CPlayerInterface.cpp 84 KB

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  1. #include "StdInc.h"
  2. #include "../lib/CDefObjInfoHandler.h"
  3. #include "CAdvmapInterface.h"
  4. #include "battle/CBattleInterface.h"
  5. #include "battle/CBattleInterfaceClasses.h"
  6. #include "../CCallback.h"
  7. #include "CCastleInterface.h"
  8. #include "gui/CCursorHandler.h"
  9. #include "CKingdomInterface.h"
  10. #include "CGameInfo.h"
  11. #include "CHeroWindow.h"
  12. #include "CCreatureWindow.h"
  13. #include "CQuestLog.h"
  14. #include "CMessage.h"
  15. #include "CPlayerInterface.h"
  16. //#include "gui/SDL_Extensions.h"
  17. #include "gui/SDL_Extensions.h"
  18. #include "../lib/CConfigHandler.h"
  19. #include "battle/CCreatureAnimation.h"
  20. #include "Graphics.h"
  21. #include "../lib/CArtHandler.h"
  22. #include "../lib/CGeneralTextHandler.h"
  23. #include "../lib/CHeroHandler.h"
  24. #include "../lib/CObjectHandler.h"
  25. #include "../lib/Connection.h"
  26. #include "../lib/CSpellHandler.h"
  27. #include "../lib/CTownHandler.h"
  28. #include "../lib/BattleState.h"
  29. #include "../lib/JsonNode.h"
  30. #include "CMusicHandler.h"
  31. #include "../lib/CondSh.h"
  32. #include "../lib/NetPacks.h"
  33. #include "../lib/mapping/CMap.h"
  34. #include "../lib/VCMIDirs.h"
  35. #include "mapHandler.h"
  36. #include "../lib/CStopWatch.h"
  37. #include "../lib/StartInfo.h"
  38. #include "../lib/CGameState.h"
  39. #include "../lib/GameConstants.h"
  40. #include "gui/CGuiHandler.h"
  41. #include "../lib/UnlockGuard.h"
  42. #ifdef min
  43. #undef min
  44. #endif
  45. #ifdef max
  46. #undef max
  47. #endif
  48. /*
  49. * CPlayerInterface.cpp, part of VCMI engine
  50. *
  51. * Authors: listed in file AUTHORS in main folder
  52. *
  53. * License: GNU General Public License v2.0 or later
  54. * Full text of license available in license.txt file, in main folder
  55. *
  56. */
  57. // The macro below is used to mark functions that are called by client when game state changes.
  58. // They all assume that CPlayerInterface::pim mutex is locked.
  59. #define EVENT_HANDLER_CALLED_BY_CLIENT
  60. // The macro marks functions that are run on a new thread by client.
  61. // They do not own any mutexes intiially.
  62. #define THREAD_CREATED_BY_CLIENT
  63. #define RETURN_IF_QUICK_COMBAT \
  64. if(isAutoFightOn && !battleInt) \
  65. return;
  66. #define BATTLE_EVENT_POSSIBLE_RETURN\
  67. if(LOCPLINT != this) \
  68. return; \
  69. RETURN_IF_QUICK_COMBAT
  70. using namespace boost::assign;
  71. using namespace CSDL_Ext;
  72. void processCommand(const std::string &message, CClient *&client);
  73. extern std::queue<SDL_Event> events;
  74. extern boost::mutex eventsM;
  75. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  76. CondSh<bool> CPlayerInterface::terminate_cond;
  77. CPlayerInterface * LOCPLINT;
  78. CBattleInterface * CPlayerInterface::battleInt;
  79. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  80. CondSh<EMoveState> stillMoveHero; //used during hero movement
  81. int CPlayerInterface::howManyPeople = 0;
  82. struct OCM_HLP_CGIN
  83. {
  84. bool inline operator ()(const std::pair<const CGObjectInstance*,SDL_Rect> & a, const std::pair<const CGObjectInstance*,SDL_Rect> & b) const
  85. {
  86. return (*a.first)<(*b.first);
  87. }
  88. } ocmptwo_cgin ;
  89. CPlayerInterface::CPlayerInterface(PlayerColor Player)
  90. {
  91. logGlobal->traceStream() << "\tHuman player interface for player " << Player << " being constructed";
  92. observerInDuelMode = false;
  93. howManyPeople++;
  94. GH.defActionsDef = 0;
  95. LOCPLINT = this;
  96. curAction = nullptr;
  97. playerID=Player;
  98. human=true;
  99. castleInt = nullptr;
  100. battleInt = nullptr;
  101. //pim = new boost::recursive_mutex;
  102. makingTurn = false;
  103. showingDialog = new CondSh<bool>(false);
  104. cingconsole = new CInGameConsole;
  105. terminate_cond.set(false);
  106. firstCall = 1; //if loading will be overwritten in serialize
  107. autosaveCount = 0;
  108. isAutoFightOn = false;
  109. }
  110. CPlayerInterface::~CPlayerInterface()
  111. {
  112. howManyPeople--;
  113. //delete pim;
  114. //vstd::clear_pointer(pim);
  115. delete showingDialog;
  116. if(adventureInt)
  117. {
  118. if(adventureInt->active & CIntObject::KEYBOARD)
  119. adventureInt->deactivateKeyboard();
  120. delete adventureInt;
  121. adventureInt = nullptr;
  122. }
  123. delete cingconsole;
  124. LOCPLINT = nullptr;
  125. }
  126. void CPlayerInterface::init(shared_ptr<CCallback> CB)
  127. {
  128. cb = CB;
  129. if(observerInDuelMode)
  130. return;
  131. if(!towns.size() && !wanderingHeroes.size())
  132. initializeHeroTownList();
  133. if(!adventureInt)
  134. adventureInt = new CAdvMapInt();
  135. }
  136. void CPlayerInterface::yourTurn()
  137. {
  138. EVENT_HANDLER_CALLED_BY_CLIENT;
  139. {
  140. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  141. LOCPLINT = this;
  142. GH.curInt = this;
  143. adventureInt->selection = nullptr;
  144. if(firstCall)
  145. {
  146. if(howManyPeople == 1)
  147. adventureInt->setPlayer(playerID);
  148. autosaveCount = getLastIndex("Autosave_");
  149. if(firstCall > 0) //new game, not loaded
  150. {
  151. int index = getLastIndex("Newgame_Autosave_");
  152. index %= SAVES_COUNT;
  153. cb->save("Saves/Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  154. }
  155. firstCall = 0;
  156. }
  157. else
  158. {
  159. LOCPLINT->cb->save("Saves/Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  160. autosaveCount %= 5;
  161. }
  162. if(adventureInt->player != playerID)
  163. adventureInt->setPlayer(playerID);
  164. if(howManyPeople > 1) //hot seat message
  165. {
  166. adventureInt->startHotSeatWait(playerID);
  167. makingTurn = true;
  168. std::string msg = CGI->generaltexth->allTexts[13];
  169. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  170. std::vector<CComponent*> cmp;
  171. cmp.push_back(new CComponent(CComponent::flag, playerID.getNum(), 0));
  172. showInfoDialog(msg, cmp);
  173. }
  174. else
  175. {
  176. makingTurn = true;
  177. adventureInt->startTurn();
  178. }
  179. }
  180. acceptTurn();
  181. }
  182. STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const ObjectInstanceID & hid)
  183. {
  184. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  185. for(auto & elem : hlp.objects)
  186. if(elem.first->id == hid)
  187. {
  188. elem.second = r;
  189. return;
  190. }
  191. }
  192. STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const ObjectInstanceID & hid)
  193. {
  194. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  195. for(int h=0; h<hlp.objects.size(); ++h)
  196. if(hlp.objects[h].first->id == hid)
  197. {
  198. hlp.objects.erase(hlp.objects.begin()+h);
  199. return;
  200. }
  201. }
  202. void CPlayerInterface::heroMoved(const TryMoveHero & details)
  203. {
  204. EVENT_HANDLER_CALLED_BY_CLIENT;
  205. waitWhileDialog();
  206. if(LOCPLINT != this)
  207. return;
  208. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  209. int3 hp = details.start;
  210. if(!hero)
  211. {
  212. //AI hero left the visible area (we can't obtain info)
  213. //TODO very evil workaround -> retreive pointer to hero so we could animate it
  214. // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
  215. const TerrainTile2 &tile = CGI->mh->ttiles[hp.x-1][hp.y][hp.z];
  216. for(auto & elem : tile.objects)
  217. if(elem.first->id == details.id)
  218. hero = dynamic_cast<const CGHeroInstance *>(elem.first);
  219. if(!hero) //still nothing...
  220. return;
  221. }
  222. adventureInt->centerOn(hero); //actualizing screen pos
  223. adventureInt->minimap.redraw();
  224. adventureInt->heroList.redraw();
  225. bool directlyAttackingCreature =
  226. details.attackedFrom
  227. && adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
  228. && adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
  229. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  230. {
  231. //We may need to change music - select new track, music handler will change it if needed
  232. CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType, true);
  233. if(details.result == TryMoveHero::TELEPORTATION)
  234. {
  235. if(adventureInt->terrain.currentPath)
  236. {
  237. assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
  238. std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
  239. if((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
  240. && (nodesIt-1)->coord == CGHeroInstance::convertPosition(details.end, false))
  241. {
  242. //path was between entrance and exit of teleport -> OK, erase node as usual
  243. removeLastNodeFromPath(hero);
  244. }
  245. else
  246. {
  247. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  248. eraseCurrentPathOf(hero);
  249. }
  250. }
  251. adventureInt->heroList.update(hero);
  252. return; //teleport - no fancy moving animation
  253. //TODO: smooth disappear / appear effect
  254. }
  255. if (hero->pos != details.end //hero didn't change tile but visit succeeded
  256. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  257. {
  258. eraseCurrentPathOf(hero, false);
  259. }
  260. else if(adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
  261. {
  262. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  263. removeLastNodeFromPath(hero);
  264. }
  265. }
  266. if (details.result != TryMoveHero::SUCCESS) //hero failed to move
  267. {
  268. hero->isStanding = true;
  269. stillMoveHero.setn(STOP_MOVE);
  270. GH.totalRedraw();
  271. adventureInt->heroList.update(hero);
  272. return;
  273. }
  274. initMovement(details, hero, hp);
  275. //first initializing done
  276. GH.mainFPSmng->framerateDelay(); // after first move
  277. ui32 speed = settings["adventure"]["heroSpeed"].Float();
  278. //main moving
  279. for(int i=1; i<32; i+=2*speed)
  280. {
  281. movementPxStep(details, i, hp, hero);
  282. adventureInt->updateScreen = true;
  283. adventureInt->show(screen);
  284. CSDL_Ext::update(screen);
  285. GH.mainFPSmng->framerateDelay(); //for animation purposes
  286. } //for(int i=1; i<32; i+=4)
  287. //main moving done
  288. //finishing move
  289. finishMovement(details, hp, hero);
  290. hero->isStanding = true;
  291. //move finished
  292. adventureInt->minimap.redraw();
  293. adventureInt->heroList.update(hero);
  294. //check if user cancelled movement
  295. {
  296. boost::unique_lock<boost::mutex> un(eventsM);
  297. while(events.size())
  298. {
  299. SDL_Event ev = events.front();
  300. events.pop();
  301. switch(ev.type)
  302. {
  303. case SDL_MOUSEBUTTONDOWN:
  304. stillMoveHero.setn(STOP_MOVE);
  305. break;
  306. case SDL_KEYDOWN:
  307. if(ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  308. stillMoveHero.setn(STOP_MOVE);
  309. break;
  310. }
  311. }
  312. }
  313. if(stillMoveHero.get() == WAITING_MOVE)
  314. stillMoveHero.setn(DURING_MOVE);
  315. // Hero attacked creature directly, set direction to face it.
  316. if (directlyAttackingCreature) {
  317. // Get direction to attacker.
  318. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  319. static const ui8 dirLookup[3][3] = {
  320. { 1, 2, 3 },
  321. { 8, 0, 4 },
  322. { 7, 6, 5 }
  323. };
  324. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  325. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  326. }
  327. }
  328. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  329. {
  330. EVENT_HANDLER_CALLED_BY_CLIENT;
  331. const CArmedInstance *newSelection = nullptr;
  332. if (makingTurn)
  333. {
  334. //find new object for selection: either hero
  335. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  336. if (next >= 0)
  337. newSelection = wanderingHeroes[next];
  338. //or town
  339. if (!newSelection || newSelection == hero)
  340. {
  341. if (towns.empty())
  342. newSelection = nullptr;
  343. else
  344. newSelection = towns.front();
  345. }
  346. }
  347. wanderingHeroes -= hero;
  348. if(vstd::contains(paths, hero))
  349. paths.erase(hero);
  350. adventureInt->heroList.update(hero);
  351. if (makingTurn)
  352. adventureInt->select(newSelection, true);
  353. else
  354. adventureInt->selection = nullptr;
  355. }
  356. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  357. {
  358. EVENT_HANDLER_CALLED_BY_CLIENT;
  359. wanderingHeroes.push_back(hero);
  360. adventureInt->heroList.update(hero);
  361. }
  362. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  363. {
  364. if (castleInt)
  365. castleInt->close();
  366. castleInt = new CCastleInterface(town);
  367. GH.pushInt(castleInt);
  368. }
  369. int3 CPlayerInterface::repairScreenPos(int3 pos)
  370. {
  371. if(pos.x<-CGI->mh->frameW)
  372. pos.x = -CGI->mh->frameW;
  373. if(pos.y<-CGI->mh->frameH)
  374. pos.y = -CGI->mh->frameH;
  375. if(pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
  376. pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
  377. if(pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
  378. pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
  379. return pos;
  380. }
  381. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  382. {
  383. EVENT_HANDLER_CALLED_BY_CLIENT;
  384. if(which == 4)
  385. {
  386. if(CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))
  387. ctw->setExpToLevel();
  388. }
  389. else if(which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  390. updateInfo(hero);
  391. }
  392. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  393. {
  394. EVENT_HANDLER_CALLED_BY_CLIENT;
  395. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt());
  396. if(cuw) //university window is open
  397. {
  398. GH.totalRedraw();
  399. }
  400. }
  401. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  402. {
  403. EVENT_HANDLER_CALLED_BY_CLIENT;
  404. updateInfo(hero);
  405. if(makingTurn && hero->tempOwner == playerID)
  406. adventureInt->heroList.update(hero);
  407. }
  408. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  409. {
  410. EVENT_HANDLER_CALLED_BY_CLIENT;
  411. if(makingTurn && hero->tempOwner == playerID)
  412. adventureInt->heroList.update(hero);
  413. }
  414. void CPlayerInterface::receivedResource(int type, int val)
  415. {
  416. EVENT_HANDLER_CALLED_BY_CLIENT;
  417. if(CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
  418. mw->resourceChanged(type, val);
  419. GH.totalRedraw();
  420. }
  421. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  422. {
  423. EVENT_HANDLER_CALLED_BY_CLIENT;
  424. waitWhileDialog();
  425. CCS->soundh->playSound(soundBase::heroNewLevel);
  426. CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,
  427. [=](ui32 selection){ cb->selectionMade(selection, queryID); });
  428. GH.pushInt(lw);
  429. }
  430. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  431. {
  432. EVENT_HANDLER_CALLED_BY_CLIENT;
  433. waitWhileDialog();
  434. CCS->soundh->playSound(soundBase::heroNewLevel);
  435. CCreatureWindow * cw = new CCreatureWindow(skills, commander,
  436. [=](ui32 selection){ cb->selectionMade(selection, queryID); });
  437. GH.pushInt(cw);
  438. }
  439. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  440. {
  441. EVENT_HANDLER_CALLED_BY_CLIENT;
  442. updateInfo(town);
  443. if(town->garrisonHero && vstd::contains(wanderingHeroes,town->garrisonHero)) //wandering hero moved to the garrison
  444. {
  445. CGI->mh->hideObject(town->garrisonHero);
  446. if (town->garrisonHero->tempOwner == playerID) // our hero
  447. wanderingHeroes -= town->garrisonHero;
  448. }
  449. if(town->visitingHero && !vstd::contains(wanderingHeroes,town->visitingHero)) //hero leaves garrison
  450. {
  451. CGI->mh->printObject(town->visitingHero);
  452. if (town->visitingHero->tempOwner == playerID) // our hero
  453. wanderingHeroes.push_back(town->visitingHero);
  454. }
  455. adventureInt->heroList.update();
  456. adventureInt->updateNextHero(nullptr);
  457. if(CCastleInterface *c = castleInt)
  458. {
  459. c->garr->selectSlot(nullptr);
  460. c->garr->setArmy(town->getUpperArmy(), 0);
  461. c->garr->setArmy(town->visitingHero, 1);
  462. c->garr->recreateSlots();
  463. c->heroes->update();
  464. }
  465. for(IShowActivatable *isa : GH.listInt)
  466. {
  467. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  468. if (ki)
  469. {
  470. ki->townChanged(town);
  471. ki->updateGarrisons();
  472. }
  473. }
  474. GH.totalRedraw();
  475. }
  476. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  477. {
  478. EVENT_HANDLER_CALLED_BY_CLIENT;
  479. if(hero->tempOwner != playerID )
  480. return;
  481. waitWhileDialog();
  482. openTownWindow(town);
  483. }
  484. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  485. {
  486. boost::unique_lock<boost::recursive_mutex> un(*pim);
  487. for(auto object : objs)
  488. updateInfo(object);
  489. for(auto & elem : GH.listInt)
  490. {
  491. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem);
  492. if (cgh)
  493. cgh->updateGarrisons();
  494. if(CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem))
  495. {
  496. if(vstd::contains(objs, cmw->hero))
  497. cmw->garrisonChanged();
  498. }
  499. }
  500. GH.totalRedraw();
  501. }
  502. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  503. {
  504. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  505. }
  506. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  507. {
  508. EVENT_HANDLER_CALLED_BY_CLIENT;
  509. switch (buildingID)
  510. {
  511. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  512. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  513. case BuildingID::RESOURCE_SILO:
  514. updateInfo(town);
  515. break;
  516. }
  517. if(!castleInt)
  518. return;
  519. if(castleInt->town!=town)
  520. return;
  521. switch(what)
  522. {
  523. case 1:
  524. CCS->soundh->playSound(soundBase::newBuilding);
  525. castleInt->addBuilding(buildingID);
  526. break;
  527. case 2:
  528. castleInt->removeBuilding(buildingID);
  529. break;
  530. }
  531. adventureInt->townList.update(town);
  532. castleInt->townlist->update(town);
  533. }
  534. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  535. {
  536. EVENT_HANDLER_CALLED_BY_CLIENT;
  537. if(settings["adventure"]["quickCombat"].Bool())
  538. {
  539. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
  540. autofightingAI->init(cb);
  541. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  542. isAutoFightOn = true;
  543. cb->registerBattleInterface(autofightingAI);
  544. }
  545. waitForAllDialogs();
  546. if(isAutoFightOn)
  547. GH.topInt()->deactivate();
  548. BATTLE_EVENT_POSSIBLE_RETURN;
  549. GH.pushInt(battleInt);
  550. }
  551. void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
  552. {
  553. EVENT_HANDLER_CALLED_BY_CLIENT;
  554. BATTLE_EVENT_POSSIBLE_RETURN;
  555. for(auto & healedStack : healedStacks)
  556. {
  557. const CStack * healed = cb->battleGetStackByID(healedStack.first);
  558. if(battleInt->creAnims[healed->ID]->isDead())
  559. {
  560. //stack has been resurrected
  561. battleInt->creAnims[healed->ID]->setType(CCreatureAnim::HOLDING);
  562. }
  563. }
  564. if (lifeDrain)
  565. {
  566. const CStack *attacker = cb->battleGetStackByID(healedStacks[0].first, false);
  567. const CStack *defender = cb->battleGetStackByID(lifeDrainFrom, false);
  568. int textOff = 0;
  569. if (attacker)
  570. {
  571. battleInt->displayEffect(52, attacker->position); //TODO: transparency
  572. if (attacker->count > 1)
  573. {
  574. textOff += 1;
  575. }
  576. CCS->soundh->playSound(soundBase::DRAINLIF);
  577. }
  578. //print info about life drain
  579. char textBuf[1000];
  580. sprintf(textBuf, CGI->generaltexth->allTexts[361 + textOff].c_str(), attacker->getCreature()->nameSing.c_str(),
  581. healedStacks[0].second, defender->getCreature()->namePl.c_str());
  582. battleInt->console->addText(textBuf);
  583. }
  584. if (tentHeal)
  585. {
  586. std::string text = CGI->generaltexth->allTexts[414];
  587. boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(lifeDrainFrom, false)->getCreature()->nameSing);
  588. boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(healedStacks[0].first, false)->getCreature()->nameSing);
  589. boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(healedStacks[0].second));
  590. battleInt->console->addText(text);
  591. }
  592. }
  593. void CPlayerInterface::battleNewStackAppeared(const CStack * stack)
  594. {
  595. EVENT_HANDLER_CALLED_BY_CLIENT;
  596. BATTLE_EVENT_POSSIBLE_RETURN;
  597. battleInt->newStack(stack);
  598. }
  599. void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
  600. {
  601. EVENT_HANDLER_CALLED_BY_CLIENT;
  602. BATTLE_EVENT_POSSIBLE_RETURN;
  603. // for(std::set<si32>::const_iterator it = removedObstacles.begin(); it != removedObstacles.end(); ++it)
  604. // {
  605. // for(std::map< int, CDefHandler * >::iterator itBat = battleInt->idToObstacle.begin(); itBat != battleInt->idToObstacle.end(); ++itBat)
  606. // {
  607. // if(itBat->first == *it) //remove this obstacle
  608. // {
  609. // battleInt->idToObstacle.erase(itBat);
  610. // break;
  611. // }
  612. // }
  613. // }
  614. //update accessible hexes
  615. battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
  616. }
  617. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  618. {
  619. EVENT_HANDLER_CALLED_BY_CLIENT;
  620. BATTLE_EVENT_POSSIBLE_RETURN;
  621. battleInt->stackIsCatapulting(ca);
  622. }
  623. void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
  624. {
  625. EVENT_HANDLER_CALLED_BY_CLIENT;
  626. BATTLE_EVENT_POSSIBLE_RETURN;
  627. for(auto & elem : bsr.stackIDs) //for each removed stack
  628. {
  629. battleInt->stackRemoved(elem);
  630. //battleInt->stackRemoved(LOCPLINT->cb->battleGetStackByID(*it));
  631. }
  632. }
  633. 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
  634. {
  635. EVENT_HANDLER_CALLED_BY_CLIENT;
  636. BATTLE_EVENT_POSSIBLE_RETURN;
  637. battleInt->newRound(round);
  638. }
  639. void CPlayerInterface::actionStarted(const BattleAction &action)
  640. {
  641. EVENT_HANDLER_CALLED_BY_CLIENT;
  642. BATTLE_EVENT_POSSIBLE_RETURN;
  643. curAction = new BattleAction(action);
  644. battleInt->startAction(curAction);
  645. }
  646. void CPlayerInterface::actionFinished(const BattleAction &action)
  647. {
  648. EVENT_HANDLER_CALLED_BY_CLIENT;
  649. BATTLE_EVENT_POSSIBLE_RETURN;
  650. battleInt->endAction(curAction);
  651. delete curAction;
  652. curAction = nullptr;
  653. }
  654. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  655. {
  656. THREAD_CREATED_BY_CLIENT;
  657. logGlobal->traceStream() << "Awaiting command for " << stack->nodeName();
  658. if(autofightingAI)
  659. {
  660. if(isAutoFightOn)
  661. {
  662. auto ret = autofightingAI->activeStack(stack);
  663. if(isAutoFightOn)
  664. {
  665. return ret;
  666. }
  667. }
  668. cb->unregisterBattleInterface(autofightingAI);
  669. autofightingAI.reset();
  670. }
  671. CBattleInterface *b = battleInt;
  672. assert(!b->givenCommand->get()); //command buffer must be clean (we don't want to use old command)
  673. {
  674. boost::unique_lock<boost::recursive_mutex> un(*pim);
  675. b->stackActivated(stack);
  676. //Regeneration & mana drain go there
  677. }
  678. //wait till BattleInterface sets its command
  679. boost::unique_lock<boost::mutex> lock(b->givenCommand->mx);
  680. while(!b->givenCommand->data)
  681. {
  682. b->givenCommand->cond.wait(lock);
  683. if(!battleInt) //batle ended while we were waiting for movement (eg. because of spell)
  684. throw boost::thread_interrupted(); //will shut the thread peacefully
  685. }
  686. //tidy up
  687. BattleAction ret = *(b->givenCommand->data);
  688. delete b->givenCommand->data;
  689. b->givenCommand->data = nullptr;
  690. //return command
  691. logGlobal->traceStream() << "Giving command for " << stack->nodeName();
  692. return ret;
  693. }
  694. void CPlayerInterface::battleEnd(const BattleResult *br)
  695. {
  696. EVENT_HANDLER_CALLED_BY_CLIENT;
  697. if(isAutoFightOn)
  698. {
  699. isAutoFightOn = false;
  700. cb->unregisterBattleInterface(autofightingAI);
  701. autofightingAI.reset();
  702. if(!battleInt)
  703. {
  704. SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
  705. auto resWindow = new CBattleResultWindow(*br, temp_rect, *this);
  706. GH.pushInt(resWindow);
  707. return;
  708. }
  709. }
  710. BATTLE_EVENT_POSSIBLE_RETURN;
  711. battleInt->battleFinished(*br);
  712. }
  713. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
  714. {
  715. EVENT_HANDLER_CALLED_BY_CLIENT;
  716. BATTLE_EVENT_POSSIBLE_RETURN;
  717. battleInt->stackMoved(stack, dest, distance);
  718. }
  719. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  720. {
  721. EVENT_HANDLER_CALLED_BY_CLIENT;
  722. BATTLE_EVENT_POSSIBLE_RETURN;
  723. battleInt->spellCast(sc);
  724. }
  725. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  726. {
  727. EVENT_HANDLER_CALLED_BY_CLIENT;
  728. BATTLE_EVENT_POSSIBLE_RETURN;
  729. battleInt->battleStacksEffectsSet(sse);
  730. }
  731. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  732. {
  733. EVENT_HANDLER_CALLED_BY_CLIENT;
  734. //TODO why is this different (no return on LOPLINT != this) ?
  735. RETURN_IF_QUICK_COMBAT;
  736. battleInt->battleTriggerEffect(bte);
  737. }
  738. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
  739. {
  740. EVENT_HANDLER_CALLED_BY_CLIENT;
  741. BATTLE_EVENT_POSSIBLE_RETURN;
  742. std::vector<StackAttackedInfo> arg;
  743. for(auto & elem : bsa)
  744. {
  745. const CStack *defender = cb->battleGetStackByID(elem.stackAttacked, false);
  746. const CStack *attacker = cb->battleGetStackByID(elem.attackerID, false);
  747. if(elem.isEffect() && elem.effect != 12) //and not armageddon
  748. {
  749. if (defender && !elem.isSecondary())
  750. battleInt->displayEffect(elem.effect, defender->position);
  751. }
  752. //FIXME: why action is deleted during enchanter cast?
  753. bool remoteAttack = false;
  754. if (LOCPLINT->curAction)
  755. remoteAttack |= LOCPLINT->curAction->actionType != Battle::WALK_AND_ATTACK;
  756. StackAttackedInfo to_put = {defender, elem.damageAmount, elem.killedAmount, attacker, remoteAttack, elem.killed(), elem.willRebirth(), elem.cloneKilled()};
  757. arg.push_back(to_put);
  758. }
  759. if(bsa.begin()->isEffect() && bsa.begin()->effect == 12) //for armageddon - I hope this condition is enough
  760. {
  761. battleInt->displayEffect(bsa.begin()->effect, -1);
  762. }
  763. battleInt->stacksAreAttacked(arg);
  764. }
  765. void CPlayerInterface::battleAttack(const BattleAttack *ba)
  766. {
  767. EVENT_HANDLER_CALLED_BY_CLIENT;
  768. BATTLE_EVENT_POSSIBLE_RETURN;
  769. assert(curAction);
  770. if(ba->lucky()) //lucky hit
  771. {
  772. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  773. std::string hlp = CGI->generaltexth->allTexts[45];
  774. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  775. battleInt->console->addText(hlp);
  776. battleInt->displayEffect(18, stack->position);
  777. CCS->soundh->playSound(soundBase::GOODLUCK);
  778. }
  779. if(ba->unlucky()) //unlucky hit
  780. {
  781. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  782. std::string hlp = CGI->generaltexth->allTexts[44];
  783. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  784. battleInt->console->addText(hlp);
  785. battleInt->displayEffect(48, stack->position);
  786. CCS->soundh->playSound(soundBase::BADLUCK);
  787. }
  788. if (ba->deathBlow())
  789. {
  790. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  791. std::string hlp = CGI->generaltexth->allTexts[(stack->count != 1) ? 366 : 365];
  792. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  793. battleInt->console->addText(hlp);
  794. for (auto & elem : ba->bsa)
  795. {
  796. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  797. battleInt->displayEffect(73, attacked->position);
  798. }
  799. CCS->soundh->playSound(soundBase::deathBlow);
  800. }
  801. const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
  802. if(ba->shot())
  803. {
  804. for(auto & elem : ba->bsa)
  805. {
  806. if (!elem.isSecondary()) //display projectile only for primary target
  807. {
  808. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  809. battleInt->stackAttacking(attacker, attacked->position, attacked, true);
  810. }
  811. }
  812. }
  813. else
  814. {
  815. int shift = 0;
  816. if(ba->counter() && BattleHex::mutualPosition(curAction->destinationTile, attacker->position) < 0)
  817. {
  818. int distp = BattleHex::getDistance(curAction->destinationTile + 1, attacker->position);
  819. int distm = BattleHex::getDistance(curAction->destinationTile - 1, attacker->position);
  820. if( distp < distm )
  821. shift = 1;
  822. else
  823. shift = -1;
  824. }
  825. const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
  826. battleInt->stackAttacking( attacker, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, attacked, false);
  827. }
  828. }
  829. void CPlayerInterface::battleObstaclePlaced(const CObstacleInstance &obstacle)
  830. {
  831. EVENT_HANDLER_CALLED_BY_CLIENT;
  832. BATTLE_EVENT_POSSIBLE_RETURN;
  833. battleInt->obstaclePlaced(obstacle);
  834. }
  835. void CPlayerInterface::yourTacticPhase(int distance)
  836. {
  837. THREAD_CREATED_BY_CLIENT;
  838. while(battleInt && battleInt->tacticsMode)
  839. boost::this_thread::sleep(boost::posix_time::millisec(1));
  840. }
  841. void CPlayerInterface::showComp(const Component &comp, std::string message)
  842. {
  843. EVENT_HANDLER_CALLED_BY_CLIENT;
  844. waitWhileDialog(); //Fix for mantis #98
  845. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  846. adventureInt->infoBar.showComponent(comp, message);
  847. }
  848. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  849. {
  850. EVENT_HANDLER_CALLED_BY_CLIENT;
  851. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  852. {
  853. return;
  854. }
  855. std::vector<CComponent*> intComps;
  856. for(auto & component : components)
  857. intComps.push_back(new CComponent(*component));
  858. showInfoDialog(text,intComps,soundID);
  859. }
  860. void CPlayerInterface::showInfoDialog(const std::string &text, CComponent * component)
  861. {
  862. std::vector<CComponent*> intComps;
  863. intComps.push_back(component);
  864. showInfoDialog(text, intComps, soundBase::sound_todo, true);
  865. }
  866. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<CComponent*> & components, int soundID, bool delComps)
  867. {
  868. waitWhileDialog();
  869. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  870. {
  871. return;
  872. }
  873. CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);
  874. temp->setDelComps(delComps);
  875. if(makingTurn && GH.listInt.size() && LOCPLINT == this)
  876. {
  877. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  878. showingDialog->set(true);
  879. stopMovement(); // interrupt movement to show dialog
  880. GH.pushInt(temp);
  881. }
  882. else
  883. {
  884. dialogs.push_back(temp);
  885. }
  886. }
  887. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps, const std::vector<CComponent*> & components)
  888. {
  889. boost::unique_lock<boost::recursive_mutex> un(*pim);
  890. stopMovement();
  891. LOCPLINT->showingDialog->setn(true);
  892. CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);
  893. }
  894. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, int soundID, bool selection, bool cancel )
  895. {
  896. EVENT_HANDLER_CALLED_BY_CLIENT;
  897. waitWhileDialog();
  898. stopMovement();
  899. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  900. if(!selection && cancel) //simple yes/no dialog
  901. {
  902. std::vector<CComponent*> intComps;
  903. for(auto & component : components)
  904. intComps.push_back(new CComponent(component)); //will be deleted by close in window
  905. showYesNoDialog(text, [=]{ cb->selectionMade(1, askID); }, [=]{ cb->selectionMade(0, askID); }, true, intComps);
  906. }
  907. else if(selection)
  908. {
  909. std::vector<CSelectableComponent*> intComps;
  910. for(auto & component : components)
  911. intComps.push_back(new CSelectableComponent(component)); //will be deleted by CSelWindow::close
  912. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  913. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  914. if(cancel)
  915. {
  916. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  917. }
  918. int charperline = 35;
  919. if (pom.size() > 1)
  920. charperline = 50;
  921. auto temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);
  922. GH.pushInt(temp);
  923. intComps[0]->clickLeft(true, false);
  924. }
  925. }
  926. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  927. {
  928. EVENT_HANDLER_CALLED_BY_CLIENT;
  929. for(auto & po : pos)
  930. adventureInt->minimap.showTile(po);
  931. if(pos.size())
  932. GH.totalRedraw();
  933. }
  934. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  935. {
  936. EVENT_HANDLER_CALLED_BY_CLIENT;
  937. for(auto & po : pos)
  938. adventureInt->minimap.hideTile(po);
  939. if(pos.size())
  940. GH.totalRedraw();
  941. }
  942. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  943. {
  944. boost::unique_lock<boost::recursive_mutex> un(*pim);
  945. GH.pushInt(new CHeroWindow(hero));
  946. }
  947. /*
  948. void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
  949. {
  950. boost::unique_lock<boost::recursive_mutex> un(*pim);
  951. if(adventureInt->heroWindow->curHero && adventureInt->heroWindow->curHero->id == hero->id) //hero window is opened
  952. {
  953. adventureInt->heroWindow->deactivate();
  954. adventureInt->heroWindow->setHero(hero);
  955. adventureInt->heroWindow->activate();
  956. }
  957. else if(CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt())) //exchange window is open
  958. {
  959. cew->deactivate();
  960. for(int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
  961. {
  962. if(cew->heroInst[g]->id == hero->id)
  963. {
  964. cew->heroInst[g] = hero;
  965. cew->artifs[g]->updateState = true;
  966. cew->artifs[g]->setHero(hero);
  967. cew->artifs[g]->updateState = false;
  968. }
  969. }
  970. cew->prepareBackground();
  971. cew->activate();
  972. }
  973. else if(CTradeWindow *caw = dynamic_cast<CTradeWindow*>(GH.topInt()))
  974. {
  975. if(caw->arts)
  976. {
  977. caw->deactivate();
  978. caw->arts->updateState = true;
  979. caw->arts->setHero(hero);
  980. caw->arts->updateState = false;
  981. caw->activate();
  982. }
  983. }
  984. updateInfo(hero);
  985. }*/
  986. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  987. {
  988. EVENT_HANDLER_CALLED_BY_CLIENT;
  989. if(const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  990. {
  991. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());
  992. if(fs)
  993. fs->creaturesChanged();
  994. for(IShowActivatable *isa : GH.listInt)
  995. {
  996. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  997. if (ki && townObj)
  998. ki->townChanged(townObj);
  999. }
  1000. }
  1001. else if(GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1002. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1003. {
  1004. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
  1005. if(crw && crw->dwelling == town)
  1006. crw->availableCreaturesChanged();
  1007. }
  1008. }
  1009. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1010. {
  1011. EVENT_HANDLER_CALLED_BY_CLIENT;
  1012. if(bonus.type == Bonus::NONE)
  1013. return;
  1014. updateInfo(hero);
  1015. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1016. {
  1017. //recalculate paths because hero has lost bonus influencing pathfinding
  1018. eraseCurrentPathOf(hero, false);
  1019. }
  1020. }
  1021. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1022. {
  1023. h & observerInDuelMode;
  1024. h & wanderingHeroes & towns & sleepingHeroes;
  1025. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  1026. if(h.saving)
  1027. {
  1028. for(auto &p : paths)
  1029. {
  1030. if(p.second.nodes.size())
  1031. pathsMap[p.first] = p.second.endPos();
  1032. else
  1033. logGlobal->errorStream() << p.first->name << " has assigned an empty path! Ignoring it...";
  1034. }
  1035. h & pathsMap;
  1036. }
  1037. else
  1038. {
  1039. h & pathsMap;
  1040. CPathsInfo pathsInfo(cb->getMapSize());
  1041. for(auto &p : pathsMap)
  1042. {
  1043. cb->calculatePaths(p.first, pathsInfo);
  1044. CGPath path;
  1045. pathsInfo.getPath(p.second, path);
  1046. paths[p.first] = path;
  1047. logGlobal->traceStream() << boost::format("Restored path for hero %s leading to %s with %d nodes")
  1048. % p.first->nodeName() % p.second % path.nodes.size();
  1049. }
  1050. }
  1051. h & spellbookSettings;
  1052. }
  1053. void CPlayerInterface::saveGame( COSer<CSaveFile> &h, const int version )
  1054. {
  1055. EVENT_HANDLER_CALLED_BY_CLIENT;
  1056. serializeTempl(h,version);
  1057. }
  1058. void CPlayerInterface::loadGame( CISer<CLoadFile> &h, const int version )
  1059. {
  1060. EVENT_HANDLER_CALLED_BY_CLIENT;
  1061. serializeTempl(h,version);
  1062. firstCall = -1;
  1063. }
  1064. bool CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  1065. {
  1066. logGlobal->traceStream() << __FUNCTION__;
  1067. if(!LOCPLINT->makingTurn)
  1068. return false;
  1069. if (!h)
  1070. return false; //can't find hero
  1071. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1072. if(showingDialog->get() || dialogs.size())
  1073. return false;
  1074. if (adventureInt && adventureInt->isHeroSleeping(h))
  1075. {
  1076. adventureInt->sleepWake.clickLeft(true, false);
  1077. adventureInt->sleepWake.clickLeft(false, true);
  1078. //could've just called
  1079. //adventureInt->fsleepWake();
  1080. //but no authentic button click/sound ;-)
  1081. }
  1082. int i = 1;
  1083. bool result = false; //TODO why not set to true anywhere?
  1084. {
  1085. //evil...
  1086. logGlobal->traceStream() << "before [un]locks in " << __FUNCTION__;
  1087. auto unlockEvents = vstd::makeUnlockGuard(eventsM);
  1088. auto unlockGs = vstd::makeUnlockSharedGuard(cb->getGsMutex()); //GS mutex is above PIM because CClient::run thread first locks PIM and then GS -> so this way we avoid deadlocks
  1089. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1090. logGlobal->traceStream() << "after [un]locks in " << __FUNCTION__;
  1091. //TODO the above combination works... but it should all be atomic (unlock all three or none)
  1092. {
  1093. path.convert(0);
  1094. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1095. stillMoveHero.data = CONTINUE_MOVE;
  1096. ETerrainType currentTerrain = ETerrainType::BORDER; // not init yet
  1097. ETerrainType newTerrain;
  1098. int sh = -1;
  1099. const TerrainTile * curTile = cb->getTile(CGHeroInstance::convertPosition(h->pos, false));
  1100. for(i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || curTile->blocked); i--)
  1101. {
  1102. //changing z coordinate means we're moving through subterranean gate -> it's done automatically upon the visit, so we don't have to request that move here
  1103. if(path.nodes[i-1].coord.z != path.nodes[i].coord.z)
  1104. continue;
  1105. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1106. if(path.nodes[i-1].turns)
  1107. {
  1108. stillMoveHero.data = STOP_MOVE;
  1109. break;
  1110. }
  1111. // Start a new sound for the hero movement or let the existing one carry on.
  1112. #if 0
  1113. // TODO
  1114. if (hero is flying && sh == -1)
  1115. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  1116. #endif
  1117. {
  1118. newTerrain = cb->getTile(CGHeroInstance::convertPosition(path.nodes[i].coord, false))->terType;
  1119. if (newTerrain != currentTerrain)
  1120. {
  1121. CCS->soundh->stopSound(sh);
  1122. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
  1123. currentTerrain = newTerrain;
  1124. }
  1125. }
  1126. stillMoveHero.data = WAITING_MOVE;
  1127. int3 endpos(path.nodes[i-1].coord.x, path.nodes[i-1].coord.y, h->pos.z);
  1128. bool guarded = CGI->mh->map->isInTheMap(cb->guardingCreaturePosition(endpos - int3(1, 0, 0)));
  1129. logGlobal->traceStream() << "Requesting hero movement to " << endpos;
  1130. cb->moveHero(h,endpos);
  1131. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1132. stillMoveHero.cond.wait(un);
  1133. logGlobal->traceStream() << "Resuming " << __FUNCTION__;
  1134. if (guarded || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1135. break;
  1136. }
  1137. CCS->soundh->stopSound(sh);
  1138. }
  1139. //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
  1140. if(!showingDialog->get())
  1141. GH.fakeMouseMove();
  1142. //RAII unlocks
  1143. }
  1144. if (adventureInt)
  1145. {
  1146. // (i == 0) means hero went through all the path
  1147. adventureInt->updateMoveHero(h, (i != 0));
  1148. adventureInt->updateNextHero(h);
  1149. }
  1150. return result;
  1151. }
  1152. bool CPlayerInterface::shiftPressed() const
  1153. {
  1154. return SDL_GetKeyState(nullptr)[SDLK_LSHIFT] || SDL_GetKeyState(nullptr)[SDLK_RSHIFT];
  1155. }
  1156. bool CPlayerInterface::altPressed() const
  1157. {
  1158. return SDL_GetKeyState(nullptr)[SDLK_LALT] || SDL_GetKeyState(nullptr)[SDLK_RALT];
  1159. }
  1160. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1161. {
  1162. EVENT_HANDLER_CALLED_BY_CLIENT;
  1163. auto onEnd = [=]{ cb->selectionMade(0, queryID); };
  1164. if(stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  1165. {
  1166. onEnd();
  1167. return;
  1168. }
  1169. waitForAllDialogs();
  1170. auto cgw = new CGarrisonWindow(up,down,removableUnits);
  1171. cgw->quit->callback += onEnd;
  1172. GH.pushInt(cgw);
  1173. }
  1174. /**
  1175. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1176. * into a combinational one on an artifact screen. Does not require the combination of
  1177. * artifacts to be legal.
  1178. * @param artifactID ID of a constituent artifact.
  1179. * @param assembleTo ID of artifact to assemble a constituent into, not used when assemble
  1180. * is false.
  1181. * @param assemble True if the artifact is to be assembled, false if it is to be disassembled.
  1182. */
  1183. void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo)
  1184. {
  1185. const CArtifact &artifact = *CGI->arth->artifacts[artifactID];
  1186. std::string text = artifact.Description();
  1187. text += "\n\n";
  1188. std::vector<CComponent*> scs;
  1189. if (assemble) {
  1190. const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo];
  1191. // You possess all of the components to...
  1192. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());
  1193. // Picture of assembled artifact at bottom.
  1194. auto sc = new CComponent(CComponent::artifact, assembledArtifact.id, 0);
  1195. //sc->description = assembledArtifact.Description();
  1196. //sc->subtitle = assembledArtifact.Name();
  1197. scs.push_back(sc);
  1198. } else {
  1199. // Do you wish to disassemble this artifact?
  1200. text += CGI->generaltexth->allTexts[733];
  1201. }
  1202. showYesNoDialog(text, onYes, onNo, true, scs);
  1203. }
  1204. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1205. {
  1206. EVENT_HANDLER_CALLED_BY_CLIENT;
  1207. if(pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE)
  1208. stillMoveHero.setn(CONTINUE_MOVE);
  1209. }
  1210. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1211. {
  1212. EVENT_HANDLER_CALLED_BY_CLIENT;
  1213. GH.pushInt(new CExchangeWindow(hero1, hero2, query));
  1214. }
  1215. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1216. {
  1217. EVENT_HANDLER_CALLED_BY_CLIENT;
  1218. //redraw minimap if owner changed
  1219. if(sop->what == ObjProperty::OWNER)
  1220. {
  1221. const CGObjectInstance * obj = cb->getObj(sop->id);
  1222. std::set<int3> pos = obj->getBlockedPos();
  1223. for(auto & po : pos)
  1224. {
  1225. if(cb->isVisible(po))
  1226. adventureInt->minimap.showTile(po);
  1227. }
  1228. if(obj->ID == Obj::TOWN)
  1229. {
  1230. if(obj->tempOwner == playerID)
  1231. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1232. else
  1233. towns -= obj;
  1234. adventureInt->townList.update();
  1235. }
  1236. assert(cb->getTownsInfo().size() == towns.size());
  1237. }
  1238. }
  1239. void CPlayerInterface::initializeHeroTownList()
  1240. {
  1241. std::vector<const CGHeroInstance*> allHeroes = cb->getHeroesInfo();
  1242. /*
  1243. std::vector <const CGHeroInstance *> newWanderingHeroes;
  1244. //applying current heroes order to new heroes info
  1245. int j;
  1246. for (int i = 0; i < wanderingHeroes.size(); i++)
  1247. if ((j = vstd::find_pos(allHeroes, wanderingHeroes[i])) >= 0)
  1248. if (!allHeroes[j]->inTownGarrison)
  1249. {
  1250. newWanderingHeroes += allHeroes[j];
  1251. allHeroes -= allHeroes[j];
  1252. }
  1253. //all the rest of new heroes go the end of the list
  1254. wanderingHeroes.clear();
  1255. wanderingHeroes = newWanderingHeroes;
  1256. newWanderingHeroes.clear();*/
  1257. for (auto & allHeroe : allHeroes)
  1258. if (!allHeroe->inTownGarrison)
  1259. wanderingHeroes += allHeroe;
  1260. std::vector<const CGTownInstance*> allTowns = cb->getTownsInfo();
  1261. /*
  1262. std::vector<const CGTownInstance*> newTowns;
  1263. for (int i = 0; i < towns.size(); i++)
  1264. if ((j = vstd::find_pos(allTowns, towns[i])) >= 0)
  1265. {
  1266. newTowns += allTowns[j];
  1267. allTowns -= allTowns[j];
  1268. }
  1269. towns.clear();
  1270. towns = newTowns;
  1271. newTowns.clear();*/
  1272. for(auto & allTown : allTowns)
  1273. towns.push_back(allTown);
  1274. if (adventureInt)
  1275. adventureInt->updateNextHero(nullptr);
  1276. }
  1277. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1278. {
  1279. EVENT_HANDLER_CALLED_BY_CLIENT;
  1280. waitWhileDialog();
  1281. auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(dwelling, id, count, -1); };
  1282. CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, recruitCb);
  1283. GH.pushInt(cr);
  1284. }
  1285. void CPlayerInterface::waitWhileDialog(bool unlockPim /*= true*/)
  1286. {
  1287. if(GH.amIGuiThread())
  1288. {
  1289. logGlobal->warnStream() << "Cannot wait for dialogs in gui thread (deadlock risk)!";
  1290. return;
  1291. }
  1292. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1293. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1294. while(showingDialog->data)
  1295. showingDialog->cond.wait(un);
  1296. }
  1297. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1298. {
  1299. EVENT_HANDLER_CALLED_BY_CLIENT;
  1300. auto state = obj->shipyardStatus();
  1301. std::vector<si32> cost;
  1302. obj->getBoatCost(cost);
  1303. CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), [=]{ cb->buildBoat(obj); });
  1304. GH.pushInt(csw);
  1305. }
  1306. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1307. {
  1308. EVENT_HANDLER_CALLED_BY_CLIENT;
  1309. //we might have built a boat in shipyard in opened town screen
  1310. if(obj->ID == Obj::BOAT
  1311. && LOCPLINT->castleInt
  1312. && obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
  1313. {
  1314. CCS->soundh->playSound(soundBase::newBuilding);
  1315. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1316. }
  1317. }
  1318. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1319. {
  1320. EVENT_HANDLER_CALLED_BY_CLIENT;
  1321. waitWhileDialog();
  1322. adventureInt->centerOn (pos);
  1323. if(focusTime)
  1324. {
  1325. bool activeAdv = (GH.topInt() == adventureInt && adventureInt->isActive());
  1326. if(activeAdv)
  1327. adventureInt->deactivate();
  1328. SDL_Delay(focusTime);
  1329. if(activeAdv)
  1330. adventureInt->activate();
  1331. }
  1332. }
  1333. void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
  1334. {
  1335. EVENT_HANDLER_CALLED_BY_CLIENT;
  1336. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1337. {
  1338. const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
  1339. heroKilled(h);
  1340. }
  1341. }
  1342. bool CPlayerInterface::ctrlPressed() const
  1343. {
  1344. return SDL_GetKeyState(nullptr)[SDLK_LCTRL] || SDL_GetKeyState(nullptr)[SDLK_RCTRL];
  1345. }
  1346. void CPlayerInterface::update()
  1347. {
  1348. while(!terminate_cond.get() && !pim->try_lock()) //try acquiring long until it succeeds or we are told to terminate
  1349. boost::this_thread::sleep(boost::posix_time::milliseconds(15));
  1350. boost::unique_lock<boost::recursive_mutex> un(*pim, boost::adopt_lock); //create lock from already owned mutex
  1351. if(terminate_cond.get())
  1352. return;
  1353. //make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1354. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  1355. //if there are any waiting dialogs, show them
  1356. if((howManyPeople <= 1 || makingTurn) && dialogs.size() && !showingDialog->get())
  1357. {
  1358. showingDialog->set(true);
  1359. GH.pushInt(dialogs.front());
  1360. dialogs.pop_front();
  1361. }
  1362. //in some conditions we may receive calls before selection is initialized - we must ignore them
  1363. if(adventureInt && !adventureInt->selection && GH.topInt() == adventureInt)
  1364. {
  1365. return;
  1366. }
  1367. // Handles mouse and key input
  1368. GH.updateTime();
  1369. GH.handleEvents();
  1370. if(adventureInt && !adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled
  1371. GH.totalRedraw();
  1372. else
  1373. GH.simpleRedraw();
  1374. if (settings["general"]["showfps"].Bool())
  1375. GH.drawFPSCounter();
  1376. // draw the mouse cursor and update the screen
  1377. CCS->curh->drawWithScreenRestore();
  1378. CSDL_Ext::update(screen);
  1379. CCS->curh->drawRestored();
  1380. }
  1381. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1382. {
  1383. using namespace boost::filesystem;
  1384. using namespace boost::algorithm;
  1385. path gamesDir = VCMIDirs::get().userSavePath();
  1386. std::map<std::time_t, int> dates; //save number => datestamp
  1387. directory_iterator enddir;
  1388. if(!exists(gamesDir))
  1389. create_directory(gamesDir);
  1390. for (directory_iterator dir(gamesDir); dir!=enddir; dir++)
  1391. {
  1392. if(is_regular(dir->status()))
  1393. {
  1394. std::string name = dir->path().leaf().string();
  1395. if(starts_with(name, namePrefix) && ends_with(name, ".vlgm1"))
  1396. {
  1397. char nr = name[namePrefix.size()];
  1398. if(std::isdigit(nr))
  1399. {
  1400. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1401. }
  1402. }
  1403. }
  1404. }
  1405. if(dates.size())
  1406. return (--dates.end())->second; //return latest file number
  1407. return 0;
  1408. }
  1409. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1410. {
  1411. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1412. {
  1413. //ho->moveDir = 1;
  1414. ho->isStanding = false;
  1415. CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -31)));
  1416. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, -31)));
  1417. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, -31)));
  1418. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, -31)));
  1419. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 1)));
  1420. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
  1421. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
  1422. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
  1423. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 33)));
  1424. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
  1425. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
  1426. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
  1427. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1428. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1429. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1430. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1431. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1432. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1433. }
  1434. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1435. {
  1436. //ho->moveDir = 2;
  1437. ho->isStanding = false;
  1438. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, -31)));
  1439. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, -31)));
  1440. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, -31)));
  1441. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
  1442. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
  1443. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
  1444. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
  1445. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
  1446. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
  1447. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1448. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1449. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1450. }
  1451. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1452. {
  1453. //ho->moveDir = 3;
  1454. ho->isStanding = false;
  1455. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, -31)));
  1456. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, -31)));
  1457. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, -31)));
  1458. CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -31)));
  1459. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
  1460. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
  1461. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
  1462. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 1)));
  1463. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
  1464. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
  1465. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
  1466. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 33)));
  1467. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1468. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1469. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1470. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1471. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1472. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1473. }
  1474. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1475. {
  1476. //ho->moveDir = 4;
  1477. ho->isStanding = false;
  1478. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
  1479. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
  1480. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
  1481. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 0)));
  1482. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
  1483. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
  1484. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
  1485. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 32)));
  1486. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1487. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1488. }
  1489. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1490. {
  1491. //ho->moveDir = 5;
  1492. ho->isStanding = false;
  1493. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
  1494. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
  1495. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
  1496. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -1)));
  1497. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
  1498. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
  1499. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
  1500. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 31)));
  1501. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, 63)));
  1502. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, 63)));
  1503. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, 63)));
  1504. CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 63)));
  1505. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1506. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1507. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1508. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1509. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1510. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1511. }
  1512. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1513. {
  1514. //ho->moveDir = 6;
  1515. ho->isStanding = false;
  1516. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
  1517. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
  1518. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
  1519. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
  1520. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
  1521. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
  1522. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, 63)));
  1523. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, 63)));
  1524. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, 63)));
  1525. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1526. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1527. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1528. }
  1529. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1530. {
  1531. //ho->moveDir = 7;
  1532. ho->isStanding = false;
  1533. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -1)));
  1534. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
  1535. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
  1536. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
  1537. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 31)));
  1538. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
  1539. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
  1540. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
  1541. CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 63)));
  1542. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, 63)));
  1543. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, 63)));
  1544. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, 63)));
  1545. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1546. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1547. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1548. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1549. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1550. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1551. }
  1552. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1553. {
  1554. //ho->moveDir = 8;
  1555. ho->isStanding = false;
  1556. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 0)));
  1557. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
  1558. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
  1559. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
  1560. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 32)));
  1561. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
  1562. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
  1563. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
  1564. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1565. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1566. }
  1567. }
  1568. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1569. {
  1570. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1571. {
  1572. //setting advmap shift
  1573. adventureInt->terrain.moveX = i-32;
  1574. adventureInt->terrain.moveY = i-32;
  1575. subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
  1576. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
  1577. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
  1578. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
  1579. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
  1580. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
  1581. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
  1582. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
  1583. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
  1584. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
  1585. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
  1586. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
  1587. }
  1588. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1589. {
  1590. //setting advmap shift
  1591. adventureInt->terrain.moveY = i-32;
  1592. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
  1593. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
  1594. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
  1595. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
  1596. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
  1597. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
  1598. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
  1599. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
  1600. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
  1601. }
  1602. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1603. {
  1604. //setting advmap shift
  1605. adventureInt->terrain.moveX = -i+32;
  1606. adventureInt->terrain.moveY = i-32;
  1607. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
  1608. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
  1609. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
  1610. subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
  1611. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
  1612. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
  1613. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
  1614. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
  1615. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
  1616. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
  1617. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
  1618. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
  1619. }
  1620. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1621. {
  1622. //setting advmap shift
  1623. adventureInt->terrain.moveX = -i+32;
  1624. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
  1625. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
  1626. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
  1627. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
  1628. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
  1629. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
  1630. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
  1631. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
  1632. }
  1633. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1634. {
  1635. //setting advmap shift
  1636. adventureInt->terrain.moveX = -i+32;
  1637. adventureInt->terrain.moveY = -i+32;
  1638. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
  1639. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
  1640. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
  1641. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
  1642. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
  1643. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
  1644. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
  1645. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
  1646. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
  1647. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
  1648. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
  1649. subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
  1650. }
  1651. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1652. {
  1653. //setting advmap shift
  1654. adventureInt->terrain.moveY = -i+32;
  1655. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
  1656. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
  1657. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
  1658. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
  1659. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
  1660. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
  1661. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
  1662. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
  1663. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
  1664. }
  1665. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1666. {
  1667. //setting advmap shift
  1668. adventureInt->terrain.moveX = i-32;
  1669. adventureInt->terrain.moveY = -i+32;
  1670. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
  1671. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
  1672. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
  1673. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
  1674. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
  1675. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
  1676. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
  1677. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
  1678. subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
  1679. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
  1680. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
  1681. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
  1682. }
  1683. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1684. {
  1685. //setting advmap shift
  1686. adventureInt->terrain.moveX = i-32;
  1687. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
  1688. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
  1689. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
  1690. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
  1691. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
  1692. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
  1693. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
  1694. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
  1695. }
  1696. }
  1697. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1698. {
  1699. adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
  1700. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1701. {
  1702. delObjRect(hp.x, hp.y-2, hp.z, ho->id);
  1703. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1704. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1705. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1706. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1707. delObjRect(hp.x-3, hp.y, hp.z, ho->id);
  1708. }
  1709. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1710. {
  1711. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1712. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1713. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1714. }
  1715. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1716. {
  1717. delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
  1718. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1719. delObjRect(hp.x+1, hp.y, hp.z, ho->id);
  1720. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1721. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1722. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1723. }
  1724. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1725. {
  1726. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1727. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1728. }
  1729. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1730. {
  1731. delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
  1732. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1733. delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
  1734. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1735. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1736. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1737. }
  1738. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1739. {
  1740. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1741. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1742. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1743. }
  1744. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1745. {
  1746. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1747. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1748. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1749. delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
  1750. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1751. delObjRect(hp.x, hp.y+1, hp.z, ho->id);
  1752. }
  1753. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1754. {
  1755. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1756. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1757. }
  1758. //restoring good rects
  1759. subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
  1760. subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
  1761. subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
  1762. subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
  1763. subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
  1764. subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
  1765. //restoring good order of objects
  1766. std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.end(), ocmptwo_cgin);
  1767. std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.end(), ocmptwo_cgin);
  1768. std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.end(), ocmptwo_cgin);
  1769. std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.end(), ocmptwo_cgin);
  1770. std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.end(), ocmptwo_cgin);
  1771. std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.end(), ocmptwo_cgin);
  1772. }
  1773. void CPlayerInterface::gameOver(PlayerColor player, bool victory )
  1774. {
  1775. EVENT_HANDLER_CALLED_BY_CLIENT;
  1776. if(LOCPLINT != this)
  1777. return;
  1778. if(player == playerID)
  1779. {
  1780. if(!victory)
  1781. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1782. // else
  1783. // showInfoDialog("Placeholder message: you won!");
  1784. makingTurn = true;
  1785. waitForAllDialogs(); //wait till all dialogs are displayed and closed
  1786. makingTurn = false;
  1787. howManyPeople--;
  1788. if(!howManyPeople //all human players eliminated
  1789. && cb->getStartInfo()->mode != StartInfo::CAMPAIGN) //campaigns are handled in proposeNextMission
  1790. {
  1791. requestReturningToMainMenu();
  1792. }
  1793. cb->unregisterMyInterface(); //we already won/lost, nothing else matters
  1794. }
  1795. else
  1796. {
  1797. if(!victory && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1798. {
  1799. std::string txt = CGI->generaltexth->allTexts[5]; //%s has been vanquished!
  1800. boost::algorithm::replace_first(txt, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1801. showInfoDialog(txt,std::vector<CComponent*>(1, new CComponent(CComponent::flag, player.getNum(), 0)));
  1802. }
  1803. }
  1804. }
  1805. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1806. {
  1807. EVENT_HANDLER_CALLED_BY_CLIENT;
  1808. }
  1809. void CPlayerInterface::showPuzzleMap()
  1810. {
  1811. EVENT_HANDLER_CALLED_BY_CLIENT;
  1812. waitWhileDialog();
  1813. //TODO: interface should not know the real position of Grail...
  1814. double ratio = 0;
  1815. int3 grailPos = cb->getGrailPos(ratio);
  1816. GH.pushInt(new CPuzzleWindow(grailPos, ratio));
  1817. }
  1818. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1819. {
  1820. EVENT_HANDLER_CALLED_BY_CLIENT;
  1821. if (spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1822. {
  1823. eraseCurrentPathOf(caster, false);
  1824. }
  1825. const CSpell * spell = CGI->spellh->spells[spellID];
  1826. if (vstd::contains(CCS->soundh->spellSounds, spell))
  1827. CCS->soundh->playSound(CCS->soundh->spellSounds[spell]);
  1828. }
  1829. void CPlayerInterface::eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath /*= true */ )
  1830. {
  1831. if(checkForExistanceOfPath)
  1832. {
  1833. assert(vstd::contains(paths, ho));
  1834. }
  1835. else if (!vstd::contains(paths, ho))
  1836. {
  1837. return;
  1838. }
  1839. assert(ho == adventureInt->selection);
  1840. paths.erase(ho);
  1841. adventureInt->terrain.currentPath = nullptr;
  1842. adventureInt->updateMoveHero(ho, false);
  1843. }
  1844. void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
  1845. {
  1846. adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
  1847. 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
  1848. eraseCurrentPathOf(ho);
  1849. }
  1850. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1851. {
  1852. if(vstd::contains(paths,h)) //hero has assigned path
  1853. {
  1854. CGPath &path = paths[h];
  1855. if(!path.nodes.size())
  1856. {
  1857. logGlobal->warnStream() << "Warning: empty path found...";
  1858. paths.erase(h);
  1859. }
  1860. else
  1861. {
  1862. assert(h->getPosition(false) == path.startPos());
  1863. //update the hero path in case of something has changed on map
  1864. if(LOCPLINT->cb->getPath2(path.endPos(), path))
  1865. return &path;
  1866. else
  1867. paths.erase(h);
  1868. }
  1869. }
  1870. return nullptr;
  1871. }
  1872. void CPlayerInterface::acceptTurn()
  1873. {
  1874. if(settings["session"]["autoSkip"].Bool())
  1875. {
  1876. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  1877. iw->close();
  1878. }
  1879. waitWhileDialog();
  1880. if(howManyPeople > 1)
  1881. adventureInt->startTurn();
  1882. adventureInt->heroList.update();
  1883. adventureInt->townList.update();
  1884. const CGHeroInstance * heroToSelect = nullptr;
  1885. // find first non-sleeping hero
  1886. for (auto hero : wanderingHeroes)
  1887. {
  1888. if (boost::range::find(sleepingHeroes, hero) == sleepingHeroes.end())
  1889. {
  1890. heroToSelect = hero;
  1891. break;
  1892. }
  1893. }
  1894. //select first hero if available.
  1895. if(heroToSelect != nullptr)
  1896. {
  1897. adventureInt->select(heroToSelect);
  1898. }
  1899. else
  1900. adventureInt->select(towns.front());
  1901. //show new day animation and sound on infobar
  1902. adventureInt->infoBar.showDate();
  1903. adventureInt->updateNextHero(nullptr);
  1904. adventureInt->showAll(screen);
  1905. if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  1906. {
  1907. if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  1908. iw->close();
  1909. adventureInt->endTurn.callback();
  1910. }
  1911. }
  1912. void CPlayerInterface::tryDiggging(const CGHeroInstance *h)
  1913. {
  1914. std::string hlp;
  1915. CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
  1916. int msgToShow = -1;
  1917. CGHeroInstance::ECanDig isDiggingPossible = h->diggingStatus();
  1918. if(hlp.length())
  1919. isDiggingPossible = CGHeroInstance::TILE_OCCUPIED; //TODO integrate with canDig
  1920. switch(isDiggingPossible)
  1921. {
  1922. case CGHeroInstance::CAN_DIG:
  1923. break;
  1924. case CGHeroInstance::LACK_OF_MOVEMENT:
  1925. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1926. break;
  1927. case CGHeroInstance::TILE_OCCUPIED:
  1928. msgToShow = 97; //Try searching on clear ground.
  1929. break;
  1930. case CGHeroInstance::WRONG_TERRAIN:
  1931. msgToShow = 60; ////Try looking on land!
  1932. break;
  1933. default:
  1934. assert(0);
  1935. }
  1936. if(msgToShow < 0)
  1937. cb->dig(h);
  1938. else
  1939. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1940. }
  1941. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1942. {
  1943. adventureInt->infoBar.showSelection();
  1944. }
  1945. void CPlayerInterface::battleNewRoundFirst( int round )
  1946. {
  1947. EVENT_HANDLER_CALLED_BY_CLIENT;
  1948. BATTLE_EVENT_POSSIBLE_RETURN;
  1949. battleInt->newRoundFirst(round);
  1950. }
  1951. void CPlayerInterface::stopMovement()
  1952. {
  1953. if(stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1954. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1955. }
  1956. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1957. {
  1958. EVENT_HANDLER_CALLED_BY_CLIENT;
  1959. if(market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  1960. {
  1961. //EEMarketMode mode = market->availableModes().front();
  1962. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1963. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::ARTIFACT_EXP));
  1964. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1965. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::CREATURE_EXP));
  1966. }
  1967. else
  1968. GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front()));
  1969. }
  1970. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1971. {
  1972. EVENT_HANDLER_CALLED_BY_CLIENT;
  1973. auto cuw = new CUniversityWindow(visitor, market);
  1974. GH.pushInt(cuw);
  1975. }
  1976. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1977. {
  1978. EVENT_HANDLER_CALLED_BY_CLIENT;
  1979. auto chfw = new CHillFortWindow(visitor, object);
  1980. GH.pushInt(chfw);
  1981. }
  1982. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
  1983. {
  1984. EVENT_HANDLER_CALLED_BY_CLIENT;
  1985. if(CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt()))
  1986. cmw->artifactsChanged(false);
  1987. }
  1988. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1989. {
  1990. EVENT_HANDLER_CALLED_BY_CLIENT;
  1991. auto tv = new CTavernWindow(townOrTavern);
  1992. GH.pushInt(tv);
  1993. }
  1994. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1995. {
  1996. EVENT_HANDLER_CALLED_BY_CLIENT;
  1997. auto tgw = new CThievesGuildWindow(obj);
  1998. GH.pushInt(tgw);
  1999. }
  2000. void CPlayerInterface::showQuestLog()
  2001. {
  2002. EVENT_HANDLER_CALLED_BY_CLIENT;
  2003. CQuestLog * ql = new CQuestLog (LOCPLINT->cb->getMyQuests());
  2004. GH.pushInt (ql);
  2005. }
  2006. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  2007. {
  2008. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  2009. {
  2010. MetaString txt;
  2011. obj->getProblemText(txt);
  2012. showInfoDialog(txt.toString());
  2013. }
  2014. else
  2015. showShipyardDialog(obj);
  2016. }
  2017. void CPlayerInterface::requestReturningToMainMenu()
  2018. {
  2019. sendCustomEvent(RETURN_TO_MAIN_MENU);
  2020. }
  2021. void CPlayerInterface::requestStoppingClient()
  2022. {
  2023. sendCustomEvent(STOP_CLIENT);
  2024. }
  2025. void CPlayerInterface::sendCustomEvent( int code )
  2026. {
  2027. CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
  2028. }
  2029. void CPlayerInterface::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  2030. {
  2031. EVENT_HANDLER_CALLED_BY_CLIENT;
  2032. garrisonChanged(location.army);
  2033. }
  2034. void CPlayerInterface::stackChangedType(const StackLocation &location, const CCreature &newType)
  2035. {
  2036. EVENT_HANDLER_CALLED_BY_CLIENT;
  2037. garrisonChanged(location.army);
  2038. }
  2039. void CPlayerInterface::stacksErased(const StackLocation &location)
  2040. {
  2041. EVENT_HANDLER_CALLED_BY_CLIENT;
  2042. garrisonChanged(location.army);
  2043. }
  2044. void CPlayerInterface::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  2045. {
  2046. EVENT_HANDLER_CALLED_BY_CLIENT;
  2047. std::vector<const CGObjectInstance *> objects;
  2048. objects.push_back(loc1.army);
  2049. if(loc2.army != loc1.army)
  2050. objects.push_back(loc2.army);
  2051. garrisonsChanged(objects);
  2052. }
  2053. void CPlayerInterface::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  2054. {
  2055. EVENT_HANDLER_CALLED_BY_CLIENT;
  2056. garrisonChanged(location.army);
  2057. }
  2058. void CPlayerInterface::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  2059. {
  2060. EVENT_HANDLER_CALLED_BY_CLIENT;
  2061. std::vector<const CGObjectInstance *> objects;
  2062. objects.push_back(src.army);
  2063. if(src.army != dst.army)
  2064. objects.push_back(dst.army);
  2065. garrisonsChanged(objects);
  2066. }
  2067. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  2068. {
  2069. EVENT_HANDLER_CALLED_BY_CLIENT;
  2070. }
  2071. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  2072. {
  2073. EVENT_HANDLER_CALLED_BY_CLIENT;
  2074. for(IShowActivatable *isa : GH.listInt)
  2075. {
  2076. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2077. if(artWin)
  2078. artWin->artifactRemoved(al);
  2079. }
  2080. }
  2081. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  2082. {
  2083. EVENT_HANDLER_CALLED_BY_CLIENT;
  2084. for(IShowActivatable *isa : GH.listInt)
  2085. {
  2086. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2087. if(artWin)
  2088. artWin->artifactMoved(src, dst);
  2089. }
  2090. }
  2091. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  2092. {
  2093. EVENT_HANDLER_CALLED_BY_CLIENT;
  2094. for(IShowActivatable *isa : GH.listInt)
  2095. {
  2096. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2097. if(artWin)
  2098. artWin->artifactAssembled(al);
  2099. }
  2100. }
  2101. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  2102. {
  2103. EVENT_HANDLER_CALLED_BY_CLIENT;
  2104. for(IShowActivatable *isa : GH.listInt)
  2105. {
  2106. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2107. if(artWin)
  2108. artWin->artifactDisassembled(al);
  2109. }
  2110. }
  2111. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  2112. {
  2113. EVENT_HANDLER_CALLED_BY_CLIENT;
  2114. if (!vstd::contains (GH.listInt, adventureInt))
  2115. {
  2116. GH.popInts (GH.listInt.size()); //after map load - remove everything else
  2117. GH.pushInt (adventureInt);
  2118. }
  2119. else
  2120. {
  2121. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front())) //don't remove dialogs that expect query answer
  2122. GH.popInts(1);
  2123. }
  2124. if(howManyPeople == 1)
  2125. {
  2126. GH.curInt = this;
  2127. adventureInt->startTurn();
  2128. }
  2129. if(player != playerID && this == LOCPLINT)
  2130. {
  2131. waitWhileDialog();
  2132. adventureInt->aiTurnStarted();
  2133. }
  2134. }
  2135. void CPlayerInterface::waitForAllDialogs(bool unlockPim /*= true*/)
  2136. {
  2137. while(dialogs.size())
  2138. {
  2139. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  2140. SDL_Delay(5);
  2141. }
  2142. waitWhileDialog(unlockPim);
  2143. }
  2144. void CPlayerInterface::proposeLoadingGame()
  2145. {
  2146. showYesNoDialog(CGI->generaltexth->allTexts[68], [this] { sendCustomEvent(RETURN_TO_MENU_LOAD); }, 0, false);
  2147. }
  2148. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  2149. {
  2150. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  2151. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  2152. }