CPlayerInterface.cpp 96 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 "windows/CAdvmapInterface.h"
  12. #include "battle/CBattleInterface.h"
  13. #include "battle/CBattleInterfaceClasses.h"
  14. #include "../CCallback.h"
  15. #include "windows/CCastleInterface.h"
  16. #include "gui/CCursorHandler.h"
  17. #include "windows/CKingdomInterface.h"
  18. #include "CGameInfo.h"
  19. #include "windows/CHeroWindow.h"
  20. #include "windows/CCreatureWindow.h"
  21. #include "windows/CQuestLog.h"
  22. #include "CMessage.h"
  23. #include "CPlayerInterface.h"
  24. #include "gui/SDL_Extensions.h"
  25. #include "widgets/CComponent.h"
  26. #include "windows/CTradeWindow.h"
  27. #include "windows/CSpellWindow.h"
  28. #include "../lib/CConfigHandler.h"
  29. #include "battle/CCreatureAnimation.h"
  30. #include "Graphics.h"
  31. #include "windows/GUIClasses.h"
  32. #include "../lib/CArtHandler.h"
  33. #include "../lib/CGeneralTextHandler.h"
  34. #include "../lib/CHeroHandler.h"
  35. #include "../lib/serializer/CTypeList.h"
  36. #include "../lib/serializer/BinaryDeserializer.h"
  37. #include "../lib/serializer/BinarySerializer.h"
  38. #include "../lib/spells/CSpellHandler.h"
  39. #include "../lib/CTownHandler.h"
  40. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  41. #include "../lib/CStack.h"
  42. #include "../lib/JsonNode.h"
  43. #include "CMusicHandler.h"
  44. #include "../lib/CondSh.h"
  45. #include "../lib/NetPacks.h"
  46. #include "../lib/mapping/CMap.h"
  47. #include "../lib/VCMIDirs.h"
  48. #include "mapHandler.h"
  49. #include "../lib/CStopWatch.h"
  50. #include "../lib/StartInfo.h"
  51. #include "../lib/CGameState.h"
  52. #include "../lib/CPlayerState.h"
  53. #include "../lib/GameConstants.h"
  54. #include "gui/CGuiHandler.h"
  55. #include "windows/InfoWindows.h"
  56. #include "../lib/UnlockGuard.h"
  57. #include <SDL.h>
  58. // The macro below is used to mark functions that are called by client when game state changes.
  59. // They all assume that CPlayerInterface::pim mutex is locked.
  60. #define EVENT_HANDLER_CALLED_BY_CLIENT
  61. // The macro marks functions that are run on a new thread by client.
  62. // They do not own any mutexes intiially.
  63. #define THREAD_CREATED_BY_CLIENT
  64. #define RETURN_IF_QUICK_COMBAT \
  65. if (isAutoFightOn && !battleInt) \
  66. return;
  67. #define BATTLE_EVENT_POSSIBLE_RETURN\
  68. if (LOCPLINT != this) \
  69. return; \
  70. RETURN_IF_QUICK_COMBAT
  71. using namespace CSDL_Ext;
  72. void processCommand(const std::string &message, CClient *&client);
  73. extern std::queue<SDL_Event> events;
  74. extern boost::mutex eventsM;
  75. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  76. CPlayerInterface * LOCPLINT;
  77. CBattleInterface * CPlayerInterface::battleInt;
  78. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  79. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  80. int CPlayerInterface::howManyPeople = 0;
  81. static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
  82. {
  83. return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
  84. }
  85. struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
  86. {
  87. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  88. {
  89. return h;
  90. }
  91. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  92. {
  93. return nullptr;
  94. }
  95. };
  96. CPlayerInterface::CPlayerInterface(PlayerColor Player)
  97. {
  98. logGlobal->traceStream() << "\tHuman player interface for player " << Player << " being constructed";
  99. destinationTeleport = ObjectInstanceID();
  100. destinationTeleportPos = int3(-1);
  101. howManyPeople++;
  102. GH.defActionsDef = 0;
  103. LOCPLINT = this;
  104. curAction = nullptr;
  105. playerID=Player;
  106. human=true;
  107. currentSelection = nullptr;
  108. castleInt = nullptr;
  109. battleInt = nullptr;
  110. makingTurn = false;
  111. showingDialog = new CondSh<bool>(false);
  112. cingconsole = new CInGameConsole();
  113. GH.terminate_cond.set(false);
  114. firstCall = 1; //if loading will be overwritten in serialize
  115. autosaveCount = 0;
  116. isAutoFightOn = false;
  117. duringMovement = false;
  118. ignoreEvents = false;
  119. }
  120. CPlayerInterface::~CPlayerInterface()
  121. {
  122. logGlobal->traceStream() << "\tHuman player interface for player " << playerID << " being destructed";
  123. //howManyPeople--;
  124. delete showingDialog;
  125. delete cingconsole;
  126. if (LOCPLINT == this)
  127. LOCPLINT = nullptr;
  128. }
  129. void CPlayerInterface::init(std::shared_ptr<CCallback> CB)
  130. {
  131. cb = CB;
  132. if (!towns.size() && !wanderingHeroes.size())
  133. initializeHeroTownList();
  134. // always recreate advmap interface to avoid possible memory-corruption bugs
  135. if (adventureInt)
  136. delete adventureInt;
  137. adventureInt = new CAdvMapInt();
  138. }
  139. void CPlayerInterface::yourTurn()
  140. {
  141. EVENT_HANDLER_CALLED_BY_CLIENT;
  142. {
  143. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  144. LOCPLINT = this;
  145. GH.curInt = this;
  146. adventureInt->selection = nullptr;
  147. std::string prefix = settings["session"]["saveprefix"].String();
  148. if (firstCall)
  149. {
  150. if (howManyPeople == 1)
  151. adventureInt->setPlayer(playerID);
  152. autosaveCount = getLastIndex(prefix + "Autosave_");
  153. if (firstCall > 0) //new game, not loaded
  154. {
  155. int index = getLastIndex(prefix + "Newgame_");
  156. index %= SAVES_COUNT;
  157. cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  158. }
  159. firstCall = 0;
  160. }
  161. else if (cb->getDate() % static_cast<int>(settings["session"]["savefrequency"].Integer()) == 0)
  162. {
  163. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  164. autosaveCount %= 5;
  165. }
  166. if (adventureInt->player != playerID)
  167. adventureInt->setPlayer(playerID);
  168. if (howManyPeople > 1) //hot seat message
  169. {
  170. adventureInt->startHotSeatWait(playerID);
  171. makingTurn = true;
  172. std::string msg = CGI->generaltexth->allTexts[13];
  173. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  174. std::vector<CComponent*> cmp;
  175. cmp.push_back(new CComponent(CComponent::flag, playerID.getNum(), 0));
  176. showInfoDialog(msg, cmp);
  177. }
  178. else
  179. {
  180. makingTurn = true;
  181. adventureInt->startTurn();
  182. }
  183. }
  184. acceptTurn();
  185. }
  186. STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const ObjectInstanceID & hid)
  187. {
  188. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  189. for (auto & elem : hlp.objects)
  190. if (elem.obj && elem.obj->id == hid)
  191. {
  192. elem.rect = r;
  193. return;
  194. }
  195. }
  196. STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const ObjectInstanceID & hid)
  197. {
  198. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  199. for (int h=0; h<hlp.objects.size(); ++h)
  200. if (hlp.objects[h].obj && hlp.objects[h].obj->id == hid)
  201. {
  202. hlp.objects.erase(hlp.objects.begin()+h);
  203. return;
  204. }
  205. }
  206. void CPlayerInterface::heroMoved(const TryMoveHero & details)
  207. {
  208. EVENT_HANDLER_CALLED_BY_CLIENT;
  209. waitWhileDialog();
  210. if (LOCPLINT != this)
  211. return;
  212. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  213. return;
  214. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  215. int3 hp = details.start;
  216. if (!hero)
  217. {
  218. //AI hero left the visible area (we can't obtain info)
  219. //TODO very evil workaround -> retrieve pointer to hero so we could animate it
  220. // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
  221. const TerrainTile2 &tile = CGI->mh->ttiles[hp.x-1][hp.y][hp.z];
  222. for (auto & elem : tile.objects)
  223. if (elem.obj && elem.obj->id == details.id)
  224. hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
  225. if (!hero) //still nothing...
  226. return;
  227. }
  228. bool directlyAttackingCreature =
  229. details.attackedFrom
  230. && adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
  231. && adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
  232. if (makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  233. {
  234. //We may need to change music - select new track, music handler will change it if needed
  235. CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType, true);
  236. if (details.result == TryMoveHero::TELEPORTATION)
  237. {
  238. if (adventureInt->terrain.currentPath)
  239. {
  240. assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
  241. std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
  242. if ((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
  243. && (nodesIt-1)->coord == CGHeroInstance::convertPosition(details.end, false))
  244. {
  245. //path was between entrance and exit of teleport -> OK, erase node as usual
  246. removeLastNodeFromPath(hero);
  247. }
  248. else
  249. {
  250. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  251. eraseCurrentPathOf(hero);
  252. }
  253. }
  254. adventureInt->centerOn(hero, true); //actualizing screen pos
  255. adventureInt->minimap.redraw();
  256. adventureInt->heroList.update(hero);
  257. return; //teleport - no fancy moving animation
  258. //TODO: smooth disappear / appear effect
  259. }
  260. if (hero->pos != details.end //hero didn't change tile but visit succeeded
  261. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  262. {
  263. eraseCurrentPathOf(hero, false);
  264. }
  265. else if (adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
  266. {
  267. if (details.start != details.end) //so we don't touch path when revisiting with spacebar
  268. removeLastNodeFromPath(hero);
  269. }
  270. }
  271. if (details.result != TryMoveHero::SUCCESS) //hero failed to move
  272. {
  273. hero->isStanding = true;
  274. stillMoveHero.setn(STOP_MOVE);
  275. GH.totalRedraw();
  276. adventureInt->heroList.update(hero);
  277. return;
  278. }
  279. ui32 speed = 0;
  280. if(settings["session"]["spectate"].Bool())
  281. {
  282. if(!settings["session"]["spectate-hero-speed"].isNull())
  283. speed = settings["session"]["spectate-hero-speed"].Integer();
  284. }
  285. else if (makingTurn) // our turn, our hero moves
  286. speed = settings["adventure"]["heroSpeed"].Float();
  287. else
  288. speed = settings["adventure"]["enemySpeed"].Float();
  289. if (speed == 0)
  290. {
  291. //FIXME: is this a proper solution?
  292. CGI->mh->hideObject(hero);
  293. CGI->mh->printObject(hero);
  294. return; // no animation
  295. }
  296. adventureInt->centerOn(hero); //actualizing screen pos
  297. adventureInt->minimap.redraw();
  298. adventureInt->heroList.redraw();
  299. initMovement(details, hero, hp);
  300. //first initializing done
  301. GH.mainFPSmng->framerateDelay(); // after first move
  302. //main moving
  303. for (int i=1; i<32; i+=2*speed)
  304. {
  305. movementPxStep(details, i, hp, hero);
  306. #ifndef VCMI_ANDROID
  307. // 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;
  308. // most likely this is connected with the way that this manual animation+framerate handling is solved
  309. adventureInt->updateScreen = true;
  310. #endif
  311. adventureInt->show(screen);
  312. {
  313. //evil returns here ...
  314. //todo: get rid of it
  315. logGlobal->traceStream() << "before [un]locks in " << __FUNCTION__;
  316. auto unlockPim = vstd::makeUnlockGuard(*pim); //let frame to be rendered
  317. GH.mainFPSmng->framerateDelay(); //for animation purposes
  318. logGlobal->traceStream() << "after [un]locks in " << __FUNCTION__;
  319. }
  320. //CSDL_Ext::update(screen);
  321. } //for (int i=1; i<32; i+=4)
  322. //main moving done
  323. //finishing move
  324. finishMovement(details, hp, hero);
  325. hero->isStanding = true;
  326. //move finished
  327. adventureInt->minimap.redraw();
  328. adventureInt->heroList.update(hero);
  329. //check if user cancelled movement
  330. {
  331. boost::unique_lock<boost::mutex> un(eventsM);
  332. while(!events.empty())
  333. {
  334. SDL_Event ev = events.front();
  335. events.pop();
  336. switch(ev.type)
  337. {
  338. case SDL_MOUSEBUTTONDOWN:
  339. stillMoveHero.setn(STOP_MOVE);
  340. break;
  341. case SDL_KEYDOWN:
  342. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  343. stillMoveHero.setn(STOP_MOVE);
  344. break;
  345. }
  346. }
  347. }
  348. if (stillMoveHero.get() == WAITING_MOVE)
  349. stillMoveHero.setn(DURING_MOVE);
  350. // Hero attacked creature directly, set direction to face it.
  351. if (directlyAttackingCreature) {
  352. // Get direction to attacker.
  353. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  354. static const ui8 dirLookup[3][3] = {
  355. { 1, 2, 3 },
  356. { 8, 0, 4 },
  357. { 7, 6, 5 }
  358. };
  359. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  360. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  361. }
  362. }
  363. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  364. {
  365. EVENT_HANDLER_CALLED_BY_CLIENT;
  366. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID);
  367. const CArmedInstance *newSelection = nullptr;
  368. if (makingTurn)
  369. {
  370. //find new object for selection: either hero
  371. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  372. if (next >= 0)
  373. newSelection = wanderingHeroes[next];
  374. //or town
  375. if (!newSelection || newSelection == hero)
  376. {
  377. if (towns.empty())
  378. newSelection = nullptr;
  379. else
  380. newSelection = towns.front();
  381. }
  382. }
  383. wanderingHeroes -= hero;
  384. if (vstd::contains(paths, hero))
  385. paths.erase(hero);
  386. adventureInt->heroList.update(hero);
  387. if (makingTurn && newSelection)
  388. adventureInt->select(newSelection, true);
  389. else if (adventureInt->selection == hero)
  390. adventureInt->selection = nullptr;
  391. }
  392. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  393. {
  394. EVENT_HANDLER_CALLED_BY_CLIENT;
  395. wanderingHeroes.push_back(hero);
  396. adventureInt->heroList.update(hero);
  397. }
  398. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  399. {
  400. if (castleInt)
  401. castleInt->close();
  402. castleInt = new CCastleInterface(town);
  403. GH.pushInt(castleInt);
  404. }
  405. int3 CPlayerInterface::repairScreenPos(int3 pos)
  406. {
  407. if (pos.x<-CGI->mh->frameW)
  408. pos.x = -CGI->mh->frameW;
  409. if (pos.y<-CGI->mh->frameH)
  410. pos.y = -CGI->mh->frameH;
  411. if (pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
  412. pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
  413. if (pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
  414. pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
  415. return pos;
  416. }
  417. void CPlayerInterface::activateForSpectator()
  418. {
  419. adventureInt->state = CAdvMapInt::INGAME;
  420. adventureInt->activate();
  421. adventureInt->minimap.activate();
  422. }
  423. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  424. {
  425. EVENT_HANDLER_CALLED_BY_CLIENT;
  426. if (which == 4)
  427. {
  428. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))
  429. ctw->setExpToLevel();
  430. }
  431. else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  432. updateInfo(hero);
  433. }
  434. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  435. {
  436. EVENT_HANDLER_CALLED_BY_CLIENT;
  437. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt());
  438. if (cuw) //university window is open
  439. {
  440. GH.totalRedraw();
  441. }
  442. }
  443. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  444. {
  445. EVENT_HANDLER_CALLED_BY_CLIENT;
  446. updateInfo(hero);
  447. if (makingTurn && hero->tempOwner == playerID)
  448. adventureInt->heroList.update(hero);
  449. }
  450. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  451. {
  452. EVENT_HANDLER_CALLED_BY_CLIENT;
  453. if (makingTurn && hero->tempOwner == playerID)
  454. adventureInt->heroList.update(hero);
  455. }
  456. void CPlayerInterface::receivedResource()
  457. {
  458. EVENT_HANDLER_CALLED_BY_CLIENT;
  459. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
  460. mw->resourceChanged();
  461. GH.totalRedraw();
  462. }
  463. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  464. {
  465. EVENT_HANDLER_CALLED_BY_CLIENT;
  466. waitWhileDialog();
  467. CCS->soundh->playSound(soundBase::heroNewLevel);
  468. CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,
  469. [=](ui32 selection){ cb->selectionMade(selection, queryID); });
  470. GH.pushInt(lw);
  471. }
  472. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  473. {
  474. EVENT_HANDLER_CALLED_BY_CLIENT;
  475. waitWhileDialog();
  476. CCS->soundh->playSound(soundBase::heroNewLevel);
  477. GH.pushInt(new CStackWindow(commander, skills, [=](ui32 selection)
  478. {
  479. cb->selectionMade(selection, queryID);
  480. }));
  481. }
  482. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  483. {
  484. EVENT_HANDLER_CALLED_BY_CLIENT;
  485. updateInfo(town);
  486. if (town->garrisonHero) //wandering hero moved to the garrison
  487. {
  488. CGI->mh->hideObject(town->garrisonHero);
  489. if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
  490. wanderingHeroes -= town->garrisonHero;
  491. }
  492. if (town->visitingHero) //hero leaves garrison
  493. {
  494. CGI->mh->printObject(town->visitingHero);
  495. if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
  496. wanderingHeroes.push_back(town->visitingHero);
  497. }
  498. adventureInt->heroList.update();
  499. adventureInt->updateNextHero(nullptr);
  500. if (CCastleInterface *c = castleInt)
  501. {
  502. c->garr->selectSlot(nullptr);
  503. c->garr->setArmy(town->getUpperArmy(), 0);
  504. c->garr->setArmy(town->visitingHero, 1);
  505. c->garr->recreateSlots();
  506. c->heroes->update();
  507. }
  508. for (IShowActivatable *isa : GH.listInt)
  509. {
  510. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  511. if (ki)
  512. {
  513. ki->townChanged(town);
  514. ki->updateGarrisons();
  515. }
  516. }
  517. GH.totalRedraw();
  518. }
  519. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  520. {
  521. EVENT_HANDLER_CALLED_BY_CLIENT;
  522. if (hero->tempOwner != playerID )
  523. return;
  524. waitWhileDialog();
  525. openTownWindow(town);
  526. }
  527. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  528. {
  529. boost::unique_lock<boost::recursive_mutex> un(*pim);
  530. for (auto object : objs)
  531. updateInfo(object);
  532. for (auto & elem : GH.listInt)
  533. {
  534. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem);
  535. if (cgh)
  536. cgh->updateGarrisons();
  537. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem))
  538. {
  539. if (vstd::contains(objs, cmw->hero))
  540. cmw->garrisonChanged();
  541. }
  542. }
  543. GH.totalRedraw();
  544. }
  545. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  546. {
  547. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  548. }
  549. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  550. {
  551. EVENT_HANDLER_CALLED_BY_CLIENT;
  552. switch (buildingID)
  553. {
  554. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  555. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  556. case BuildingID::RESOURCE_SILO:
  557. updateInfo(town);
  558. break;
  559. }
  560. if (castleInt)
  561. {
  562. castleInt->townlist->update(town);
  563. if (castleInt->town == town)
  564. {
  565. switch(what)
  566. {
  567. case 1:
  568. CCS->soundh->playSound(soundBase::newBuilding);
  569. castleInt->addBuilding(buildingID);
  570. break;
  571. case 2:
  572. castleInt->removeBuilding(buildingID);
  573. break;
  574. }
  575. }
  576. }
  577. adventureInt->townList.update(town);
  578. }
  579. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  580. {
  581. //Don't wait for dialogs when we are non-active hot-seat player
  582. if (LOCPLINT == this)
  583. waitForAllDialogs();
  584. }
  585. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  586. {
  587. EVENT_HANDLER_CALLED_BY_CLIENT;
  588. if (settings["adventure"]["quickCombat"].Bool())
  589. {
  590. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  591. autofightingAI->init(cb);
  592. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  593. isAutoFightOn = true;
  594. cb->registerBattleInterface(autofightingAI);
  595. // Player shouldn't be able to move on adventure map if quick combat is going
  596. adventureInt->quickCombatLock();
  597. }
  598. //Don't wait for dialogs when we are non-active hot-seat player
  599. if (LOCPLINT == this)
  600. waitForAllDialogs();
  601. BATTLE_EVENT_POSSIBLE_RETURN;
  602. }
  603. void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
  604. {
  605. EVENT_HANDLER_CALLED_BY_CLIENT;
  606. BATTLE_EVENT_POSSIBLE_RETURN;
  607. for (auto & healedStack : healedStacks)
  608. {
  609. const CStack * healed = cb->battleGetStackByID(healedStack.first);
  610. if (battleInt->creAnims[healed->ID]->isDead())
  611. {
  612. //stack has been resurrected
  613. battleInt->creAnims[healed->ID]->setType(CCreatureAnim::HOLDING);
  614. }
  615. }
  616. if(lifeDrain)
  617. {
  618. const CStack * attacker = cb->battleGetStackByID(healedStacks[0].first, false);
  619. const CStack * defender = cb->battleGetStackByID(lifeDrainFrom, false);
  620. if(attacker && defender)
  621. {
  622. battleInt->displayEffect(52, attacker->position); //TODO: transparency
  623. CCS->soundh->playSound(soundBase::DRAINLIF);
  624. MetaString text;
  625. attacker->addText(text, MetaString::GENERAL_TXT, 361);
  626. attacker->addNameReplacement(text, false);
  627. text.addReplacement(healedStacks[0].second);
  628. defender->addNameReplacement(text, true);
  629. battleInt->console->addText(text.toString());
  630. }
  631. else
  632. {
  633. logGlobal->error("Unable to display life drain info");
  634. }
  635. }
  636. if(tentHeal)
  637. {
  638. const CStack * healer = cb->battleGetStackByID(lifeDrainFrom, false);
  639. const CStack * target = cb->battleGetStackByID(healedStacks[0].first, false);
  640. if(healer && target)
  641. {
  642. MetaString text;
  643. text.addTxt(MetaString::GENERAL_TXT, 414);
  644. healer->addNameReplacement(text, false);
  645. target->addNameReplacement(text, false);
  646. text.addReplacement(healedStacks[0].second);
  647. battleInt->console->addText(text.toString());
  648. }
  649. else
  650. {
  651. logGlobal->error("Unable to display tent heal info");
  652. }
  653. }
  654. }
  655. void CPlayerInterface::battleNewStackAppeared(const CStack * stack)
  656. {
  657. EVENT_HANDLER_CALLED_BY_CLIENT;
  658. BATTLE_EVENT_POSSIBLE_RETURN;
  659. battleInt->newStack(stack);
  660. }
  661. void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
  662. {
  663. EVENT_HANDLER_CALLED_BY_CLIENT;
  664. BATTLE_EVENT_POSSIBLE_RETURN;
  665. //update accessible hexes
  666. battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
  667. }
  668. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  669. {
  670. EVENT_HANDLER_CALLED_BY_CLIENT;
  671. BATTLE_EVENT_POSSIBLE_RETURN;
  672. battleInt->stackIsCatapulting(ca);
  673. }
  674. void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
  675. {
  676. EVENT_HANDLER_CALLED_BY_CLIENT;
  677. BATTLE_EVENT_POSSIBLE_RETURN;
  678. for (auto & elem : bsr.stackIDs) //for each removed stack
  679. {
  680. battleInt->stackRemoved(elem);
  681. }
  682. }
  683. 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
  684. {
  685. EVENT_HANDLER_CALLED_BY_CLIENT;
  686. BATTLE_EVENT_POSSIBLE_RETURN;
  687. battleInt->newRound(round);
  688. }
  689. void CPlayerInterface::actionStarted(const BattleAction &action)
  690. {
  691. EVENT_HANDLER_CALLED_BY_CLIENT;
  692. BATTLE_EVENT_POSSIBLE_RETURN;
  693. curAction = new BattleAction(action);
  694. battleInt->startAction(curAction);
  695. }
  696. void CPlayerInterface::actionFinished(const BattleAction &action)
  697. {
  698. EVENT_HANDLER_CALLED_BY_CLIENT;
  699. BATTLE_EVENT_POSSIBLE_RETURN;
  700. battleInt->endAction(curAction);
  701. delete curAction;
  702. curAction = nullptr;
  703. }
  704. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  705. {
  706. THREAD_CREATED_BY_CLIENT;
  707. logGlobal->traceStream() << "Awaiting command for " << stack->nodeName();
  708. auto stackId = stack->ID;
  709. auto stackName = stack->nodeName();
  710. if (autofightingAI)
  711. {
  712. if (isAutoFightOn)
  713. {
  714. auto ret = autofightingAI->activeStack(stack);
  715. if (isAutoFightOn)
  716. {
  717. return ret;
  718. }
  719. }
  720. cb->unregisterBattleInterface(autofightingAI);
  721. autofightingAI.reset();
  722. }
  723. CBattleInterface *b = battleInt;
  724. if(CBattleInterface::givenCommand.get())
  725. {
  726. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  727. vstd::clear_pointer(CBattleInterface::givenCommand.data);
  728. }
  729. {
  730. boost::unique_lock<boost::recursive_mutex> un(*pim);
  731. b->stackActivated(stack);
  732. //Regeneration & mana drain go there
  733. }
  734. //wait till BattleInterface sets its command
  735. boost::unique_lock<boost::mutex> lock(CBattleInterface::givenCommand.mx);
  736. while(!CBattleInterface::givenCommand.data)
  737. {
  738. CBattleInterface::givenCommand.cond.wait(lock);
  739. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  740. throw boost::thread_interrupted(); //will shut the thread peacefully
  741. }
  742. //tidy up
  743. BattleAction ret = *(CBattleInterface::givenCommand.data);
  744. vstd::clear_pointer(CBattleInterface::givenCommand.data);
  745. if (ret.actionType == Battle::CANCEL)
  746. {
  747. if (stackId != ret.stackNumber)
  748. logGlobal->error("Not current active stack action canceled");
  749. logGlobal->traceStream() << "Canceled command for " << stackName;
  750. }
  751. else
  752. logGlobal->traceStream() << "Giving command for " << stackName;
  753. return ret;
  754. }
  755. void CPlayerInterface::battleEnd(const BattleResult *br)
  756. {
  757. EVENT_HANDLER_CALLED_BY_CLIENT;
  758. if (isAutoFightOn)
  759. {
  760. isAutoFightOn = false;
  761. cb->unregisterBattleInterface(autofightingAI);
  762. autofightingAI.reset();
  763. adventureInt->quickCombatUnlock();
  764. if (!battleInt)
  765. {
  766. SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
  767. auto resWindow = new CBattleResultWindow(*br, temp_rect, *this);
  768. GH.pushInt(resWindow);
  769. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  770. // Otherwise NewTurn causes freeze.
  771. waitWhileDialog();
  772. return;
  773. }
  774. }
  775. BATTLE_EVENT_POSSIBLE_RETURN;
  776. battleInt->battleFinished(*br);
  777. }
  778. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
  779. {
  780. EVENT_HANDLER_CALLED_BY_CLIENT;
  781. BATTLE_EVENT_POSSIBLE_RETURN;
  782. battleInt->stackMoved(stack, dest, distance);
  783. }
  784. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  785. {
  786. EVENT_HANDLER_CALLED_BY_CLIENT;
  787. BATTLE_EVENT_POSSIBLE_RETURN;
  788. battleInt->spellCast(sc);
  789. }
  790. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  791. {
  792. EVENT_HANDLER_CALLED_BY_CLIENT;
  793. BATTLE_EVENT_POSSIBLE_RETURN;
  794. battleInt->battleStacksEffectsSet(sse);
  795. }
  796. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  797. {
  798. EVENT_HANDLER_CALLED_BY_CLIENT;
  799. //TODO why is this different (no return on LOPLINT != this) ?
  800. RETURN_IF_QUICK_COMBAT;
  801. battleInt->battleTriggerEffect(bte);
  802. }
  803. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
  804. {
  805. EVENT_HANDLER_CALLED_BY_CLIENT;
  806. BATTLE_EVENT_POSSIBLE_RETURN;
  807. std::vector<StackAttackedInfo> arg;
  808. for (auto & elem : bsa)
  809. {
  810. const CStack *defender = cb->battleGetStackByID(elem.stackAttacked, false);
  811. const CStack *attacker = cb->battleGetStackByID(elem.attackerID, false);
  812. if (elem.isEffect())
  813. {
  814. if (defender && !elem.isSecondary())
  815. battleInt->displayEffect(elem.effect, defender->position);
  816. }
  817. if (elem.isSpell())
  818. {
  819. if (defender)
  820. battleInt->displaySpellEffect(elem.spellID, defender->position);
  821. }
  822. //FIXME: why action is deleted during enchanter cast?
  823. bool remoteAttack = false;
  824. if (LOCPLINT->curAction)
  825. remoteAttack |= LOCPLINT->curAction->actionType != Battle::WALK_AND_ATTACK;
  826. StackAttackedInfo to_put = {defender, elem.damageAmount, elem.killedAmount, attacker, remoteAttack, elem.killed(), elem.willRebirth(), elem.cloneKilled()};
  827. arg.push_back(to_put);
  828. }
  829. battleInt->stacksAreAttacked(arg);
  830. }
  831. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  832. {
  833. EVENT_HANDLER_CALLED_BY_CLIENT;
  834. BATTLE_EVENT_POSSIBLE_RETURN;
  835. assert(curAction);
  836. const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
  837. if(!attacker)
  838. {
  839. logGlobal->error("Attacking stack not found");
  840. return;
  841. }
  842. if(ba->lucky()) //lucky hit
  843. {
  844. battleInt->console->addText(attacker->formatGeneralMessage(-45));
  845. battleInt->displayEffect(18, attacker->position);
  846. CCS->soundh->playSound(soundBase::GOODLUCK);
  847. }
  848. if(ba->unlucky()) //unlucky hit
  849. {
  850. battleInt->console->addText(attacker->formatGeneralMessage(-44));
  851. battleInt->displayEffect(48, attacker->position);
  852. CCS->soundh->playSound(soundBase::BADLUCK);
  853. }
  854. if(ba->deathBlow())
  855. {
  856. battleInt->console->addText(attacker->formatGeneralMessage(365));
  857. for(auto & elem : ba->bsa)
  858. {
  859. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  860. battleInt->displayEffect(73, attacked->position);
  861. }
  862. CCS->soundh->playSound(soundBase::deathBlow);
  863. }
  864. battleInt->waitForAnims();
  865. if(ba->shot())
  866. {
  867. for(auto & elem : ba->bsa)
  868. {
  869. if(!elem.isSecondary()) //display projectile only for primary target
  870. {
  871. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  872. battleInt->stackAttacking(attacker, attacked->position, attacked, true);
  873. }
  874. }
  875. }
  876. else
  877. {
  878. int shift = 0;
  879. if(ba->counter() && BattleHex::mutualPosition(curAction->destinationTile, attacker->position) < 0)
  880. {
  881. int distp = BattleHex::getDistance(curAction->destinationTile + 1, attacker->position);
  882. int distm = BattleHex::getDistance(curAction->destinationTile - 1, attacker->position);
  883. if(distp < distm)
  884. shift = 1;
  885. else
  886. shift = -1;
  887. }
  888. const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
  889. battleInt->stackAttacking(attacker, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, attacked, false);
  890. }
  891. //battleInt->waitForAnims(); //FIXME: freeze
  892. if(ba->spellLike())
  893. {
  894. //display hit animation
  895. SpellID spellID = ba->spellID;
  896. battleInt->displaySpellHit(spellID, curAction->destinationTile);
  897. }
  898. }
  899. void CPlayerInterface::battleObstaclePlaced(const CObstacleInstance &obstacle)
  900. {
  901. EVENT_HANDLER_CALLED_BY_CLIENT;
  902. BATTLE_EVENT_POSSIBLE_RETURN;
  903. battleInt->obstaclePlaced(obstacle);
  904. }
  905. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  906. {
  907. EVENT_HANDLER_CALLED_BY_CLIENT;
  908. BATTLE_EVENT_POSSIBLE_RETURN;
  909. battleInt->gateStateChanged(state);
  910. }
  911. void CPlayerInterface::yourTacticPhase(int distance)
  912. {
  913. THREAD_CREATED_BY_CLIENT;
  914. while(battleInt && battleInt->tacticsMode)
  915. boost::this_thread::sleep(boost::posix_time::millisec(1));
  916. }
  917. void CPlayerInterface::showComp(const Component &comp, std::string message)
  918. {
  919. EVENT_HANDLER_CALLED_BY_CLIENT;
  920. waitWhileDialog(); //Fix for mantis #98
  921. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  922. adventureInt->infoBar.showComponent(comp, message);
  923. }
  924. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  925. {
  926. EVENT_HANDLER_CALLED_BY_CLIENT;
  927. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  928. {
  929. return;
  930. }
  931. std::vector<CComponent*> intComps;
  932. for (auto & component : components)
  933. intComps.push_back(new CComponent(*component));
  934. showInfoDialog(text,intComps,soundID);
  935. }
  936. void CPlayerInterface::showInfoDialog(const std::string &text, CComponent * component)
  937. {
  938. std::vector<CComponent*> intComps;
  939. intComps.push_back(component);
  940. showInfoDialog(text, intComps, soundBase::sound_todo, true);
  941. }
  942. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<CComponent*> & components, int soundID, bool delComps)
  943. {
  944. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  945. waitWhileDialog();
  946. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  947. {
  948. return;
  949. }
  950. CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);
  951. temp->setDelComps(delComps);
  952. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  953. {
  954. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  955. showingDialog->set(true);
  956. stopMovement(); // interrupt movement to show dialog
  957. GH.pushInt(temp);
  958. }
  959. else
  960. {
  961. dialogs.push_back(temp);
  962. }
  963. }
  964. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  965. {
  966. EVENT_HANDLER_CALLED_BY_CLIENT;
  967. std::vector<Component*> comps;
  968. for (auto & elem : components)
  969. {
  970. comps.push_back(&elem);
  971. }
  972. std::string str;
  973. text.toString(str);
  974. showInfoDialog(str,comps, 0);
  975. waitWhileDialog();
  976. }
  977. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps, const std::vector<CComponent*> & components)
  978. {
  979. boost::unique_lock<boost::recursive_mutex> un(*pim);
  980. stopMovement();
  981. LOCPLINT->showingDialog->setn(true);
  982. CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);
  983. }
  984. void CPlayerInterface::showOkDialog(std::vector<Component> & components, const MetaString & text, const std::function<void()> & onOk)
  985. {
  986. boost::unique_lock<boost::recursive_mutex> un(*pim);
  987. std::vector<Component*> comps;
  988. for (auto & elem : components)
  989. {
  990. comps.push_back(&elem);
  991. }
  992. std::string str;
  993. text.toString(str);
  994. stopMovement();
  995. showingDialog->setn(true);
  996. std::vector<CComponent*> intComps;
  997. for (auto & component : comps)
  998. intComps.push_back(new CComponent(*component));
  999. CInfoWindow::showOkDialog(str, &intComps, onOk, true, playerID);
  1000. }
  1001. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  1002. {
  1003. EVENT_HANDLER_CALLED_BY_CLIENT;
  1004. waitWhileDialog();
  1005. stopMovement();
  1006. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  1007. if (!selection && cancel) //simple yes/no dialog
  1008. {
  1009. std::vector<CComponent*> intComps;
  1010. for (auto & component : components)
  1011. intComps.push_back(new CComponent(component)); //will be deleted by close in window
  1012. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, true, intComps);
  1013. }
  1014. else if (selection)
  1015. {
  1016. std::vector<CSelectableComponent*> intComps;
  1017. for (auto & component : components)
  1018. intComps.push_back(new CSelectableComponent(component)); //will be deleted by CSelWindow::close
  1019. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  1020. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  1021. if (cancel)
  1022. {
  1023. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  1024. }
  1025. int charperline = 35;
  1026. if (pom.size() > 1)
  1027. charperline = 50;
  1028. auto temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);
  1029. GH.pushInt(temp);
  1030. intComps[0]->clickLeft(true, false);
  1031. }
  1032. }
  1033. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  1034. {
  1035. EVENT_HANDLER_CALLED_BY_CLIENT;
  1036. int choosenExit = -1;
  1037. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  1038. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  1039. choosenExit = vstd::find_pos(exits, neededExit);
  1040. cb->selectionMade(choosenExit, askID);
  1041. }
  1042. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  1043. {
  1044. EVENT_HANDLER_CALLED_BY_CLIENT;
  1045. auto selectCallback = [=](int selection)
  1046. {
  1047. JsonNode reply(JsonNode::DATA_INTEGER);
  1048. reply.Integer() = selection;
  1049. cb->sendQueryReply(reply, askID);
  1050. };
  1051. auto cancelCallback = [=]()
  1052. {
  1053. JsonNode reply(JsonNode::DATA_NULL);
  1054. cb->sendQueryReply(reply, askID);
  1055. };
  1056. const std::string localTitle = title.toString();
  1057. const std::string localDescription = description.toString();
  1058. std::vector<int> tempList;
  1059. tempList.reserve(objects.size());
  1060. for(auto item : objects)
  1061. tempList.push_back(item.getNum());
  1062. CComponent * localIconC = new CComponent(icon);
  1063. CIntObject * localIcon = localIconC->image;
  1064. localIconC->removeChild(localIcon, false);
  1065. delete localIconC;
  1066. CObjectListWindow * wnd = new CObjectListWindow(tempList, localIcon, localTitle, localDescription, selectCallback);
  1067. wnd->onExit = cancelCallback;
  1068. GH.pushInt(wnd);
  1069. }
  1070. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  1071. {
  1072. EVENT_HANDLER_CALLED_BY_CLIENT;
  1073. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1074. for (auto & po : pos)
  1075. adventureInt->minimap.showTile(po);
  1076. if (!pos.empty())
  1077. GH.totalRedraw();
  1078. }
  1079. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  1080. {
  1081. EVENT_HANDLER_CALLED_BY_CLIENT;
  1082. for (auto & po : pos)
  1083. adventureInt->minimap.hideTile(po);
  1084. if (!pos.empty())
  1085. GH.totalRedraw();
  1086. }
  1087. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1088. {
  1089. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1090. GH.pushInt(new CHeroWindow(hero));
  1091. }
  1092. /*
  1093. void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
  1094. {
  1095. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1096. if (adventureInt->heroWindow->curHero && adventureInt->heroWindow->curHero->id == hero->id) //hero window is opened
  1097. {
  1098. adventureInt->heroWindow->deactivate();
  1099. adventureInt->heroWindow->setHero(hero);
  1100. adventureInt->heroWindow->activate();
  1101. }
  1102. else if (CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt())) //exchange window is open
  1103. {
  1104. cew->deactivate();
  1105. for (int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
  1106. {
  1107. if (cew->heroInst[g]->id == hero->id)
  1108. {
  1109. cew->heroInst[g] = hero;
  1110. cew->artifs[g]->updateState = true;
  1111. cew->artifs[g]->setHero(hero);
  1112. cew->artifs[g]->updateState = false;
  1113. }
  1114. }
  1115. cew->prepareBackground();
  1116. cew->activate();
  1117. }
  1118. else if (CTradeWindow *caw = dynamic_cast<CTradeWindow*>(GH.topInt()))
  1119. {
  1120. if (caw->arts)
  1121. {
  1122. caw->deactivate();
  1123. caw->arts->updateState = true;
  1124. caw->arts->setHero(hero);
  1125. caw->arts->updateState = false;
  1126. caw->activate();
  1127. }
  1128. }
  1129. updateInfo(hero);
  1130. }*/
  1131. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1132. {
  1133. EVENT_HANDLER_CALLED_BY_CLIENT;
  1134. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1135. {
  1136. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());
  1137. if (fs)
  1138. fs->creaturesChanged();
  1139. for (IShowActivatable *isa : GH.listInt)
  1140. {
  1141. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  1142. if (ki && townObj)
  1143. ki->townChanged(townObj);
  1144. }
  1145. }
  1146. else if (GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1147. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1148. {
  1149. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
  1150. if (crw && crw->dwelling == town)
  1151. crw->availableCreaturesChanged();
  1152. }
  1153. }
  1154. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1155. {
  1156. EVENT_HANDLER_CALLED_BY_CLIENT;
  1157. if (bonus.type == Bonus::NONE)
  1158. return;
  1159. updateInfo(hero);
  1160. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1161. {
  1162. //recalculate paths because hero has lost bonus influencing pathfinding
  1163. eraseCurrentPathOf(hero, false);
  1164. }
  1165. }
  1166. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1167. {
  1168. if(version < 774 && !h.saving)
  1169. {
  1170. bool observerInDuelMode;
  1171. h & observerInDuelMode;
  1172. }
  1173. h & wanderingHeroes;
  1174. h & towns;
  1175. h & sleepingHeroes;
  1176. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  1177. if (h.saving)
  1178. {
  1179. for (auto &p : paths)
  1180. {
  1181. if (p.second.nodes.size())
  1182. pathsMap[p.first] = p.second.endPos();
  1183. else
  1184. logGlobal->errorStream() << p.first->name << " has assigned an empty path! Ignoring it...";
  1185. }
  1186. h & pathsMap;
  1187. }
  1188. else
  1189. {
  1190. h & pathsMap;
  1191. if (cb)
  1192. for (auto &p : pathsMap)
  1193. {
  1194. CGPath path;
  1195. cb->getPathsInfo(p.first)->getPath(path, p.second);
  1196. paths[p.first] = path;
  1197. logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second , path.nodes.size());
  1198. }
  1199. }
  1200. h & spellbookSettings;
  1201. }
  1202. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1203. {
  1204. EVENT_HANDLER_CALLED_BY_CLIENT;
  1205. serializeTempl(h,version);
  1206. }
  1207. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1208. {
  1209. EVENT_HANDLER_CALLED_BY_CLIENT;
  1210. serializeTempl(h,version);
  1211. firstCall = -1;
  1212. }
  1213. void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  1214. {
  1215. logGlobal->traceStream() << __FUNCTION__;
  1216. if (!LOCPLINT->makingTurn)
  1217. return;
  1218. if (!h)
  1219. return; //can't find hero
  1220. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1221. if (showingDialog->get() || !dialogs.empty())
  1222. return;
  1223. setMovementStatus(true);
  1224. if (adventureInt && adventureInt->isHeroSleeping(h))
  1225. {
  1226. adventureInt->sleepWake->clickLeft(true, false);
  1227. adventureInt->sleepWake->clickLeft(false, true);
  1228. //could've just called
  1229. //adventureInt->fsleepWake();
  1230. //but no authentic button click/sound ;-)
  1231. }
  1232. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1233. }
  1234. bool CPlayerInterface::shiftPressed() const
  1235. {
  1236. return isShiftKeyDown();
  1237. }
  1238. bool CPlayerInterface::altPressed() const
  1239. {
  1240. return isAltKeyDown();
  1241. }
  1242. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1243. {
  1244. EVENT_HANDLER_CALLED_BY_CLIENT;
  1245. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1246. if (stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  1247. {
  1248. onEnd();
  1249. return;
  1250. }
  1251. waitForAllDialogs();
  1252. auto cgw = new CGarrisonWindow(up,down,removableUnits);
  1253. cgw->quit->addCallback(onEnd);
  1254. GH.pushInt(cgw);
  1255. }
  1256. /**
  1257. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1258. * into a combinational one on an artifact screen. Does not require the combination of
  1259. * artifacts to be legal.
  1260. * @param artifactID ID of a constituent artifact.
  1261. * @param assembleTo ID of artifact to assemble a constituent into, not used when assemble
  1262. * is false.
  1263. * @param assemble True if the artifact is to be assembled, false if it is to be disassembled.
  1264. */
  1265. void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<bool()> onYes, CFunctionList<bool()> onNo)
  1266. {
  1267. const CArtifact &artifact = *CGI->arth->artifacts[artifactID];
  1268. std::string text = artifact.Description();
  1269. text += "\n\n";
  1270. std::vector<CComponent*> scs;
  1271. if (assemble) {
  1272. const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo];
  1273. // You possess all of the components to...
  1274. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());
  1275. // Picture of assembled artifact at bottom.
  1276. auto sc = new CComponent(CComponent::artifact, assembledArtifact.id, 0);
  1277. //sc->description = assembledArtifact.Description();
  1278. //sc->subtitle = assembledArtifact.Name();
  1279. scs.push_back(sc);
  1280. } else {
  1281. // Do you wish to disassemble this artifact?
  1282. text += CGI->generaltexth->allTexts[733];
  1283. }
  1284. showYesNoDialog(text, onYes, onNo, true, scs);
  1285. }
  1286. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1287. {
  1288. EVENT_HANDLER_CALLED_BY_CLIENT;
  1289. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1290. && destinationTeleport == ObjectInstanceID())
  1291. stillMoveHero.setn(CONTINUE_MOVE);
  1292. if (destinationTeleport != ObjectInstanceID()
  1293. && pa->packType == typeList.getTypeID<QueryReply>()
  1294. && stillMoveHero.get() == DURING_MOVE)
  1295. { // After teleportation via CGTeleport object is finished
  1296. destinationTeleport = ObjectInstanceID();
  1297. destinationTeleportPos = int3(-1);
  1298. stillMoveHero.setn(CONTINUE_MOVE);
  1299. }
  1300. }
  1301. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1302. {
  1303. EVENT_HANDLER_CALLED_BY_CLIENT;
  1304. GH.pushInt(new CExchangeWindow(hero1, hero2, query));
  1305. }
  1306. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1307. {
  1308. EVENT_HANDLER_CALLED_BY_CLIENT;
  1309. //redraw minimap if owner changed
  1310. if (sop->what == ObjProperty::OWNER)
  1311. {
  1312. const CGObjectInstance * obj = cb->getObj(sop->id);
  1313. std::set<int3> pos = obj->getBlockedPos();
  1314. for (auto & po : pos)
  1315. {
  1316. if (cb->isVisible(po))
  1317. adventureInt->minimap.showTile(po);
  1318. }
  1319. if (obj->ID == Obj::TOWN)
  1320. {
  1321. if (obj->tempOwner == playerID)
  1322. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1323. else
  1324. towns -= obj;
  1325. adventureInt->townList.update();
  1326. }
  1327. assert(cb->getTownsInfo().size() == towns.size());
  1328. }
  1329. }
  1330. void CPlayerInterface::initializeHeroTownList()
  1331. {
  1332. std::vector<const CGHeroInstance*> allHeroes = cb->getHeroesInfo();
  1333. /*
  1334. std::vector <const CGHeroInstance *> newWanderingHeroes;
  1335. //applying current heroes order to new heroes info
  1336. int j;
  1337. for (int i = 0; i < wanderingHeroes.size(); i++)
  1338. if ((j = vstd::find_pos(allHeroes, wanderingHeroes[i])) >= 0)
  1339. if (!allHeroes[j]->inTownGarrison)
  1340. {
  1341. newWanderingHeroes += allHeroes[j];
  1342. allHeroes -= allHeroes[j];
  1343. }
  1344. //all the rest of new heroes go the end of the list
  1345. wanderingHeroes.clear();
  1346. wanderingHeroes = newWanderingHeroes;
  1347. newWanderingHeroes.clear();*/
  1348. for (auto & allHeroe : allHeroes)
  1349. if (!allHeroe->inTownGarrison)
  1350. wanderingHeroes.push_back(allHeroe);
  1351. std::vector<const CGTownInstance*> allTowns = cb->getTownsInfo();
  1352. /*
  1353. std::vector<const CGTownInstance*> newTowns;
  1354. for (int i = 0; i < towns.size(); i++)
  1355. if ((j = vstd::find_pos(allTowns, towns[i])) >= 0)
  1356. {
  1357. newTowns += allTowns[j];
  1358. allTowns -= allTowns[j];
  1359. }
  1360. towns.clear();
  1361. towns = newTowns;
  1362. newTowns.clear();*/
  1363. for (auto & allTown : allTowns)
  1364. towns.push_back(allTown);
  1365. if (adventureInt)
  1366. adventureInt->updateNextHero(nullptr);
  1367. }
  1368. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1369. {
  1370. EVENT_HANDLER_CALLED_BY_CLIENT;
  1371. waitWhileDialog();
  1372. auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1); };
  1373. CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, recruitCb);
  1374. GH.pushInt(cr);
  1375. }
  1376. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1377. {
  1378. if (GH.amIGuiThread())
  1379. {
  1380. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1381. return;
  1382. }
  1383. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1384. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1385. while(showingDialog->data)
  1386. showingDialog->cond.wait(un);
  1387. }
  1388. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1389. {
  1390. EVENT_HANDLER_CALLED_BY_CLIENT;
  1391. auto state = obj->shipyardStatus();
  1392. std::vector<si32> cost;
  1393. obj->getBoatCost(cost);
  1394. CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1395. GH.pushInt(csw);
  1396. }
  1397. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1398. {
  1399. EVENT_HANDLER_CALLED_BY_CLIENT;
  1400. //we might have built a boat in shipyard in opened town screen
  1401. if (obj->ID == Obj::BOAT
  1402. && LOCPLINT->castleInt
  1403. && obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
  1404. {
  1405. CCS->soundh->playSound(soundBase::newBuilding);
  1406. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1407. }
  1408. }
  1409. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1410. {
  1411. EVENT_HANDLER_CALLED_BY_CLIENT;
  1412. waitWhileDialog();
  1413. CCS->curh->hide();
  1414. adventureInt->centerOn (pos);
  1415. if (focusTime)
  1416. {
  1417. GH.totalRedraw();
  1418. {
  1419. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1420. IgnoreEvents ignore(*this);
  1421. SDL_Delay(focusTime);
  1422. }
  1423. }
  1424. CCS->curh->show();
  1425. }
  1426. void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
  1427. {
  1428. EVENT_HANDLER_CALLED_BY_CLIENT;
  1429. if (LOCPLINT->cb->getCurrentPlayer() == playerID) {
  1430. std::string handlerName = VLC->objtypeh->getObjectHandlerName(obj->ID);
  1431. if ((handlerName == "pickable") || (handlerName == "scholar") || (handlerName== "artifact") || (handlerName == "pandora")) {
  1432. waitWhileDialog();
  1433. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  1434. } else if ((handlerName == "monster") || (handlerName == "hero")) {
  1435. waitWhileDialog();
  1436. CCS->soundh->playSound(soundBase::KillFade);
  1437. }
  1438. }
  1439. if (obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1440. {
  1441. const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
  1442. heroKilled(h);
  1443. }
  1444. }
  1445. bool CPlayerInterface::ctrlPressed() const
  1446. {
  1447. return isCtrlKeyDown();
  1448. }
  1449. const CArmedInstance * CPlayerInterface::getSelection()
  1450. {
  1451. return currentSelection;
  1452. }
  1453. void CPlayerInterface::setSelection(const CArmedInstance * obj)
  1454. {
  1455. currentSelection = obj;
  1456. }
  1457. void CPlayerInterface::update()
  1458. {
  1459. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1460. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1461. // While mutexes were locked away we may be have stopped being the active interface
  1462. if (LOCPLINT != this)
  1463. return;
  1464. //if there are any waiting dialogs, show them
  1465. if ((howManyPeople <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1466. {
  1467. showingDialog->set(true);
  1468. GH.pushInt(dialogs.front());
  1469. dialogs.pop_front();
  1470. }
  1471. //in some conditions we may receive calls before selection is initialized - we must ignore them
  1472. if(adventureInt && GH.topInt() == adventureInt
  1473. && (!adventureInt->selection && !settings["session"]["spectate"].Bool()))
  1474. {
  1475. return;
  1476. }
  1477. // Handles mouse and key input
  1478. GH.updateTime();
  1479. GH.handleEvents();
  1480. #ifdef VCMI_ANDROID
  1481. if (adventureInt && !adventureInt->isActive() && (adventureInt->swipeTargetPosition.x >= 0 || adventureInt->swipeTargetPosition.y >= 0))
  1482. #else // !VCMI_ANDROID
  1483. if (adventureInt && !adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled
  1484. #endif // !VCMI_ANDROID
  1485. GH.totalRedraw();
  1486. else
  1487. GH.simpleRedraw();
  1488. }
  1489. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1490. {
  1491. using namespace boost::filesystem;
  1492. using namespace boost::algorithm;
  1493. path gamesDir = VCMIDirs::get().userSavePath();
  1494. std::map<std::time_t, int> dates; //save number => datestamp
  1495. const directory_iterator enddir;
  1496. if (!exists(gamesDir))
  1497. create_directory(gamesDir);
  1498. else
  1499. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1500. {
  1501. if (is_regular(dir->status()))
  1502. {
  1503. std::string name = dir->path().filename().string();
  1504. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1505. {
  1506. char nr = name[namePrefix.size()];
  1507. if (std::isdigit(nr))
  1508. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1509. }
  1510. }
  1511. }
  1512. if (!dates.empty())
  1513. return (--dates.end())->second; //return latest file number
  1514. return 0;
  1515. }
  1516. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1517. {
  1518. if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1519. {
  1520. //ho->moveDir = 1;
  1521. ho->isStanding = false;
  1522. CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -31)));
  1523. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, -31)));
  1524. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, -31)));
  1525. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, -31)));
  1526. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 1)));
  1527. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
  1528. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
  1529. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
  1530. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 33)));
  1531. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
  1532. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
  1533. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
  1534. 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(), objectBlitOrderSorter);
  1535. 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(), objectBlitOrderSorter);
  1536. 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(), objectBlitOrderSorter);
  1537. 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(), objectBlitOrderSorter);
  1538. 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(), objectBlitOrderSorter);
  1539. 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(), objectBlitOrderSorter);
  1540. }
  1541. else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1542. {
  1543. //ho->moveDir = 2;
  1544. ho->isStanding = false;
  1545. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, -31)));
  1546. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, -31)));
  1547. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, -31)));
  1548. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
  1549. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
  1550. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
  1551. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
  1552. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
  1553. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
  1554. 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(), objectBlitOrderSorter);
  1555. 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(), objectBlitOrderSorter);
  1556. 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(), objectBlitOrderSorter);
  1557. }
  1558. else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1559. {
  1560. //ho->moveDir = 3;
  1561. ho->isStanding = false;
  1562. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, -31)));
  1563. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, -31)));
  1564. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, -31)));
  1565. CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -31)));
  1566. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
  1567. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
  1568. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
  1569. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 1)));
  1570. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
  1571. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
  1572. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
  1573. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 33)));
  1574. 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(), objectBlitOrderSorter);
  1575. 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(), objectBlitOrderSorter);
  1576. 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(), objectBlitOrderSorter);
  1577. 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(), objectBlitOrderSorter);
  1578. 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(), objectBlitOrderSorter);
  1579. 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(), objectBlitOrderSorter);
  1580. }
  1581. else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1582. {
  1583. //ho->moveDir = 4;
  1584. ho->isStanding = false;
  1585. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
  1586. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
  1587. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
  1588. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 0)));
  1589. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
  1590. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
  1591. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
  1592. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 32)));
  1593. 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(), objectBlitOrderSorter);
  1594. 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(), objectBlitOrderSorter);
  1595. }
  1596. else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1597. {
  1598. //ho->moveDir = 5;
  1599. ho->isStanding = false;
  1600. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
  1601. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
  1602. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
  1603. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -1)));
  1604. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
  1605. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
  1606. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
  1607. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 31)));
  1608. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, 63)));
  1609. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, 63)));
  1610. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, 63)));
  1611. CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 63)));
  1612. 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(), objectBlitOrderSorter);
  1613. 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(), objectBlitOrderSorter);
  1614. 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(), objectBlitOrderSorter);
  1615. 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(), objectBlitOrderSorter);
  1616. 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(), objectBlitOrderSorter);
  1617. 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(), objectBlitOrderSorter);
  1618. }
  1619. else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1620. {
  1621. //ho->moveDir = 6;
  1622. ho->isStanding = false;
  1623. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
  1624. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
  1625. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
  1626. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
  1627. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
  1628. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
  1629. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, 63)));
  1630. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, 63)));
  1631. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, 63)));
  1632. 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(), objectBlitOrderSorter);
  1633. 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(), objectBlitOrderSorter);
  1634. 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(), objectBlitOrderSorter);
  1635. }
  1636. else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1637. {
  1638. //ho->moveDir = 7;
  1639. ho->isStanding = false;
  1640. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -1)));
  1641. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
  1642. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
  1643. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
  1644. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 31)));
  1645. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
  1646. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
  1647. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
  1648. CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 63)));
  1649. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, 63)));
  1650. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, 63)));
  1651. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, 63)));
  1652. 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(), objectBlitOrderSorter);
  1653. 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(), objectBlitOrderSorter);
  1654. 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(), objectBlitOrderSorter);
  1655. 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(), objectBlitOrderSorter);
  1656. 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(), objectBlitOrderSorter);
  1657. 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(), objectBlitOrderSorter);
  1658. }
  1659. else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1660. {
  1661. //ho->moveDir = 8;
  1662. ho->isStanding = false;
  1663. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 0)));
  1664. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
  1665. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
  1666. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
  1667. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 32)));
  1668. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
  1669. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
  1670. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
  1671. 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(), objectBlitOrderSorter);
  1672. 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(), objectBlitOrderSorter);
  1673. }
  1674. }
  1675. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1676. {
  1677. if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1678. {
  1679. //setting advmap shift
  1680. adventureInt->terrain.moveX = i-32;
  1681. adventureInt->terrain.moveY = i-32;
  1682. subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
  1683. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
  1684. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
  1685. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
  1686. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
  1687. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
  1688. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
  1689. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
  1690. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
  1691. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
  1692. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
  1693. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
  1694. }
  1695. else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1696. {
  1697. //setting advmap shift
  1698. adventureInt->terrain.moveY = i-32;
  1699. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
  1700. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
  1701. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
  1702. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
  1703. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
  1704. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
  1705. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
  1706. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
  1707. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
  1708. }
  1709. else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1710. {
  1711. //setting advmap shift
  1712. adventureInt->terrain.moveX = -i+32;
  1713. adventureInt->terrain.moveY = i-32;
  1714. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
  1715. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
  1716. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
  1717. subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
  1718. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
  1719. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
  1720. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
  1721. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
  1722. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
  1723. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
  1724. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
  1725. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
  1726. }
  1727. else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1728. {
  1729. //setting advmap shift
  1730. adventureInt->terrain.moveX = -i+32;
  1731. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
  1732. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
  1733. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
  1734. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
  1735. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
  1736. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
  1737. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
  1738. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
  1739. }
  1740. else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1741. {
  1742. //setting advmap shift
  1743. adventureInt->terrain.moveX = -i+32;
  1744. adventureInt->terrain.moveY = -i+32;
  1745. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
  1746. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
  1747. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
  1748. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
  1749. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
  1750. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
  1751. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
  1752. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
  1753. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
  1754. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
  1755. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
  1756. subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
  1757. }
  1758. else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1759. {
  1760. //setting advmap shift
  1761. adventureInt->terrain.moveY = -i+32;
  1762. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
  1763. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
  1764. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
  1765. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
  1766. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
  1767. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
  1768. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
  1769. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
  1770. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
  1771. }
  1772. else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1773. {
  1774. //setting advmap shift
  1775. adventureInt->terrain.moveX = i-32;
  1776. adventureInt->terrain.moveY = -i+32;
  1777. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
  1778. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
  1779. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
  1780. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
  1781. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
  1782. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
  1783. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
  1784. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
  1785. subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
  1786. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
  1787. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
  1788. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
  1789. }
  1790. else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1791. {
  1792. //setting advmap shift
  1793. adventureInt->terrain.moveX = i-32;
  1794. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
  1795. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
  1796. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
  1797. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
  1798. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
  1799. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
  1800. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
  1801. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
  1802. }
  1803. }
  1804. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1805. {
  1806. adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
  1807. if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1808. {
  1809. delObjRect(hp.x, hp.y-2, hp.z, ho->id);
  1810. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1811. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1812. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1813. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1814. delObjRect(hp.x-3, hp.y, hp.z, ho->id);
  1815. }
  1816. else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1817. {
  1818. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1819. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1820. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1821. }
  1822. else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1823. {
  1824. delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
  1825. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1826. delObjRect(hp.x+1, hp.y, hp.z, ho->id);
  1827. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1828. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1829. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1830. }
  1831. else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1832. {
  1833. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1834. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1835. }
  1836. else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1837. {
  1838. delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
  1839. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1840. delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
  1841. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1842. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1843. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1844. }
  1845. else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1846. {
  1847. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1848. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1849. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1850. }
  1851. else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1852. {
  1853. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1854. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1855. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1856. delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
  1857. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1858. delObjRect(hp.x, hp.y+1, hp.z, ho->id);
  1859. }
  1860. else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1861. {
  1862. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1863. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1864. }
  1865. //restoring good rects
  1866. subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
  1867. subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
  1868. subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
  1869. subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
  1870. subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
  1871. subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
  1872. //restoring good order of objects
  1873. 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(), objectBlitOrderSorter);
  1874. 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(), objectBlitOrderSorter);
  1875. 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(), objectBlitOrderSorter);
  1876. 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(), objectBlitOrderSorter);
  1877. 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(), objectBlitOrderSorter);
  1878. 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(), objectBlitOrderSorter);
  1879. }
  1880. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1881. {
  1882. EVENT_HANDLER_CALLED_BY_CLIENT;
  1883. if (player == playerID)
  1884. {
  1885. if (victoryLossCheckResult.loss())
  1886. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1887. if (LOCPLINT == this)
  1888. {
  1889. GH.curInt = this; //waiting for dialogs requires this to get events
  1890. waitForAllDialogs(); //wait till all dialogs are displayed and closed
  1891. }
  1892. --howManyPeople;
  1893. if(howManyPeople == 0 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1894. {
  1895. if (adventureInt)
  1896. {
  1897. GH.terminate_cond.setn(true);
  1898. adventureInt->deactivate();
  1899. if (GH.topInt() == adventureInt)
  1900. GH.popInt(adventureInt);
  1901. delete adventureInt;
  1902. adventureInt = nullptr;
  1903. }
  1904. }
  1905. if (cb->getStartInfo()->mode == StartInfo::CAMPAIGN)
  1906. {
  1907. // if you lose the campaign go back to the main menu
  1908. // campaign wins are handled in proposeNextMission
  1909. if (victoryLossCheckResult.loss()) requestReturningToMainMenu();
  1910. }
  1911. else
  1912. {
  1913. if(howManyPeople == 0 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1914. {
  1915. requestReturningToMainMenu();
  1916. }
  1917. else if (victoryLossCheckResult.victory() && LOCPLINT == this) // end game if current human player has won
  1918. {
  1919. requestReturningToMainMenu();
  1920. }
  1921. }
  1922. if (GH.curInt == this) GH.curInt = nullptr;
  1923. }
  1924. else
  1925. {
  1926. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1927. {
  1928. std::string str = victoryLossCheckResult.messageToSelf;
  1929. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1930. showInfoDialog(str, std::vector<CComponent*>(1, new CComponent(CComponent::flag, player.getNum(), 0)));
  1931. }
  1932. }
  1933. }
  1934. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1935. {
  1936. EVENT_HANDLER_CALLED_BY_CLIENT;
  1937. }
  1938. void CPlayerInterface::showPuzzleMap()
  1939. {
  1940. EVENT_HANDLER_CALLED_BY_CLIENT;
  1941. waitWhileDialog();
  1942. //TODO: interface should not know the real position of Grail...
  1943. double ratio = 0;
  1944. int3 grailPos = cb->getGrailPos(&ratio);
  1945. GH.pushInt(new CPuzzleWindow(grailPos, ratio));
  1946. }
  1947. void CPlayerInterface::viewWorldMap()
  1948. {
  1949. adventureInt->changeMode(EAdvMapMode::WORLD_VIEW);
  1950. }
  1951. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1952. {
  1953. EVENT_HANDLER_CALLED_BY_CLIENT;
  1954. if(dynamic_cast<CSpellWindow *>(GH.topInt()))
  1955. GH.popIntTotally(GH.topInt());
  1956. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1957. eraseCurrentPathOf(caster, false);
  1958. const CSpell * spell = CGI->spellh->objects.at(spellID);
  1959. if(spellID == SpellID::VIEW_EARTH)
  1960. {
  1961. //TODO: implement on server side
  1962. int level = caster->getSpellSchoolLevel(spell);
  1963. adventureInt->worldViewOptions.showAllTerrain = (level>2);
  1964. }
  1965. auto castSoundPath = spell->getCastSound();
  1966. if(!castSoundPath.empty())
  1967. CCS->soundh->playSound(castSoundPath);
  1968. }
  1969. void CPlayerInterface::eraseCurrentPathOf(const CGHeroInstance * ho, bool checkForExistanceOfPath)
  1970. {
  1971. if (checkForExistanceOfPath)
  1972. {
  1973. assert(vstd::contains(paths, ho));
  1974. }
  1975. else if (!vstd::contains(paths, ho))
  1976. {
  1977. return;
  1978. }
  1979. assert(ho == adventureInt->selection);
  1980. paths.erase(ho);
  1981. adventureInt->terrain.currentPath = nullptr;
  1982. adventureInt->updateMoveHero(ho, false);
  1983. }
  1984. void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
  1985. {
  1986. adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
  1987. 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
  1988. eraseCurrentPathOf(ho);
  1989. }
  1990. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1991. {
  1992. if (vstd::contains(paths,h)) //hero has assigned path
  1993. {
  1994. CGPath &path = paths[h];
  1995. if (!path.nodes.size())
  1996. {
  1997. logGlobal->warn("Warning: empty path found...");
  1998. paths.erase(h);
  1999. }
  2000. else
  2001. {
  2002. assert(h->getPosition(false) == path.startPos());
  2003. //update the hero path in case of something has changed on map
  2004. if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
  2005. return &path;
  2006. else
  2007. paths.erase(h);
  2008. }
  2009. }
  2010. return nullptr;
  2011. }
  2012. void CPlayerInterface::acceptTurn()
  2013. {
  2014. bool centerView = true;
  2015. if (settings["session"]["autoSkip"].Bool())
  2016. {
  2017. centerView = false;
  2018. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  2019. iw->close();
  2020. }
  2021. waitWhileDialog();
  2022. if (howManyPeople > 1)
  2023. adventureInt->startTurn();
  2024. adventureInt->heroList.update();
  2025. adventureInt->townList.update();
  2026. const CGHeroInstance * heroToSelect = nullptr;
  2027. // find first non-sleeping hero
  2028. for (auto hero : wanderingHeroes)
  2029. {
  2030. if (boost::range::find(sleepingHeroes, hero) == sleepingHeroes.end())
  2031. {
  2032. heroToSelect = hero;
  2033. break;
  2034. }
  2035. }
  2036. //select first hero if available.
  2037. if (heroToSelect != nullptr)
  2038. {
  2039. adventureInt->select(heroToSelect, centerView);
  2040. }
  2041. else if (towns.size())
  2042. adventureInt->select(towns.front(), centerView);
  2043. else
  2044. adventureInt->select(wanderingHeroes.front());
  2045. //show new day animation and sound on infobar
  2046. adventureInt->infoBar.showDate();
  2047. adventureInt->updateNextHero(nullptr);
  2048. adventureInt->showAll(screen);
  2049. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  2050. {
  2051. if (CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  2052. iw->close();
  2053. adventureInt->fendTurn();
  2054. }
  2055. // warn player if he has no town
  2056. if (cb->howManyTowns() == 0)
  2057. {
  2058. auto playerColor = *cb->getPlayerID();
  2059. std::vector<Component> components;
  2060. components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
  2061. MetaString text;
  2062. const auto & optDaysWithoutCastle = cb->getPlayer(playerColor)->daysWithoutCastle;
  2063. if(optDaysWithoutCastle)
  2064. {
  2065. auto daysWithoutCastle = optDaysWithoutCastle.get();
  2066. if (daysWithoutCastle < 6)
  2067. {
  2068. 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.
  2069. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  2070. text.addReplacement(7 - daysWithoutCastle);
  2071. }
  2072. else if (daysWithoutCastle == 6)
  2073. {
  2074. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  2075. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  2076. }
  2077. showInfoDialogAndWait(components, text);
  2078. }
  2079. else
  2080. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  2081. }
  2082. }
  2083. void CPlayerInterface::tryDiggging(const CGHeroInstance *h)
  2084. {
  2085. std::string hlp;
  2086. CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
  2087. auto isDiggingPossible = h->diggingStatus();
  2088. if (hlp.length())
  2089. isDiggingPossible = EDiggingStatus::TILE_OCCUPIED; //TODO integrate with canDig
  2090. int msgToShow = -1;
  2091. switch(isDiggingPossible)
  2092. {
  2093. case EDiggingStatus::CAN_DIG:
  2094. break;
  2095. case EDiggingStatus::LACK_OF_MOVEMENT:
  2096. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  2097. break;
  2098. case EDiggingStatus::TILE_OCCUPIED:
  2099. msgToShow = 97; //Try searching on clear ground.
  2100. break;
  2101. case EDiggingStatus::WRONG_TERRAIN:
  2102. msgToShow = 60; ////Try looking on land!
  2103. break;
  2104. default:
  2105. assert(0);
  2106. }
  2107. if (msgToShow < 0)
  2108. cb->dig(h);
  2109. else
  2110. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  2111. }
  2112. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  2113. {
  2114. adventureInt->infoBar.showSelection();
  2115. }
  2116. void CPlayerInterface::battleNewRoundFirst( int round )
  2117. {
  2118. EVENT_HANDLER_CALLED_BY_CLIENT;
  2119. BATTLE_EVENT_POSSIBLE_RETURN;
  2120. battleInt->newRoundFirst(round);
  2121. }
  2122. void CPlayerInterface::stopMovement()
  2123. {
  2124. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  2125. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  2126. }
  2127. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  2128. {
  2129. EVENT_HANDLER_CALLED_BY_CLIENT;
  2130. if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  2131. {
  2132. //EEMarketMode mode = market->availableModes().front();
  2133. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  2134. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::ARTIFACT_EXP));
  2135. else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  2136. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::CREATURE_EXP));
  2137. }
  2138. else
  2139. GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front()));
  2140. }
  2141. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  2142. {
  2143. EVENT_HANDLER_CALLED_BY_CLIENT;
  2144. auto cuw = new CUniversityWindow(visitor, market);
  2145. GH.pushInt(cuw);
  2146. }
  2147. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  2148. {
  2149. EVENT_HANDLER_CALLED_BY_CLIENT;
  2150. auto chfw = new CHillFortWindow(visitor, object);
  2151. GH.pushInt(chfw);
  2152. }
  2153. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  2154. {
  2155. EVENT_HANDLER_CALLED_BY_CLIENT;
  2156. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt()))
  2157. cmw->artifactsChanged(false);
  2158. }
  2159. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  2160. {
  2161. EVENT_HANDLER_CALLED_BY_CLIENT;
  2162. auto tv = new CTavernWindow(townOrTavern);
  2163. GH.pushInt(tv);
  2164. }
  2165. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  2166. {
  2167. EVENT_HANDLER_CALLED_BY_CLIENT;
  2168. auto tgw = new CThievesGuildWindow(obj);
  2169. GH.pushInt(tgw);
  2170. }
  2171. void CPlayerInterface::showQuestLog()
  2172. {
  2173. EVENT_HANDLER_CALLED_BY_CLIENT;
  2174. CQuestLog * ql = new CQuestLog (LOCPLINT->cb->getMyQuests());
  2175. GH.pushInt (ql);
  2176. }
  2177. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  2178. {
  2179. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2180. {
  2181. MetaString txt;
  2182. obj->getProblemText(txt);
  2183. showInfoDialog(txt.toString());
  2184. }
  2185. else
  2186. showShipyardDialog(obj);
  2187. }
  2188. void CPlayerInterface::requestReturningToMainMenu()
  2189. {
  2190. sendCustomEvent(RETURN_TO_MAIN_MENU);
  2191. cb->unregisterAllInterfaces();
  2192. }
  2193. void CPlayerInterface::sendCustomEvent( int code )
  2194. {
  2195. CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
  2196. }
  2197. void CPlayerInterface::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  2198. {
  2199. EVENT_HANDLER_CALLED_BY_CLIENT;
  2200. garrisonChanged(location.army);
  2201. }
  2202. void CPlayerInterface::stackChangedType(const StackLocation &location, const CCreature &newType)
  2203. {
  2204. EVENT_HANDLER_CALLED_BY_CLIENT;
  2205. garrisonChanged(location.army);
  2206. }
  2207. void CPlayerInterface::stacksErased(const StackLocation &location)
  2208. {
  2209. EVENT_HANDLER_CALLED_BY_CLIENT;
  2210. garrisonChanged(location.army);
  2211. }
  2212. void CPlayerInterface::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  2213. {
  2214. EVENT_HANDLER_CALLED_BY_CLIENT;
  2215. std::vector<const CGObjectInstance *> objects;
  2216. objects.push_back(loc1.army);
  2217. if (loc2.army != loc1.army)
  2218. objects.push_back(loc2.army);
  2219. garrisonsChanged(objects);
  2220. }
  2221. void CPlayerInterface::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  2222. {
  2223. EVENT_HANDLER_CALLED_BY_CLIENT;
  2224. garrisonChanged(location.army);
  2225. }
  2226. void CPlayerInterface::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  2227. {
  2228. EVENT_HANDLER_CALLED_BY_CLIENT;
  2229. std::vector<const CGObjectInstance *> objects;
  2230. objects.push_back(src.army);
  2231. if (src.army != dst.army)
  2232. objects.push_back(dst.army);
  2233. garrisonsChanged(objects);
  2234. }
  2235. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  2236. {
  2237. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  2238. if(hero)
  2239. {
  2240. auto art = hero->getArt(al.slot);
  2241. if(art == nullptr)
  2242. {
  2243. logGlobal->error("artifact location %d points to nothing",
  2244. al.slot.num);
  2245. return;
  2246. }
  2247. CHeroArtPlace::askToAssemble(art, al.slot, hero);
  2248. }
  2249. }
  2250. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  2251. {
  2252. EVENT_HANDLER_CALLED_BY_CLIENT;
  2253. adventureInt->infoBar.showSelection();
  2254. askToAssembleArtifact(al);
  2255. }
  2256. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  2257. {
  2258. EVENT_HANDLER_CALLED_BY_CLIENT;
  2259. adventureInt->infoBar.showSelection();
  2260. for (IShowActivatable *isa : GH.listInt)
  2261. {
  2262. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2263. if (artWin)
  2264. artWin->artifactRemoved(al);
  2265. }
  2266. }
  2267. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  2268. {
  2269. EVENT_HANDLER_CALLED_BY_CLIENT;
  2270. adventureInt->infoBar.showSelection();
  2271. for (IShowActivatable *isa : GH.listInt)
  2272. {
  2273. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2274. if (artWin)
  2275. artWin->artifactMoved(src, dst);
  2276. }
  2277. askToAssembleArtifact(dst);
  2278. }
  2279. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  2280. {
  2281. EVENT_HANDLER_CALLED_BY_CLIENT;
  2282. adventureInt->infoBar.showSelection();
  2283. for (IShowActivatable *isa : GH.listInt)
  2284. {
  2285. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2286. if (artWin)
  2287. artWin->artifactAssembled(al);
  2288. }
  2289. }
  2290. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  2291. {
  2292. EVENT_HANDLER_CALLED_BY_CLIENT;
  2293. adventureInt->infoBar.showSelection();
  2294. for (IShowActivatable *isa : GH.listInt)
  2295. {
  2296. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2297. if (artWin)
  2298. artWin->artifactDisassembled(al);
  2299. }
  2300. }
  2301. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  2302. {
  2303. EVENT_HANDLER_CALLED_BY_CLIENT;
  2304. if (!vstd::contains (GH.listInt, adventureInt))
  2305. {
  2306. GH.popInts (GH.listInt.size()); //after map load - remove everything else
  2307. GH.pushInt (adventureInt);
  2308. }
  2309. else
  2310. {
  2311. adventureInt->infoBar.showSelection();
  2312. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front())) //don't remove dialogs that expect query answer
  2313. GH.popInts(1);
  2314. }
  2315. if (howManyPeople == 1)
  2316. {
  2317. GH.curInt = this;
  2318. adventureInt->startTurn();
  2319. }
  2320. if (player != playerID && this == LOCPLINT)
  2321. {
  2322. waitWhileDialog();
  2323. adventureInt->aiTurnStarted();
  2324. }
  2325. }
  2326. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  2327. {
  2328. while(!dialogs.empty())
  2329. {
  2330. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  2331. SDL_Delay(5);
  2332. }
  2333. waitWhileDialog(unlockPim);
  2334. }
  2335. void CPlayerInterface::proposeLoadingGame()
  2336. {
  2337. showYesNoDialog(CGI->generaltexth->allTexts[68], [this](){ sendCustomEvent(RETURN_TO_MENU_LOAD); }, 0, false);
  2338. }
  2339. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  2340. {
  2341. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  2342. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  2343. }
  2344. bool CPlayerInterface::capturedAllEvents()
  2345. {
  2346. if (duringMovement)
  2347. {
  2348. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  2349. return true;
  2350. }
  2351. if (ignoreEvents)
  2352. {
  2353. boost::unique_lock<boost::mutex> un(eventsM);
  2354. while(!events.empty())
  2355. {
  2356. events.pop();
  2357. }
  2358. return true;
  2359. }
  2360. return false;
  2361. }
  2362. void CPlayerInterface::setMovementStatus(bool value)
  2363. {
  2364. duringMovement = value;
  2365. if (value)
  2366. {
  2367. CCS->curh->hide();
  2368. }
  2369. else
  2370. {
  2371. CCS->curh->show();
  2372. }
  2373. }
  2374. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  2375. {
  2376. int i = 1;
  2377. auto getObj = [&](int3 coord, bool ignoreHero)
  2378. {
  2379. return cb->getTile(CGHeroInstance::convertPosition(coord,false))->topVisitableObj(ignoreHero);
  2380. };
  2381. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  2382. {
  2383. if (action != CGPathNode::TELEPORT_NORMAL &&
  2384. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  2385. action != CGPathNode::TELEPORT_BATTLE)
  2386. {
  2387. return false;
  2388. }
  2389. return true;
  2390. };
  2391. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  2392. {
  2393. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  2394. return nextObjectTop;
  2395. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  2396. CGTeleport::isConnected(currentObject, nextObject))
  2397. {
  2398. return nextObject;
  2399. }
  2400. return nullptr;
  2401. };
  2402. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  2403. stillMoveHero.data = CONTINUE_MOVE;
  2404. auto doMovement = [&](int3 dst, bool transit)
  2405. {
  2406. stillMoveHero.data = WAITING_MOVE;
  2407. cb->moveHero(h, dst, transit);
  2408. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  2409. stillMoveHero.cond.wait(un);
  2410. };
  2411. {
  2412. path.convert(0);
  2413. ETerrainType currentTerrain = ETerrainType::BORDER; // not init yet
  2414. ETerrainType newTerrain;
  2415. int sh = -1;
  2416. auto canStop = [&](CGPathNode * node) -> bool
  2417. {
  2418. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  2419. return true;
  2420. if (node->accessible == CGPathNode::ACCESSIBLE)
  2421. return true;
  2422. return false;
  2423. };
  2424. for (i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  2425. {
  2426. int3 currentCoord = path.nodes[i].coord;
  2427. int3 nextCoord = path.nodes[i-1].coord;
  2428. auto currentObject = getObj(currentCoord, currentCoord == h->pos);
  2429. auto nextObjectTop = getObj(nextCoord, false);
  2430. auto nextObject = getObj(nextCoord, true);
  2431. auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
  2432. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  2433. {
  2434. CCS->soundh->stopSound(sh);
  2435. destinationTeleport = destTeleportObj->id;
  2436. destinationTeleportPos = nextCoord;
  2437. doMovement(h->pos, false);
  2438. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT)
  2439. {
  2440. destinationTeleport = ObjectInstanceID();
  2441. destinationTeleportPos = int3(-1);
  2442. }
  2443. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1);
  2444. continue;
  2445. }
  2446. if (path.nodes[i-1].turns)
  2447. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  2448. stillMoveHero.data = STOP_MOVE;
  2449. break;
  2450. }
  2451. // Start a new sound for the hero movement or let the existing one carry on.
  2452. #if 0
  2453. // TODO
  2454. if (hero is flying && sh == -1)
  2455. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  2456. #endif
  2457. {
  2458. newTerrain = cb->getTile(CGHeroInstance::convertPosition(currentCoord, false))->terType;
  2459. if (newTerrain != currentTerrain)
  2460. {
  2461. CCS->soundh->stopSound(sh);
  2462. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
  2463. currentTerrain = newTerrain;
  2464. }
  2465. }
  2466. 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
  2467. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  2468. logGlobal->traceStream() << "Requesting hero movement to " << endpos;
  2469. bool useTransit = false;
  2470. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  2471. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  2472. || CGTeleport::isTeleport(nextObjectTop)))
  2473. { // Hero should be able to go through object if it's allow transit
  2474. useTransit = true;
  2475. }
  2476. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  2477. useTransit = true;
  2478. doMovement(endpos, useTransit);
  2479. logGlobal->traceStream() << "Resuming " << __FUNCTION__;
  2480. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  2481. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  2482. break;
  2483. }
  2484. CCS->soundh->stopSound(sh);
  2485. }
  2486. //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
  2487. if (!showingDialog->get())
  2488. GH.fakeMouseMove();
  2489. //todo: this should be in main thread
  2490. if (adventureInt)
  2491. {
  2492. // (i == 0) means hero went through all the path
  2493. adventureInt->updateMoveHero(h, (i != 0));
  2494. adventureInt->updateNextHero(h);
  2495. }
  2496. setMovementStatus(false);
  2497. }
  2498. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
  2499. {
  2500. EVENT_HANDLER_CALLED_BY_CLIENT;
  2501. //TODO: showWorldViewEx
  2502. std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));
  2503. viewWorldMap();
  2504. }