CPlayerInterface.cpp 73 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 "adventureMap/CList.h"
  15. #include "adventureMap/CTerrainRect.h"
  16. #include "adventureMap/CInfoBar.h"
  17. #include "adventureMap/CMinimap.h"
  18. #include "battle/BattleInterface.h"
  19. #include "battle/BattleEffectsController.h"
  20. #include "battle/BattleFieldController.h"
  21. #include "battle/BattleInterfaceClasses.h"
  22. #include "battle/BattleWindow.h"
  23. #include "../CCallback.h"
  24. #include "windows/CCastleInterface.h"
  25. #include "gui/CursorHandler.h"
  26. #include "windows/CKingdomInterface.h"
  27. #include "CGameInfo.h"
  28. #include "CMT.h"
  29. #include "windows/CHeroWindow.h"
  30. #include "windows/CCreatureWindow.h"
  31. #include "windows/CQuestLog.h"
  32. #include "CPlayerInterface.h"
  33. #include "widgets/CComponent.h"
  34. #include "widgets/Buttons.h"
  35. #include "windows/CTradeWindow.h"
  36. #include "windows/CSpellWindow.h"
  37. #include "../lib/CConfigHandler.h"
  38. #include "windows/GUIClasses.h"
  39. #include "render/CAnimation.h"
  40. #include "render/IImage.h"
  41. #include "../lib/CArtHandler.h"
  42. #include "../lib/CGeneralTextHandler.h"
  43. #include "../lib/CHeroHandler.h"
  44. #include "../lib/serializer/CTypeList.h"
  45. #include "../lib/serializer/BinaryDeserializer.h"
  46. #include "../lib/serializer/BinarySerializer.h"
  47. #include "../lib/spells/CSpellHandler.h"
  48. #include "../lib/CTownHandler.h"
  49. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  50. #include "../lib/CStack.h"
  51. #include "../lib/JsonNode.h"
  52. #include "CMusicHandler.h"
  53. #include "../lib/CondSh.h"
  54. #include "../lib/NetPacksBase.h"
  55. #include "../lib/NetPacks.h"//todo: remove
  56. #include "../lib/mapping/CMap.h"
  57. #include "../lib/VCMIDirs.h"
  58. #include "../lib/CStopWatch.h"
  59. #include "../lib/StartInfo.h"
  60. #include "../lib/CPlayerState.h"
  61. #include "../lib/GameConstants.h"
  62. #include "gui/CGuiHandler.h"
  63. #include "windows/InfoWindows.h"
  64. #include "../lib/UnlockGuard.h"
  65. #include "../lib/CPathfinder.h"
  66. #include "../lib/RoadHandler.h"
  67. #include "../lib/TerrainHandler.h"
  68. #include "CServerHandler.h"
  69. // FIXME: only needed for CGameState::mutex
  70. #include "../lib/CGameState.h"
  71. #include "gui/NotificationHandler.h"
  72. #include "adventureMap/CInGameConsole.h"
  73. #include <SDL_events.h>
  74. // The macro below is used to mark functions that are called by client when game state changes.
  75. // They all assume that CPlayerInterface::pim mutex is locked.
  76. #define EVENT_HANDLER_CALLED_BY_CLIENT
  77. // The macro marks functions that are run on a new thread by client.
  78. // They do not own any mutexes intiially.
  79. #define THREAD_CREATED_BY_CLIENT
  80. #define RETURN_IF_QUICK_COMBAT \
  81. if (isAutoFightOn && !battleInt) \
  82. return;
  83. #define BATTLE_EVENT_POSSIBLE_RETURN\
  84. if (LOCPLINT != this) \
  85. return; \
  86. RETURN_IF_QUICK_COMBAT
  87. extern std::queue<SDL_Event> SDLEventsQueue;
  88. extern boost::mutex eventsM;
  89. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  90. CPlayerInterface * LOCPLINT;
  91. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  92. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  93. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  94. static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
  95. {
  96. return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
  97. }
  98. struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
  99. {
  100. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  101. {
  102. return h;
  103. }
  104. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  105. {
  106. return nullptr;
  107. }
  108. };
  109. CPlayerInterface::CPlayerInterface(PlayerColor Player)
  110. {
  111. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  112. destinationTeleport = ObjectInstanceID();
  113. destinationTeleportPos = int3(-1);
  114. GH.defActionsDef = 0;
  115. LOCPLINT = this;
  116. curAction = nullptr;
  117. playerID=Player;
  118. human=true;
  119. currentSelection = nullptr;
  120. battleInt = nullptr;
  121. castleInt = nullptr;
  122. makingTurn = false;
  123. showingDialog = new CondSh<bool>(false);
  124. cingconsole = new CInGameConsole();
  125. GH.terminate_cond->set(false);
  126. firstCall = 1; //if loading will be overwritten in serialize
  127. autosaveCount = 0;
  128. isAutoFightOn = false;
  129. duringMovement = false;
  130. ignoreEvents = false;
  131. numOfMovedArts = 0;
  132. }
  133. CPlayerInterface::~CPlayerInterface()
  134. {
  135. if(CCS && CCS->soundh)
  136. CCS->soundh->ambientStopAllChannels();
  137. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  138. delete showingDialog;
  139. delete cingconsole;
  140. if (LOCPLINT == this)
  141. LOCPLINT = nullptr;
  142. }
  143. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  144. {
  145. cb = CB;
  146. env = ENV;
  147. CCS->musich->loadTerrainMusicThemes();
  148. initializeHeroTownList();
  149. // always recreate advmap interface to avoid possible memory-corruption bugs
  150. adventureInt.reset(new CAdvMapInt());
  151. }
  152. void CPlayerInterface::yourTurn()
  153. {
  154. EVENT_HANDLER_CALLED_BY_CLIENT;
  155. {
  156. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  157. LOCPLINT = this;
  158. GH.curInt = this;
  159. adventureInt->selection = nullptr;
  160. NotificationHandler::notify("Your turn");
  161. std::string prefix = settings["session"]["saveprefix"].String();
  162. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  163. if (firstCall)
  164. {
  165. if(CSH->howManyPlayerInterfaces() == 1)
  166. adventureInt->setPlayer(playerID);
  167. autosaveCount = getLastIndex(prefix + "Autosave_");
  168. if (firstCall > 0) //new game, not loaded
  169. {
  170. int index = getLastIndex(prefix + "Newgame_");
  171. index %= SAVES_COUNT;
  172. cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  173. }
  174. firstCall = 0;
  175. }
  176. else if(frequency > 0 && cb->getDate() % frequency == 0)
  177. {
  178. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  179. autosaveCount %= 5;
  180. }
  181. adventureInt->setPlayer(playerID);
  182. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  183. {
  184. adventureInt->startHotSeatWait(playerID);
  185. makingTurn = true;
  186. std::string msg = CGI->generaltexth->allTexts[13];
  187. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  188. std::vector<std::shared_ptr<CComponent>> cmp;
  189. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  190. showInfoDialog(msg, cmp);
  191. }
  192. else
  193. {
  194. makingTurn = true;
  195. adventureInt->startTurn();
  196. }
  197. }
  198. acceptTurn();
  199. }
  200. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  201. {
  202. EVENT_HANDLER_CALLED_BY_CLIENT;
  203. waitWhileDialog();
  204. if(LOCPLINT != this)
  205. return;
  206. //FIXME: read once and store
  207. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  208. return;
  209. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  210. int3 hp = details.start;
  211. if(!hero)
  212. {
  213. //AI hero left the visible area (we can't obtain info)
  214. //TODO very evil workaround -> retrieve pointer to hero so we could animate it
  215. // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
  216. const TerrainTile2 & tile = CGI->mh->ttiles[hp.z][hp.x - 1][hp.y];
  217. for(auto & elem : tile.objects)
  218. if(elem.obj && elem.obj->id == details.id)
  219. hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
  220. if(!hero) //still nothing...
  221. return;
  222. }
  223. adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.start));
  224. adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.end));
  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. updateAmbientSounds();
  232. //We may need to change music - select new track, music handler will change it if needed
  233. CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType->getJsonKey(), true, false);
  234. if(details.result == TryMoveHero::TELEPORTATION)
  235. {
  236. if(adventureInt->terrain->currentPath)
  237. {
  238. assert(adventureInt->terrain->currentPath->nodes.size() >= 2);
  239. std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain->currentPath->nodes.end() - 1;
  240. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  241. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  242. {
  243. //path was between entrance and exit of teleport -> OK, erase node as usual
  244. removeLastNodeFromPath(hero);
  245. }
  246. else
  247. {
  248. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  249. eraseCurrentPathOf(hero);
  250. }
  251. }
  252. adventureInt->centerOn(hero, true); //actualizing screen pos
  253. adventureInt->minimap->redraw();
  254. adventureInt->heroList->update(hero);
  255. return; //teleport - no fancy moving animation
  256. //TODO: smooth disappear / appear effect
  257. }
  258. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  259. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  260. {
  261. eraseCurrentPathOf(hero, false);
  262. }
  263. else if(adventureInt->terrain->currentPath && hero->pos == details.end) //&& hero is moving
  264. {
  265. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  266. removeLastNodeFromPath(hero);
  267. }
  268. }
  269. if(details.stopMovement()) //hero failed to move
  270. {
  271. hero->isStanding = true;
  272. stillMoveHero.setn(STOP_MOVE);
  273. GH.totalRedraw();
  274. adventureInt->heroList->update(hero);
  275. return;
  276. }
  277. ui32 speed = 0;
  278. if(settings["session"]["spectate"].Bool())
  279. {
  280. if(!settings["session"]["spectate-hero-speed"].isNull())
  281. speed = static_cast<ui32>(settings["session"]["spectate-hero-speed"].Integer());
  282. }
  283. else if(makingTurn) // our turn, our hero moves
  284. speed = static_cast<ui32>(settings["adventure"]["heroSpeed"].Float());
  285. else
  286. speed = static_cast<ui32>(settings["adventure"]["enemySpeed"].Float());
  287. if(speed == 0)
  288. {
  289. //FIXME: is this a proper solution?
  290. CGI->mh->hideObject(hero);
  291. CGI->mh->printObject(hero);
  292. return; // no animation
  293. }
  294. adventureInt->centerOn(hero); //actualizing screen pos
  295. adventureInt->minimap->redraw();
  296. adventureInt->heroList->redraw();
  297. initMovement(details, hero, hp);
  298. auto waitFrame = [&]()
  299. {
  300. int frameNumber = GH.mainFPSmng->getFrameNumber();
  301. auto unlockPim = vstd::makeUnlockGuard(*pim);
  302. while(frameNumber == GH.mainFPSmng->getFrameNumber())
  303. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  304. };
  305. //first initializing done
  306. //main moving
  307. for(int i = 1; i < 32; i += 2 * speed)
  308. {
  309. movementPxStep(details, i, hp, hero);
  310. #ifndef VCMI_ANDROID
  311. // 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;
  312. // most likely this is connected with the way that this manual animation+framerate handling is solved
  313. adventureInt->requestRedrawMapOnNextFrame();
  314. #endif
  315. //evil returns here ...
  316. //todo: get rid of it
  317. waitFrame(); //for animation purposes
  318. }
  319. //main moving done
  320. //finishing move
  321. finishMovement(details, hp, hero);
  322. hero->isStanding = true;
  323. //move finished
  324. adventureInt->minimap->redraw();
  325. adventureInt->heroList->update(hero);
  326. //check if user cancelled movement
  327. {
  328. boost::unique_lock<boost::mutex> un(eventsM);
  329. while(!SDLEventsQueue.empty())
  330. {
  331. SDL_Event ev = SDLEventsQueue.front();
  332. SDLEventsQueue.pop();
  333. switch(ev.type)
  334. {
  335. case SDL_MOUSEBUTTONDOWN:
  336. stillMoveHero.setn(STOP_MOVE);
  337. break;
  338. case SDL_KEYDOWN:
  339. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  340. stillMoveHero.setn(STOP_MOVE);
  341. break;
  342. }
  343. }
  344. }
  345. if (stillMoveHero.get() == WAITING_MOVE)
  346. stillMoveHero.setn(DURING_MOVE);
  347. // Hero attacked creature directly, set direction to face it.
  348. if (directlyAttackingCreature) {
  349. // Get direction to attacker.
  350. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  351. static const ui8 dirLookup[3][3] = {
  352. { 1, 2, 3 },
  353. { 8, 0, 4 },
  354. { 7, 6, 5 }
  355. };
  356. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  357. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  358. }
  359. }
  360. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  361. {
  362. EVENT_HANDLER_CALLED_BY_CLIENT;
  363. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  364. const CArmedInstance *newSelection = nullptr;
  365. if (makingTurn)
  366. {
  367. //find new object for selection: either hero
  368. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  369. if (next >= 0)
  370. newSelection = wanderingHeroes[next];
  371. //or town
  372. if (!newSelection || newSelection == hero)
  373. {
  374. if (towns.empty())
  375. newSelection = nullptr;
  376. else
  377. newSelection = towns.front();
  378. }
  379. }
  380. wanderingHeroes -= hero;
  381. adventureInt->heroList->update(hero);
  382. if (makingTurn && newSelection)
  383. adventureInt->select(newSelection, true);
  384. else if (adventureInt->selection == hero)
  385. adventureInt->selection = nullptr;
  386. if (vstd::contains(paths, hero))
  387. paths.erase(hero);
  388. }
  389. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  390. {
  391. EVENT_HANDLER_CALLED_BY_CLIENT;
  392. if(start && visitedObj)
  393. {
  394. if(visitedObj->getVisitSound())
  395. CCS->soundh->playSound(visitedObj->getVisitSound().get());
  396. }
  397. }
  398. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  399. {
  400. EVENT_HANDLER_CALLED_BY_CLIENT;
  401. wanderingHeroes.push_back(hero);
  402. adventureInt->heroList->update(hero);
  403. }
  404. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  405. {
  406. if(castleInt)
  407. castleInt->close();
  408. castleInt = nullptr;
  409. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  410. GH.pushInt(newCastleInt);
  411. }
  412. int3 CPlayerInterface::repairScreenPos(int3 pos)
  413. {
  414. if (pos.x<-CGI->mh->frameW)
  415. pos.x = -CGI->mh->frameW;
  416. if (pos.y<-CGI->mh->frameH)
  417. pos.y = -CGI->mh->frameH;
  418. if (pos.x>CGI->mh->sizes.x - adventureInt->terrain->tilesw + CGI->mh->frameW)
  419. pos.x = CGI->mh->sizes.x - adventureInt->terrain->tilesw + CGI->mh->frameW;
  420. if (pos.y>CGI->mh->sizes.y - adventureInt->terrain->tilesh + CGI->mh->frameH)
  421. pos.y = CGI->mh->sizes.y - adventureInt->terrain->tilesh + CGI->mh->frameH;
  422. return pos;
  423. }
  424. void CPlayerInterface::activateForSpectator()
  425. {
  426. adventureInt->state = CAdvMapInt::INGAME;
  427. adventureInt->activate();
  428. adventureInt->minimap->activate();
  429. }
  430. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  431. {
  432. EVENT_HANDLER_CALLED_BY_CLIENT;
  433. if (which == 4)
  434. {
  435. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
  436. ctw->setExpToLevel();
  437. }
  438. else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  439. updateInfo(hero);
  440. }
  441. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  442. {
  443. EVENT_HANDLER_CALLED_BY_CLIENT;
  444. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt().get());
  445. if (cuw) //university window is open
  446. {
  447. GH.totalRedraw();
  448. }
  449. }
  450. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  451. {
  452. EVENT_HANDLER_CALLED_BY_CLIENT;
  453. updateInfo(hero);
  454. if (makingTurn && hero->tempOwner == playerID)
  455. adventureInt->heroList->update(hero);
  456. }
  457. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  458. {
  459. EVENT_HANDLER_CALLED_BY_CLIENT;
  460. if (makingTurn && hero->tempOwner == playerID)
  461. adventureInt->heroList->update(hero);
  462. }
  463. void CPlayerInterface::receivedResource()
  464. {
  465. EVENT_HANDLER_CALLED_BY_CLIENT;
  466. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
  467. mw->resourceChanged();
  468. GH.totalRedraw();
  469. }
  470. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  471. {
  472. EVENT_HANDLER_CALLED_BY_CLIENT;
  473. waitWhileDialog();
  474. CCS->soundh->playSound(soundBase::heroNewLevel);
  475. GH.pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  476. {
  477. cb->selectionMade(selection, queryID);
  478. });
  479. }
  480. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  481. {
  482. EVENT_HANDLER_CALLED_BY_CLIENT;
  483. waitWhileDialog();
  484. CCS->soundh->playSound(soundBase::heroNewLevel);
  485. GH.pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
  486. {
  487. cb->selectionMade(selection, queryID);
  488. });
  489. }
  490. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  491. {
  492. EVENT_HANDLER_CALLED_BY_CLIENT;
  493. updateInfo(town);
  494. if (town->garrisonHero) //wandering hero moved to the garrison
  495. {
  496. CGI->mh->hideObject(town->garrisonHero);
  497. if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
  498. wanderingHeroes -= town->garrisonHero;
  499. }
  500. if (town->visitingHero) //hero leaves garrison
  501. {
  502. CGI->mh->printObject(town->visitingHero);
  503. if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
  504. wanderingHeroes.push_back(town->visitingHero);
  505. }
  506. adventureInt->heroList->update();
  507. adventureInt->updateNextHero(nullptr);
  508. if(castleInt)
  509. {
  510. castleInt->garr->selectSlot(nullptr);
  511. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  512. castleInt->garr->setArmy(town->visitingHero, 1);
  513. castleInt->garr->recreateSlots();
  514. castleInt->heroes->update();
  515. }
  516. for (auto isa : GH.listInt)
  517. {
  518. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  519. if (ki)
  520. {
  521. ki->townChanged(town);
  522. ki->updateGarrisons();
  523. }
  524. }
  525. GH.totalRedraw();
  526. }
  527. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  528. {
  529. EVENT_HANDLER_CALLED_BY_CLIENT;
  530. if (hero->tempOwner != playerID )
  531. return;
  532. waitWhileDialog();
  533. openTownWindow(town);
  534. }
  535. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  536. {
  537. std::vector<const CGObjectInstance *> instances;
  538. if(auto obj = cb->getObj(id1))
  539. instances.push_back(obj);
  540. if(id2 != ObjectInstanceID() && id2 != id1)
  541. {
  542. if(auto obj = cb->getObj(id2))
  543. instances.push_back(obj);
  544. }
  545. garrisonsChanged(instances);
  546. }
  547. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  548. {
  549. boost::unique_lock<boost::recursive_mutex> un(*pim);
  550. for (auto object : objs)
  551. updateInfo(object);
  552. for (auto & elem : GH.listInt)
  553. {
  554. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem.get());
  555. if (cgh)
  556. cgh->updateGarrisons();
  557. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
  558. {
  559. if (vstd::contains(objs, cmw->hero))
  560. cmw->garrisonChanged();
  561. }
  562. }
  563. GH.totalRedraw();
  564. }
  565. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  566. {
  567. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  568. }
  569. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  570. {
  571. EVENT_HANDLER_CALLED_BY_CLIENT;
  572. switch (buildingID)
  573. {
  574. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  575. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  576. case BuildingID::RESOURCE_SILO:
  577. updateInfo(town);
  578. break;
  579. }
  580. if (castleInt)
  581. {
  582. castleInt->townlist->update(town);
  583. if (castleInt->town == town)
  584. {
  585. switch(what)
  586. {
  587. case 1:
  588. CCS->soundh->playSound(soundBase::newBuilding);
  589. castleInt->addBuilding(buildingID);
  590. break;
  591. case 2:
  592. castleInt->removeBuilding(buildingID);
  593. break;
  594. }
  595. }
  596. }
  597. adventureInt->townList->update(town);
  598. }
  599. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  600. {
  601. //Don't wait for dialogs when we are non-active hot-seat player
  602. if (LOCPLINT == this)
  603. waitForAllDialogs();
  604. }
  605. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  606. {
  607. EVENT_HANDLER_CALLED_BY_CLIENT;
  608. if (settings["adventure"]["quickCombat"].Bool())
  609. {
  610. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  611. autofightingAI->initBattleInterface(env, cb);
  612. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  613. isAutoFightOn = true;
  614. cb->registerBattleInterface(autofightingAI);
  615. // Player shouldn't be able to move on adventure map if quick combat is going
  616. adventureInt->quickCombatLock();
  617. }
  618. //Don't wait for dialogs when we are non-active hot-seat player
  619. if (LOCPLINT == this)
  620. waitForAllDialogs();
  621. BATTLE_EVENT_POSSIBLE_RETURN;
  622. }
  623. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  624. {
  625. EVENT_HANDLER_CALLED_BY_CLIENT;
  626. BATTLE_EVENT_POSSIBLE_RETURN;
  627. for(auto & info : units)
  628. {
  629. switch(info.operation)
  630. {
  631. case UnitChanges::EOperation::RESET_STATE:
  632. {
  633. const CStack * stack = cb->battleGetStackByID(info.id );
  634. if(!stack)
  635. {
  636. logGlobal->error("Invalid unit ID %d", info.id);
  637. continue;
  638. }
  639. battleInt->stackReset(stack);
  640. }
  641. break;
  642. case UnitChanges::EOperation::REMOVE:
  643. battleInt->stackRemoved(info.id);
  644. break;
  645. case UnitChanges::EOperation::ADD:
  646. {
  647. const CStack * unit = cb->battleGetStackByID(info.id);
  648. if(!unit)
  649. {
  650. logGlobal->error("Invalid unit ID %d", info.id);
  651. continue;
  652. }
  653. battleInt->stackAdded(unit);
  654. }
  655. break;
  656. default:
  657. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  658. break;
  659. }
  660. }
  661. }
  662. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  663. {
  664. EVENT_HANDLER_CALLED_BY_CLIENT;
  665. BATTLE_EVENT_POSSIBLE_RETURN;
  666. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  667. for(auto & change : obstacles)
  668. {
  669. if(change.operation == BattleChanges::EOperation::ADD)
  670. {
  671. auto instance = cb->battleGetObstacleByID(change.id);
  672. if(instance)
  673. newObstacles.push_back(instance);
  674. else
  675. logNetwork->error("Invalid obstacle instance %d", change.id);
  676. }
  677. }
  678. if (!newObstacles.empty())
  679. battleInt->obstaclePlaced(newObstacles);
  680. battleInt->fieldController->redrawBackgroundWithHexes();
  681. }
  682. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  683. {
  684. EVENT_HANDLER_CALLED_BY_CLIENT;
  685. BATTLE_EVENT_POSSIBLE_RETURN;
  686. battleInt->stackIsCatapulting(ca);
  687. }
  688. 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
  689. {
  690. EVENT_HANDLER_CALLED_BY_CLIENT;
  691. BATTLE_EVENT_POSSIBLE_RETURN;
  692. battleInt->newRound(round);
  693. }
  694. void CPlayerInterface::actionStarted(const BattleAction &action)
  695. {
  696. EVENT_HANDLER_CALLED_BY_CLIENT;
  697. BATTLE_EVENT_POSSIBLE_RETURN;
  698. curAction = new BattleAction(action);
  699. battleInt->startAction(curAction);
  700. }
  701. void CPlayerInterface::actionFinished(const BattleAction &action)
  702. {
  703. EVENT_HANDLER_CALLED_BY_CLIENT;
  704. BATTLE_EVENT_POSSIBLE_RETURN;
  705. battleInt->endAction(curAction);
  706. delete curAction;
  707. curAction = nullptr;
  708. }
  709. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  710. {
  711. THREAD_CREATED_BY_CLIENT;
  712. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  713. auto stackId = stack->ID;
  714. auto stackName = stack->nodeName();
  715. if (autofightingAI)
  716. {
  717. if (isAutoFightOn)
  718. {
  719. auto ret = autofightingAI->activeStack(stack);
  720. if(cb->battleIsFinished())
  721. {
  722. return BattleAction::makeDefend(stack); // battle finished with spellcast
  723. }
  724. if (isAutoFightOn)
  725. {
  726. return ret;
  727. }
  728. }
  729. cb->unregisterBattleInterface(autofightingAI);
  730. autofightingAI.reset();
  731. }
  732. assert(battleInt);
  733. if(!battleInt)
  734. {
  735. return BattleAction::makeDefend(stack); // probably battle is finished already
  736. }
  737. if(BattleInterface::givenCommand.get())
  738. {
  739. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  740. vstd::clear_pointer(BattleInterface::givenCommand.data);
  741. }
  742. {
  743. boost::unique_lock<boost::recursive_mutex> un(*pim);
  744. battleInt->stackActivated(stack);
  745. //Regeneration & mana drain go there
  746. }
  747. //wait till BattleInterface sets its command
  748. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  749. while(!BattleInterface::givenCommand.data)
  750. {
  751. BattleInterface::givenCommand.cond.wait(lock);
  752. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  753. throw boost::thread_interrupted(); //will shut the thread peacefully
  754. }
  755. //tidy up
  756. BattleAction ret = *(BattleInterface::givenCommand.data);
  757. vstd::clear_pointer(BattleInterface::givenCommand.data);
  758. if(ret.actionType == EActionType::CANCEL)
  759. {
  760. if(stackId != ret.stackNumber)
  761. logGlobal->error("Not current active stack action canceled");
  762. logGlobal->trace("Canceled command for %s", stackName);
  763. }
  764. else
  765. logGlobal->trace("Giving command for %s", stackName);
  766. return ret;
  767. }
  768. void CPlayerInterface::battleEnd(const BattleResult *br)
  769. {
  770. EVENT_HANDLER_CALLED_BY_CLIENT;
  771. if(isAutoFightOn || autofightingAI)
  772. {
  773. isAutoFightOn = false;
  774. cb->unregisterBattleInterface(autofightingAI);
  775. autofightingAI.reset();
  776. if(!battleInt)
  777. {
  778. GH.pushIntT<BattleResultWindow>(*br, *this);
  779. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  780. // Otherwise NewTurn causes freeze.
  781. waitWhileDialog();
  782. adventureInt->quickCombatUnlock();
  783. return;
  784. }
  785. }
  786. BATTLE_EVENT_POSSIBLE_RETURN;
  787. battleInt->battleFinished(*br);
  788. adventureInt->quickCombatUnlock();
  789. }
  790. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  791. {
  792. EVENT_HANDLER_CALLED_BY_CLIENT;
  793. BATTLE_EVENT_POSSIBLE_RETURN;
  794. battleInt->displayBattleLog(lines);
  795. }
  796. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  797. {
  798. EVENT_HANDLER_CALLED_BY_CLIENT;
  799. BATTLE_EVENT_POSSIBLE_RETURN;
  800. battleInt->stackMoved(stack, dest, distance, teleport);
  801. }
  802. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  803. {
  804. EVENT_HANDLER_CALLED_BY_CLIENT;
  805. BATTLE_EVENT_POSSIBLE_RETURN;
  806. battleInt->spellCast(sc);
  807. }
  808. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  809. {
  810. EVENT_HANDLER_CALLED_BY_CLIENT;
  811. BATTLE_EVENT_POSSIBLE_RETURN;
  812. battleInt->battleStacksEffectsSet(sse);
  813. }
  814. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  815. {
  816. EVENT_HANDLER_CALLED_BY_CLIENT;
  817. //TODO why is this different (no return on LOPLINT != this) ?
  818. RETURN_IF_QUICK_COMBAT;
  819. battleInt->effectsController->battleTriggerEffect(bte);
  820. }
  821. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  822. {
  823. EVENT_HANDLER_CALLED_BY_CLIENT;
  824. BATTLE_EVENT_POSSIBLE_RETURN;
  825. std::vector<StackAttackedInfo> arg;
  826. for(auto & elem : bsa)
  827. {
  828. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  829. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  830. assert(defender);
  831. StackAttackedInfo info;
  832. info.defender = defender;
  833. info.attacker = attacker;
  834. info.damageDealt = elem.damageAmount;
  835. info.amountKilled = elem.killedAmount;
  836. info.spellEffect = SpellID::NONE;
  837. info.indirectAttack = ranged;
  838. info.killed = elem.killed();
  839. info.rebirth = elem.willRebirth();
  840. info.cloneKilled = elem.cloneKilled();
  841. info.fireShield = elem.fireShield();
  842. if (elem.isSpell())
  843. info.spellEffect = elem.spellID;
  844. arg.push_back(info);
  845. }
  846. battleInt->stacksAreAttacked(arg);
  847. }
  848. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  849. {
  850. EVENT_HANDLER_CALLED_BY_CLIENT;
  851. BATTLE_EVENT_POSSIBLE_RETURN;
  852. assert(curAction);
  853. StackAttackInfo info;
  854. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  855. info.defender = nullptr;
  856. info.indirectAttack = ba->shot();
  857. info.lucky = ba->lucky();
  858. info.unlucky = ba->unlucky();
  859. info.deathBlow = ba->deathBlow();
  860. info.lifeDrain = ba->lifeDrain();
  861. info.tile = ba->tile;
  862. info.spellEffect = SpellID::NONE;
  863. if (ba->spellLike())
  864. info.spellEffect = ba->spellID;
  865. for(auto & elem : ba->bsa)
  866. {
  867. if(!elem.isSecondary())
  868. {
  869. assert(info.defender == nullptr);
  870. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  871. }
  872. else
  873. {
  874. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  875. }
  876. }
  877. assert(info.defender != nullptr);
  878. assert(info.attacker != nullptr);
  879. battleInt->stackAttacking(info);
  880. }
  881. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  882. {
  883. EVENT_HANDLER_CALLED_BY_CLIENT;
  884. BATTLE_EVENT_POSSIBLE_RETURN;
  885. battleInt->gateStateChanged(state);
  886. }
  887. void CPlayerInterface::yourTacticPhase(int distance)
  888. {
  889. THREAD_CREATED_BY_CLIENT;
  890. while(battleInt && battleInt->tacticsMode)
  891. boost::this_thread::sleep(boost::posix_time::millisec(1));
  892. }
  893. void CPlayerInterface::showComp(const Component &comp, std::string message)
  894. {
  895. EVENT_HANDLER_CALLED_BY_CLIENT;
  896. waitWhileDialog(); //Fix for mantis #98
  897. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  898. adventureInt->infoBar->showComponent(comp, message);
  899. }
  900. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component> & components, int soundID)
  901. {
  902. EVENT_HANDLER_CALLED_BY_CLIENT;
  903. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  904. {
  905. return;
  906. }
  907. std::vector<std::shared_ptr<CComponent>> intComps;
  908. for (auto & component : components)
  909. intComps.push_back(std::make_shared<CComponent>(component));
  910. showInfoDialog(text,intComps,soundID);
  911. }
  912. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  913. {
  914. std::vector<std::shared_ptr<CComponent>> intComps;
  915. intComps.push_back(component);
  916. showInfoDialog(text, intComps, soundBase::sound_todo);
  917. }
  918. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  919. {
  920. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  921. waitWhileDialog();
  922. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  923. {
  924. return;
  925. }
  926. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  927. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  928. {
  929. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  930. showingDialog->set(true);
  931. stopMovement(); // interrupt movement to show dialog
  932. GH.pushInt(temp);
  933. }
  934. else
  935. {
  936. dialogs.push_back(temp);
  937. }
  938. }
  939. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  940. {
  941. EVENT_HANDLER_CALLED_BY_CLIENT;
  942. std::string str;
  943. text.toString(str);
  944. showInfoDialog(str, components, 0);
  945. waitWhileDialog();
  946. }
  947. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  948. {
  949. boost::unique_lock<boost::recursive_mutex> un(*pim);
  950. stopMovement();
  951. LOCPLINT->showingDialog->setn(true);
  952. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  953. }
  954. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  955. {
  956. EVENT_HANDLER_CALLED_BY_CLIENT;
  957. waitWhileDialog();
  958. stopMovement();
  959. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  960. if (!selection && cancel) //simple yes/no dialog
  961. {
  962. std::vector<std::shared_ptr<CComponent>> intComps;
  963. for (auto & component : components)
  964. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  965. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  966. }
  967. else if (selection)
  968. {
  969. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  970. for (auto & component : components)
  971. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  972. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  973. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  974. if (cancel)
  975. {
  976. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  977. }
  978. int charperline = 35;
  979. if (pom.size() > 1)
  980. charperline = 50;
  981. GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  982. intComps[0]->clickLeft(true, false);
  983. }
  984. }
  985. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  986. {
  987. EVENT_HANDLER_CALLED_BY_CLIENT;
  988. int choosenExit = -1;
  989. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  990. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  991. choosenExit = vstd::find_pos(exits, neededExit);
  992. cb->selectionMade(choosenExit, askID);
  993. }
  994. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  995. {
  996. EVENT_HANDLER_CALLED_BY_CLIENT;
  997. auto selectCallback = [=](int selection)
  998. {
  999. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  1000. reply.Integer() = selection;
  1001. cb->sendQueryReply(reply, askID);
  1002. };
  1003. auto cancelCallback = [=]()
  1004. {
  1005. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  1006. cb->sendQueryReply(reply, askID);
  1007. };
  1008. const std::string localTitle = title.toString();
  1009. const std::string localDescription = description.toString();
  1010. std::vector<int> tempList;
  1011. tempList.reserve(objects.size());
  1012. for(auto item : objects)
  1013. tempList.push_back(item.getNum());
  1014. CComponent localIconC(icon);
  1015. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  1016. localIconC.removeChild(localIcon.get(), false);
  1017. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  1018. wnd->onExit = cancelCallback;
  1019. GH.pushInt(wnd);
  1020. }
  1021. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  1022. {
  1023. EVENT_HANDLER_CALLED_BY_CLIENT;
  1024. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1025. for (auto & po : pos)
  1026. adventureInt->minimap->updateTile(po);
  1027. if (!pos.empty())
  1028. GH.totalRedraw();
  1029. }
  1030. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  1031. {
  1032. EVENT_HANDLER_CALLED_BY_CLIENT;
  1033. for (auto & po : pos)
  1034. adventureInt->minimap->updateTile(po);
  1035. if (!pos.empty())
  1036. GH.totalRedraw();
  1037. }
  1038. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1039. {
  1040. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1041. GH.pushIntT<CHeroWindow>(hero);
  1042. }
  1043. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1044. {
  1045. EVENT_HANDLER_CALLED_BY_CLIENT;
  1046. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1047. {
  1048. CFortScreen * fortScreen = dynamic_cast<CFortScreen*>(GH.topInt().get());
  1049. CCastleInterface * castleInterface = dynamic_cast<CCastleInterface*>(GH.topInt().get());
  1050. if (fortScreen)
  1051. fortScreen->creaturesChangedEventHandler();
  1052. else if(castleInterface)
  1053. castleInterface->creaturesChangedEventHandler();
  1054. for(auto isa : GH.listInt)
  1055. {
  1056. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  1057. if (ki && townObj)
  1058. ki->townChanged(townObj);
  1059. }
  1060. }
  1061. else if(town && GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1062. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1063. {
  1064. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
  1065. if (crw && crw->dwelling == town)
  1066. crw->availableCreaturesChanged();
  1067. }
  1068. }
  1069. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1070. {
  1071. EVENT_HANDLER_CALLED_BY_CLIENT;
  1072. if (bonus.type == Bonus::NONE)
  1073. return;
  1074. updateInfo(hero);
  1075. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1076. {
  1077. //recalculate paths because hero has lost bonus influencing pathfinding
  1078. eraseCurrentPathOf(hero, false);
  1079. }
  1080. }
  1081. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1082. {
  1083. h & wanderingHeroes;
  1084. h & towns;
  1085. h & sleepingHeroes;
  1086. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  1087. if (h.saving)
  1088. {
  1089. for (auto &p : paths)
  1090. {
  1091. if (p.second.nodes.size())
  1092. pathsMap[p.first] = p.second.endPos();
  1093. else
  1094. logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->getNameTranslated());
  1095. }
  1096. h & pathsMap;
  1097. }
  1098. else
  1099. {
  1100. h & pathsMap;
  1101. if (cb)
  1102. for (auto &p : pathsMap)
  1103. {
  1104. CGPath path;
  1105. cb->getPathsInfo(p.first)->getPath(path, p.second);
  1106. paths[p.first] = path;
  1107. logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
  1108. }
  1109. }
  1110. h & spellbookSettings;
  1111. }
  1112. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1113. {
  1114. EVENT_HANDLER_CALLED_BY_CLIENT;
  1115. serializeTempl(h,version);
  1116. }
  1117. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1118. {
  1119. EVENT_HANDLER_CALLED_BY_CLIENT;
  1120. serializeTempl(h,version);
  1121. firstCall = -1;
  1122. }
  1123. void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  1124. {
  1125. LOG_TRACE(logGlobal);
  1126. if (!LOCPLINT->makingTurn)
  1127. return;
  1128. if (!h)
  1129. return; //can't find hero
  1130. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1131. if (showingDialog->get() || !dialogs.empty())
  1132. return;
  1133. setMovementStatus(true);
  1134. if (adventureInt && adventureInt->isHeroSleeping(h))
  1135. {
  1136. adventureInt->sleepWake->clickLeft(true, false);
  1137. adventureInt->sleepWake->clickLeft(false, true);
  1138. //could've just called
  1139. //adventureInt->fsleepWake();
  1140. //but no authentic button click/sound ;-)
  1141. }
  1142. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1143. }
  1144. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1145. {
  1146. EVENT_HANDLER_CALLED_BY_CLIENT;
  1147. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1148. if (stillMoveHero.get() == DURING_MOVE && adventureInt->terrain->currentPath && adventureInt->terrain->currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  1149. {
  1150. onEnd();
  1151. return;
  1152. }
  1153. waitForAllDialogs();
  1154. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1155. cgw->quit->addCallback(onEnd);
  1156. GH.pushInt(cgw);
  1157. }
  1158. /**
  1159. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1160. * into a combinational one on an artifact screen. Does not require the combination of
  1161. * artifacts to be legal.
  1162. */
  1163. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1164. {
  1165. std::string text = artifact->getDescriptionTranslated();
  1166. text += "\n\n";
  1167. std::vector<std::shared_ptr<CComponent>> scs;
  1168. if(assembledArtifact)
  1169. {
  1170. // You possess all of the components to...
  1171. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1172. // Picture of assembled artifact at bottom.
  1173. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1174. scs.push_back(sc);
  1175. }
  1176. else
  1177. {
  1178. // Do you wish to disassemble this artifact?
  1179. text += CGI->generaltexth->allTexts[733];
  1180. }
  1181. showYesNoDialog(text, onYes, nullptr, scs);
  1182. }
  1183. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1184. {
  1185. EVENT_HANDLER_CALLED_BY_CLIENT;
  1186. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1187. && destinationTeleport == ObjectInstanceID())
  1188. stillMoveHero.setn(CONTINUE_MOVE);
  1189. if (destinationTeleport != ObjectInstanceID()
  1190. && pa->packType == typeList.getTypeID<QueryReply>()
  1191. && stillMoveHero.get() == DURING_MOVE)
  1192. { // After teleportation via CGTeleport object is finished
  1193. destinationTeleport = ObjectInstanceID();
  1194. destinationTeleportPos = int3(-1);
  1195. stillMoveHero.setn(CONTINUE_MOVE);
  1196. }
  1197. }
  1198. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1199. {
  1200. EVENT_HANDLER_CALLED_BY_CLIENT;
  1201. GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
  1202. }
  1203. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1204. {
  1205. EVENT_HANDLER_CALLED_BY_CLIENT;
  1206. //redraw minimap if owner changed
  1207. if (sop->what == ObjProperty::OWNER)
  1208. {
  1209. const CGObjectInstance * obj = cb->getObj(sop->id);
  1210. std::set<int3> pos = obj->getBlockedPos();
  1211. for(auto & po : pos)
  1212. {
  1213. if(cb->isVisible(po))
  1214. adventureInt->minimap->updateTile(po);
  1215. }
  1216. if(obj->ID == Obj::TOWN)
  1217. {
  1218. if(obj->tempOwner == playerID)
  1219. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1220. else
  1221. towns -= obj;
  1222. adventureInt->townList->update();
  1223. adventureInt->minimap->update();
  1224. }
  1225. assert(cb->getTownsInfo().size() == towns.size());
  1226. }
  1227. }
  1228. void CPlayerInterface::initializeHeroTownList()
  1229. {
  1230. if(!wanderingHeroes.size())
  1231. {
  1232. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1233. for(auto & hero : heroes)
  1234. {
  1235. if(!hero->inTownGarrison)
  1236. wanderingHeroes.push_back(hero);
  1237. }
  1238. }
  1239. if(!towns.size())
  1240. towns = cb->getTownsInfo();
  1241. if(adventureInt)
  1242. adventureInt->updateNextHero(nullptr);
  1243. }
  1244. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1245. {
  1246. EVENT_HANDLER_CALLED_BY_CLIENT;
  1247. waitWhileDialog();
  1248. auto recruitCb = [=](CreatureID id, int count)
  1249. {
  1250. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1251. };
  1252. GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1253. }
  1254. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1255. {
  1256. if (GH.amIGuiThread())
  1257. {
  1258. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1259. return;
  1260. }
  1261. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1262. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1263. while(showingDialog->data)
  1264. showingDialog->cond.wait(un);
  1265. }
  1266. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1267. {
  1268. EVENT_HANDLER_CALLED_BY_CLIENT;
  1269. auto state = obj->shipyardStatus();
  1270. std::vector<si32> cost;
  1271. obj->getBoatCost(cost);
  1272. GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1273. }
  1274. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1275. {
  1276. EVENT_HANDLER_CALLED_BY_CLIENT;
  1277. //we might have built a boat in shipyard in opened town screen
  1278. if (obj->ID == Obj::BOAT
  1279. && LOCPLINT->castleInt
  1280. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1281. {
  1282. CCS->soundh->playSound(soundBase::newBuilding);
  1283. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1284. }
  1285. }
  1286. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1287. {
  1288. EVENT_HANDLER_CALLED_BY_CLIENT;
  1289. waitWhileDialog();
  1290. CCS->curh->hide();
  1291. adventureInt->centerOn (pos);
  1292. if (focusTime)
  1293. {
  1294. GH.totalRedraw();
  1295. {
  1296. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1297. IgnoreEvents ignore(*this);
  1298. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1299. }
  1300. }
  1301. CCS->curh->show();
  1302. }
  1303. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1304. {
  1305. EVENT_HANDLER_CALLED_BY_CLIENT;
  1306. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1307. {
  1308. waitWhileDialog();
  1309. CCS->soundh->playSound(obj->getRemovalSound().get());
  1310. }
  1311. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1312. {
  1313. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1314. heroKilled(h);
  1315. }
  1316. }
  1317. void CPlayerInterface::objectRemovedAfter()
  1318. {
  1319. EVENT_HANDLER_CALLED_BY_CLIENT;
  1320. adventureInt->minimap->update();
  1321. }
  1322. void CPlayerInterface::playerBlocked(int reason, bool start)
  1323. {
  1324. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1325. {
  1326. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1327. {
  1328. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1329. boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
  1330. LOCPLINT = this;
  1331. GH.curInt = this;
  1332. adventureInt->selection = nullptr;
  1333. adventureInt->setPlayer(playerID);
  1334. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1335. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1336. std::vector<std::shared_ptr<CComponent>> cmp;
  1337. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1338. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1339. showInfoDialog(msg, cmp);
  1340. makingTurn = false;
  1341. }
  1342. }
  1343. }
  1344. const CArmedInstance * CPlayerInterface::getSelection()
  1345. {
  1346. return currentSelection;
  1347. }
  1348. void CPlayerInterface::setSelection(const CArmedInstance * obj)
  1349. {
  1350. currentSelection = obj;
  1351. updateAmbientSounds(true);
  1352. }
  1353. void CPlayerInterface::update()
  1354. {
  1355. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1356. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1357. // While mutexes were locked away we may be have stopped being the active interface
  1358. if (LOCPLINT != this)
  1359. return;
  1360. //if there are any waiting dialogs, show them
  1361. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1362. {
  1363. showingDialog->set(true);
  1364. GH.pushInt(dialogs.front());
  1365. dialogs.pop_front();
  1366. }
  1367. assert(adventureInt);
  1368. assert(adventureInt->selection);
  1369. // Handles mouse and key input
  1370. GH.updateTime();
  1371. GH.handleEvents();
  1372. GH.simpleRedraw();
  1373. }
  1374. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1375. {
  1376. using namespace boost::filesystem;
  1377. using namespace boost::algorithm;
  1378. path gamesDir = VCMIDirs::get().userSavePath();
  1379. std::map<std::time_t, int> dates; //save number => datestamp
  1380. const directory_iterator enddir;
  1381. if (!exists(gamesDir))
  1382. create_directory(gamesDir);
  1383. else
  1384. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1385. {
  1386. if (is_regular_file(dir->status()))
  1387. {
  1388. std::string name = dir->path().filename().string();
  1389. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1390. {
  1391. char nr = name[namePrefix.size()];
  1392. if (std::isdigit(nr))
  1393. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1394. }
  1395. }
  1396. }
  1397. if (!dates.empty())
  1398. return (--dates.end())->second; //return latest file number
  1399. return 0;
  1400. }
  1401. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1402. {
  1403. auto subArr = (CGI->mh->ttiles)[hp.z];
  1404. ho->isStanding = false;
  1405. int heroWidth = ho->appearance->getWidth();
  1406. int heroHeight = ho->appearance->getHeight();
  1407. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1408. int tileMaxX = std::max(details.start.x, details.end.x);
  1409. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1410. int tileMaxY = std::max(details.start.y, details.end.y);
  1411. // determine tiles on which hero will be visible during movement and add hero as visible object on these tiles where necessary
  1412. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1413. {
  1414. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1415. {
  1416. bool heroVisibleHere = false;
  1417. auto & tile = subArr[tileX][tileY];
  1418. for ( auto const & obj : tile.objects)
  1419. {
  1420. if (obj.obj == ho)
  1421. {
  1422. heroVisibleHere = true;
  1423. break;
  1424. }
  1425. }
  1426. if ( !heroVisibleHere)
  1427. {
  1428. tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
  1429. std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
  1430. }
  1431. }
  1432. }
  1433. }
  1434. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1435. {
  1436. auto subArr = (CGI->mh->ttiles)[hp.z];
  1437. int heroWidth = ho->appearance->getWidth();
  1438. int heroHeight = ho->appearance->getHeight();
  1439. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1440. int tileMaxX = std::max(details.start.x, details.end.x);
  1441. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1442. int tileMaxY = std::max(details.start.y, details.end.y);
  1443. std::shared_ptr<CAnimation> animation = graphics->getAnimation(ho);
  1444. assert(animation);
  1445. assert(animation->size(0) != 0);
  1446. auto image = animation->getImage(0,0);
  1447. int heroImageOldX = details.start.x * 32;
  1448. int heroImageOldY = details.start.y * 32;
  1449. int heroImageNewX = details.end.x * 32;
  1450. int heroImageNewY = details.end.y * 32;
  1451. int heroImageCurrX = heroImageOldX + i*(heroImageNewX - heroImageOldX)/32;
  1452. int heroImageCurrY = heroImageOldY + i*(heroImageNewY - heroImageOldY)/32;
  1453. // recompute which part of hero sprite will be visible on each tile at this point of movement animation
  1454. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1455. {
  1456. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1457. {
  1458. auto & tile = subArr[tileX][tileY];
  1459. for ( auto & obj : tile.objects)
  1460. {
  1461. if (obj.obj == ho)
  1462. {
  1463. int tilePosX = tileX * 32;
  1464. int tilePosY = tileY * 32;
  1465. obj.rect.x = tilePosX - heroImageCurrX + image->width() - 32;
  1466. obj.rect.y = tilePosY - heroImageCurrY + image->height() - 32;
  1467. }
  1468. }
  1469. }
  1470. }
  1471. adventureInt->terrain->moveX = (32 - i) * (heroImageNewX - heroImageOldX) / 32;
  1472. adventureInt->terrain->moveY = (32 - i) * (heroImageNewY - heroImageOldY) / 32;
  1473. }
  1474. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1475. {
  1476. auto subArr = (CGI->mh->ttiles)[hp.z];
  1477. int heroWidth = ho->appearance->getWidth();
  1478. int heroHeight = ho->appearance->getHeight();
  1479. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1480. int tileMaxX = std::max(details.start.x, details.end.x);
  1481. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1482. int tileMaxY = std::max(details.start.y, details.end.y);
  1483. // erase hero from all tiles on which he is currently visible
  1484. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1485. {
  1486. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1487. {
  1488. auto & tile = subArr[tileX][tileY];
  1489. for (size_t i = 0; i < tile.objects.size(); ++i)
  1490. {
  1491. if ( tile.objects[i].obj == ho)
  1492. {
  1493. tile.objects.erase(tile.objects.begin() + i);
  1494. break;
  1495. }
  1496. }
  1497. }
  1498. }
  1499. // re-add hero to all tiles on which he will still be visible after animation is over
  1500. for ( int tileX = details.end.x - heroWidth + 1; tileX <= details.end.x; ++tileX)
  1501. {
  1502. for ( int tileY = details.end.y - heroHeight + 1; tileY <= details.end.y; ++tileY)
  1503. {
  1504. auto & tile = subArr[tileX][tileY];
  1505. tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
  1506. }
  1507. }
  1508. // update object list on all tiles that were affected during previous operations
  1509. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1510. {
  1511. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1512. {
  1513. auto & tile = subArr[tileX][tileY];
  1514. std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
  1515. }
  1516. }
  1517. //recompute hero sprite positioning using hero's final position
  1518. movementPxStep(details, 32, hp, ho);
  1519. }
  1520. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1521. {
  1522. EVENT_HANDLER_CALLED_BY_CLIENT;
  1523. if (player == playerID)
  1524. {
  1525. if (victoryLossCheckResult.loss())
  1526. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1527. //we assume GH.curInt == LOCPLINT
  1528. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1529. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1530. GH.curInt = this; //waiting for dialogs requires this to get events
  1531. if(!makingTurn)
  1532. {
  1533. makingTurn = true; //also needed for dialog to show with current implementation
  1534. waitForAllDialogs();
  1535. makingTurn = false;
  1536. }
  1537. else
  1538. waitForAllDialogs();
  1539. GH.curInt = previousInterface;
  1540. LOCPLINT = previousInterface;
  1541. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1542. {
  1543. if(adventureInt)
  1544. {
  1545. GH.terminate_cond->setn(true);
  1546. adventureInt->deactivate();
  1547. if (GH.topInt() == adventureInt)
  1548. GH.popInt(adventureInt);
  1549. adventureInt.reset();
  1550. }
  1551. }
  1552. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1553. {
  1554. // end game if current human player has won
  1555. CSH->sendClientDisconnecting();
  1556. requestReturningToMainMenu(true);
  1557. }
  1558. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1559. {
  1560. //all human players eliminated
  1561. CSH->sendClientDisconnecting();
  1562. requestReturningToMainMenu(false);
  1563. }
  1564. if (GH.curInt == this) GH.curInt = nullptr;
  1565. }
  1566. else
  1567. {
  1568. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1569. {
  1570. std::string str = victoryLossCheckResult.messageToSelf;
  1571. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1572. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1573. }
  1574. }
  1575. }
  1576. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1577. {
  1578. EVENT_HANDLER_CALLED_BY_CLIENT;
  1579. }
  1580. void CPlayerInterface::showPuzzleMap()
  1581. {
  1582. EVENT_HANDLER_CALLED_BY_CLIENT;
  1583. waitWhileDialog();
  1584. //TODO: interface should not know the real position of Grail...
  1585. double ratio = 0;
  1586. int3 grailPos = cb->getGrailPos(&ratio);
  1587. GH.pushIntT<CPuzzleWindow>(grailPos, ratio);
  1588. }
  1589. void CPlayerInterface::viewWorldMap()
  1590. {
  1591. adventureInt->changeMode(EAdvMapMode::WORLD_VIEW, 0.36F);
  1592. }
  1593. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1594. {
  1595. EVENT_HANDLER_CALLED_BY_CLIENT;
  1596. if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
  1597. GH.popInts(1);
  1598. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1599. eraseCurrentPathOf(caster, false);
  1600. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1601. if(spellID == SpellID::VIEW_EARTH)
  1602. {
  1603. //TODO: implement on server side
  1604. const auto level = caster->getSpellSchoolLevel(spell);
  1605. adventureInt->worldViewOptions.showAllTerrain = (level > 2);
  1606. }
  1607. auto castSoundPath = spell->getCastSound();
  1608. if(!castSoundPath.empty())
  1609. CCS->soundh->playSound(castSoundPath);
  1610. }
  1611. void CPlayerInterface::eraseCurrentPathOf(const CGHeroInstance * ho, bool checkForExistanceOfPath)
  1612. {
  1613. if (checkForExistanceOfPath)
  1614. {
  1615. assert(vstd::contains(paths, ho));
  1616. }
  1617. else if (!vstd::contains(paths, ho))
  1618. {
  1619. return;
  1620. }
  1621. assert(ho == adventureInt->selection);
  1622. paths.erase(ho);
  1623. adventureInt->terrain->currentPath = nullptr;
  1624. adventureInt->updateMoveHero(ho, false);
  1625. }
  1626. void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
  1627. {
  1628. adventureInt->terrain->currentPath->nodes.erase(adventureInt->terrain->currentPath->nodes.end()-1);
  1629. 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
  1630. eraseCurrentPathOf(ho);
  1631. }
  1632. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1633. {
  1634. if (vstd::contains(paths,h)) //hero has assigned path
  1635. {
  1636. CGPath &path = paths[h];
  1637. if (!path.nodes.size())
  1638. {
  1639. logGlobal->warn("Warning: empty path found...");
  1640. paths.erase(h);
  1641. }
  1642. else
  1643. {
  1644. assert(h->visitablePos() == path.startPos());
  1645. //update the hero path in case of something has changed on map
  1646. if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
  1647. return &path;
  1648. else
  1649. paths.erase(h);
  1650. }
  1651. }
  1652. return nullptr;
  1653. }
  1654. void CPlayerInterface::acceptTurn()
  1655. {
  1656. if (settings["session"]["autoSkip"].Bool())
  1657. {
  1658. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  1659. iw->close();
  1660. }
  1661. if(CSH->howManyPlayerInterfaces() > 1)
  1662. {
  1663. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  1664. adventureInt->startTurn();
  1665. }
  1666. adventureInt->initializeNewTurn();
  1667. // warn player if he has no town
  1668. if (cb->howManyTowns() == 0)
  1669. {
  1670. auto playerColor = *cb->getPlayerID();
  1671. std::vector<Component> components;
  1672. components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
  1673. MetaString text;
  1674. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  1675. if(optDaysWithoutCastle)
  1676. {
  1677. auto daysWithoutCastle = optDaysWithoutCastle.get();
  1678. if (daysWithoutCastle < 6)
  1679. {
  1680. 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.
  1681. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1682. text.addReplacement(7 - daysWithoutCastle);
  1683. }
  1684. else if (daysWithoutCastle == 6)
  1685. {
  1686. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1687. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1688. }
  1689. showInfoDialogAndWait(components, text);
  1690. }
  1691. else
  1692. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  1693. }
  1694. }
  1695. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1696. {
  1697. int msgToShow = -1;
  1698. const bool isBlocked = CGI->mh->hasObjectHole(h->visitablePos()); // Don't dig in the pit.
  1699. const auto diggingStatus = isBlocked
  1700. ? EDiggingStatus::TILE_OCCUPIED
  1701. : h->diggingStatus().num;
  1702. switch(diggingStatus)
  1703. {
  1704. case EDiggingStatus::CAN_DIG:
  1705. break;
  1706. case EDiggingStatus::LACK_OF_MOVEMENT:
  1707. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1708. break;
  1709. case EDiggingStatus::TILE_OCCUPIED:
  1710. msgToShow = 97; //Try searching on clear ground.
  1711. break;
  1712. case EDiggingStatus::WRONG_TERRAIN:
  1713. msgToShow = 60; ////Try looking on land!
  1714. break;
  1715. default:
  1716. assert(0);
  1717. }
  1718. if(msgToShow < 0)
  1719. cb->dig(h);
  1720. else
  1721. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1722. }
  1723. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1724. {
  1725. adventureInt->infoBar->showSelection();
  1726. }
  1727. void CPlayerInterface::battleNewRoundFirst( int round )
  1728. {
  1729. EVENT_HANDLER_CALLED_BY_CLIENT;
  1730. BATTLE_EVENT_POSSIBLE_RETURN;
  1731. battleInt->newRoundFirst(round);
  1732. }
  1733. void CPlayerInterface::stopMovement()
  1734. {
  1735. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1736. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1737. }
  1738. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1739. {
  1740. EVENT_HANDLER_CALLED_BY_CLIENT;
  1741. if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  1742. {
  1743. //EEMarketMode mode = market->availableModes().front();
  1744. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1745. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1746. else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1747. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1748. }
  1749. else
  1750. {
  1751. GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1752. }
  1753. }
  1754. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1755. {
  1756. EVENT_HANDLER_CALLED_BY_CLIENT;
  1757. GH.pushIntT<CUniversityWindow>(visitor, market);
  1758. }
  1759. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1760. {
  1761. EVENT_HANDLER_CALLED_BY_CLIENT;
  1762. GH.pushIntT<CHillFortWindow>(visitor, object);
  1763. }
  1764. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1765. {
  1766. EVENT_HANDLER_CALLED_BY_CLIENT;
  1767. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
  1768. cmw->artifactsChanged(false);
  1769. }
  1770. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1771. {
  1772. EVENT_HANDLER_CALLED_BY_CLIENT;
  1773. GH.pushIntT<CTavernWindow>(townOrTavern);
  1774. }
  1775. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1776. {
  1777. EVENT_HANDLER_CALLED_BY_CLIENT;
  1778. GH.pushIntT<CThievesGuildWindow>(obj);
  1779. }
  1780. void CPlayerInterface::showQuestLog()
  1781. {
  1782. EVENT_HANDLER_CALLED_BY_CLIENT;
  1783. GH.pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1784. }
  1785. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1786. {
  1787. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1788. {
  1789. MetaString txt;
  1790. obj->getProblemText(txt);
  1791. showInfoDialog(txt.toString());
  1792. }
  1793. else
  1794. showShipyardDialog(obj);
  1795. }
  1796. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1797. {
  1798. CCS->soundh->ambientStopAllChannels();
  1799. if(won && cb->getStartInfo()->campState)
  1800. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1801. else
  1802. GH.pushUserEvent(EUserEvent::RETURN_TO_MAIN_MENU);
  1803. }
  1804. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1805. {
  1806. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1807. if(hero)
  1808. {
  1809. auto art = hero->getArt(al.slot);
  1810. if(art == nullptr)
  1811. {
  1812. logGlobal->error("artifact location %d points to nothing",
  1813. al.slot.num);
  1814. return;
  1815. }
  1816. CHeroArtPlace::askToAssemble(art, al.slot, hero);
  1817. }
  1818. }
  1819. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1820. {
  1821. EVENT_HANDLER_CALLED_BY_CLIENT;
  1822. adventureInt->infoBar->showSelection();
  1823. askToAssembleArtifact(al);
  1824. }
  1825. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1826. {
  1827. EVENT_HANDLER_CALLED_BY_CLIENT;
  1828. adventureInt->infoBar->showSelection();
  1829. for(auto isa : GH.listInt)
  1830. {
  1831. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1832. if (artWin)
  1833. artWin->artifactRemoved(al);
  1834. }
  1835. waitWhileDialog();
  1836. }
  1837. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1838. {
  1839. EVENT_HANDLER_CALLED_BY_CLIENT;
  1840. adventureInt->infoBar->showSelection();
  1841. bool redraw = true;
  1842. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1843. if(numOfMovedArts != 0)
  1844. {
  1845. numOfMovedArts--;
  1846. if(numOfMovedArts != 0)
  1847. redraw = false;
  1848. }
  1849. for(auto isa : GH.listInt)
  1850. {
  1851. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1852. if (artWin)
  1853. artWin->artifactMoved(src, dst, redraw);
  1854. }
  1855. waitWhileDialog();
  1856. }
  1857. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1858. {
  1859. numOfMovedArts = numOfArts;
  1860. }
  1861. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1862. {
  1863. EVENT_HANDLER_CALLED_BY_CLIENT;
  1864. adventureInt->infoBar->showSelection();
  1865. for(auto isa : GH.listInt)
  1866. {
  1867. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1868. if (artWin)
  1869. artWin->artifactAssembled(al);
  1870. }
  1871. }
  1872. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1873. {
  1874. EVENT_HANDLER_CALLED_BY_CLIENT;
  1875. adventureInt->infoBar->showSelection();
  1876. for(auto isa : GH.listInt)
  1877. {
  1878. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1879. if (artWin)
  1880. artWin->artifactDisassembled(al);
  1881. }
  1882. }
  1883. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  1884. {
  1885. EVENT_HANDLER_CALLED_BY_CLIENT;
  1886. if (!vstd::contains (GH.listInt, adventureInt))
  1887. {
  1888. GH.popInts ((int)GH.listInt.size()); //after map load - remove everything else
  1889. GH.pushInt (adventureInt);
  1890. }
  1891. else
  1892. {
  1893. adventureInt->infoBar->showSelection();
  1894. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get())) //don't remove dialogs that expect query answer
  1895. GH.popInts(1);
  1896. }
  1897. if(CSH->howManyPlayerInterfaces() == 1)
  1898. {
  1899. GH.curInt = this;
  1900. adventureInt->startTurn();
  1901. }
  1902. if (player != playerID && this == LOCPLINT)
  1903. {
  1904. waitWhileDialog();
  1905. adventureInt->aiTurnStarted();
  1906. }
  1907. }
  1908. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1909. {
  1910. while(!dialogs.empty())
  1911. {
  1912. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1913. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1914. }
  1915. waitWhileDialog(unlockPim);
  1916. }
  1917. void CPlayerInterface::proposeLoadingGame()
  1918. {
  1919. showYesNoDialog(CGI->generaltexth->allTexts[68], [](){ GH.pushUserEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
  1920. }
  1921. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  1922. {
  1923. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  1924. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  1925. }
  1926. bool CPlayerInterface::capturedAllEvents()
  1927. {
  1928. if (duringMovement)
  1929. {
  1930. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1931. return true;
  1932. }
  1933. if (ignoreEvents)
  1934. {
  1935. boost::unique_lock<boost::mutex> un(eventsM);
  1936. while(!SDLEventsQueue.empty())
  1937. {
  1938. SDLEventsQueue.pop();
  1939. }
  1940. return true;
  1941. }
  1942. return false;
  1943. }
  1944. void CPlayerInterface::setMovementStatus(bool value)
  1945. {
  1946. duringMovement = value;
  1947. if (value)
  1948. {
  1949. CCS->curh->hide();
  1950. }
  1951. else
  1952. {
  1953. CCS->curh->show();
  1954. }
  1955. }
  1956. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1957. {
  1958. int i = 1;
  1959. auto getObj = [&](int3 coord, bool ignoreHero)
  1960. {
  1961. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1962. };
  1963. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  1964. {
  1965. if (action != CGPathNode::TELEPORT_NORMAL &&
  1966. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  1967. action != CGPathNode::TELEPORT_BATTLE)
  1968. {
  1969. return false;
  1970. }
  1971. return true;
  1972. };
  1973. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1974. {
  1975. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1976. return nextObjectTop;
  1977. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1978. CGTeleport::isConnected(currentObject, nextObject))
  1979. {
  1980. return nextObject;
  1981. }
  1982. return nullptr;
  1983. };
  1984. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1985. stillMoveHero.data = CONTINUE_MOVE;
  1986. auto doMovement = [&](int3 dst, bool transit)
  1987. {
  1988. stillMoveHero.data = WAITING_MOVE;
  1989. cb->moveHero(h, dst, transit);
  1990. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1991. stillMoveHero.cond.wait(un);
  1992. };
  1993. {
  1994. for (auto & elem : path.nodes)
  1995. elem.coord = h->convertFromVisitablePos(elem.coord);
  1996. TerrainId currentTerrain = ETerrainId::NONE;
  1997. TerrainId newTerrain;
  1998. bool wasOnRoad = true;
  1999. int sh = -1;
  2000. auto canStop = [&](CGPathNode * node) -> bool
  2001. {
  2002. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  2003. return true;
  2004. if (node->accessible == CGPathNode::ACCESSIBLE)
  2005. return true;
  2006. return false;
  2007. };
  2008. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  2009. {
  2010. int3 prevCoord = path.nodes[i].coord;
  2011. int3 nextCoord = path.nodes[i-1].coord;
  2012. auto prevRoad = cb->getTile(h->convertToVisitablePos(prevCoord))->roadType;
  2013. auto nextRoad = cb->getTile(h->convertToVisitablePos(nextCoord))->roadType;
  2014. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  2015. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  2016. auto nextObjectTop = getObj(nextCoord, false);
  2017. auto nextObject = getObj(nextCoord, true);
  2018. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  2019. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  2020. {
  2021. CCS->soundh->stopSound(sh);
  2022. destinationTeleport = destTeleportObj->id;
  2023. destinationTeleportPos = nextCoord;
  2024. doMovement(h->pos, false);
  2025. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
  2026. || path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
  2027. {
  2028. destinationTeleport = ObjectInstanceID();
  2029. destinationTeleportPos = int3(-1);
  2030. }
  2031. if(i != path.nodes.size() - 1)
  2032. {
  2033. if (movingOnRoad)
  2034. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSound, -1);
  2035. else
  2036. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSoundPenalty, -1);
  2037. }
  2038. continue;
  2039. }
  2040. if (path.nodes[i-1].turns)
  2041. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  2042. stillMoveHero.data = STOP_MOVE;
  2043. break;
  2044. }
  2045. // Start a new sound for the hero movement or let the existing one carry on.
  2046. #if 0
  2047. // TODO
  2048. if (hero is flying && sh == -1)
  2049. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  2050. #endif
  2051. {
  2052. newTerrain = cb->getTile(h->convertToVisitablePos(prevCoord))->terType->getId();
  2053. if(newTerrain != currentTerrain || wasOnRoad != movingOnRoad)
  2054. {
  2055. CCS->soundh->stopSound(sh);
  2056. if (movingOnRoad)
  2057. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSound, -1);
  2058. else
  2059. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSoundPenalty, -1);
  2060. currentTerrain = newTerrain;
  2061. wasOnRoad = movingOnRoad;
  2062. }
  2063. }
  2064. 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
  2065. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  2066. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  2067. bool useTransit = false;
  2068. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  2069. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  2070. || CGTeleport::isTeleport(nextObjectTop)))
  2071. { // Hero should be able to go through object if it's allow transit
  2072. useTransit = true;
  2073. }
  2074. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  2075. useTransit = true;
  2076. doMovement(endpos, useTransit);
  2077. logGlobal->trace("Resuming %s", __FUNCTION__);
  2078. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  2079. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  2080. break;
  2081. }
  2082. CCS->soundh->stopSound(sh);
  2083. }
  2084. //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
  2085. if (!showingDialog->get())
  2086. GH.fakeMouseMove();
  2087. //todo: this should be in main thread
  2088. if (adventureInt)
  2089. {
  2090. // (i == 0) means hero went through all the path
  2091. adventureInt->updateMoveHero(h, (i != 0));
  2092. adventureInt->updateNextHero(h);
  2093. // ugly workaround to force instant update of adventure map
  2094. adventureInt->animValHitCount = 8;
  2095. }
  2096. setMovementStatus(false);
  2097. }
  2098. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
  2099. {
  2100. EVENT_HANDLER_CALLED_BY_CLIENT;
  2101. //TODO: showWorldViewEx
  2102. std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));
  2103. viewWorldMap();
  2104. }
  2105. void CPlayerInterface::updateAmbientSounds(bool resetAll)
  2106. {
  2107. if(castleInt || battleInt || !makingTurn || !currentSelection)
  2108. {
  2109. CCS->soundh->ambientStopAllChannels();
  2110. return;
  2111. }
  2112. else if(!dynamic_cast<CAdvMapInt *>(GH.topInt().get()))
  2113. {
  2114. return;
  2115. }
  2116. if(resetAll)
  2117. CCS->soundh->ambientStopAllChannels();
  2118. std::map<std::string, int> currentSounds;
  2119. auto updateSounds = [&](std::string soundId, int distance) -> void
  2120. {
  2121. if(vstd::contains(currentSounds, soundId))
  2122. currentSounds[soundId] = std::max(currentSounds[soundId], distance);
  2123. else
  2124. currentSounds.insert(std::make_pair(soundId, distance));
  2125. };
  2126. int3 pos = currentSelection->getSightCenter();
  2127. std::unordered_set<int3, ShashInt3> tiles;
  2128. cb->getVisibleTilesInRange(tiles, pos, CCS->soundh->ambientGetRange(), int3::DIST_CHEBYSHEV);
  2129. for(int3 tile : tiles)
  2130. {
  2131. int dist = pos.dist(tile, int3::DIST_CHEBYSHEV);
  2132. // We want sound for every special terrain on tile and not just one on top
  2133. for(auto & ttObj : CGI->mh->ttiles[tile.z][tile.x][tile.y].objects)
  2134. {
  2135. if(ttObj.ambientSound)
  2136. updateSounds(ttObj.ambientSound.get(), dist);
  2137. }
  2138. if(CGI->mh->map->isCoastalTile(tile))
  2139. updateSounds("LOOPOCEA", dist);
  2140. }
  2141. CCS->soundh->ambientUpdateChannels(currentSounds);
  2142. }