CPlayerInterface.cpp 93 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include <vcmi/Artifact.h>
  12. #include "windows/CAdvmapInterface.h"
  13. #include "battle/CBattleInterface.h"
  14. #include "battle/CBattleInterfaceClasses.h"
  15. #include "../CCallback.h"
  16. #include "windows/CCastleInterface.h"
  17. #include "gui/CCursorHandler.h"
  18. #include "windows/CKingdomInterface.h"
  19. #include "CGameInfo.h"
  20. #include "windows/CHeroWindow.h"
  21. #include "windows/CCreatureWindow.h"
  22. #include "windows/CQuestLog.h"
  23. #include "CMessage.h"
  24. #include "CPlayerInterface.h"
  25. #include "gui/SDL_Extensions.h"
  26. #include "widgets/CComponent.h"
  27. #include "windows/CTradeWindow.h"
  28. #include "windows/CSpellWindow.h"
  29. #include "../lib/CConfigHandler.h"
  30. #include "battle/CCreatureAnimation.h"
  31. #include "Graphics.h"
  32. #include "windows/GUIClasses.h"
  33. #include "../lib/CArtHandler.h"
  34. #include "../lib/CGeneralTextHandler.h"
  35. #include "../lib/CHeroHandler.h"
  36. #include "../lib/serializer/CTypeList.h"
  37. #include "../lib/serializer/BinaryDeserializer.h"
  38. #include "../lib/serializer/BinarySerializer.h"
  39. #include "../lib/spells/CSpellHandler.h"
  40. #include "../lib/CTownHandler.h"
  41. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  42. #include "../lib/CStack.h"
  43. #include "../lib/JsonNode.h"
  44. #include "CMusicHandler.h"
  45. #include "../lib/CondSh.h"
  46. #include "../lib/NetPacksBase.h"
  47. #include "../lib/NetPacks.h"//todo: remove
  48. #include "../lib/mapping/CMap.h"
  49. #include "../lib/VCMIDirs.h"
  50. #include "mapHandler.h"
  51. #include "../lib/CStopWatch.h"
  52. #include "../lib/StartInfo.h"
  53. #include "../lib/CPlayerState.h"
  54. #include "../lib/GameConstants.h"
  55. #include "gui/CGuiHandler.h"
  56. #include "windows/InfoWindows.h"
  57. #include "../lib/UnlockGuard.h"
  58. #include "../lib/CPathfinder.h"
  59. #include <SDL.h>
  60. #include "CServerHandler.h"
  61. // FIXME: only needed for CGameState::mutex
  62. #include "../lib/CGameState.h"
  63. #include "gui/NotificationHandler.h"
  64. // The macro below is used to mark functions that are called by client when game state changes.
  65. // They all assume that CPlayerInterface::pim mutex is locked.
  66. #define EVENT_HANDLER_CALLED_BY_CLIENT
  67. // The macro marks functions that are run on a new thread by client.
  68. // They do not own any mutexes intiially.
  69. #define THREAD_CREATED_BY_CLIENT
  70. #define RETURN_IF_QUICK_COMBAT \
  71. if (isAutoFightOn && !battleInt) \
  72. return;
  73. #define BATTLE_EVENT_POSSIBLE_RETURN\
  74. if (LOCPLINT != this) \
  75. return; \
  76. RETURN_IF_QUICK_COMBAT
  77. using namespace CSDL_Ext;
  78. void processCommand(const std::string &message, CClient *&client);
  79. extern std::queue<SDL_Event> SDLEventsQueue;
  80. extern boost::mutex eventsM;
  81. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  82. CPlayerInterface * LOCPLINT;
  83. CBattleInterface * CPlayerInterface::battleInt;
  84. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  85. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  86. static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
  87. {
  88. return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
  89. }
  90. struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
  91. {
  92. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  93. {
  94. return h;
  95. }
  96. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  97. {
  98. return nullptr;
  99. }
  100. };
  101. CPlayerInterface::CPlayerInterface(PlayerColor Player)
  102. {
  103. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  104. destinationTeleport = ObjectInstanceID();
  105. destinationTeleportPos = int3(-1);
  106. GH.defActionsDef = 0;
  107. LOCPLINT = this;
  108. curAction = nullptr;
  109. playerID=Player;
  110. human=true;
  111. currentSelection = nullptr;
  112. battleInt = nullptr;
  113. castleInt = nullptr;
  114. makingTurn = false;
  115. showingDialog = new CondSh<bool>(false);
  116. cingconsole = new CInGameConsole();
  117. GH.terminate_cond->set(false);
  118. firstCall = 1; //if loading will be overwritten in serialize
  119. autosaveCount = 0;
  120. isAutoFightOn = false;
  121. duringMovement = false;
  122. ignoreEvents = false;
  123. }
  124. CPlayerInterface::~CPlayerInterface()
  125. {
  126. if(CCS->soundh) CCS->soundh->ambientStopAllChannels();
  127. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  128. delete showingDialog;
  129. delete cingconsole;
  130. if (LOCPLINT == this)
  131. LOCPLINT = nullptr;
  132. }
  133. void CPlayerInterface::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  134. {
  135. cb = CB;
  136. env = ENV;
  137. initializeHeroTownList();
  138. // always recreate advmap interface to avoid possible memory-corruption bugs
  139. adventureInt.reset(new CAdvMapInt());
  140. }
  141. void CPlayerInterface::yourTurn()
  142. {
  143. EVENT_HANDLER_CALLED_BY_CLIENT;
  144. {
  145. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  146. LOCPLINT = this;
  147. GH.curInt = this;
  148. adventureInt->selection = nullptr;
  149. NotificationHandler::notify("Your turn");
  150. std::string prefix = settings["session"]["saveprefix"].String();
  151. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  152. if (firstCall)
  153. {
  154. if(CSH->howManyPlayerInterfaces() == 1)
  155. adventureInt->setPlayer(playerID);
  156. autosaveCount = getLastIndex(prefix + "Autosave_");
  157. if (firstCall > 0) //new game, not loaded
  158. {
  159. int index = getLastIndex(prefix + "Newgame_");
  160. index %= SAVES_COUNT;
  161. cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  162. }
  163. firstCall = 0;
  164. }
  165. else if(frequency > 0 && cb->getDate() % frequency == 0)
  166. {
  167. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  168. autosaveCount %= 5;
  169. }
  170. if (adventureInt->player != playerID)
  171. adventureInt->setPlayer(playerID);
  172. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  173. {
  174. adventureInt->startHotSeatWait(playerID);
  175. makingTurn = true;
  176. std::string msg = CGI->generaltexth->allTexts[13];
  177. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  178. std::vector<std::shared_ptr<CComponent>> cmp;
  179. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  180. showInfoDialog(msg, cmp);
  181. }
  182. else
  183. {
  184. makingTurn = true;
  185. adventureInt->startTurn();
  186. }
  187. }
  188. acceptTurn();
  189. }
  190. STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const ObjectInstanceID & hid)
  191. {
  192. TerrainTile2 & hlp = CGI->mh->ttiles[z][x][y];
  193. for (auto & elem : hlp.objects)
  194. if (elem.obj && elem.obj->id == hid)
  195. {
  196. elem.rect = r;
  197. return;
  198. }
  199. }
  200. STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const ObjectInstanceID & hid)
  201. {
  202. TerrainTile2 & hlp = CGI->mh->ttiles[z][x][y];
  203. for (int h=0; h<hlp.objects.size(); ++h)
  204. if (hlp.objects[h].obj && hlp.objects[h].obj->id == hid)
  205. {
  206. hlp.objects.erase(hlp.objects.begin()+h);
  207. return;
  208. }
  209. }
  210. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  211. {
  212. EVENT_HANDLER_CALLED_BY_CLIENT;
  213. waitWhileDialog();
  214. if(LOCPLINT != this)
  215. return;
  216. //FIXME: read once and store
  217. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  218. return;
  219. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  220. int3 hp = details.start;
  221. if(!hero)
  222. {
  223. //AI hero left the visible area (we can't obtain info)
  224. //TODO very evil workaround -> retrieve pointer to hero so we could animate it
  225. // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
  226. const TerrainTile2 & tile = CGI->mh->ttiles[hp.z][hp.x - 1][hp.y];
  227. for(auto & elem : tile.objects)
  228. if(elem.obj && elem.obj->id == details.id)
  229. hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
  230. if(!hero) //still nothing...
  231. return;
  232. }
  233. bool directlyAttackingCreature =
  234. details.attackedFrom
  235. && adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
  236. && adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
  237. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  238. {
  239. updateAmbientSounds();
  240. //We may need to change music - select new track, music handler will change it if needed
  241. CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType, true);
  242. if(details.result == TryMoveHero::TELEPORTATION)
  243. {
  244. if(adventureInt->terrain.currentPath)
  245. {
  246. assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
  247. std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
  248. if((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
  249. && (nodesIt - 1)->coord == CGHeroInstance::convertPosition(details.end, false))
  250. {
  251. //path was between entrance and exit of teleport -> OK, erase node as usual
  252. removeLastNodeFromPath(hero);
  253. }
  254. else
  255. {
  256. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  257. eraseCurrentPathOf(hero);
  258. }
  259. }
  260. adventureInt->centerOn(hero, true); //actualizing screen pos
  261. adventureInt->minimap.redraw();
  262. adventureInt->heroList.update(hero);
  263. return; //teleport - no fancy moving animation
  264. //TODO: smooth disappear / appear effect
  265. }
  266. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  267. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  268. {
  269. eraseCurrentPathOf(hero, false);
  270. }
  271. else if(adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
  272. {
  273. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  274. removeLastNodeFromPath(hero);
  275. }
  276. }
  277. if(details.stopMovement()) //hero failed to move
  278. {
  279. hero->isStanding = true;
  280. stillMoveHero.setn(STOP_MOVE);
  281. GH.totalRedraw();
  282. adventureInt->heroList.update(hero);
  283. return;
  284. }
  285. ui32 speed = 0;
  286. if(settings["session"]["spectate"].Bool())
  287. {
  288. if(!settings["session"]["spectate-hero-speed"].isNull())
  289. speed = static_cast<ui32>(settings["session"]["spectate-hero-speed"].Integer());
  290. }
  291. else if(makingTurn) // our turn, our hero moves
  292. speed = static_cast<ui32>(settings["adventure"]["heroSpeed"].Float());
  293. else
  294. speed = static_cast<ui32>(settings["adventure"]["enemySpeed"].Float());
  295. if(speed == 0)
  296. {
  297. //FIXME: is this a proper solution?
  298. CGI->mh->hideObject(hero);
  299. CGI->mh->printObject(hero);
  300. return; // no animation
  301. }
  302. adventureInt->centerOn(hero); //actualizing screen pos
  303. adventureInt->minimap.redraw();
  304. adventureInt->heroList.redraw();
  305. initMovement(details, hero, hp);
  306. auto waitFrame = [&]()
  307. {
  308. int frameNumber = GH.mainFPSmng->getFrameNumber();
  309. auto unlockPim = vstd::makeUnlockGuard(*pim);
  310. while(frameNumber == GH.mainFPSmng->getFrameNumber())
  311. SDL_Delay(5);
  312. };
  313. //first initializing done
  314. //main moving
  315. for(int i = 1; i < 32; i += 2 * speed)
  316. {
  317. movementPxStep(details, i, hp, hero);
  318. // todo ios
  319. #ifndef VCMI_ANDROID
  320. // 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;
  321. // most likely this is connected with the way that this manual animation+framerate handling is solved
  322. adventureInt->updateScreen = true;
  323. #endif
  324. //evil returns here ...
  325. //todo: get rid of it
  326. waitFrame(); //for animation purposes
  327. }
  328. //main moving done
  329. //finishing move
  330. finishMovement(details, hp, hero);
  331. hero->isStanding = true;
  332. //move finished
  333. adventureInt->minimap.redraw();
  334. adventureInt->heroList.update(hero);
  335. //check if user cancelled movement
  336. {
  337. boost::unique_lock<boost::mutex> un(eventsM);
  338. while(!SDLEventsQueue.empty())
  339. {
  340. SDL_Event ev = SDLEventsQueue.front();
  341. SDLEventsQueue.pop();
  342. switch(ev.type)
  343. {
  344. case SDL_MOUSEBUTTONDOWN:
  345. stillMoveHero.setn(STOP_MOVE);
  346. break;
  347. case SDL_KEYDOWN:
  348. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  349. stillMoveHero.setn(STOP_MOVE);
  350. break;
  351. }
  352. }
  353. }
  354. if (stillMoveHero.get() == WAITING_MOVE)
  355. stillMoveHero.setn(DURING_MOVE);
  356. // Hero attacked creature directly, set direction to face it.
  357. if (directlyAttackingCreature) {
  358. // Get direction to attacker.
  359. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  360. static const ui8 dirLookup[3][3] = {
  361. { 1, 2, 3 },
  362. { 8, 0, 4 },
  363. { 7, 6, 5 }
  364. };
  365. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  366. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  367. }
  368. }
  369. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  370. {
  371. EVENT_HANDLER_CALLED_BY_CLIENT;
  372. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID);
  373. const CArmedInstance *newSelection = nullptr;
  374. if (makingTurn)
  375. {
  376. //find new object for selection: either hero
  377. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  378. if (next >= 0)
  379. newSelection = wanderingHeroes[next];
  380. //or town
  381. if (!newSelection || newSelection == hero)
  382. {
  383. if (towns.empty())
  384. newSelection = nullptr;
  385. else
  386. newSelection = towns.front();
  387. }
  388. }
  389. wanderingHeroes -= hero;
  390. adventureInt->heroList.update(hero);
  391. if (makingTurn && newSelection)
  392. adventureInt->select(newSelection, true);
  393. else if (adventureInt->selection == hero)
  394. adventureInt->selection = nullptr;
  395. if (vstd::contains(paths, hero))
  396. paths.erase(hero);
  397. }
  398. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  399. {
  400. EVENT_HANDLER_CALLED_BY_CLIENT;
  401. if(start && visitedObj)
  402. {
  403. if(visitedObj->getVisitSound())
  404. CCS->soundh->playSound(visitedObj->getVisitSound().get());
  405. }
  406. }
  407. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  408. {
  409. EVENT_HANDLER_CALLED_BY_CLIENT;
  410. wanderingHeroes.push_back(hero);
  411. adventureInt->heroList.update(hero);
  412. }
  413. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  414. {
  415. if(castleInt)
  416. castleInt->close();
  417. castleInt = nullptr;
  418. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  419. GH.pushInt(newCastleInt);
  420. }
  421. int3 CPlayerInterface::repairScreenPos(int3 pos)
  422. {
  423. if (pos.x<-CGI->mh->frameW)
  424. pos.x = -CGI->mh->frameW;
  425. if (pos.y<-CGI->mh->frameH)
  426. pos.y = -CGI->mh->frameH;
  427. if (pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
  428. pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
  429. if (pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
  430. pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
  431. return pos;
  432. }
  433. void CPlayerInterface::activateForSpectator()
  434. {
  435. adventureInt->state = CAdvMapInt::INGAME;
  436. adventureInt->activate();
  437. adventureInt->minimap.activate();
  438. }
  439. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  440. {
  441. EVENT_HANDLER_CALLED_BY_CLIENT;
  442. if (which == 4)
  443. {
  444. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
  445. ctw->setExpToLevel();
  446. }
  447. else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  448. updateInfo(hero);
  449. }
  450. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  451. {
  452. EVENT_HANDLER_CALLED_BY_CLIENT;
  453. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt().get());
  454. if (cuw) //university window is open
  455. {
  456. GH.totalRedraw();
  457. }
  458. }
  459. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  460. {
  461. EVENT_HANDLER_CALLED_BY_CLIENT;
  462. updateInfo(hero);
  463. if (makingTurn && hero->tempOwner == playerID)
  464. adventureInt->heroList.update(hero);
  465. }
  466. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  467. {
  468. EVENT_HANDLER_CALLED_BY_CLIENT;
  469. if (makingTurn && hero->tempOwner == playerID)
  470. adventureInt->heroList.update(hero);
  471. }
  472. void CPlayerInterface::receivedResource()
  473. {
  474. EVENT_HANDLER_CALLED_BY_CLIENT;
  475. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
  476. mw->resourceChanged();
  477. GH.totalRedraw();
  478. }
  479. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  480. {
  481. EVENT_HANDLER_CALLED_BY_CLIENT;
  482. waitWhileDialog();
  483. CCS->soundh->playSound(soundBase::heroNewLevel);
  484. GH.pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  485. {
  486. cb->selectionMade(selection, queryID);
  487. });
  488. }
  489. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  490. {
  491. EVENT_HANDLER_CALLED_BY_CLIENT;
  492. waitWhileDialog();
  493. CCS->soundh->playSound(soundBase::heroNewLevel);
  494. GH.pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
  495. {
  496. cb->selectionMade(selection, queryID);
  497. });
  498. }
  499. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  500. {
  501. EVENT_HANDLER_CALLED_BY_CLIENT;
  502. updateInfo(town);
  503. if (town->garrisonHero) //wandering hero moved to the garrison
  504. {
  505. CGI->mh->hideObject(town->garrisonHero);
  506. if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
  507. wanderingHeroes -= town->garrisonHero;
  508. }
  509. if (town->visitingHero) //hero leaves garrison
  510. {
  511. CGI->mh->printObject(town->visitingHero);
  512. if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
  513. wanderingHeroes.push_back(town->visitingHero);
  514. }
  515. adventureInt->heroList.update();
  516. adventureInt->updateNextHero(nullptr);
  517. if(castleInt)
  518. {
  519. castleInt->garr->selectSlot(nullptr);
  520. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  521. castleInt->garr->setArmy(town->visitingHero, 1);
  522. castleInt->garr->recreateSlots();
  523. castleInt->heroes->update();
  524. }
  525. for (auto isa : GH.listInt)
  526. {
  527. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  528. if (ki)
  529. {
  530. ki->townChanged(town);
  531. ki->updateGarrisons();
  532. }
  533. }
  534. GH.totalRedraw();
  535. }
  536. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  537. {
  538. EVENT_HANDLER_CALLED_BY_CLIENT;
  539. if (hero->tempOwner != playerID )
  540. return;
  541. waitWhileDialog();
  542. openTownWindow(town);
  543. }
  544. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  545. {
  546. std::vector<const CGObjectInstance *> instances;
  547. if(auto obj = cb->getObj(id1))
  548. instances.push_back(obj);
  549. if(id2 != ObjectInstanceID() && id2 != id1)
  550. {
  551. if(auto obj = cb->getObj(id2))
  552. instances.push_back(obj);
  553. }
  554. garrisonsChanged(instances);
  555. }
  556. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  557. {
  558. boost::unique_lock<boost::recursive_mutex> un(*pim);
  559. for (auto object : objs)
  560. updateInfo(object);
  561. for (auto & elem : GH.listInt)
  562. {
  563. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem.get());
  564. if (cgh)
  565. cgh->updateGarrisons();
  566. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
  567. {
  568. if (vstd::contains(objs, cmw->hero))
  569. cmw->garrisonChanged();
  570. }
  571. }
  572. GH.totalRedraw();
  573. }
  574. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  575. {
  576. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  577. }
  578. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  579. {
  580. EVENT_HANDLER_CALLED_BY_CLIENT;
  581. switch (buildingID)
  582. {
  583. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  584. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  585. case BuildingID::RESOURCE_SILO:
  586. updateInfo(town);
  587. break;
  588. }
  589. if (castleInt)
  590. {
  591. castleInt->townlist->update(town);
  592. if (castleInt->town == town)
  593. {
  594. switch(what)
  595. {
  596. case 1:
  597. CCS->soundh->playSound(soundBase::newBuilding);
  598. castleInt->addBuilding(buildingID);
  599. break;
  600. case 2:
  601. castleInt->removeBuilding(buildingID);
  602. break;
  603. }
  604. }
  605. }
  606. adventureInt->townList.update(town);
  607. }
  608. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  609. {
  610. //Don't wait for dialogs when we are non-active hot-seat player
  611. if (LOCPLINT == this)
  612. waitForAllDialogs();
  613. }
  614. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  615. {
  616. EVENT_HANDLER_CALLED_BY_CLIENT;
  617. if (settings["adventure"]["quickCombat"].Bool())
  618. {
  619. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  620. autofightingAI->init(env, cb);
  621. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  622. isAutoFightOn = true;
  623. cb->registerBattleInterface(autofightingAI);
  624. // Player shouldn't be able to move on adventure map if quick combat is going
  625. adventureInt->quickCombatLock();
  626. }
  627. //Don't wait for dialogs when we are non-active hot-seat player
  628. if (LOCPLINT == this)
  629. waitForAllDialogs();
  630. BATTLE_EVENT_POSSIBLE_RETURN;
  631. }
  632. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units, const std::vector<CustomEffectInfo> & customEffects)
  633. {
  634. EVENT_HANDLER_CALLED_BY_CLIENT;
  635. BATTLE_EVENT_POSSIBLE_RETURN;
  636. for(auto & info : units)
  637. {
  638. switch(info.operation)
  639. {
  640. case UnitChanges::EOperation::RESET_STATE:
  641. {
  642. const battle::Unit * unit = cb->battleGetUnitByID(info.id);
  643. if(!unit)
  644. {
  645. logGlobal->error("Invalid unit ID %d", info.id);
  646. continue;
  647. }
  648. auto iter = battleInt->creAnims.find(info.id);
  649. if(iter == battleInt->creAnims.end())
  650. {
  651. logGlobal->error("Unit %d have no animation", info.id);
  652. continue;
  653. }
  654. auto animation = iter->second;
  655. if(unit->alive() && animation->isDead())
  656. animation->setType(CCreatureAnim::HOLDING);
  657. if (unit->isClone())
  658. {
  659. std::unique_ptr<ColorShifterDeepBlue> shifter(new ColorShifterDeepBlue());
  660. animation->shiftColor(shifter.get());
  661. }
  662. //TODO: handle more cases
  663. }
  664. break;
  665. case UnitChanges::EOperation::REMOVE:
  666. battleInt->stackRemoved(info.id);
  667. break;
  668. case UnitChanges::EOperation::ADD:
  669. {
  670. const CStack * unit = cb->battleGetStackByID(info.id);
  671. if(!unit)
  672. {
  673. logGlobal->error("Invalid unit ID %d", info.id);
  674. continue;
  675. }
  676. battleInt->unitAdded(unit);
  677. }
  678. break;
  679. default:
  680. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  681. break;
  682. }
  683. }
  684. battleInt->displayCustomEffects(customEffects);
  685. }
  686. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  687. {
  688. EVENT_HANDLER_CALLED_BY_CLIENT;
  689. BATTLE_EVENT_POSSIBLE_RETURN;
  690. bool needUpdate = false;
  691. for(auto & change : obstacles)
  692. {
  693. if(change.operation == BattleChanges::EOperation::ADD)
  694. {
  695. auto instance = cb->battleGetObstacleByID(change.id);
  696. if(instance)
  697. battleInt->obstaclePlaced(*instance);
  698. else
  699. logNetwork->error("Invalid obstacle instance %d", change.id);
  700. }
  701. else
  702. {
  703. needUpdate = true;
  704. }
  705. }
  706. if(needUpdate)
  707. //update accessible hexes
  708. battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
  709. }
  710. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  711. {
  712. EVENT_HANDLER_CALLED_BY_CLIENT;
  713. BATTLE_EVENT_POSSIBLE_RETURN;
  714. battleInt->stackIsCatapulting(ca);
  715. }
  716. 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
  717. {
  718. EVENT_HANDLER_CALLED_BY_CLIENT;
  719. BATTLE_EVENT_POSSIBLE_RETURN;
  720. battleInt->newRound(round);
  721. }
  722. void CPlayerInterface::actionStarted(const BattleAction &action)
  723. {
  724. EVENT_HANDLER_CALLED_BY_CLIENT;
  725. BATTLE_EVENT_POSSIBLE_RETURN;
  726. curAction = new BattleAction(action);
  727. battleInt->startAction(curAction);
  728. }
  729. void CPlayerInterface::actionFinished(const BattleAction &action)
  730. {
  731. EVENT_HANDLER_CALLED_BY_CLIENT;
  732. BATTLE_EVENT_POSSIBLE_RETURN;
  733. battleInt->endAction(curAction);
  734. delete curAction;
  735. curAction = nullptr;
  736. }
  737. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  738. {
  739. THREAD_CREATED_BY_CLIENT;
  740. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  741. auto stackId = stack->ID;
  742. auto stackName = stack->nodeName();
  743. if (autofightingAI)
  744. {
  745. if (isAutoFightOn)
  746. {
  747. auto ret = autofightingAI->activeStack(stack);
  748. if(cb->battleIsFinished())
  749. {
  750. return BattleAction::makeDefend(stack); // battle finished with spellcast
  751. }
  752. if (isAutoFightOn)
  753. {
  754. return ret;
  755. }
  756. }
  757. cb->unregisterBattleInterface(autofightingAI);
  758. autofightingAI.reset();
  759. }
  760. CBattleInterface *b = battleInt;
  761. if(!b)
  762. {
  763. return BattleAction::makeDefend(stack); // probably battle is finished already
  764. }
  765. if(CBattleInterface::givenCommand.get())
  766. {
  767. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  768. vstd::clear_pointer(CBattleInterface::givenCommand.data);
  769. }
  770. {
  771. boost::unique_lock<boost::recursive_mutex> un(*pim);
  772. b->stackActivated(stack);
  773. //Regeneration & mana drain go there
  774. }
  775. //wait till BattleInterface sets its command
  776. boost::unique_lock<boost::mutex> lock(CBattleInterface::givenCommand.mx);
  777. while(!CBattleInterface::givenCommand.data)
  778. {
  779. CBattleInterface::givenCommand.cond.wait(lock);
  780. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  781. throw boost::thread_interrupted(); //will shut the thread peacefully
  782. }
  783. //tidy up
  784. BattleAction ret = *(CBattleInterface::givenCommand.data);
  785. vstd::clear_pointer(CBattleInterface::givenCommand.data);
  786. if(ret.actionType == EActionType::CANCEL)
  787. {
  788. if(stackId != ret.stackNumber)
  789. logGlobal->error("Not current active stack action canceled");
  790. logGlobal->trace("Canceled command for %s", stackName);
  791. }
  792. else
  793. logGlobal->trace("Giving command for %s", stackName);
  794. return ret;
  795. }
  796. void CPlayerInterface::battleEnd(const BattleResult *br)
  797. {
  798. EVENT_HANDLER_CALLED_BY_CLIENT;
  799. if (isAutoFightOn)
  800. {
  801. isAutoFightOn = false;
  802. cb->unregisterBattleInterface(autofightingAI);
  803. autofightingAI.reset();
  804. adventureInt->quickCombatUnlock();
  805. if (!battleInt)
  806. {
  807. GH.pushIntT<CBattleResultWindow>(*br, *this);
  808. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  809. // Otherwise NewTurn causes freeze.
  810. waitWhileDialog();
  811. return;
  812. }
  813. }
  814. BATTLE_EVENT_POSSIBLE_RETURN;
  815. battleInt->battleFinished(*br);
  816. }
  817. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  818. {
  819. EVENT_HANDLER_CALLED_BY_CLIENT;
  820. BATTLE_EVENT_POSSIBLE_RETURN;
  821. battleInt->displayBattleLog(lines);
  822. }
  823. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
  824. {
  825. EVENT_HANDLER_CALLED_BY_CLIENT;
  826. BATTLE_EVENT_POSSIBLE_RETURN;
  827. battleInt->stackMoved(stack, dest, distance);
  828. }
  829. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  830. {
  831. EVENT_HANDLER_CALLED_BY_CLIENT;
  832. BATTLE_EVENT_POSSIBLE_RETURN;
  833. battleInt->spellCast(sc);
  834. }
  835. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  836. {
  837. EVENT_HANDLER_CALLED_BY_CLIENT;
  838. BATTLE_EVENT_POSSIBLE_RETURN;
  839. battleInt->battleStacksEffectsSet(sse);
  840. }
  841. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  842. {
  843. EVENT_HANDLER_CALLED_BY_CLIENT;
  844. //TODO why is this different (no return on LOPLINT != this) ?
  845. RETURN_IF_QUICK_COMBAT;
  846. battleInt->battleTriggerEffect(bte);
  847. }
  848. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
  849. {
  850. EVENT_HANDLER_CALLED_BY_CLIENT;
  851. BATTLE_EVENT_POSSIBLE_RETURN;
  852. std::vector<StackAttackedInfo> arg;
  853. for(auto & elem : bsa)
  854. {
  855. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  856. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  857. if(elem.isEffect())
  858. {
  859. if(defender && !elem.isSecondary())
  860. battleInt->displayEffect(elem.effect, defender->getPosition());
  861. }
  862. if(elem.isSpell())
  863. {
  864. if(defender)
  865. battleInt->displaySpellEffect(elem.spellID, defender->getPosition());
  866. }
  867. //FIXME: why action is deleted during enchanter cast?
  868. bool remoteAttack = false;
  869. if(LOCPLINT->curAction)
  870. remoteAttack |= LOCPLINT->curAction->actionType != EActionType::WALK_AND_ATTACK;
  871. StackAttackedInfo to_put = {defender, elem.damageAmount, elem.killedAmount, attacker, remoteAttack, elem.killed(), elem.willRebirth(), elem.cloneKilled()};
  872. arg.push_back(to_put);
  873. }
  874. battleInt->stacksAreAttacked(arg);
  875. }
  876. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  877. {
  878. EVENT_HANDLER_CALLED_BY_CLIENT;
  879. BATTLE_EVENT_POSSIBLE_RETURN;
  880. assert(curAction);
  881. const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
  882. if(!attacker)
  883. {
  884. logGlobal->error("Attacking stack not found");
  885. return;
  886. }
  887. if(ba->lucky()) //lucky hit
  888. {
  889. battleInt->console->addText(attacker->formatGeneralMessage(-45));
  890. battleInt->displayEffect(18, attacker->getPosition());
  891. CCS->soundh->playSound(soundBase::GOODLUCK);
  892. }
  893. if(ba->unlucky()) //unlucky hit
  894. {
  895. battleInt->console->addText(attacker->formatGeneralMessage(-44));
  896. battleInt->displayEffect(48, attacker->getPosition());
  897. CCS->soundh->playSound(soundBase::BADLUCK);
  898. }
  899. if(ba->deathBlow())
  900. {
  901. battleInt->console->addText(attacker->formatGeneralMessage(365));
  902. for(auto & elem : ba->bsa)
  903. {
  904. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  905. battleInt->displayEffect(73, attacked->getPosition());
  906. }
  907. CCS->soundh->playSound(soundBase::deathBlow);
  908. }
  909. battleInt->displayCustomEffects(ba->customEffects);
  910. battleInt->waitForAnims();
  911. auto actionTarget = curAction->getTarget(cb.get());
  912. if(actionTarget.empty() || (actionTarget.size() < 2 && !ba->shot()))
  913. {
  914. logNetwork->error("Invalid current action: no destination.");
  915. return;
  916. }
  917. if(ba->shot())
  918. {
  919. for(auto & elem : ba->bsa)
  920. {
  921. if(!elem.isSecondary()) //display projectile only for primary target
  922. {
  923. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  924. battleInt->stackAttacking(attacker, attacked->getPosition(), attacked, true);
  925. }
  926. }
  927. }
  928. else
  929. {
  930. auto attackTarget = actionTarget.at(1).hexValue;
  931. //TODO: use information from BattleAttack but not curAction
  932. int shift = 0;
  933. if(ba->counter() && BattleHex::mutualPosition(attackTarget, attacker->getPosition()) < 0)
  934. {
  935. int distp = BattleHex::getDistance(attackTarget + 1, attacker->getPosition());
  936. int distm = BattleHex::getDistance(attackTarget - 1, attacker->getPosition());
  937. if(distp < distm)
  938. shift = 1;
  939. else
  940. shift = -1;
  941. }
  942. if(!ba->bsa.empty())
  943. {
  944. const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
  945. battleInt->stackAttacking(attacker, ba->counter() ? BattleHex(attackTarget + shift) : attackTarget, attacked, false);
  946. }
  947. }
  948. //battleInt->waitForAnims(); //FIXME: freeze
  949. if(ba->spellLike())
  950. {
  951. //TODO: use information from BattleAttack but not curAction
  952. auto destination = actionTarget.at(0).hexValue;
  953. //display hit animation
  954. SpellID spellID = ba->spellID;
  955. battleInt->displaySpellHit(spellID, destination);
  956. }
  957. }
  958. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  959. {
  960. EVENT_HANDLER_CALLED_BY_CLIENT;
  961. BATTLE_EVENT_POSSIBLE_RETURN;
  962. battleInt->gateStateChanged(state);
  963. }
  964. void CPlayerInterface::yourTacticPhase(int distance)
  965. {
  966. THREAD_CREATED_BY_CLIENT;
  967. while(battleInt && battleInt->tacticsMode)
  968. boost::this_thread::sleep(boost::posix_time::millisec(1));
  969. }
  970. void CPlayerInterface::showComp(const Component &comp, std::string message)
  971. {
  972. EVENT_HANDLER_CALLED_BY_CLIENT;
  973. waitWhileDialog(); //Fix for mantis #98
  974. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  975. adventureInt->infoBar.showComponent(comp, message);
  976. }
  977. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component> & components, int soundID)
  978. {
  979. EVENT_HANDLER_CALLED_BY_CLIENT;
  980. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  981. {
  982. return;
  983. }
  984. std::vector<std::shared_ptr<CComponent>> intComps;
  985. for (auto & component : components)
  986. intComps.push_back(std::make_shared<CComponent>(component));
  987. showInfoDialog(text,intComps,soundID);
  988. }
  989. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  990. {
  991. std::vector<std::shared_ptr<CComponent>> intComps;
  992. intComps.push_back(component);
  993. showInfoDialog(text, intComps, soundBase::sound_todo);
  994. }
  995. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  996. {
  997. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  998. waitWhileDialog();
  999. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  1000. {
  1001. return;
  1002. }
  1003. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  1004. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  1005. {
  1006. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  1007. showingDialog->set(true);
  1008. stopMovement(); // interrupt movement to show dialog
  1009. GH.pushInt(temp);
  1010. }
  1011. else
  1012. {
  1013. dialogs.push_back(temp);
  1014. }
  1015. }
  1016. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  1017. {
  1018. EVENT_HANDLER_CALLED_BY_CLIENT;
  1019. std::string str;
  1020. text.toString(str);
  1021. showInfoDialog(str, components, 0);
  1022. waitWhileDialog();
  1023. }
  1024. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  1025. {
  1026. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1027. stopMovement();
  1028. LOCPLINT->showingDialog->setn(true);
  1029. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  1030. }
  1031. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  1032. {
  1033. EVENT_HANDLER_CALLED_BY_CLIENT;
  1034. waitWhileDialog();
  1035. stopMovement();
  1036. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  1037. if (!selection && cancel) //simple yes/no dialog
  1038. {
  1039. std::vector<std::shared_ptr<CComponent>> intComps;
  1040. for (auto & component : components)
  1041. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  1042. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  1043. }
  1044. else if (selection)
  1045. {
  1046. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  1047. for (auto & component : components)
  1048. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  1049. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  1050. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  1051. if (cancel)
  1052. {
  1053. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  1054. }
  1055. int charperline = 35;
  1056. if (pom.size() > 1)
  1057. charperline = 50;
  1058. GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  1059. intComps[0]->clickLeft(true, false);
  1060. }
  1061. }
  1062. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  1063. {
  1064. EVENT_HANDLER_CALLED_BY_CLIENT;
  1065. int choosenExit = -1;
  1066. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  1067. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  1068. choosenExit = vstd::find_pos(exits, neededExit);
  1069. cb->selectionMade(choosenExit, askID);
  1070. }
  1071. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  1072. {
  1073. EVENT_HANDLER_CALLED_BY_CLIENT;
  1074. auto selectCallback = [=](int selection)
  1075. {
  1076. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  1077. reply.Integer() = selection;
  1078. cb->sendQueryReply(reply, askID);
  1079. };
  1080. auto cancelCallback = [=]()
  1081. {
  1082. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  1083. cb->sendQueryReply(reply, askID);
  1084. };
  1085. const std::string localTitle = title.toString();
  1086. const std::string localDescription = description.toString();
  1087. std::vector<int> tempList;
  1088. tempList.reserve(objects.size());
  1089. for(auto item : objects)
  1090. tempList.push_back(item.getNum());
  1091. CComponent localIconC(icon);
  1092. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  1093. localIconC.removeChild(localIcon.get(), false);
  1094. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  1095. wnd->onExit = cancelCallback;
  1096. GH.pushInt(wnd);
  1097. }
  1098. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  1099. {
  1100. EVENT_HANDLER_CALLED_BY_CLIENT;
  1101. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1102. for (auto & po : pos)
  1103. adventureInt->minimap.showTile(po);
  1104. if (!pos.empty())
  1105. GH.totalRedraw();
  1106. }
  1107. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  1108. {
  1109. EVENT_HANDLER_CALLED_BY_CLIENT;
  1110. for (auto & po : pos)
  1111. adventureInt->minimap.hideTile(po);
  1112. if (!pos.empty())
  1113. GH.totalRedraw();
  1114. }
  1115. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1116. {
  1117. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1118. GH.pushIntT<CHeroWindow>(hero);
  1119. }
  1120. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1121. {
  1122. EVENT_HANDLER_CALLED_BY_CLIENT;
  1123. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1124. {
  1125. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt().get());
  1126. if (fs)
  1127. fs->creaturesChanged();
  1128. for(auto isa : GH.listInt)
  1129. {
  1130. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  1131. if (ki && townObj)
  1132. ki->townChanged(townObj);
  1133. }
  1134. }
  1135. else if (GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1136. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1137. {
  1138. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
  1139. if (crw && crw->dwelling == town)
  1140. crw->availableCreaturesChanged();
  1141. }
  1142. }
  1143. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1144. {
  1145. EVENT_HANDLER_CALLED_BY_CLIENT;
  1146. if (bonus.type == Bonus::NONE)
  1147. return;
  1148. updateInfo(hero);
  1149. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1150. {
  1151. //recalculate paths because hero has lost bonus influencing pathfinding
  1152. eraseCurrentPathOf(hero, false);
  1153. }
  1154. }
  1155. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1156. {
  1157. h & wanderingHeroes;
  1158. h & towns;
  1159. h & sleepingHeroes;
  1160. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  1161. if (h.saving)
  1162. {
  1163. for (auto &p : paths)
  1164. {
  1165. if (p.second.nodes.size())
  1166. pathsMap[p.first] = p.second.endPos();
  1167. else
  1168. logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->name);
  1169. }
  1170. h & pathsMap;
  1171. }
  1172. else
  1173. {
  1174. h & pathsMap;
  1175. if (cb)
  1176. for (auto &p : pathsMap)
  1177. {
  1178. CGPath path;
  1179. cb->getPathsInfo(p.first)->getPath(path, p.second);
  1180. paths[p.first] = path;
  1181. logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
  1182. }
  1183. }
  1184. h & spellbookSettings;
  1185. }
  1186. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1187. {
  1188. EVENT_HANDLER_CALLED_BY_CLIENT;
  1189. serializeTempl(h,version);
  1190. }
  1191. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1192. {
  1193. EVENT_HANDLER_CALLED_BY_CLIENT;
  1194. serializeTempl(h,version);
  1195. firstCall = -1;
  1196. }
  1197. void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  1198. {
  1199. LOG_TRACE(logGlobal);
  1200. if (!LOCPLINT->makingTurn)
  1201. return;
  1202. if (!h)
  1203. return; //can't find hero
  1204. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1205. if (showingDialog->get() || !dialogs.empty())
  1206. return;
  1207. setMovementStatus(true);
  1208. if (adventureInt && adventureInt->isHeroSleeping(h))
  1209. {
  1210. adventureInt->sleepWake->clickLeft(true, false);
  1211. adventureInt->sleepWake->clickLeft(false, true);
  1212. //could've just called
  1213. //adventureInt->fsleepWake();
  1214. //but no authentic button click/sound ;-)
  1215. }
  1216. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1217. }
  1218. bool CPlayerInterface::shiftPressed() const
  1219. {
  1220. return isShiftKeyDown();
  1221. }
  1222. bool CPlayerInterface::altPressed() const
  1223. {
  1224. return isAltKeyDown();
  1225. }
  1226. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1227. {
  1228. EVENT_HANDLER_CALLED_BY_CLIENT;
  1229. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1230. if (stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  1231. {
  1232. onEnd();
  1233. return;
  1234. }
  1235. waitForAllDialogs();
  1236. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1237. cgw->quit->addCallback(onEnd);
  1238. GH.pushInt(cgw);
  1239. }
  1240. /**
  1241. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1242. * into a combinational one on an artifact screen. Does not require the combination of
  1243. * artifacts to be legal.
  1244. */
  1245. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1246. {
  1247. std::string text = artifact->getDescription();
  1248. text += "\n\n";
  1249. std::vector<std::shared_ptr<CComponent>> scs;
  1250. if(assembledArtifact)
  1251. {
  1252. // You possess all of the components to...
  1253. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getName());
  1254. // Picture of assembled artifact at bottom.
  1255. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1256. scs.push_back(sc);
  1257. }
  1258. else
  1259. {
  1260. // Do you wish to disassemble this artifact?
  1261. text += CGI->generaltexth->allTexts[733];
  1262. }
  1263. showYesNoDialog(text, onYes, nullptr, scs);
  1264. }
  1265. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1266. {
  1267. EVENT_HANDLER_CALLED_BY_CLIENT;
  1268. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1269. && destinationTeleport == ObjectInstanceID())
  1270. stillMoveHero.setn(CONTINUE_MOVE);
  1271. if (destinationTeleport != ObjectInstanceID()
  1272. && pa->packType == typeList.getTypeID<QueryReply>()
  1273. && stillMoveHero.get() == DURING_MOVE)
  1274. { // After teleportation via CGTeleport object is finished
  1275. destinationTeleport = ObjectInstanceID();
  1276. destinationTeleportPos = int3(-1);
  1277. stillMoveHero.setn(CONTINUE_MOVE);
  1278. }
  1279. }
  1280. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1281. {
  1282. EVENT_HANDLER_CALLED_BY_CLIENT;
  1283. GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
  1284. }
  1285. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1286. {
  1287. EVENT_HANDLER_CALLED_BY_CLIENT;
  1288. //redraw minimap if owner changed
  1289. if (sop->what == ObjProperty::OWNER)
  1290. {
  1291. const CGObjectInstance * obj = cb->getObj(sop->id);
  1292. std::set<int3> pos = obj->getBlockedPos();
  1293. for(auto & po : pos)
  1294. {
  1295. if(cb->isVisible(po))
  1296. adventureInt->minimap.showTile(po);
  1297. }
  1298. if(obj->ID == Obj::TOWN)
  1299. {
  1300. if(obj->tempOwner == playerID)
  1301. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1302. else
  1303. towns -= obj;
  1304. adventureInt->townList.update();
  1305. adventureInt->minimap.update();
  1306. }
  1307. assert(cb->getTownsInfo().size() == towns.size());
  1308. }
  1309. }
  1310. void CPlayerInterface::initializeHeroTownList()
  1311. {
  1312. if(!wanderingHeroes.size())
  1313. {
  1314. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1315. for(auto & hero : heroes)
  1316. {
  1317. if(!hero->inTownGarrison)
  1318. wanderingHeroes.push_back(hero);
  1319. }
  1320. }
  1321. if(!towns.size())
  1322. towns = cb->getTownsInfo();
  1323. if(adventureInt)
  1324. adventureInt->updateNextHero(nullptr);
  1325. }
  1326. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1327. {
  1328. EVENT_HANDLER_CALLED_BY_CLIENT;
  1329. waitWhileDialog();
  1330. auto recruitCb = [=](CreatureID id, int count)
  1331. {
  1332. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1333. };
  1334. GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1335. }
  1336. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1337. {
  1338. if (GH.amIGuiThread())
  1339. {
  1340. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1341. return;
  1342. }
  1343. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1344. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1345. while(showingDialog->data)
  1346. showingDialog->cond.wait(un);
  1347. }
  1348. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1349. {
  1350. EVENT_HANDLER_CALLED_BY_CLIENT;
  1351. auto state = obj->shipyardStatus();
  1352. std::vector<si32> cost;
  1353. obj->getBoatCost(cost);
  1354. GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1355. }
  1356. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1357. {
  1358. EVENT_HANDLER_CALLED_BY_CLIENT;
  1359. //we might have built a boat in shipyard in opened town screen
  1360. if (obj->ID == Obj::BOAT
  1361. && LOCPLINT->castleInt
  1362. && obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
  1363. {
  1364. CCS->soundh->playSound(soundBase::newBuilding);
  1365. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1366. }
  1367. }
  1368. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1369. {
  1370. EVENT_HANDLER_CALLED_BY_CLIENT;
  1371. waitWhileDialog();
  1372. CCS->curh->hide();
  1373. adventureInt->centerOn (pos);
  1374. if (focusTime)
  1375. {
  1376. GH.totalRedraw();
  1377. {
  1378. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1379. IgnoreEvents ignore(*this);
  1380. SDL_Delay(focusTime);
  1381. }
  1382. }
  1383. CCS->curh->show();
  1384. }
  1385. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1386. {
  1387. EVENT_HANDLER_CALLED_BY_CLIENT;
  1388. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1389. {
  1390. waitWhileDialog();
  1391. CCS->soundh->playSound(obj->getRemovalSound().get());
  1392. }
  1393. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1394. {
  1395. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1396. heroKilled(h);
  1397. }
  1398. }
  1399. void CPlayerInterface::playerBlocked(int reason, bool start)
  1400. {
  1401. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1402. {
  1403. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1404. {
  1405. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1406. boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
  1407. LOCPLINT = this;
  1408. GH.curInt = this;
  1409. adventureInt->selection = nullptr;
  1410. adventureInt->setPlayer(playerID);
  1411. std::string msg = CGI->generaltexth->localizedTexts["adventureMap"]["playerAttacked"].String();
  1412. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1413. std::vector<std::shared_ptr<CComponent>> cmp;
  1414. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1415. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1416. showInfoDialog(msg, cmp);
  1417. makingTurn = false;
  1418. }
  1419. }
  1420. }
  1421. bool CPlayerInterface::ctrlPressed() const
  1422. {
  1423. return isCtrlKeyDown();
  1424. }
  1425. const CArmedInstance * CPlayerInterface::getSelection()
  1426. {
  1427. return currentSelection;
  1428. }
  1429. void CPlayerInterface::setSelection(const CArmedInstance * obj)
  1430. {
  1431. currentSelection = obj;
  1432. updateAmbientSounds(true);
  1433. }
  1434. void CPlayerInterface::update()
  1435. {
  1436. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1437. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1438. // While mutexes were locked away we may be have stopped being the active interface
  1439. if (LOCPLINT != this)
  1440. return;
  1441. //if there are any waiting dialogs, show them
  1442. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1443. {
  1444. showingDialog->set(true);
  1445. GH.pushInt(dialogs.front());
  1446. dialogs.pop_front();
  1447. }
  1448. //in some conditions we may receive calls before selection is initialized - we must ignore them
  1449. if(adventureInt && GH.topInt() == adventureInt
  1450. && (!adventureInt->selection && !settings["session"]["spectate"].Bool()))
  1451. {
  1452. return;
  1453. }
  1454. // Handles mouse and key input
  1455. GH.updateTime();
  1456. GH.handleEvents();
  1457. if (!adventureInt || adventureInt->isActive())
  1458. GH.simpleRedraw();
  1459. else if((adventureInt->swipeEnabled && adventureInt->swipeMovementRequested) || adventureInt->scrollingDir)
  1460. GH.totalRedraw(); //player forces map scrolling though interface is disabled
  1461. else
  1462. GH.simpleRedraw();
  1463. }
  1464. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1465. {
  1466. using namespace boost::filesystem;
  1467. using namespace boost::algorithm;
  1468. path gamesDir = VCMIDirs::get().userSavePath();
  1469. std::map<std::time_t, int> dates; //save number => datestamp
  1470. const directory_iterator enddir;
  1471. if (!exists(gamesDir))
  1472. create_directory(gamesDir);
  1473. else
  1474. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1475. {
  1476. if (is_regular(dir->status()))
  1477. {
  1478. std::string name = dir->path().filename().string();
  1479. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1480. {
  1481. char nr = name[namePrefix.size()];
  1482. if (std::isdigit(nr))
  1483. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1484. }
  1485. }
  1486. }
  1487. if (!dates.empty())
  1488. return (--dates.end())->second; //return latest file number
  1489. return 0;
  1490. }
  1491. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1492. {
  1493. auto subArr = (CGI->mh->ttiles)[hp.z];
  1494. if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1495. {
  1496. //ho->moveDir = 1;
  1497. ho->isStanding = false;
  1498. subArr[hp.x-3][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -31)));
  1499. subArr[hp.x-2][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, -31)));
  1500. subArr[hp.x-1][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, -31)));
  1501. subArr[hp.x][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, -31)));
  1502. subArr[hp.x-3][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 1)));
  1503. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
  1504. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
  1505. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
  1506. subArr[hp.x-3][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 33)));
  1507. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
  1508. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
  1509. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
  1510. std::stable_sort(subArr[hp.x-3][hp.y-2].objects.begin(), subArr[hp.x-3][hp.y-2].objects.end(), objectBlitOrderSorter);
  1511. std::stable_sort(subArr[hp.x-2][hp.y-2].objects.begin(), subArr[hp.x-2][hp.y-2].objects.end(), objectBlitOrderSorter);
  1512. std::stable_sort(subArr[hp.x-1][hp.y-2].objects.begin(), subArr[hp.x-1][hp.y-2].objects.end(), objectBlitOrderSorter);
  1513. std::stable_sort(subArr[hp.x][hp.y-2].objects.begin(), subArr[hp.x][hp.y-2].objects.end(), objectBlitOrderSorter);
  1514. std::stable_sort(subArr[hp.x-3][hp.y-1].objects.begin(), subArr[hp.x-3][hp.y-1].objects.end(), objectBlitOrderSorter);
  1515. std::stable_sort(subArr[hp.x-3][hp.y].objects.begin(), subArr[hp.x-3][hp.y].objects.end(), objectBlitOrderSorter);
  1516. }
  1517. else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1518. {
  1519. //ho->moveDir = 2;
  1520. ho->isStanding = false;
  1521. subArr[hp.x-2][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, -31)));
  1522. subArr[hp.x-1][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, -31)));
  1523. subArr[hp.x][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, -31)));
  1524. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
  1525. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
  1526. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
  1527. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
  1528. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
  1529. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
  1530. std::stable_sort(subArr[hp.x-2][hp.y-2].objects.begin(), subArr[hp.x-2][hp.y-2].objects.end(), objectBlitOrderSorter);
  1531. std::stable_sort(subArr[hp.x-1][hp.y-2].objects.begin(), subArr[hp.x-1][hp.y-2].objects.end(), objectBlitOrderSorter);
  1532. std::stable_sort(subArr[hp.x][hp.y-2].objects.begin(), subArr[hp.x][hp.y-2].objects.end(), objectBlitOrderSorter);
  1533. }
  1534. else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1535. {
  1536. //ho->moveDir = 3;
  1537. ho->isStanding = false;
  1538. subArr[hp.x-2][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, -31)));
  1539. subArr[hp.x-1][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, -31)));
  1540. subArr[hp.x][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, -31)));
  1541. subArr[hp.x+1][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -31)));
  1542. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
  1543. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
  1544. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
  1545. subArr[hp.x+1][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 1)));
  1546. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
  1547. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
  1548. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
  1549. subArr[hp.x+1][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 33)));
  1550. std::stable_sort(subArr[hp.x-2][hp.y-2].objects.begin(), subArr[hp.x-2][hp.y-2].objects.end(), objectBlitOrderSorter);
  1551. std::stable_sort(subArr[hp.x-1][hp.y-2].objects.begin(), subArr[hp.x-1][hp.y-2].objects.end(), objectBlitOrderSorter);
  1552. std::stable_sort(subArr[hp.x][hp.y-2].objects.begin(), subArr[hp.x][hp.y-2].objects.end(), objectBlitOrderSorter);
  1553. std::stable_sort(subArr[hp.x+1][hp.y-2].objects.begin(), subArr[hp.x+1][hp.y-2].objects.end(), objectBlitOrderSorter);
  1554. std::stable_sort(subArr[hp.x+1][hp.y-1].objects.begin(), subArr[hp.x+1][hp.y-1].objects.end(), objectBlitOrderSorter);
  1555. std::stable_sort(subArr[hp.x+1][hp.y].objects.begin(), subArr[hp.x+1][hp.y].objects.end(), objectBlitOrderSorter);
  1556. }
  1557. else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1558. {
  1559. //ho->moveDir = 4;
  1560. ho->isStanding = false;
  1561. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
  1562. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
  1563. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
  1564. subArr[hp.x+1][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 0)));
  1565. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
  1566. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
  1567. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
  1568. subArr[hp.x+1][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 32)));
  1569. std::stable_sort(subArr[hp.x+1][hp.y-1].objects.begin(), subArr[hp.x+1][hp.y-1].objects.end(), objectBlitOrderSorter);
  1570. std::stable_sort(subArr[hp.x+1][hp.y].objects.begin(), subArr[hp.x+1][hp.y].objects.end(), objectBlitOrderSorter);
  1571. }
  1572. else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1573. {
  1574. //ho->moveDir = 5;
  1575. ho->isStanding = false;
  1576. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
  1577. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
  1578. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
  1579. subArr[hp.x+1][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -1)));
  1580. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
  1581. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
  1582. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
  1583. subArr[hp.x+1][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 31)));
  1584. subArr[hp.x-2][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, 63)));
  1585. subArr[hp.x-1][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, 63)));
  1586. subArr[hp.x][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, 63)));
  1587. subArr[hp.x+1][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 63)));
  1588. std::stable_sort(subArr[hp.x+1][hp.y-1].objects.begin(), subArr[hp.x+1][hp.y-1].objects.end(), objectBlitOrderSorter);
  1589. std::stable_sort(subArr[hp.x+1][hp.y].objects.begin(), subArr[hp.x+1][hp.y].objects.end(), objectBlitOrderSorter);
  1590. std::stable_sort(subArr[hp.x-2][hp.y+1].objects.begin(), subArr[hp.x-2][hp.y+1].objects.end(), objectBlitOrderSorter);
  1591. std::stable_sort(subArr[hp.x-1][hp.y+1].objects.begin(), subArr[hp.x-1][hp.y+1].objects.end(), objectBlitOrderSorter);
  1592. std::stable_sort(subArr[hp.x][hp.y+1].objects.begin(), subArr[hp.x][hp.y+1].objects.end(), objectBlitOrderSorter);
  1593. std::stable_sort(subArr[hp.x+1][hp.y+1].objects.begin(), subArr[hp.x+1][hp.y+1].objects.end(), objectBlitOrderSorter);
  1594. }
  1595. else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1596. {
  1597. //ho->moveDir = 6;
  1598. ho->isStanding = false;
  1599. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
  1600. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
  1601. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
  1602. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
  1603. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
  1604. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
  1605. subArr[hp.x-2][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, 63)));
  1606. subArr[hp.x-1][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, 63)));
  1607. subArr[hp.x][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, 63)));
  1608. std::stable_sort(subArr[hp.x-2][hp.y+1].objects.begin(), subArr[hp.x-2][hp.y+1].objects.end(), objectBlitOrderSorter);
  1609. std::stable_sort(subArr[hp.x-1][hp.y+1].objects.begin(), subArr[hp.x-1][hp.y+1].objects.end(), objectBlitOrderSorter);
  1610. std::stable_sort(subArr[hp.x][hp.y+1].objects.begin(), subArr[hp.x][hp.y+1].objects.end(), objectBlitOrderSorter);
  1611. }
  1612. else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1613. {
  1614. //ho->moveDir = 7;
  1615. ho->isStanding = false;
  1616. subArr[hp.x-3][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -1)));
  1617. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
  1618. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
  1619. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
  1620. subArr[hp.x-3][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 31)));
  1621. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
  1622. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
  1623. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
  1624. subArr[hp.x-3][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 63)));
  1625. subArr[hp.x-2][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, 63)));
  1626. subArr[hp.x-1][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, 63)));
  1627. subArr[hp.x][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, 63)));
  1628. std::stable_sort(subArr[hp.x-3][hp.y-1].objects.begin(), subArr[hp.x-3][hp.y-1].objects.end(), objectBlitOrderSorter);
  1629. std::stable_sort(subArr[hp.x-3][hp.y].objects.begin(), subArr[hp.x-3][hp.y].objects.end(), objectBlitOrderSorter);
  1630. std::stable_sort(subArr[hp.x-3][hp.y+1].objects.begin(), subArr[hp.x-3][hp.y+1].objects.end(), objectBlitOrderSorter);
  1631. std::stable_sort(subArr[hp.x-2][hp.y+1].objects.begin(), subArr[hp.x-2][hp.y+1].objects.end(), objectBlitOrderSorter);
  1632. std::stable_sort(subArr[hp.x-1][hp.y+1].objects.begin(), subArr[hp.x-1][hp.y+1].objects.end(), objectBlitOrderSorter);
  1633. std::stable_sort(subArr[hp.x][hp.y+1].objects.begin(), subArr[hp.x][hp.y+1].objects.end(), objectBlitOrderSorter);
  1634. }
  1635. else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1636. {
  1637. //ho->moveDir = 8;
  1638. ho->isStanding = false;
  1639. subArr[hp.x-3][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 0)));
  1640. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
  1641. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
  1642. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
  1643. subArr[hp.x-3][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 32)));
  1644. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
  1645. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
  1646. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
  1647. std::stable_sort(subArr[hp.x-3][hp.y-1].objects.begin(), subArr[hp.x-3][hp.y-1].objects.end(), objectBlitOrderSorter);
  1648. std::stable_sort(subArr[hp.x-3][hp.y].objects.begin(), subArr[hp.x-3][hp.y].objects.end(), objectBlitOrderSorter);
  1649. }
  1650. }
  1651. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1652. {
  1653. if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1654. {
  1655. //setting advmap shift
  1656. adventureInt->terrain.moveX = i-32;
  1657. adventureInt->terrain.moveY = i-32;
  1658. subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
  1659. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
  1660. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
  1661. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
  1662. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
  1663. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
  1664. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
  1665. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
  1666. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
  1667. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
  1668. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
  1669. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
  1670. }
  1671. else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1672. {
  1673. //setting advmap shift
  1674. adventureInt->terrain.moveY = i-32;
  1675. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
  1676. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
  1677. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
  1678. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
  1679. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
  1680. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
  1681. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
  1682. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
  1683. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
  1684. }
  1685. else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1686. {
  1687. //setting advmap shift
  1688. adventureInt->terrain.moveX = -i+32;
  1689. adventureInt->terrain.moveY = i-32;
  1690. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
  1691. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
  1692. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
  1693. subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
  1694. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
  1695. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
  1696. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
  1697. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
  1698. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
  1699. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
  1700. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
  1701. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
  1702. }
  1703. else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1704. {
  1705. //setting advmap shift
  1706. adventureInt->terrain.moveX = -i+32;
  1707. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
  1708. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
  1709. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
  1710. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
  1711. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
  1712. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
  1713. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
  1714. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
  1715. }
  1716. else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1717. {
  1718. //setting advmap shift
  1719. adventureInt->terrain.moveX = -i+32;
  1720. adventureInt->terrain.moveY = -i+32;
  1721. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
  1722. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
  1723. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
  1724. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
  1725. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
  1726. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
  1727. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
  1728. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
  1729. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
  1730. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
  1731. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
  1732. subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
  1733. }
  1734. else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1735. {
  1736. //setting advmap shift
  1737. adventureInt->terrain.moveY = -i+32;
  1738. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
  1739. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
  1740. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
  1741. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
  1742. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
  1743. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
  1744. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
  1745. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
  1746. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
  1747. }
  1748. else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1749. {
  1750. //setting advmap shift
  1751. adventureInt->terrain.moveX = i-32;
  1752. adventureInt->terrain.moveY = -i+32;
  1753. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
  1754. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
  1755. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
  1756. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
  1757. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
  1758. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
  1759. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
  1760. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
  1761. subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
  1762. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
  1763. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
  1764. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
  1765. }
  1766. else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1767. {
  1768. //setting advmap shift
  1769. adventureInt->terrain.moveX = i-32;
  1770. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
  1771. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
  1772. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
  1773. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
  1774. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
  1775. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
  1776. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
  1777. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
  1778. }
  1779. }
  1780. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1781. {
  1782. adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
  1783. if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1784. {
  1785. delObjRect(hp.x, hp.y-2, hp.z, ho->id);
  1786. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1787. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1788. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1789. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1790. delObjRect(hp.x-3, hp.y, hp.z, ho->id);
  1791. }
  1792. else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1793. {
  1794. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1795. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1796. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1797. }
  1798. else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1799. {
  1800. delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
  1801. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1802. delObjRect(hp.x+1, hp.y, hp.z, ho->id);
  1803. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1804. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1805. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1806. }
  1807. else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1808. {
  1809. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1810. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1811. }
  1812. else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1813. {
  1814. delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
  1815. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1816. delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
  1817. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1818. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1819. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1820. }
  1821. else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1822. {
  1823. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1824. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1825. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1826. }
  1827. else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1828. {
  1829. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1830. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1831. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1832. delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
  1833. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1834. delObjRect(hp.x, hp.y+1, hp.z, ho->id);
  1835. }
  1836. else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1837. {
  1838. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1839. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1840. }
  1841. //restoring good rects
  1842. subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
  1843. subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
  1844. subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
  1845. subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
  1846. subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
  1847. subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
  1848. //restoring good order of objects
  1849. boost::detail::multi_array::sub_array<TerrainTile2, 2> subArr = (CGI->mh->ttiles)[details.end.z];
  1850. std::stable_sort(subArr[details.end.x-2][details.end.y-1].objects.begin(), subArr[details.end.x-2][details.end.y-1].objects.end(), objectBlitOrderSorter);
  1851. std::stable_sort(subArr[details.end.x-1][details.end.y-1].objects.begin(), subArr[details.end.x-1][details.end.y-1].objects.end(), objectBlitOrderSorter);
  1852. std::stable_sort(subArr[details.end.x][details.end.y-1].objects.begin(), subArr[details.end.x][details.end.y-1].objects.end(), objectBlitOrderSorter);
  1853. std::stable_sort(subArr[details.end.x-2][details.end.y].objects.begin(), subArr[details.end.x-2][details.end.y].objects.end(), objectBlitOrderSorter);
  1854. std::stable_sort(subArr[details.end.x-1][details.end.y].objects.begin(), subArr[details.end.x-1][details.end.y].objects.end(), objectBlitOrderSorter);
  1855. std::stable_sort(subArr[details.end.x][details.end.y].objects.begin(), subArr[details.end.x][details.end.y].objects.end(), objectBlitOrderSorter);
  1856. }
  1857. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1858. {
  1859. EVENT_HANDLER_CALLED_BY_CLIENT;
  1860. if (player == playerID)
  1861. {
  1862. if (victoryLossCheckResult.loss())
  1863. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1864. //we assume GH.curInt == LOCPLINT
  1865. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1866. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1867. GH.curInt = this; //waiting for dialogs requires this to get events
  1868. if(!makingTurn)
  1869. {
  1870. makingTurn = true; //also needed for dialog to show with current implementation
  1871. waitForAllDialogs();
  1872. makingTurn = false;
  1873. }
  1874. else
  1875. waitForAllDialogs();
  1876. GH.curInt = previousInterface;
  1877. LOCPLINT = previousInterface;
  1878. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1879. {
  1880. if(adventureInt)
  1881. {
  1882. GH.terminate_cond->setn(true);
  1883. adventureInt->deactivate();
  1884. if (GH.topInt() == adventureInt)
  1885. GH.popInt(adventureInt);
  1886. adventureInt.reset();
  1887. }
  1888. }
  1889. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1890. {
  1891. // end game if current human player has won
  1892. CSH->sendClientDisconnecting();
  1893. requestReturningToMainMenu(true);
  1894. }
  1895. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1896. {
  1897. //all human players eliminated
  1898. CSH->sendClientDisconnecting();
  1899. requestReturningToMainMenu(false);
  1900. }
  1901. if (GH.curInt == this) GH.curInt = nullptr;
  1902. }
  1903. else
  1904. {
  1905. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1906. {
  1907. std::string str = victoryLossCheckResult.messageToSelf;
  1908. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1909. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1910. }
  1911. }
  1912. }
  1913. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1914. {
  1915. EVENT_HANDLER_CALLED_BY_CLIENT;
  1916. }
  1917. void CPlayerInterface::showPuzzleMap()
  1918. {
  1919. EVENT_HANDLER_CALLED_BY_CLIENT;
  1920. waitWhileDialog();
  1921. //TODO: interface should not know the real position of Grail...
  1922. double ratio = 0;
  1923. int3 grailPos = cb->getGrailPos(&ratio);
  1924. GH.pushIntT<CPuzzleWindow>(grailPos, ratio);
  1925. }
  1926. void CPlayerInterface::viewWorldMap()
  1927. {
  1928. adventureInt->changeMode(EAdvMapMode::WORLD_VIEW);
  1929. }
  1930. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1931. {
  1932. EVENT_HANDLER_CALLED_BY_CLIENT;
  1933. if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
  1934. GH.popInts(1);
  1935. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1936. eraseCurrentPathOf(caster, false);
  1937. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1938. if(spellID == SpellID::VIEW_EARTH)
  1939. {
  1940. //TODO: implement on server side
  1941. const auto level = caster->getSpellSchoolLevel(spell);
  1942. adventureInt->worldViewOptions.showAllTerrain = (level > 2);
  1943. }
  1944. auto castSoundPath = spell->getCastSound();
  1945. if(!castSoundPath.empty())
  1946. CCS->soundh->playSound(castSoundPath);
  1947. }
  1948. void CPlayerInterface::eraseCurrentPathOf(const CGHeroInstance * ho, bool checkForExistanceOfPath)
  1949. {
  1950. if (checkForExistanceOfPath)
  1951. {
  1952. assert(vstd::contains(paths, ho));
  1953. }
  1954. else if (!vstd::contains(paths, ho))
  1955. {
  1956. return;
  1957. }
  1958. assert(ho == adventureInt->selection);
  1959. paths.erase(ho);
  1960. adventureInt->terrain.currentPath = nullptr;
  1961. adventureInt->updateMoveHero(ho, false);
  1962. }
  1963. void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
  1964. {
  1965. adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
  1966. 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
  1967. eraseCurrentPathOf(ho);
  1968. }
  1969. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1970. {
  1971. if (vstd::contains(paths,h)) //hero has assigned path
  1972. {
  1973. CGPath &path = paths[h];
  1974. if (!path.nodes.size())
  1975. {
  1976. logGlobal->warn("Warning: empty path found...");
  1977. paths.erase(h);
  1978. }
  1979. else
  1980. {
  1981. assert(h->getPosition(false) == path.startPos());
  1982. //update the hero path in case of something has changed on map
  1983. if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
  1984. return &path;
  1985. else
  1986. paths.erase(h);
  1987. }
  1988. }
  1989. return nullptr;
  1990. }
  1991. void CPlayerInterface::acceptTurn()
  1992. {
  1993. bool centerView = true;
  1994. if (settings["session"]["autoSkip"].Bool())
  1995. {
  1996. centerView = false;
  1997. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  1998. iw->close();
  1999. }
  2000. waitWhileDialog();
  2001. if(CSH->howManyPlayerInterfaces() > 1)
  2002. adventureInt->startTurn();
  2003. adventureInt->heroList.update();
  2004. adventureInt->townList.update();
  2005. const CGHeroInstance * heroToSelect = nullptr;
  2006. // find first non-sleeping hero
  2007. for (auto hero : wanderingHeroes)
  2008. {
  2009. if (boost::range::find(sleepingHeroes, hero) == sleepingHeroes.end())
  2010. {
  2011. heroToSelect = hero;
  2012. break;
  2013. }
  2014. }
  2015. //select first hero if available.
  2016. if (heroToSelect != nullptr)
  2017. {
  2018. adventureInt->select(heroToSelect, centerView);
  2019. }
  2020. else if (towns.size())
  2021. adventureInt->select(towns.front(), centerView);
  2022. else
  2023. adventureInt->select(wanderingHeroes.front());
  2024. //show new day animation and sound on infobar
  2025. adventureInt->infoBar.showDate();
  2026. adventureInt->updateNextHero(nullptr);
  2027. adventureInt->showAll(screen);
  2028. if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  2029. {
  2030. if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  2031. iw->close();
  2032. adventureInt->fendTurn();
  2033. }
  2034. // warn player if he has no town
  2035. if (cb->howManyTowns() == 0)
  2036. {
  2037. auto playerColor = *cb->getPlayerID();
  2038. std::vector<Component> components;
  2039. components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
  2040. MetaString text;
  2041. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  2042. if(optDaysWithoutCastle)
  2043. {
  2044. auto daysWithoutCastle = optDaysWithoutCastle.get();
  2045. if (daysWithoutCastle < 6)
  2046. {
  2047. 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.
  2048. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  2049. text.addReplacement(7 - daysWithoutCastle);
  2050. }
  2051. else if (daysWithoutCastle == 6)
  2052. {
  2053. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  2054. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  2055. }
  2056. showInfoDialogAndWait(components, text);
  2057. }
  2058. else
  2059. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  2060. }
  2061. }
  2062. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  2063. {
  2064. int msgToShow = -1;
  2065. const bool isBlocked = CGI->mh->hasObjectHole(h->getPosition(false)); // Don't dig in the pit.
  2066. const auto diggingStatus = isBlocked
  2067. ? EDiggingStatus::TILE_OCCUPIED
  2068. : h->diggingStatus().num;
  2069. switch(diggingStatus)
  2070. {
  2071. case EDiggingStatus::CAN_DIG:
  2072. break;
  2073. case EDiggingStatus::LACK_OF_MOVEMENT:
  2074. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  2075. break;
  2076. case EDiggingStatus::TILE_OCCUPIED:
  2077. msgToShow = 97; //Try searching on clear ground.
  2078. break;
  2079. case EDiggingStatus::WRONG_TERRAIN:
  2080. msgToShow = 60; ////Try looking on land!
  2081. break;
  2082. default:
  2083. assert(0);
  2084. }
  2085. if(msgToShow < 0)
  2086. cb->dig(h);
  2087. else
  2088. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  2089. }
  2090. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  2091. {
  2092. adventureInt->infoBar.showSelection();
  2093. }
  2094. void CPlayerInterface::battleNewRoundFirst( int round )
  2095. {
  2096. EVENT_HANDLER_CALLED_BY_CLIENT;
  2097. BATTLE_EVENT_POSSIBLE_RETURN;
  2098. battleInt->newRoundFirst(round);
  2099. }
  2100. void CPlayerInterface::stopMovement()
  2101. {
  2102. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  2103. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  2104. }
  2105. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  2106. {
  2107. EVENT_HANDLER_CALLED_BY_CLIENT;
  2108. if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  2109. {
  2110. //EEMarketMode mode = market->availableModes().front();
  2111. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  2112. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  2113. else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  2114. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  2115. }
  2116. else
  2117. {
  2118. GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  2119. }
  2120. }
  2121. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  2122. {
  2123. EVENT_HANDLER_CALLED_BY_CLIENT;
  2124. GH.pushIntT<CUniversityWindow>(visitor, market);
  2125. }
  2126. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  2127. {
  2128. EVENT_HANDLER_CALLED_BY_CLIENT;
  2129. GH.pushIntT<CHillFortWindow>(visitor, object);
  2130. }
  2131. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  2132. {
  2133. EVENT_HANDLER_CALLED_BY_CLIENT;
  2134. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
  2135. cmw->artifactsChanged(false);
  2136. }
  2137. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  2138. {
  2139. EVENT_HANDLER_CALLED_BY_CLIENT;
  2140. GH.pushIntT<CTavernWindow>(townOrTavern);
  2141. }
  2142. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  2143. {
  2144. EVENT_HANDLER_CALLED_BY_CLIENT;
  2145. GH.pushIntT<CThievesGuildWindow>(obj);
  2146. }
  2147. void CPlayerInterface::showQuestLog()
  2148. {
  2149. EVENT_HANDLER_CALLED_BY_CLIENT;
  2150. GH.pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
  2151. }
  2152. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  2153. {
  2154. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  2155. {
  2156. MetaString txt;
  2157. obj->getProblemText(txt);
  2158. showInfoDialog(txt.toString());
  2159. }
  2160. else
  2161. showShipyardDialog(obj);
  2162. }
  2163. void CPlayerInterface::requestReturningToMainMenu(bool won)
  2164. {
  2165. CCS->soundh->ambientStopAllChannels();
  2166. if(won && cb->getStartInfo()->campState)
  2167. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  2168. else
  2169. sendCustomEvent(EUserEvent::RETURN_TO_MAIN_MENU);
  2170. }
  2171. void CPlayerInterface::sendCustomEvent( int code )
  2172. {
  2173. CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
  2174. }
  2175. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  2176. {
  2177. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  2178. if(hero)
  2179. {
  2180. auto art = hero->getArt(al.slot);
  2181. if(art == nullptr)
  2182. {
  2183. logGlobal->error("artifact location %d points to nothing",
  2184. al.slot.num);
  2185. return;
  2186. }
  2187. CHeroArtPlace::askToAssemble(art, al.slot, hero);
  2188. }
  2189. }
  2190. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  2191. {
  2192. EVENT_HANDLER_CALLED_BY_CLIENT;
  2193. adventureInt->infoBar.showSelection();
  2194. askToAssembleArtifact(al);
  2195. }
  2196. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  2197. {
  2198. EVENT_HANDLER_CALLED_BY_CLIENT;
  2199. adventureInt->infoBar.showSelection();
  2200. for(auto isa : GH.listInt)
  2201. {
  2202. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  2203. if (artWin)
  2204. artWin->artifactRemoved(al);
  2205. }
  2206. }
  2207. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  2208. {
  2209. EVENT_HANDLER_CALLED_BY_CLIENT;
  2210. adventureInt->infoBar.showSelection();
  2211. for(auto isa : GH.listInt)
  2212. {
  2213. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  2214. if (artWin)
  2215. artWin->artifactMoved(src, dst);
  2216. }
  2217. askToAssembleArtifact(dst);
  2218. }
  2219. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  2220. {
  2221. EVENT_HANDLER_CALLED_BY_CLIENT;
  2222. adventureInt->infoBar.showSelection();
  2223. for(auto isa : GH.listInt)
  2224. {
  2225. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  2226. if (artWin)
  2227. artWin->artifactAssembled(al);
  2228. }
  2229. }
  2230. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  2231. {
  2232. EVENT_HANDLER_CALLED_BY_CLIENT;
  2233. adventureInt->infoBar.showSelection();
  2234. for(auto isa : GH.listInt)
  2235. {
  2236. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  2237. if (artWin)
  2238. artWin->artifactDisassembled(al);
  2239. }
  2240. }
  2241. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  2242. {
  2243. EVENT_HANDLER_CALLED_BY_CLIENT;
  2244. if (!vstd::contains (GH.listInt, adventureInt))
  2245. {
  2246. GH.popInts ((int)GH.listInt.size()); //after map load - remove everything else
  2247. GH.pushInt (adventureInt);
  2248. }
  2249. else
  2250. {
  2251. adventureInt->infoBar.showSelection();
  2252. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get())) //don't remove dialogs that expect query answer
  2253. GH.popInts(1);
  2254. }
  2255. if(CSH->howManyPlayerInterfaces() == 1)
  2256. {
  2257. GH.curInt = this;
  2258. adventureInt->startTurn();
  2259. }
  2260. if (player != playerID && this == LOCPLINT)
  2261. {
  2262. waitWhileDialog();
  2263. adventureInt->aiTurnStarted();
  2264. }
  2265. }
  2266. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  2267. {
  2268. while(!dialogs.empty())
  2269. {
  2270. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  2271. SDL_Delay(5);
  2272. }
  2273. waitWhileDialog(unlockPim);
  2274. }
  2275. void CPlayerInterface::proposeLoadingGame()
  2276. {
  2277. showYesNoDialog(CGI->generaltexth->allTexts[68], [this](){ sendCustomEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
  2278. }
  2279. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  2280. {
  2281. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  2282. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  2283. }
  2284. bool CPlayerInterface::capturedAllEvents()
  2285. {
  2286. if (duringMovement)
  2287. {
  2288. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  2289. return true;
  2290. }
  2291. if (ignoreEvents)
  2292. {
  2293. boost::unique_lock<boost::mutex> un(eventsM);
  2294. while(!SDLEventsQueue.empty())
  2295. {
  2296. SDLEventsQueue.pop();
  2297. }
  2298. return true;
  2299. }
  2300. return false;
  2301. }
  2302. void CPlayerInterface::setMovementStatus(bool value)
  2303. {
  2304. duringMovement = value;
  2305. if (value)
  2306. {
  2307. CCS->curh->hide();
  2308. }
  2309. else
  2310. {
  2311. CCS->curh->show();
  2312. }
  2313. }
  2314. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  2315. {
  2316. int i = 1;
  2317. auto getObj = [&](int3 coord, bool ignoreHero)
  2318. {
  2319. return cb->getTile(CGHeroInstance::convertPosition(coord,false))->topVisitableObj(ignoreHero);
  2320. };
  2321. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  2322. {
  2323. if (action != CGPathNode::TELEPORT_NORMAL &&
  2324. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  2325. action != CGPathNode::TELEPORT_BATTLE)
  2326. {
  2327. return false;
  2328. }
  2329. return true;
  2330. };
  2331. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  2332. {
  2333. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  2334. return nextObjectTop;
  2335. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  2336. CGTeleport::isConnected(currentObject, nextObject))
  2337. {
  2338. return nextObject;
  2339. }
  2340. return nullptr;
  2341. };
  2342. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  2343. stillMoveHero.data = CONTINUE_MOVE;
  2344. auto doMovement = [&](int3 dst, bool transit)
  2345. {
  2346. stillMoveHero.data = WAITING_MOVE;
  2347. cb->moveHero(h, dst, transit);
  2348. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  2349. stillMoveHero.cond.wait(un);
  2350. };
  2351. {
  2352. path.convert(0);
  2353. Terrain currentTerrain = Terrain("BORDER"); // not init yet
  2354. Terrain newTerrain;
  2355. int sh = -1;
  2356. auto canStop = [&](CGPathNode * node) -> bool
  2357. {
  2358. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  2359. return true;
  2360. if (node->accessible == CGPathNode::ACCESSIBLE)
  2361. return true;
  2362. return false;
  2363. };
  2364. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  2365. {
  2366. int3 currentCoord = path.nodes[i].coord;
  2367. int3 nextCoord = path.nodes[i-1].coord;
  2368. auto currentObject = getObj(currentCoord, currentCoord == h->pos);
  2369. auto nextObjectTop = getObj(nextCoord, false);
  2370. auto nextObject = getObj(nextCoord, true);
  2371. auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
  2372. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  2373. {
  2374. CCS->soundh->stopSound(sh);
  2375. destinationTeleport = destTeleportObj->id;
  2376. destinationTeleportPos = nextCoord;
  2377. doMovement(h->pos, false);
  2378. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
  2379. || path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
  2380. {
  2381. destinationTeleport = ObjectInstanceID();
  2382. destinationTeleportPos = int3(-1);
  2383. }
  2384. if(i != path.nodes.size() - 1)
  2385. {
  2386. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1);
  2387. }
  2388. continue;
  2389. }
  2390. if (path.nodes[i-1].turns)
  2391. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  2392. stillMoveHero.data = STOP_MOVE;
  2393. break;
  2394. }
  2395. // Start a new sound for the hero movement or let the existing one carry on.
  2396. #if 0
  2397. // TODO
  2398. if (hero is flying && sh == -1)
  2399. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  2400. #endif
  2401. {
  2402. newTerrain = cb->getTile(CGHeroInstance::convertPosition(currentCoord, false))->terType;
  2403. if(newTerrain != currentTerrain)
  2404. {
  2405. CCS->soundh->stopSound(sh);
  2406. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
  2407. currentTerrain = newTerrain;
  2408. }
  2409. }
  2410. 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
  2411. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  2412. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  2413. bool useTransit = false;
  2414. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  2415. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  2416. || CGTeleport::isTeleport(nextObjectTop)))
  2417. { // Hero should be able to go through object if it's allow transit
  2418. useTransit = true;
  2419. }
  2420. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  2421. useTransit = true;
  2422. doMovement(endpos, useTransit);
  2423. logGlobal->trace("Resuming %s", __FUNCTION__);
  2424. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  2425. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  2426. break;
  2427. }
  2428. CCS->soundh->stopSound(sh);
  2429. }
  2430. //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
  2431. if (!showingDialog->get())
  2432. GH.fakeMouseMove();
  2433. //todo: this should be in main thread
  2434. if (adventureInt)
  2435. {
  2436. // (i == 0) means hero went through all the path
  2437. adventureInt->updateMoveHero(h, (i != 0));
  2438. adventureInt->updateNextHero(h);
  2439. }
  2440. setMovementStatus(false);
  2441. }
  2442. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
  2443. {
  2444. EVENT_HANDLER_CALLED_BY_CLIENT;
  2445. //TODO: showWorldViewEx
  2446. std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));
  2447. viewWorldMap();
  2448. }
  2449. void CPlayerInterface::updateAmbientSounds(bool resetAll)
  2450. {
  2451. if(castleInt || battleInt || !makingTurn || !currentSelection)
  2452. {
  2453. CCS->soundh->ambientStopAllChannels();
  2454. return;
  2455. }
  2456. else if(!dynamic_cast<CAdvMapInt *>(GH.topInt().get()))
  2457. {
  2458. return;
  2459. }
  2460. if(resetAll)
  2461. CCS->soundh->ambientStopAllChannels();
  2462. std::map<std::string, int> currentSounds;
  2463. auto updateSounds = [&](std::string soundId, int distance) -> void
  2464. {
  2465. if(vstd::contains(currentSounds, soundId))
  2466. currentSounds[soundId] = std::max(currentSounds[soundId], distance);
  2467. else
  2468. currentSounds.insert(std::make_pair(soundId, distance));
  2469. };
  2470. int3 pos = currentSelection->getSightCenter();
  2471. std::unordered_set<int3, ShashInt3> tiles;
  2472. cb->getVisibleTilesInRange(tiles, pos, CCS->soundh->ambientGetRange(), int3::DIST_CHEBYSHEV);
  2473. for(int3 tile : tiles)
  2474. {
  2475. int dist = pos.dist(tile, int3::DIST_CHEBYSHEV);
  2476. // We want sound for every special terrain on tile and not just one on top
  2477. for(auto & ttObj : CGI->mh->ttiles[tile.z][tile.x][tile.y].objects)
  2478. {
  2479. if(ttObj.ambientSound)
  2480. updateSounds(ttObj.ambientSound.get(), dist);
  2481. }
  2482. if(CGI->mh->map->isCoastalTile(tile))
  2483. updateSounds("LOOPOCEA", dist);
  2484. }
  2485. CCS->soundh->ambientUpdateChannels(currentSounds);
  2486. }