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CPlayerInterface.cpp 69 KB

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  1. #include "../stdafx.h"
  2. #include "CAdvmapInterface.h"
  3. #include "CBattleInterface.h"
  4. #include "../CCallback.h"
  5. #include "CCastleInterface.h"
  6. #include "CKingdomInterface.h"
  7. #include "CCursorHandler.h"
  8. #include "CGameInfo.h"
  9. #include "CHeroWindow.h"
  10. #include "CMessage.h"
  11. #include "CPlayerInterface.h"
  12. //#include "SDL_Extensions.h"
  13. #include "SDL_Extensions.h"
  14. //#include "SDL_framerate.h"
  15. #include "SDL_framerate.h"
  16. #include "CConfigHandler.h"
  17. #include "CCreatureAnimation.h"
  18. #include "Graphics.h"
  19. #include "../hch/CArtHandler.h"
  20. #include "../hch/CGeneralTextHandler.h"
  21. #include "../hch/CHeroHandler.h"
  22. #include "../hch/CLodHandler.h"
  23. #include "../hch/CObjectHandler.h"
  24. #include "../lib/Connection.h"
  25. #include "../hch/CSpellHandler.h"
  26. #include "../hch/CTownHandler.h"
  27. #include "../lib/CondSh.h"
  28. #include "../lib/NetPacks.h"
  29. #include "../lib/map.h"
  30. #include "../lib/VCMIDirs.h"
  31. #include "mapHandler.h"
  32. #include "../timeHandler.h"
  33. #include <boost/lexical_cast.hpp>
  34. #include <boost/format.hpp>
  35. #include <boost/algorithm/string.hpp>
  36. #include <boost/algorithm/string/replace.hpp>
  37. #include <boost/assign/std/vector.hpp>
  38. #include <boost/assign/list_of.hpp>
  39. #include <boost/date_time/posix_time/posix_time.hpp>
  40. #include <boost/thread.hpp>
  41. #include <cmath>
  42. #include <queue>
  43. #include <sstream>
  44. #include <boost/filesystem.hpp>
  45. #include "../StartInfo.h"
  46. #ifdef min
  47. #undef min
  48. #endif
  49. #ifdef max
  50. #undef max
  51. #endif
  52. /*
  53. * CPlayerInterface.cpp, part of VCMI engine
  54. *
  55. * Authors: listed in file AUTHORS in main folder
  56. *
  57. * License: GNU General Public License v2.0 or later
  58. * Full text of license available in license.txt file, in main folder
  59. *
  60. */
  61. using namespace boost::assign;
  62. using namespace CSDL_Ext;
  63. void processCommand(const std::string &message, CClient *&client);
  64. extern std::queue<SDL_Event*> events;
  65. extern boost::mutex eventsM;
  66. CPlayerInterface * LOCPLINT;
  67. CBattleInterface * CPlayerInterface::battleInt;
  68. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  69. CondSh<EMoveState> stillMoveHero; //used during hero movement
  70. int CPlayerInterface::howManyPeople = 0;
  71. struct OCM_HLP_CGIN
  72. {
  73. bool inline operator ()(const std::pair<const CGObjectInstance*,SDL_Rect> & a, const std::pair<const CGObjectInstance*,SDL_Rect> & b) const
  74. {
  75. return (*a.first)<(*b.first);
  76. }
  77. } ocmptwo_cgin ;
  78. CPlayerInterface::CPlayerInterface(int Player, int serial)
  79. {
  80. howManyPeople++;
  81. GH.defActionsDef = 0;
  82. LOCPLINT = this;
  83. curAction = NULL;
  84. playerID=Player;
  85. serialID=serial;
  86. human=true;
  87. castleInt = NULL;
  88. battleInt = NULL;
  89. pim = new boost::recursive_mutex;
  90. makingTurn = false;
  91. showingDialog = new CondSh<bool>(false);
  92. sysOpts = GDefaultOptions;
  93. //initializing framerate keeper
  94. mainFPSmng = new FPSmanager;
  95. SDL_initFramerate(mainFPSmng);
  96. SDL_setFramerate(mainFPSmng, 48);
  97. //framerate keeper initialized
  98. cingconsole = new CInGameConsole;
  99. terminate_cond.set(false);
  100. firstCall = 1; //if loading will be overwritten in serialize
  101. autosaveCount = 0;
  102. }
  103. CPlayerInterface::~CPlayerInterface()
  104. {
  105. howManyPeople--;
  106. delete pim;
  107. delete showingDialog;
  108. delete mainFPSmng;
  109. if(adventureInt)
  110. {
  111. if(adventureInt->active & CIntObject::KEYBOARD)
  112. adventureInt->deactivateKeys();
  113. delete adventureInt;
  114. adventureInt = NULL;
  115. }
  116. if(cingconsole->active) //TODO
  117. cingconsole->deactivate();
  118. delete cingconsole;
  119. LOCPLINT = NULL;
  120. }
  121. void CPlayerInterface::init(ICallback * CB)
  122. {
  123. cb = dynamic_cast<CCallback*>(CB);
  124. if(!adventureInt)
  125. adventureInt = new CAdvMapInt();
  126. if(!towns.size() && !wanderingHeroes.size())
  127. {
  128. recreateHeroTownList();
  129. }
  130. }
  131. void CPlayerInterface::yourTurn()
  132. {
  133. {
  134. boost::unique_lock<boost::recursive_mutex> un(*pim);
  135. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  136. LOCPLINT = this;
  137. GH.curInt = this;
  138. adventureInt->selection = NULL;
  139. if(firstCall)
  140. {
  141. if(howManyPeople == 1)
  142. adventureInt->setPlayer(playerID);
  143. autosaveCount = getLastIndex("Autosave_");
  144. if(!GH.listInt.size())
  145. {
  146. GH.pushInt(adventureInt);
  147. adventureInt->activateKeys();
  148. }
  149. if(firstCall > 0) //new game, not loaded
  150. {
  151. int index = getLastIndex("Newgame_Autosave_");
  152. index %= SAVES_COUNT;
  153. cb->save("Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  154. }
  155. firstCall = 0;
  156. }
  157. else
  158. {
  159. LOCPLINT->cb->save("Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  160. autosaveCount %= 5;
  161. }
  162. if(howManyPeople > 1) //hot seat message
  163. {
  164. adventureInt->startHotSeatWait(playerID);
  165. makingTurn = true;
  166. std::string msg = CGI->generaltexth->allTexts[13];
  167. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos[serialID].name);
  168. std::vector<SComponent*> cmp;
  169. cmp.push_back(new SComponent(SComponent::flag, playerID, 0));
  170. showInfoDialog(msg, cmp);
  171. }
  172. else
  173. {
  174. makingTurn = true;
  175. adventureInt->startTurn();
  176. }
  177. }
  178. acceptTurn();
  179. }
  180. inline void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const int & hid)
  181. {
  182. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  183. for(int h=0; h<hlp.objects.size(); ++h)
  184. if(hlp.objects[h].first->id==hid)
  185. {
  186. hlp.objects[h].second = r;
  187. return;
  188. }
  189. }
  190. inline void delObjRect(const int & x, const int & y, const int & z, const int & hid)
  191. {
  192. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  193. for(int h=0; h<hlp.objects.size(); ++h)
  194. if(hlp.objects[h].first->id==hid)
  195. {
  196. hlp.objects.erase(hlp.objects.begin()+h);
  197. return;
  198. }
  199. }
  200. void CPlayerInterface::heroMoved(const TryMoveHero & details)
  201. {
  202. if(LOCPLINT != this)
  203. return;
  204. boost::unique_lock<boost::recursive_mutex> un(*pim);
  205. const CGHeroInstance * ho = cb->getHeroInfo(details.id); //object representing this hero
  206. int3 hp = details.start;
  207. adventureInt->centerOn(ho); //actualizing screen pos
  208. adventureInt->minimap.draw(screen2);
  209. adventureInt->heroList.draw(screen2);
  210. bool directlyAttackingCreature =
  211. CGI->mh->map->isInTheMap(details.attackedFrom)
  212. && adventureInt->terrain.currentPath->nodes.size() == 3;
  213. if(makingTurn && ho->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  214. {
  215. if(details.result == TryMoveHero::TELEPORTATION || details.start == details.end)
  216. {
  217. if(adventureInt->terrain.currentPath)
  218. eraseCurrentPathOf(ho);
  219. return; //teleport - no fancy moving animation
  220. //TODO: smooth disappear / appear effect
  221. }
  222. if (details.result != TryMoveHero::SUCCESS && details.result != TryMoveHero::FAILED //hero didn't change tile but visit succeeded
  223. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  224. {
  225. eraseCurrentPathOf(ho);
  226. }
  227. else if(adventureInt->terrain.currentPath && details.result == TryMoveHero::SUCCESS) //&& hero is moving
  228. {
  229. //remove one node from the path (the one we went)
  230. adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
  231. if(!adventureInt->terrain.currentPath->nodes.size()) //if it was the last one, remove entire path
  232. eraseCurrentPathOf(ho);
  233. }
  234. }
  235. if (details.result != TryMoveHero::SUCCESS) //hero failed to move
  236. {
  237. ho->isStanding = true;
  238. stillMoveHero.setn(STOP_MOVE);
  239. GH.totalRedraw();
  240. return;
  241. }
  242. initMovement(details, ho, hp);
  243. //first initializing done
  244. SDL_framerateDelay(mainFPSmng); // after first move
  245. //main moving
  246. for(int i=1; i<32; i+=2*sysOpts.heroMoveSpeed)
  247. {
  248. movementPxStep(details, i, hp, ho);
  249. adventureInt->updateScreen = true;
  250. adventureInt->show(screen);
  251. CSDL_Ext::update(screen);
  252. SDL_framerateDelay(mainFPSmng); //for animation purposes
  253. } //for(int i=1; i<32; i+=4)
  254. //main moving done
  255. //finishing move
  256. finishMovement(details, hp, ho);
  257. ho->isStanding = true;
  258. //move finished
  259. adventureInt->minimap.draw(screen2);
  260. adventureInt->heroList.updateMove(ho);
  261. //check if user cancelled movement
  262. {
  263. boost::unique_lock<boost::mutex> un(eventsM);
  264. while(events.size())
  265. {
  266. SDL_Event *ev = events.front();
  267. events.pop();
  268. switch(ev->type)
  269. {
  270. case SDL_MOUSEBUTTONDOWN:
  271. stillMoveHero.setn(STOP_MOVE);
  272. break;
  273. case SDL_KEYDOWN:
  274. if(ev->key.keysym.sym < SDLK_F1 || ev->key.keysym.sym > SDLK_F15)
  275. stillMoveHero.setn(STOP_MOVE);
  276. break;
  277. }
  278. delete ev;
  279. }
  280. }
  281. if(stillMoveHero.get() == WAITING_MOVE)
  282. stillMoveHero.setn(DURING_MOVE);
  283. // Hero attacked creature directly, set direction to face it.
  284. if (directlyAttackingCreature) {
  285. // Get direction to attacker.
  286. int3 posOffset = details.attackedFrom - details.end + int3(2, 1, 0);
  287. const ui8 dirLookup[3][3] = {
  288. 1, 2, 3,
  289. 8, 0, 4,
  290. 7, 6, 5
  291. };
  292. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  293. const_cast<CGHeroInstance *>(ho)->moveDir = dirLookup[posOffset.y][posOffset.x];
  294. }
  295. }
  296. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  297. {
  298. boost::unique_lock<boost::recursive_mutex> un(*pim);
  299. wanderingHeroes -= hero;
  300. adventureInt->heroList.updateHList(hero);
  301. }
  302. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  303. {
  304. boost::unique_lock<boost::recursive_mutex> un(*pim);
  305. wanderingHeroes.push_back(hero);
  306. adventureInt->heroList.updateHList();
  307. }
  308. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  309. {
  310. castleInt = new CCastleInterface(town);
  311. GH.pushInt(castleInt);
  312. }
  313. SDL_Surface * CPlayerInterface::infoWin(const CGObjectInstance * specific) //specific=0 => draws info about selected town/hero
  314. {
  315. if(!specific)
  316. specific = adventureInt->selection;
  317. assert(specific);
  318. switch(specific->ID)
  319. {
  320. case HEROI_TYPE:
  321. {
  322. InfoAboutHero iah;
  323. bool gotInfo = LOCPLINT->cb->getHeroInfo(specific, iah);
  324. assert(gotInfo);
  325. return graphics->drawHeroInfoWin(iah);
  326. }
  327. case TOWNI_TYPE:
  328. case 33: // Garrison
  329. case 219:
  330. {
  331. InfoAboutTown iah;
  332. bool gotInfo = LOCPLINT->cb->getTownInfo(specific, iah);
  333. assert(gotInfo);
  334. return graphics->drawTownInfoWin(iah);
  335. }
  336. default:
  337. return NULL;
  338. }
  339. }
  340. int3 CPlayerInterface::repairScreenPos(int3 pos)
  341. {
  342. if(pos.x<-CGI->mh->frameW)
  343. pos.x = -CGI->mh->frameW;
  344. if(pos.y<-CGI->mh->frameH)
  345. pos.y = -CGI->mh->frameH;
  346. if(pos.x>CGI->mh->map->width - adventureInt->terrain.tilesw + CGI->mh->frameW)
  347. pos.x = CGI->mh->map->width - adventureInt->terrain.tilesw + CGI->mh->frameW;
  348. if(pos.y>CGI->mh->map->height - adventureInt->terrain.tilesh + CGI->mh->frameH)
  349. pos.y = CGI->mh->map->height - adventureInt->terrain.tilesh + CGI->mh->frameH;
  350. return pos;
  351. }
  352. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  353. {
  354. boost::unique_lock<boost::recursive_mutex> un(*pim);
  355. if(which == 4)
  356. {
  357. if(CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))
  358. ctw->setExpToLevel();
  359. }
  360. else if(which < PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  361. updateInfo(hero);
  362. }
  363. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  364. {
  365. boost::unique_lock<boost::recursive_mutex> un(*pim);
  366. updateInfo(hero);
  367. }
  368. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  369. {
  370. boost::unique_lock<boost::recursive_mutex> un(*pim);
  371. if(makingTurn && hero->tempOwner == playerID)
  372. adventureInt->heroList.redraw();
  373. }
  374. void CPlayerInterface::receivedResource(int type, int val)
  375. {
  376. boost::unique_lock<boost::recursive_mutex> un(*pim);
  377. if(CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
  378. mw->resourceChanged(type, val);
  379. GH.totalRedraw();
  380. }
  381. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16>& skills, boost::function<void(ui32)> &callback)
  382. {
  383. waitWhileDialog();
  384. CGI->soundh->playSound(soundBase::heroNewLevel);
  385. boost::unique_lock<boost::recursive_mutex> un(*pim);
  386. CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,callback);
  387. GH.pushInt(lw);
  388. }
  389. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  390. {
  391. boost::unique_lock<boost::recursive_mutex> un(*pim);
  392. updateInfo(town);
  393. if(town->garrisonHero && vstd::contains(wanderingHeroes,town->garrisonHero)) //wandering hero moved to the garrison
  394. {
  395. CGI->mh->hideObject(town->garrisonHero);
  396. wanderingHeroes -= town->garrisonHero;
  397. }
  398. if(town->visitingHero && !vstd::contains(wanderingHeroes,town->visitingHero)) //hero leaves garrison
  399. {
  400. CGI->mh->printObject(town->visitingHero);
  401. wanderingHeroes.push_back(town->visitingHero);
  402. }
  403. //adventureInt->heroList.updateHList();
  404. CCastleInterface *c = castleInt;
  405. if(c)
  406. {
  407. c->garr->highlighted = NULL;
  408. c->hslotup.hero = town->garrisonHero;
  409. c->garr->odown = c->hslotdown.hero = town->visitingHero;
  410. c->garr->set2 = town->visitingHero;
  411. c->garr->recreateSlots();
  412. }
  413. GH.totalRedraw();
  414. }
  415. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  416. {
  417. if(hero->tempOwner != town->tempOwner)
  418. return;
  419. boost::unique_lock<boost::recursive_mutex> un(*pim);
  420. openTownWindow(town);
  421. }
  422. void CPlayerInterface::garrisonChanged(const CGObjectInstance * obj)
  423. {
  424. boost::unique_lock<boost::recursive_mutex> un(*pim);
  425. updateInfo(obj);
  426. bool wasGarrison = false;
  427. for(std::list<IShowActivable*>::iterator i = GH.listInt.begin(); i != GH.listInt.end(); i++)
  428. {
  429. if((*i)->type & IShowActivable::WITH_GARRISON)
  430. {
  431. CWindowWithGarrison *wwg = static_cast<CWindowWithGarrison*>(*i);
  432. wwg->garr->recreateSlots();
  433. wasGarrison = true;
  434. }
  435. else if(CKingdomInterface *cki = dynamic_cast<CKingdomInterface*>(*i))
  436. {//a cheat for Kingdom Overview window (it has CWindowWithGarrison-childrens which are not present in ListInt)
  437. //need to create "Garrison Holder" class thingy
  438. cki->updateAllGarrisons();
  439. }
  440. else if(CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(*i))
  441. {
  442. if(obj == cmw->hero)
  443. cmw->garrisonChanged();
  444. }
  445. }
  446. GH.totalRedraw();
  447. }
  448. void CPlayerInterface::buildChanged(const CGTownInstance *town, int buildingID, int what) //what: 1 - built, 2 - demolished
  449. {
  450. boost::unique_lock<boost::recursive_mutex> un(*pim);
  451. switch (buildingID)
  452. {
  453. case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 15:
  454. updateInfo(town);
  455. break;
  456. }
  457. if(!castleInt)
  458. return;
  459. if(castleInt->town!=town)
  460. return;
  461. switch(what)
  462. {
  463. case 1:
  464. CGI->soundh->playSound(soundBase::newBuilding);
  465. castleInt->addBuilding(buildingID);
  466. break;
  467. case 2:
  468. castleInt->removeBuilding(buildingID);
  469. break;
  470. }
  471. }
  472. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side)
  473. {
  474. if(LOCPLINT != this)
  475. { //another local interface should do this
  476. return;
  477. }
  478. while(showingDialog->get())
  479. SDL_Delay(20);
  480. boost::unique_lock<boost::recursive_mutex> un(*pim);
  481. CGI->musich->playMusicFromSet(CGI->musich->battleMusics, -1);
  482. GH.pushInt(battleInt);
  483. }
  484. void CPlayerInterface::battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles) //called when battlefield is prepared, prior the battle beginning
  485. {
  486. }
  487. void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom)
  488. {
  489. if(LOCPLINT != this)
  490. { //another local interface should do this
  491. return;
  492. }
  493. for(int b=0; b<healedStacks.size(); ++b)
  494. {
  495. const CStack * healed = cb->battleGetStackByID(healedStacks[b].first);
  496. if(battleInt->creAnims[healed->ID]->getType() == 5)
  497. {
  498. //stack has been resurrected
  499. battleInt->creAnims[healed->ID]->setType(2);
  500. }
  501. }
  502. if (lifeDrain)
  503. {
  504. const CStack *attacker = cb->battleGetStackByID(healedStacks[0].first, false);
  505. const CStack *defender = cb->battleGetStackByID(lifeDrainFrom, false);
  506. if (attacker)
  507. {
  508. battleInt->displayEffect(50, attacker->position);
  509. }
  510. //print info about life drain
  511. int textOff = 0;
  512. if (attacker->count > 1)
  513. {
  514. textOff += 1;
  515. }
  516. char textBuf[1000];
  517. sprintf(textBuf, CGI->generaltexth->allTexts[361 + textOff].c_str(), attacker->getCreature()->nameSing.c_str(),
  518. healedStacks[0].second, defender->getCreature()->namePl.c_str());
  519. battleInt->console->addText(textBuf);
  520. }
  521. }
  522. void CPlayerInterface::battleNewStackAppeared(int stackID)
  523. {
  524. if(LOCPLINT != this)
  525. { //another local interface should do this
  526. return;
  527. }
  528. //changing necessary things in battle interface
  529. battleInt->newStack(stackID);
  530. }
  531. void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
  532. {
  533. if(LOCPLINT != this)
  534. { //another local interface should do this
  535. return;
  536. }
  537. for(std::set<si32>::const_iterator it = removedObstacles.begin(); it != removedObstacles.end(); ++it)
  538. {
  539. for(std::map< int, CDefHandler * >::iterator itBat = battleInt->idToObstacle.begin(); itBat != battleInt->idToObstacle.end(); ++itBat)
  540. {
  541. if(itBat->first == *it) //remove this obstacle
  542. {
  543. battleInt->idToObstacle.erase(itBat);
  544. break;
  545. }
  546. }
  547. }
  548. //update accessible hexes
  549. battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
  550. }
  551. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  552. {
  553. if(LOCPLINT != this)
  554. { //another local interface should do this
  555. return;
  556. }
  557. battleInt->stackIsCatapulting(ca);
  558. }
  559. void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
  560. {
  561. if(LOCPLINT != this)
  562. { //another local interface should do this
  563. return;
  564. }
  565. for(std::set<ui32>::const_iterator it = bsr.stackIDs.begin(); it != bsr.stackIDs.end(); ++it) //for each removed stack
  566. {
  567. battleInt->stackRemoved(*it);
  568. }
  569. }
  570. void CPlayerInterface::battleNewRound(int round) //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
  571. {
  572. if(LOCPLINT != this)
  573. { //another local interface should do this
  574. return;
  575. }
  576. boost::unique_lock<boost::recursive_mutex> un(*pim);
  577. battleInt->newRound(round);
  578. }
  579. void CPlayerInterface::actionStarted(const BattleAction* action)
  580. {
  581. if(LOCPLINT != this)
  582. { //another local interface should do this
  583. return;
  584. }
  585. boost::unique_lock<boost::recursive_mutex> un(*pim);
  586. curAction = new BattleAction(*action);
  587. battleInt->startAction(action);
  588. }
  589. void CPlayerInterface::actionFinished(const BattleAction* action)
  590. {
  591. if(LOCPLINT != this)
  592. { //another local interface should do this
  593. return;
  594. }
  595. boost::unique_lock<boost::recursive_mutex> un(*pim);
  596. delete curAction;
  597. curAction = NULL;
  598. battleInt->endAction(action);
  599. }
  600. BattleAction CPlayerInterface::activeStack(int stackID) //called when it's turn of that stack
  601. {
  602. CBattleInterface *b = battleInt;
  603. {
  604. boost::unique_lock<boost::recursive_mutex> un(*pim);
  605. const CStack *stack = cb->battleGetStackByID(stackID);
  606. if(vstd::contains(stack->state,MOVED)) //this stack has moved and makes second action -> high morale
  607. {
  608. std::string hlp = CGI->generaltexth->allTexts[33];
  609. boost::algorithm::replace_first(hlp,"%s",(stack->count != 1) ? stack->type->namePl : stack->type->nameSing);
  610. battleInt->displayEffect(20,stack->position);
  611. battleInt->console->addText(hlp);
  612. }
  613. b->stackActivated(stackID);
  614. }
  615. //wait till BattleInterface sets its command
  616. boost::unique_lock<boost::mutex> lock(b->givenCommand->mx);
  617. while(!b->givenCommand->data)
  618. b->givenCommand->cond.wait(lock);
  619. //tidy up
  620. BattleAction ret = *(b->givenCommand->data);
  621. delete b->givenCommand->data;
  622. b->givenCommand->data = NULL;
  623. //return command
  624. return ret;
  625. }
  626. void CPlayerInterface::battleEnd(BattleResult *br)
  627. {
  628. if(LOCPLINT != this)
  629. { //another local interface should do this
  630. return;
  631. }
  632. boost::unique_lock<boost::recursive_mutex> un(*pim);
  633. battleInt->battleFinished(*br);
  634. }
  635. void CPlayerInterface::battleStackMoved(int ID, int dest, int distance, bool end)
  636. {
  637. if(LOCPLINT != this)
  638. { //another local interface should do this
  639. return;
  640. }
  641. boost::unique_lock<boost::recursive_mutex> un(*pim);
  642. battleInt->stackMoved(ID, dest, end, distance);
  643. }
  644. void CPlayerInterface::battleSpellCast(BattleSpellCast *sc)
  645. {
  646. if(LOCPLINT != this)
  647. { //another local interface should do this
  648. return;
  649. }
  650. boost::unique_lock<boost::recursive_mutex> un(*pim);
  651. battleInt->spellCast(sc);
  652. }
  653. void CPlayerInterface::battleStacksEffectsSet(SetStackEffect & sse)
  654. {
  655. if(LOCPLINT != this)
  656. { //another local interface should do this
  657. return;
  658. }
  659. boost::unique_lock<boost::recursive_mutex> un(*pim);
  660. battleInt->battleStacksEffectsSet(sse);
  661. }
  662. void CPlayerInterface::battleStacksAttacked(std::vector<BattleStackAttacked> & bsa)
  663. {
  664. if(LOCPLINT != this)
  665. { //another local interface should do this
  666. return;
  667. }
  668. tlog5 << "CPlayerInterface::battleStackAttacked - locking...";
  669. boost::unique_lock<boost::recursive_mutex> un(*pim);
  670. tlog5 << "done!\n";
  671. std::vector<SStackAttackedInfo> arg;
  672. for(std::vector<BattleStackAttacked>::iterator i = bsa.begin(); i != bsa.end(); i++)
  673. {
  674. if(i->isEffect() && i->effect != 12) //and not armageddon
  675. {
  676. const CStack *stack = cb->battleGetStackByID(i->stackAttacked, false);
  677. if (stack != NULL)
  678. battleInt->displayEffect(i->effect, stack->position);
  679. }
  680. SStackAttackedInfo to_put = {i->stackAttacked, i->damageAmount, i->killedAmount, i->attackerID, LOCPLINT->curAction->actionType==7, i->killed()};
  681. arg.push_back(to_put);
  682. }
  683. if(bsa.begin()->isEffect() && bsa.begin()->effect == 12) //for armageddon - I hope this condition is enough
  684. {
  685. battleInt->displayEffect(bsa.begin()->effect, -1);
  686. }
  687. battleInt->stacksAreAttacked(arg);
  688. }
  689. void CPlayerInterface::battleAttack(BattleAttack *ba)
  690. {
  691. if(LOCPLINT != this)
  692. { //another local interface should do this
  693. return;
  694. }
  695. tlog5 << "CPlayerInterface::battleAttack - locking...";
  696. boost::unique_lock<boost::recursive_mutex> un(*pim);
  697. tlog5 << "done!\n";
  698. assert(curAction);
  699. if(ba->lucky()) //lucky hit
  700. {
  701. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  702. std::string hlp = CGI->generaltexth->allTexts[45];
  703. boost::algorithm::replace_first(hlp,"%s",(stack->count != 1) ? stack->type->namePl.c_str() : stack->type->nameSing.c_str());
  704. battleInt->console->addText(hlp);
  705. battleInt->displayEffect(18,stack->position);
  706. }
  707. //TODO: bad luck?
  708. if(ba->shot())
  709. {
  710. for(std::vector<BattleStackAttacked>::iterator i = ba->bsa.begin(); i != ba->bsa.end(); i++)
  711. battleInt->stackIsShooting(ba->stackAttacking,cb->battleGetPos(i->stackAttacked), i->stackAttacked);
  712. }
  713. else
  714. {//WARNING: does not support multiple attacked creatures
  715. const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
  716. int shift = 0;
  717. if(ba->counter() && BattleInfo::mutualPosition(curAction->destinationTile, attacker->position) < 0)
  718. {
  719. if( BattleInfo::mutualPosition(curAction->destinationTile + 1, attacker->position) >= 0 )
  720. shift = 1;
  721. else
  722. shift = -1;
  723. }
  724. battleInt->stackAttacking( ba->stackAttacking, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, ba->bsa.begin()->stackAttacked );
  725. }
  726. }
  727. void CPlayerInterface::showComp(SComponent comp)
  728. {
  729. boost::unique_lock<boost::recursive_mutex> un(*pim);
  730. CGI->soundh->playSoundFromSet(CGI->soundh->pickupSounds);
  731. adventureInt->infoBar.showComp(&comp,4000);
  732. }
  733. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  734. {
  735. std::vector<SComponent*> intComps;
  736. for(int i=0;i<components.size();i++)
  737. intComps.push_back(new SComponent(*components[i]));
  738. showInfoDialog(text,intComps,soundID);
  739. }
  740. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<SComponent*> & components, int soundID)
  741. {
  742. waitWhileDialog();
  743. boost::unique_lock<boost::recursive_mutex> un(*pim);
  744. stopMovement();
  745. CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);
  746. if(makingTurn && GH.listInt.size() && LOCPLINT == this)
  747. {
  748. CGI->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  749. showingDialog->set(true);
  750. GH.pushInt(temp);
  751. }
  752. else
  753. {
  754. dialogs.push_back(temp);
  755. }
  756. }
  757. void CPlayerInterface::showYesNoDialog(const std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps)
  758. {
  759. boost::unique_lock<boost::recursive_mutex> un(*pim);
  760. stopMovement();
  761. LOCPLINT->showingDialog->setn(true);
  762. CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);
  763. }
  764. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel )
  765. {
  766. waitWhileDialog();
  767. boost::unique_lock<boost::recursive_mutex> un(*pim);
  768. stopMovement();
  769. CGI->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  770. if(!selection && cancel) //simple yes/no dialog
  771. {
  772. std::vector<SComponent*> intComps;
  773. for(int i=0;i<components.size();i++)
  774. intComps.push_back(new SComponent(components[i])); //will be deleted by close in window
  775. showYesNoDialog(text,intComps,boost::bind(&CCallback::selectionMade,cb,1,askID),boost::bind(&CCallback::selectionMade,cb,0,askID),true);
  776. }
  777. else if(selection)
  778. {
  779. std::vector<CSelectableComponent*> intComps;
  780. for(int i=0;i<components.size();i++)
  781. intComps.push_back(new CSelectableComponent(components[i])); //will be deleted by CSelWindow::close
  782. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  783. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  784. if(cancel)
  785. {
  786. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  787. }
  788. int charperline = 35;
  789. if (pom.size() > 1)
  790. charperline = 50;
  791. CSelWindow * temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);
  792. GH.pushInt(temp);
  793. intComps[0]->clickLeft(true, false);
  794. }
  795. }
  796. void CPlayerInterface::tileRevealed(const std::set<int3> &pos)
  797. {
  798. boost::unique_lock<boost::recursive_mutex> un(*pim);
  799. for(std::set<int3>::const_iterator i=pos.begin(); i!=pos.end();i++)
  800. adventureInt->minimap.showTile(*i);
  801. if(pos.size())
  802. GH.totalRedraw();
  803. }
  804. void CPlayerInterface::tileHidden(const std::set<int3> &pos)
  805. {
  806. boost::unique_lock<boost::recursive_mutex> un(*pim);
  807. for(std::set<int3>::const_iterator i=pos.begin(); i!=pos.end();i++)
  808. adventureInt->minimap.hideTile(*i);
  809. if(pos.size())
  810. GH.totalRedraw();
  811. }
  812. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  813. {
  814. boost::unique_lock<boost::recursive_mutex> un(*pim);
  815. adventureInt->heroWindow->setHero(hero);
  816. adventureInt->heroWindow->quitButton->callback = boost::bind(&CHeroWindow::quit,adventureInt->heroWindow);
  817. GH.pushInt(adventureInt->heroWindow);
  818. }
  819. void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
  820. {
  821. boost::unique_lock<boost::recursive_mutex> un(*pim);
  822. if(adventureInt->heroWindow->curHero) //hero window is opened
  823. {
  824. adventureInt->heroWindow->deactivate();
  825. adventureInt->heroWindow->setHero(adventureInt->heroWindow->curHero);
  826. adventureInt->heroWindow->activate();
  827. return;
  828. }
  829. if(CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt())) //exchange window is open
  830. {
  831. cew->deactivate();
  832. for(int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
  833. {
  834. if(cew->heroInst[g] == hero)
  835. {
  836. cew->artifs[g]->updateState = true;
  837. cew->artifs[g]->setHero(hero);
  838. cew->artifs[g]->updateState = false;
  839. }
  840. }
  841. cew->prepareBackground();
  842. cew->activate();
  843. }
  844. else if(CTradeWindow *caw = dynamic_cast<CTradeWindow*>(GH.topInt()))
  845. {
  846. caw->deactivate();
  847. caw->arts->updateState = true;
  848. caw->arts->setHero(hero);
  849. caw->arts->updateState = false;
  850. caw->activate();
  851. }
  852. }
  853. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  854. {
  855. boost::unique_lock<boost::recursive_mutex> un(*pim);
  856. if(castleInt && town->ID == TOWNI_TYPE)
  857. {
  858. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());
  859. if(fs)
  860. fs->draw(castleInt,false);
  861. }
  862. else if(GH.listInt.size() && (town->ID == 17 || town->ID == 20 || town->ID == 106)) //external dwelling
  863. {
  864. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
  865. if(crw)
  866. crw->initCres();
  867. }
  868. }
  869. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  870. {
  871. if(bonus.type == Bonus::NONE) return;
  872. boost::unique_lock<boost::recursive_mutex> un(*pim);
  873. updateInfo(hero);
  874. if (bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING && !gain)
  875. {
  876. //recalculate paths because hero has lost bonus influencing pathfinding
  877. cb->recalculatePaths();
  878. eraseCurrentPathOf(hero, false);
  879. }
  880. }
  881. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  882. {
  883. h & playerID & serialID;
  884. h & sysOpts;
  885. }
  886. void CPlayerInterface::serialize( COSer<CSaveFile> &h, const int version )
  887. {
  888. serializeTempl(h,version);
  889. }
  890. void CPlayerInterface::serialize( CISer<CLoadFile> &h, const int version )
  891. {
  892. serializeTempl(h,version);
  893. sysOpts.apply();
  894. firstCall = -1;
  895. }
  896. bool CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  897. {
  898. if (!h)
  899. return false; //can't find hero
  900. pim->unlock();
  901. bool result = false;
  902. {
  903. path.convert(0);
  904. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  905. stillMoveHero.data = CONTINUE_MOVE;
  906. enum TerrainTile::EterrainType currentTerrain = TerrainTile::border; // not init yet
  907. enum TerrainTile::EterrainType newTerrain;
  908. int sh = -1;
  909. const TerrainTile * curTile = cb->getTileInfo(CGHeroInstance::convertPosition(h->pos, false));
  910. for(int i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || curTile->blocked); i--)
  911. {
  912. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  913. if(path.nodes[i-1].turns)
  914. {
  915. stillMoveHero.data = STOP_MOVE;
  916. break;
  917. }
  918. // Start a new sound for the hero movement or let the existing one carry on.
  919. #if 0
  920. // TODO
  921. if (hero is flying && sh == -1)
  922. sh = CGI->soundh->playSound(soundBase::horseFlying, -1);
  923. #endif
  924. {
  925. newTerrain = cb->getTileInfo(CGHeroInstance::convertPosition(path.nodes[i].coord, false))->tertype;
  926. if (newTerrain != currentTerrain) {
  927. CGI->soundh->stopSound(sh);
  928. sh = CGI->soundh->playSound(CGI->soundh->horseSounds[newTerrain], -1);
  929. currentTerrain = newTerrain;
  930. }
  931. }
  932. stillMoveHero.data = WAITING_MOVE;
  933. int3 endpos(path.nodes[i-1].coord.x, path.nodes[i-1].coord.y, h->pos.z);
  934. bool guarded = CGI->mh->map->isInTheMap(cb->guardingCreaturePosition(endpos - int3(1, 0, 0)));
  935. cb->moveHero(h,endpos);
  936. curTile = cb->getTileInfo(endpos);
  937. eventsM.unlock();
  938. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  939. stillMoveHero.cond.wait(un);
  940. eventsM.lock();
  941. if (guarded) // Abort movement if a guard was fought.
  942. break;
  943. }
  944. CGI->soundh->stopSound(sh);
  945. cb->recalculatePaths();
  946. }
  947. pim->lock();
  948. return result;
  949. }
  950. bool CPlayerInterface::shiftPressed() const
  951. {
  952. return SDL_GetKeyState(NULL)[SDLK_LSHIFT] || SDL_GetKeyState(NULL)[SDLK_RSHIFT];
  953. }
  954. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd )
  955. {
  956. if(stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  957. return;
  958. {
  959. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  960. while(showingDialog->data)
  961. showingDialog->cond.wait(un);
  962. }
  963. boost::unique_lock<boost::recursive_mutex> un(*pim);
  964. while(dialogs.size())
  965. {
  966. pim->unlock();
  967. SDL_Delay(20);
  968. pim->lock();
  969. }
  970. CGarrisonWindow *cgw = new CGarrisonWindow(up,down,removableUnits);
  971. cgw->quit->callback += onEnd;
  972. GH.pushInt(cgw);
  973. }
  974. /**
  975. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  976. * into a combinational one on an artifact screen. Does not require the combination of
  977. * artifacts to be legal.
  978. * @param artifactID ID of a constituent artifact.
  979. * @param assembleTo ID of artifact to assemble a constituent into, not used when assemble
  980. * is false.
  981. * @param assemble True if the artifact is to be assembled, false if it is to be disassembled.
  982. */
  983. void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo)
  984. {
  985. const CArtifact &artifact = *CGI->arth->artifacts[artifactID];
  986. std::string text = artifact.Description();
  987. text += "\n\n";
  988. std::vector<SComponent*> scs;
  989. if (assemble) {
  990. const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo];
  991. // You possess all of the components to...
  992. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());
  993. // Picture of assembled artifact at bottom.
  994. SComponent* sc = new SComponent;
  995. sc->type = SComponent::artifact;
  996. sc->subtype = assembledArtifact.id;
  997. sc->description = assembledArtifact.Description();
  998. sc->subtitle = assembledArtifact.Name();
  999. scs.push_back(sc);
  1000. } else {
  1001. // Do you wish to disassemble this artifact?
  1002. text += CGI->generaltexth->allTexts[733];
  1003. }
  1004. showYesNoDialog(text, scs, onYes, onNo, true);
  1005. }
  1006. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1007. {
  1008. if(stillMoveHero.get() == DURING_MOVE)
  1009. stillMoveHero.setn(CONTINUE_MOVE);
  1010. }
  1011. void CPlayerInterface::heroExchangeStarted(si32 hero1, si32 hero2)
  1012. {
  1013. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1014. GH.pushInt(new CExchangeWindow(hero2, hero1));
  1015. }
  1016. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1017. {
  1018. //redraw minimap if owner changed
  1019. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1020. if(sop->what == ObjProperty::OWNER)
  1021. {
  1022. const CGObjectInstance * obj = cb->getObjectInfo(sop->id);
  1023. std::set<int3> pos = obj->getBlockedPos();
  1024. for(std::set<int3>::const_iterator it = pos.begin(); it != pos.end(); ++it)
  1025. {
  1026. if(cb->isVisible(*it))
  1027. adventureInt->minimap.showTile(*it);
  1028. }
  1029. if(obj->ID == TOWNI_TYPE)
  1030. if(obj->tempOwner == playerID)
  1031. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1032. else
  1033. towns -= obj;
  1034. assert(cb->getTownsInfo().size() == towns.size());
  1035. }
  1036. }
  1037. void CPlayerInterface::recreateHeroTownList()
  1038. {
  1039. wanderingHeroes.clear();
  1040. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1041. for(size_t i = 0; i < heroes.size(); i++)
  1042. if(!heroes[i]->inTownGarrison)
  1043. wanderingHeroes.push_back(heroes[i]);
  1044. towns.clear();
  1045. std::vector<const CGTownInstance*> townInfo = cb->getTownsInfo();
  1046. for(size_t i = 0; i < townInfo.size(); i++)
  1047. towns.push_back(townInfo[i]);
  1048. }
  1049. const CGHeroInstance * CPlayerInterface::getWHero( int pos )
  1050. {
  1051. if(pos < 0 || pos >= wanderingHeroes.size())
  1052. return NULL;
  1053. return wanderingHeroes[pos];
  1054. }
  1055. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1056. {
  1057. waitWhileDialog();
  1058. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1059. CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, boost::bind(&CCallback::recruitCreatures, cb, dwelling, _1, _2, -1));
  1060. GH.pushInt(cr);
  1061. }
  1062. void CPlayerInterface::waitWhileDialog()
  1063. {
  1064. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1065. while(showingDialog->data)
  1066. showingDialog->cond.wait(un);
  1067. }
  1068. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1069. {
  1070. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1071. int state = obj->state();
  1072. std::vector<si32> cost;
  1073. obj->getBoatCost(cost);
  1074. CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), boost::bind(&CCallback::buildBoat, cb, obj));
  1075. GH.pushInt(csw);
  1076. }
  1077. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1078. {
  1079. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1080. CGI->mh->printObject(obj);
  1081. //we might have built a boat in shipyard in opened town screen
  1082. if(obj->ID == 8
  1083. && LOCPLINT->castleInt
  1084. && obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
  1085. {
  1086. CGI->soundh->playSound(soundBase::newBuilding);
  1087. LOCPLINT->castleInt->recreateBuildings();
  1088. }
  1089. }
  1090. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1091. {
  1092. adventureInt->centerOn (pos);
  1093. if(focusTime)
  1094. {
  1095. bool activeAdv = (GH.topInt() == adventureInt && adventureInt->isActive());
  1096. if(activeAdv)
  1097. adventureInt->deactivate();
  1098. SDL_Delay(focusTime);
  1099. if(activeAdv)
  1100. adventureInt->activate();
  1101. }
  1102. }
  1103. void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
  1104. {
  1105. if(obj->ID == HEROI_TYPE && obj->tempOwner == playerID)
  1106. {
  1107. const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
  1108. heroKilled(h);
  1109. }
  1110. }
  1111. bool CPlayerInterface::ctrlPressed() const
  1112. {
  1113. return SDL_GetKeyState(NULL)[SDLK_LCTRL] || SDL_GetKeyState(NULL)[SDLK_RCTRL];
  1114. }
  1115. void CPlayerInterface::update()
  1116. {
  1117. while(!terminate_cond.get() && !pim->try_lock()) //try acquiring long until it succeeds or we are told to terminate
  1118. boost::this_thread::sleep(boost::posix_time::milliseconds(15));
  1119. if(terminate_cond.get())
  1120. return;
  1121. //if there are any waiting dialogs, show them
  1122. if(dialogs.size() && !showingDialog->get())
  1123. {
  1124. showingDialog->set(true);
  1125. GH.pushInt(dialogs.front());
  1126. dialogs.pop_front();
  1127. }
  1128. //in some conditions we may receive calls before selection is initialized - we must ignore them
  1129. if(!adventureInt->selection && GH.topInt() == adventureInt)
  1130. return;
  1131. GH.updateTime();
  1132. GH.handleEvents();
  1133. if(!adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled
  1134. GH.totalRedraw();
  1135. else
  1136. GH.simpleRedraw();
  1137. CGI->curh->draw1();
  1138. CSDL_Ext::update(screen);
  1139. CGI->curh->draw2();
  1140. pim->unlock();
  1141. SDL_framerateDelay(mainFPSmng);
  1142. }
  1143. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1144. {
  1145. using namespace boost::filesystem;
  1146. using namespace boost::algorithm;
  1147. std::map<std::time_t, int> dates; //save number => datestamp
  1148. directory_iterator enddir;
  1149. for (directory_iterator dir(GVCMIDirs.UserPath + "/Games"); dir!=enddir; dir++)
  1150. {
  1151. if(is_regular(dir->status()))
  1152. {
  1153. std::string name = dir->path().leaf();
  1154. if(starts_with(name, namePrefix) && ends_with(name, ".vlgm1"))
  1155. {
  1156. char nr = name[namePrefix.size()];
  1157. if(std::isdigit(nr))
  1158. {
  1159. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1160. }
  1161. }
  1162. }
  1163. }
  1164. if(dates.size())
  1165. return (--dates.end())->second; //return latest file number
  1166. return 0;
  1167. }
  1168. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1169. {
  1170. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1171. {
  1172. //ho->moveDir = 1;
  1173. ho->isStanding = false;
  1174. CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -31)));
  1175. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, -31)));
  1176. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, -31)));
  1177. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, -31)));
  1178. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 1)));
  1179. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
  1180. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
  1181. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
  1182. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 33)));
  1183. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
  1184. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
  1185. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
  1186. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1187. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1188. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1189. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1190. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1191. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1192. }
  1193. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1194. {
  1195. //ho->moveDir = 2;
  1196. ho->isStanding = false;
  1197. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, -31)));
  1198. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, -31)));
  1199. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, -31)));
  1200. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
  1201. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
  1202. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
  1203. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
  1204. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
  1205. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
  1206. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1207. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1208. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1209. }
  1210. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1211. {
  1212. //ho->moveDir = 3;
  1213. ho->isStanding = false;
  1214. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, -31)));
  1215. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, -31)));
  1216. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, -31)));
  1217. CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -31)));
  1218. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
  1219. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
  1220. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
  1221. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 1)));
  1222. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
  1223. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
  1224. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
  1225. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 33)));
  1226. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1227. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1228. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1229. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1230. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1231. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1232. }
  1233. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1234. {
  1235. //ho->moveDir = 4;
  1236. ho->isStanding = false;
  1237. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
  1238. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
  1239. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
  1240. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 0)));
  1241. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
  1242. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
  1243. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
  1244. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 32)));
  1245. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1246. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1247. }
  1248. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1249. {
  1250. //ho->moveDir = 5;
  1251. ho->isStanding = false;
  1252. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
  1253. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
  1254. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
  1255. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -1)));
  1256. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
  1257. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
  1258. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
  1259. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 31)));
  1260. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, 63)));
  1261. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, 63)));
  1262. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, 63)));
  1263. CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 63)));
  1264. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1265. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1266. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1267. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1268. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1269. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1270. }
  1271. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1272. {
  1273. //ho->moveDir = 6;
  1274. ho->isStanding = false;
  1275. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
  1276. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
  1277. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
  1278. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
  1279. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
  1280. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
  1281. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, 63)));
  1282. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, 63)));
  1283. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, 63)));
  1284. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1285. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1286. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1287. }
  1288. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1289. {
  1290. //ho->moveDir = 7;
  1291. ho->isStanding = false;
  1292. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -1)));
  1293. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
  1294. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
  1295. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
  1296. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 31)));
  1297. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
  1298. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
  1299. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
  1300. CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 63)));
  1301. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, 63)));
  1302. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, 63)));
  1303. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, 63)));
  1304. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1305. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1306. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1307. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1308. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1309. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1310. }
  1311. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1312. {
  1313. //ho->moveDir = 8;
  1314. ho->isStanding = false;
  1315. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 0)));
  1316. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
  1317. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
  1318. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
  1319. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 32)));
  1320. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
  1321. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
  1322. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
  1323. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1324. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1325. }
  1326. }
  1327. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1328. {
  1329. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1330. {
  1331. //setting advmap shift
  1332. adventureInt->terrain.moveX = i-32;
  1333. adventureInt->terrain.moveY = i-32;
  1334. subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
  1335. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
  1336. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
  1337. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
  1338. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
  1339. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
  1340. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
  1341. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
  1342. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
  1343. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
  1344. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
  1345. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
  1346. }
  1347. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1348. {
  1349. //setting advmap shift
  1350. adventureInt->terrain.moveY = i-32;
  1351. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
  1352. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
  1353. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
  1354. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
  1355. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
  1356. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
  1357. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
  1358. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
  1359. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
  1360. }
  1361. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1362. {
  1363. //setting advmap shift
  1364. adventureInt->terrain.moveX = -i+32;
  1365. adventureInt->terrain.moveY = i-32;
  1366. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
  1367. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
  1368. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
  1369. subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
  1370. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
  1371. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
  1372. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
  1373. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
  1374. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
  1375. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
  1376. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
  1377. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
  1378. }
  1379. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1380. {
  1381. //setting advmap shift
  1382. adventureInt->terrain.moveX = -i+32;
  1383. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
  1384. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
  1385. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
  1386. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
  1387. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
  1388. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
  1389. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
  1390. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
  1391. }
  1392. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1393. {
  1394. //setting advmap shift
  1395. adventureInt->terrain.moveX = -i+32;
  1396. adventureInt->terrain.moveY = -i+32;
  1397. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
  1398. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
  1399. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
  1400. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
  1401. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
  1402. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
  1403. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
  1404. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
  1405. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
  1406. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
  1407. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
  1408. subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
  1409. }
  1410. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1411. {
  1412. //setting advmap shift
  1413. adventureInt->terrain.moveY = -i+32;
  1414. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
  1415. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
  1416. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
  1417. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
  1418. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
  1419. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
  1420. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
  1421. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
  1422. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
  1423. }
  1424. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1425. {
  1426. //setting advmap shift
  1427. adventureInt->terrain.moveX = i-32;
  1428. adventureInt->terrain.moveY = -i+32;
  1429. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
  1430. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
  1431. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
  1432. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
  1433. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
  1434. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
  1435. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
  1436. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
  1437. subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
  1438. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
  1439. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
  1440. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
  1441. }
  1442. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1443. {
  1444. //setting advmap shift
  1445. adventureInt->terrain.moveX = i-32;
  1446. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
  1447. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
  1448. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
  1449. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
  1450. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
  1451. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
  1452. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
  1453. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
  1454. }
  1455. }
  1456. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1457. {
  1458. adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
  1459. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1460. {
  1461. delObjRect(hp.x, hp.y-2, hp.z, ho->id);
  1462. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1463. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1464. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1465. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1466. delObjRect(hp.x-3, hp.y, hp.z, ho->id);
  1467. }
  1468. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1469. {
  1470. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1471. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1472. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1473. }
  1474. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1475. {
  1476. delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
  1477. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1478. delObjRect(hp.x+1, hp.y, hp.z, ho->id);
  1479. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1480. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1481. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1482. }
  1483. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1484. {
  1485. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1486. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1487. }
  1488. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1489. {
  1490. delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
  1491. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1492. delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
  1493. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1494. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1495. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1496. }
  1497. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1498. {
  1499. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1500. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1501. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1502. }
  1503. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1504. {
  1505. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1506. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1507. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1508. delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
  1509. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1510. delObjRect(hp.x, hp.y+1, hp.z, ho->id);
  1511. }
  1512. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1513. {
  1514. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1515. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1516. }
  1517. //restoring good rects
  1518. subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
  1519. subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
  1520. subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
  1521. subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
  1522. subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
  1523. subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
  1524. //restoring good order of objects
  1525. std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.end(), ocmptwo_cgin);
  1526. std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.end(), ocmptwo_cgin);
  1527. std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.end(), ocmptwo_cgin);
  1528. std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.end(), ocmptwo_cgin);
  1529. std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.end(), ocmptwo_cgin);
  1530. std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.end(), ocmptwo_cgin);
  1531. }
  1532. void CPlayerInterface::gameOver(ui8 player, bool victory )
  1533. {
  1534. if(LOCPLINT != this)
  1535. return;
  1536. if(player == playerID)
  1537. {
  1538. if(!victory)
  1539. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1540. // else
  1541. // showInfoDialog("Placeholder message: you won!");
  1542. makingTurn = true;
  1543. while(showingDialog->get() || dialogs.size()); //wait till all dialogs are displayed and closed
  1544. makingTurn = false;
  1545. //return to main menu
  1546. SDL_Event event;
  1547. event.type = SDL_USEREVENT;
  1548. event.user.code = 2;
  1549. SDL_PushEvent(&event);
  1550. }
  1551. else
  1552. {
  1553. if(!victory) //enemy has lost
  1554. {
  1555. std::string txt = CGI->generaltexth->allTexts[5]; //%s has been vanquished!
  1556. boost::algorithm::replace_first(txt, "%s", CGI->generaltexth->capColors[player]);
  1557. showInfoDialog(txt,std::vector<SComponent*>(1, new SComponent(SComponent::flag, player, 0)));
  1558. }
  1559. }
  1560. }
  1561. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1562. {
  1563. }
  1564. void CPlayerInterface::showPuzzleMap()
  1565. {
  1566. waitWhileDialog();
  1567. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1568. //TODO: interface should not know the real position of Grail...
  1569. float ratio = 0;
  1570. int3 grailPos = cb->getGrailPos(ratio);
  1571. GH.pushInt(new CPuzzleWindow(grailPos, ratio));
  1572. }
  1573. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1574. {
  1575. if (spellID == Spells::FLY || spellID == Spells::WATER_WALK)
  1576. {
  1577. cb->recalculatePaths();
  1578. eraseCurrentPathOf(caster, false);
  1579. }
  1580. }
  1581. void SystemOptions::setMusicVolume( int newVolume )
  1582. {
  1583. musicVolume = newVolume;
  1584. CGI->musich->setVolume(newVolume);
  1585. settingsChanged();
  1586. }
  1587. void SystemOptions::setSoundVolume( int newVolume )
  1588. {
  1589. soundVolume = newVolume;
  1590. CGI->soundh->setVolume(newVolume);
  1591. settingsChanged();
  1592. }
  1593. void SystemOptions::setHeroMoveSpeed( int newSpeed )
  1594. {
  1595. heroMoveSpeed = newSpeed;
  1596. settingsChanged();
  1597. }
  1598. void SystemOptions::setMapScrollingSpeed( int newSpeed )
  1599. {
  1600. mapScrollingSpeed = newSpeed;
  1601. settingsChanged();
  1602. }
  1603. void SystemOptions::settingsChanged()
  1604. {
  1605. CSaveFile settings(GVCMIDirs.UserPath + "/config/sysopts.bin");
  1606. if(settings.sfile)
  1607. settings << *this;
  1608. else
  1609. tlog1 << "Cannot save settings to config/sysopts.bin!\n";
  1610. }
  1611. void SystemOptions::apply()
  1612. {
  1613. if(CGI->musich->getVolume() != musicVolume)
  1614. CGI->musich->setVolume(musicVolume);
  1615. if(CGI->soundh->getVolume() != soundVolume)
  1616. CGI->soundh->setVolume(soundVolume);
  1617. settingsChanged();
  1618. }
  1619. SystemOptions::SystemOptions()
  1620. {
  1621. heroMoveSpeed = 2;
  1622. mapScrollingSpeed = 2;
  1623. musicVolume = 88;
  1624. soundVolume = 88;
  1625. printCellBorders = true;
  1626. printStackRange = true;
  1627. animSpeed = 2;
  1628. printMouseShadow = true;
  1629. showQueue = true;
  1630. }
  1631. void CPlayerInterface::eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath /*= true */ )
  1632. {
  1633. if(checkForExistanceOfPath)
  1634. {
  1635. assert(vstd::contains(paths, ho));
  1636. }
  1637. else if (!vstd::contains(paths, ho))
  1638. {
  1639. return;
  1640. }
  1641. assert(ho == adventureInt->selection);
  1642. paths.erase(ho);
  1643. adventureInt->terrain.currentPath = NULL;
  1644. }
  1645. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1646. {
  1647. if(vstd::contains(paths,h)) //hero has assigned path
  1648. {
  1649. CGPath &path = paths[h];
  1650. if(!path.nodes.size())
  1651. {
  1652. tlog3 << "Warning: empty path found...\n";
  1653. paths.erase(h);
  1654. }
  1655. else
  1656. {
  1657. assert(h->getPosition(false) == path.startPos());
  1658. //update the hero path in case of something has changed on map
  1659. if(LOCPLINT->cb->getPath2(path.endPos(), path))
  1660. return &path;
  1661. else
  1662. paths.erase(h);
  1663. }
  1664. }
  1665. return NULL;
  1666. }
  1667. void CPlayerInterface::acceptTurn()
  1668. {
  1669. waitWhileDialog();
  1670. if(howManyPeople > 1)
  1671. adventureInt->startTurn();
  1672. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1673. /* TODO: This isn't quite right. First day in game should play
  1674. * NEWDAY. And we don't play NEWMONTH. */
  1675. int day = cb->getDate(1);
  1676. if (day != 1)
  1677. CGI->soundh->playSound(soundBase::newDay);
  1678. else
  1679. CGI->soundh->playSound(soundBase::newWeek);
  1680. adventureInt->infoBar.newDay(day);
  1681. //select first hero if available.
  1682. //TODO: check if hero is slept
  1683. if(wanderingHeroes.size())
  1684. adventureInt->select(wanderingHeroes.front());
  1685. else
  1686. adventureInt->select(towns.front());
  1687. adventureInt->showAll(screen);
  1688. }
  1689. void CPlayerInterface::tryDiggging(const CGHeroInstance *h)
  1690. {
  1691. std::string hlp;
  1692. if(h->movement < h->maxMovePoints(true))
  1693. showInfoDialog(CGI->generaltexth->allTexts[56]); //"Digging for artifacts requires a whole day, try again tomorrow."
  1694. else if(cb->getTileInfo(h->getPosition(false))->tertype == TerrainTile::water)
  1695. showInfoDialog(CGI->generaltexth->allTexts[60]); //Try looking on land!
  1696. else
  1697. {
  1698. const TerrainTile *t = cb->getTileInfo(h->getPosition());
  1699. CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
  1700. if(hlp.length() || t->blockingObjects.size() > 1)
  1701. showInfoDialog(CGI->generaltexth->allTexts[97]); //Try searching on clear ground.
  1702. else
  1703. cb->dig(h);
  1704. }
  1705. }
  1706. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1707. {
  1708. adventureInt->infoBar.updateSelection(specific);
  1709. // if (adventureInt->selection == specific)
  1710. // adventureInt->infoBar.showAll(screen);
  1711. }
  1712. void CPlayerInterface::battleNewRoundFirst( int round )
  1713. {
  1714. if(LOCPLINT != this)
  1715. { //another local interface should do this
  1716. return;
  1717. }
  1718. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1719. battleInt->newRoundFirst(round);
  1720. }
  1721. void CPlayerInterface::stopMovement()
  1722. {
  1723. if(stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1724. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1725. }
  1726. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1727. {
  1728. if(market->o->ID == 2) //Altar
  1729. {
  1730. EMarketMode mode = market->availableModes().front();
  1731. if(market->allowsTrade(ARTIFACT_EXP) && visitor->getAlignment() != EVIL)
  1732. GH.pushInt(new CAltarWindow(market, visitor, ARTIFACT_EXP));
  1733. else if(market->allowsTrade(CREATURE_EXP) && visitor->getAlignment() != GOOD)
  1734. GH.pushInt(new CAltarWindow(market, visitor, CREATURE_EXP));
  1735. }
  1736. else
  1737. GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front()));
  1738. }
  1739. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
  1740. {
  1741. if(CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt()))
  1742. cmw->artifactsChanged(false);
  1743. }
  1744. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1745. {
  1746. CTavernWindow *tv = new CTavernWindow(townOrTavern);
  1747. GH.pushInt(tv);
  1748. }
  1749. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1750. {
  1751. if(obj->state())
  1752. {
  1753. MetaString txt;
  1754. obj->getProblemText(txt);
  1755. showInfoDialog(txt.toString());
  1756. }
  1757. else
  1758. showShipyardDialog(obj);
  1759. }