanged(false);
  2122. }
  2123. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  2124. {
  2125. EVENT_HANDLER_CALLED_BY_CLIENT;
  2126. GH.pushIntT<CTavernWindow>(townOrTavern);
  2127. }
  2128. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  2129. {
  2130. EVENT_HANDLER_CALLED_BY_CLIENT;
  2131. GH.pushIntT<CThievesGuildWindow>(obj);
  2132. }
  2133. void CPlayerInterface::showQuestLog()
  2134. {
  2135. EVENT_HANDLER_CALLED_BY_CLIENT;
  2136. GH.pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
  2137. }
  2138. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  2139. {
  2140. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2141. {
  2142. MetaString txt;
  2143. obj->getProblemText(txt);
  2144. showInfoDialog(txt.toString());
  2145. }
  2146. else
  2147. showShipyardDialog(obj);
  2148. }
  2149. void CPlayerInterface::requestReturningToMainMenu(bool won)
  2150. {
  2151. CCS->soundh->ambientStopAllChannels();
  2152. if(won && cb->getStartInfo()->campState)
  2153. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  2154. else
  2155. sendCustomEvent(EUserEvent::RETURN_TO_MAIN_MENU);
  2156. }
  2157. void CPlayerInterface::sendCustomEvent( int code )
  2158. {
  2159. CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
  2160. }
  2161. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  2162. {
  2163. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  2164. if(hero)
  2165. {
  2166. auto art = hero->getArt(al.slot);
  2167. if(art == nullptr)
  2168. {
  2169. logGlobal->error("artifact location %d points to nothing",
  2170. al.slot.num);
  2171. return;
  2172. }
  2173. CHeroArtPlace::askToAssemble(art, al.slot, hero);
  2174. }
  2175. }
  2176. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  2177. {
  2178. EVENT_HANDLER_CALLED_BY_CLIENT;
  2179. adventureInt->infoBar.showSelection();
  2180. askToAssembleArtifact(al);
  2181. }
  2182. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  2183. {
  2184. EVENT_HANDLER_CALLED_BY_CLIENT;
  2185. adventureInt->infoBar.showSelection();
  2186. for(auto isa : GH.listInt)
  2187. {
  2188. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  2189. if (artWin)
  2190. artWin->artifactRemoved(al);
  2191. }
  2192. }
  2193. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  2194. {
  2195. EVENT_HANDLER_CALLED_BY_CLIENT;
  2196. adventureInt->infoBar.showSelection();
  2197. for(auto isa : GH.listInt)
  2198. {
  2199. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  2200. if (artWin)
  2201. artWin->artifactMoved(src, dst);
  2202. }
  2203. if(!GH.objsToBlit.empty())
  2204. GH.objsToBlit.back()->redraw();
  2205. }
  2206. void CPlayerInterface::artifactPossibleAssembling(const ArtifactLocation & dst)
  2207. {
  2208. askToAssembleArtifact(dst);
  2209. }
  2210. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  2211. {
  2212. EVENT_HANDLER_CALLED_BY_CLIENT;
  2213. adventureInt->infoBar.showSelection();
  2214. for(auto isa : GH.listInt)
  2215. {
  2216. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  2217. if (artWin)
  2218. artWin->artifactAssembled(al);
  2219. }
  2220. }
  2221. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  2222. {
  2223. EVENT_HANDLER_CALLED_BY_CLIENT;
  2224. adventureInt->infoBar.showSelection();
  2225. for(auto isa : GH.listInt)
  2226. {
  2227. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  2228. if (artWin)
  2229. artWin->artifactDisassembled(al);
  2230. }
  2231. }
  2232. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  2233. {
  2234. EVENT_HANDLER_CALLED_BY_CLIENT;
  2235. if (!vstd::contains (GH.listInt, adventureInt))
  2236. {
  2237. GH.popInts ((int)GH.listInt.size()); //after map load - remove everything else
  2238. GH.pushInt (adventureInt);
  2239. }
  2240. else
  2241. {
  2242. adventureInt->infoBar.showSelection();
  2243. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get())) //don't remove dialogs that expect query answer
  2244. GH.popInts(1);
  2245. }
  2246. if(CSH->howManyPlayerInterfaces() == 1)
  2247. {
  2248. GH.curInt = this;
  2249. adventureInt->startTurn();
  2250. }
  2251. if (player != playerID && this == LOCPLINT)
  2252. {
  2253. waitWhileDialog();
  2254. adventureInt->aiTurnStarted();
  2255. }
  2256. }
  2257. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  2258. {
  2259. while(!dialogs.empty())
  2260. {
  2261. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  2262. SDL_Delay(5);
  2263. }
  2264. waitWhileDialog(unlockPim);
  2265. }
  2266. void CPlayerInterface::proposeLoadingGame()
  2267. {
  2268. showYesNoDialog(CGI->generaltexth->allTexts[68], [this](){ sendCustomEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
  2269. }
  2270. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  2271. {
  2272. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  2273. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  2274. }
  2275. bool CPlayerInterface::capturedAllEvents()
  2276. {
  2277. if (duringMovement)
  2278. {
  2279. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  2280. return true;
  2281. }
  2282. if (ignoreEvents)
  2283. {
  2284. boost::unique_lock<boost::mutex> un(eventsM);
  2285. while(!SDLEventsQueue.empty())
  2286. {
  2287. SDLEventsQueue.pop();
  2288. }
  2289. return true;
  2290. }
  2291. return false;
  2292. }
  2293. void CPlayerInterface::setMovementStatus(bool value)
  2294. {
  2295. duringMovement = value;
  2296. if (value)
  2297. {
  2298. CCS->curh->hide();
  2299. }
  2300. else
  2301. {
  2302. CCS->curh->show();
  2303. }
  2304. }
  2305. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  2306. {
  2307. int i = 1;
  2308. auto getObj = [&](int3 coord, bool ignoreHero)
  2309. {
  2310. return cb->getTile(CGHeroInstance::convertPosition(coord,false))->topVisitableObj(ignoreHero);
  2311. };
  2312. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  2313. {
  2314. if (action != CGPathNode::TELEPORT_NORMAL &&
  2315. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  2316. action != CGPathNode::TELEPORT_BATTLE)
  2317. {
  2318. return false;
  2319. }
  2320. return true;
  2321. };
  2322. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  2323. {
  2324. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  2325. return nextObjectTop;
  2326. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  2327. CGTeleport::isConnected(currentObject, nextObject))
  2328. {
  2329. return nextObject;
  2330. }
  2331. return nullptr;
  2332. };
  2333. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  2334. stillMoveHero.data = CONTINUE_MOVE;
  2335. auto doMovement = [&](int3 dst, bool transit)
  2336. {
  2337. stillMoveHero.data = WAITING_MOVE;
  2338. cb->moveHero(h, dst, transit);
  2339. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  2340. stillMoveHero.cond.wait(un);
  2341. };
  2342. {
  2343. path.convert(0);
  2344. TerrainId currentTerrain = Terrain::BORDER; // not init yet
  2345. TerrainId newTerrain;
  2346. int sh = -1;
  2347. auto canStop = [&](CGPathNode * node) -> bool
  2348. {
  2349. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  2350. return true;
  2351. if (node->accessible == CGPathNode::ACCESSIBLE)
  2352. return true;
  2353. return false;
  2354. };
  2355. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  2356. {
  2357. int3 currentCoord = path.nodes[i].coord;
  2358. int3 nextCoord = path.nodes[i-1].coord;
  2359. auto currentObject = getObj(currentCoord, currentCoord == h->pos);
  2360. auto nextObjectTop = getObj(nextCoord, false);
  2361. auto nextObject = getObj(nextCoord, true);
  2362. auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
  2363. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  2364. {
  2365. CCS->soundh->stopSound(sh);
  2366. destinationTeleport = destTeleportObj->id;
  2367. destinationTeleportPos = nextCoord;
  2368. doMovement(h->pos, false);
  2369. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
  2370. || path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
  2371. {
  2372. destinationTeleport = ObjectInstanceID();
  2373. destinationTeleportPos = int3(-1);
  2374. }
  2375. if(i != path.nodes.size() - 1)
  2376. {
  2377. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1);
  2378. }
  2379. continue;
  2380. }
  2381. if (path.nodes[i-1].turns)
  2382. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  2383. stillMoveHero.data = STOP_MOVE;
  2384. break;
  2385. }
  2386. // Start a new sound for the hero movement or let the existing one carry on.
  2387. #if 0
  2388. // TODO
  2389. if (hero is flying && sh == -1)
  2390. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  2391. #endif
  2392. {
  2393. newTerrain = cb->getTile(CGHeroInstance::convertPosition(currentCoord, false))->terType->id;
  2394. if(newTerrain != currentTerrain)
  2395. {
  2396. CCS->soundh->stopSound(sh);
  2397. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
  2398. currentTerrain = newTerrain;
  2399. }
  2400. }
  2401. assert(h->pos.z == nextCoord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all
  2402. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  2403. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  2404. bool useTransit = false;
  2405. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  2406. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  2407. || CGTeleport::isTeleport(nextObjectTop)))
  2408. { // Hero should be able to go through object if it's allow transit
  2409. useTransit = true;
  2410. }
  2411. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  2412. useTransit = true;
  2413. doMovement(endpos, useTransit);
  2414. logGlobal->trace("Resuming %s", __FUNCTION__);
  2415. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  2416. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  2417. break;
  2418. }
  2419. CCS->soundh->stopSound(sh);
  2420. }
  2421. //Update cursor so icon can change if needed when it reappears; doesn;'t apply if a dialog box pops up at the end of the movement
  2422. if (!showingDialog->get())
  2423. GH.fakeMouseMove();
  2424. //todo: this should be in main thread
  2425. if (adventureInt)
  2426. {
  2427. // (i == 0) means hero went through all the path
  2428. adventureInt->updateMoveHero(h, (i != 0));
  2429. adventureInt->updateNextHero(h);
  2430. }
  2431. setMovementStatus(false);
  2432. }
  2433. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
  2434. {
  2435. EVENT_HANDLER_CALLED_BY_CLIENT;
  2436. //TODO: showWorldViewEx
  2437. std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));
  2438. viewWorldMap();
  2439. }
  2440. void CPlayerInterface::updateAmbientSounds(bool resetAll)
  2441. {
  2442. if(castleInt || battleInt || !makingTurn || !currentSelection)
  2443. {
  2444. CCS->soundh->ambientStopAllChannels();
  2445. return;
  2446. }
  2447. else if(!dynamic_cast<CAdvMapInt *>(GH.topInt().get()))
  2448. {
  2449. return;
  2450. }
  2451. if(resetAll)
  2452. CCS->soundh->ambientStopAllChannels();
  2453. std::map<std::string, int> currentSounds;
  2454. auto updateSounds = [&](std::string soundId, int distance) -> void
  2455. {
  2456. if(vstd::contains(currentSounds, soundId))
  2457. currentSounds[soundId] = std::max(currentSounds[soundId], distance);
  2458. else
  2459. currentSounds.insert(std::make_pair(soundId, distance));
  2460. };
  2461. int3 pos = currentSelection->getSightCenter();
  2462. std::unordered_set<int3, ShashInt3> tiles;
  2463. cb->getVisibleTilesInRange(tiles, pos, CCS->soundh->ambientGetRange(), int3::DIST_CHEBYSHEV);
  2464. for(int3 tile : tiles)
  2465. {
  2466. int dist = pos.dist(tile, int3::DIST_CHEBYSHEV);
  2467. // We want sound for every special terrain on tile and not just one on top
  2468. for(auto & ttObj : CGI->mh->ttiles[tile.z][tile.x][tile.y].objects)
  2469. {
  2470. if(ttObj.ambientSound)
  2471. updateSounds(ttObj.ambientSound.get(), dist);
  2472. }
  2473. if(CGI->mh->map->isCoastalTile(tile))
  2474. updateSounds("LOOPOCEA", dist);
  2475. }
  2476. CCS->soundh->ambientUpdateChannels(currentSounds);
  2477. }