CPlayerInterface.cpp 74 KB

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