CPlayerInterface.cpp 93 KB

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  1. #include "StdInc.h"
  2. #include "windows/CAdvmapInterface.h"
  3. #include "battle/CBattleInterface.h"
  4. #include "battle/CBattleInterfaceClasses.h"
  5. #include "../CCallback.h"
  6. #include "windows/CCastleInterface.h"
  7. #include "gui/CCursorHandler.h"
  8. #include "windows/CKingdomInterface.h"
  9. #include "CGameInfo.h"
  10. #include "windows/CHeroWindow.h"
  11. #include "windows/CCreatureWindow.h"
  12. #include "windows/CQuestLog.h"
  13. #include "CMessage.h"
  14. #include "CPlayerInterface.h"
  15. #include "gui/SDL_Extensions.h"
  16. #include "widgets/CComponent.h"
  17. #include "windows/CTradeWindow.h"
  18. #include "../lib/CConfigHandler.h"
  19. #include "battle/CCreatureAnimation.h"
  20. #include "Graphics.h"
  21. #include "windows/GUIClasses.h"
  22. #include "../lib/CArtHandler.h"
  23. #include "../lib/CGeneralTextHandler.h"
  24. #include "../lib/CHeroHandler.h"
  25. #include "../lib/Connection.h"
  26. #include "../lib/spells/CSpellHandler.h"
  27. #include "../lib/CTownHandler.h"
  28. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  29. #include "../lib/BattleState.h"
  30. #include "../lib/JsonNode.h"
  31. #include "CMusicHandler.h"
  32. #include "../lib/CondSh.h"
  33. #include "../lib/NetPacks.h"
  34. #include "../lib/mapping/CMap.h"
  35. #include "../lib/VCMIDirs.h"
  36. #include "mapHandler.h"
  37. #include "../lib/CStopWatch.h"
  38. #include "../lib/StartInfo.h"
  39. #include "../lib/CGameState.h"
  40. #include "../lib/CPlayerState.h"
  41. #include "../lib/GameConstants.h"
  42. #include "gui/CGuiHandler.h"
  43. #include "windows/InfoWindows.h"
  44. #include "../lib/UnlockGuard.h"
  45. #include <SDL.h>
  46. /*
  47. * CPlayerInterface.cpp, part of VCMI engine
  48. *
  49. * Authors: listed in file AUTHORS in main folder
  50. *
  51. * License: GNU General Public License v2.0 or later
  52. * Full text of license available in license.txt file, in main folder
  53. *
  54. */
  55. // The macro below is used to mark functions that are called by client when game state changes.
  56. // They all assume that CPlayerInterface::pim mutex is locked.
  57. #define EVENT_HANDLER_CALLED_BY_CLIENT
  58. // The macro marks functions that are run on a new thread by client.
  59. // They do not own any mutexes intiially.
  60. #define THREAD_CREATED_BY_CLIENT
  61. #define RETURN_IF_QUICK_COMBAT \
  62. if(isAutoFightOn && !battleInt) \
  63. return;
  64. #define BATTLE_EVENT_POSSIBLE_RETURN\
  65. if(LOCPLINT != this) \
  66. return; \
  67. RETURN_IF_QUICK_COMBAT
  68. using namespace CSDL_Ext;
  69. void processCommand(const std::string &message, CClient *&client);
  70. extern std::queue<SDL_Event> events;
  71. extern boost::mutex eventsM;
  72. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  73. CPlayerInterface * LOCPLINT;
  74. CBattleInterface * CPlayerInterface::battleInt;
  75. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  76. CondSh<EMoveState> stillMoveHero; //used during hero movement
  77. int CPlayerInterface::howManyPeople = 0;
  78. static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
  79. {
  80. return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
  81. }
  82. CPlayerInterface::CPlayerInterface(PlayerColor Player)
  83. {
  84. logGlobal->traceStream() << "\tHuman player interface for player " << Player << " being constructed";
  85. destinationTeleport = ObjectInstanceID();
  86. destinationTeleportPos = int3(-1);
  87. observerInDuelMode = false;
  88. howManyPeople++;
  89. GH.defActionsDef = 0;
  90. LOCPLINT = this;
  91. curAction = nullptr;
  92. playerID=Player;
  93. human=true;
  94. currentSelection = nullptr;
  95. castleInt = nullptr;
  96. battleInt = nullptr;
  97. //pim = new boost::recursive_mutex;
  98. makingTurn = false;
  99. showingDialog = new CondSh<bool>(false);
  100. cingconsole = new CInGameConsole;
  101. GH.terminate_cond.set(false);
  102. firstCall = 1; //if loading will be overwritten in serialize
  103. autosaveCount = 0;
  104. isAutoFightOn = false;
  105. duringMovement = false;
  106. ignoreEvents = false;
  107. }
  108. CPlayerInterface::~CPlayerInterface()
  109. {
  110. logGlobal->traceStream() << "\tHuman player interface for player " << playerID << " being destructed";
  111. //howManyPeople--;
  112. //delete pim;
  113. //vstd::clear_pointer(pim);
  114. delete showingDialog;
  115. delete cingconsole;
  116. if(LOCPLINT == this)
  117. LOCPLINT = nullptr;
  118. }
  119. void CPlayerInterface::init(std::shared_ptr<CCallback> CB)
  120. {
  121. cb = CB;
  122. if(observerInDuelMode)
  123. return;
  124. if(!towns.size() && !wanderingHeroes.size())
  125. initializeHeroTownList();
  126. // always recreate advmap interface to avoid possible memory-corruption bugs
  127. if(adventureInt)
  128. delete adventureInt;
  129. adventureInt = new CAdvMapInt();
  130. }
  131. void CPlayerInterface::yourTurn()
  132. {
  133. EVENT_HANDLER_CALLED_BY_CLIENT;
  134. {
  135. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  136. LOCPLINT = this;
  137. GH.curInt = this;
  138. adventureInt->selection = nullptr;
  139. std::string prefix = "";
  140. if(settings["testing"]["enabled"].Bool())
  141. {
  142. prefix = settings["testing"]["prefix"].String();
  143. }
  144. if(firstCall)
  145. {
  146. if(howManyPeople == 1)
  147. adventureInt->setPlayer(playerID);
  148. autosaveCount = getLastIndex(prefix + "Autosave_");
  149. if(firstCall > 0) //new game, not loaded
  150. {
  151. int index = getLastIndex(prefix + "Newgame_");
  152. index %= SAVES_COUNT;
  153. cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  154. }
  155. firstCall = 0;
  156. }
  157. else if(settings["testing"].isNull() || cb->getDate() % static_cast<int>(settings["testing"]["savefrequency"].Float()) == 0)
  158. {
  159. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  160. autosaveCount %= 5;
  161. }
  162. if(adventureInt->player != playerID)
  163. adventureInt->setPlayer(playerID);
  164. if(howManyPeople > 1) //hot seat message
  165. {
  166. adventureInt->startHotSeatWait(playerID);
  167. makingTurn = true;
  168. std::string msg = CGI->generaltexth->allTexts[13];
  169. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  170. std::vector<CComponent*> cmp;
  171. cmp.push_back(new CComponent(CComponent::flag, playerID.getNum(), 0));
  172. showInfoDialog(msg, cmp);
  173. }
  174. else
  175. {
  176. makingTurn = true;
  177. adventureInt->startTurn();
  178. }
  179. }
  180. acceptTurn();
  181. }
  182. STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const ObjectInstanceID & hid)
  183. {
  184. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  185. for(auto & elem : hlp.objects)
  186. if(elem.obj && elem.obj->id == hid)
  187. {
  188. elem.rect = r;
  189. return;
  190. }
  191. }
  192. STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const ObjectInstanceID & hid)
  193. {
  194. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  195. for(int h=0; h<hlp.objects.size(); ++h)
  196. if(hlp.objects[h].obj && hlp.objects[h].obj->id == hid)
  197. {
  198. hlp.objects.erase(hlp.objects.begin()+h);
  199. return;
  200. }
  201. }
  202. void CPlayerInterface::heroMoved(const TryMoveHero & details)
  203. {
  204. EVENT_HANDLER_CALLED_BY_CLIENT;
  205. waitWhileDialog();
  206. if(LOCPLINT != this)
  207. return;
  208. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  209. int3 hp = details.start;
  210. if(!hero)
  211. {
  212. //AI hero left the visible area (we can't obtain info)
  213. //TODO very evil workaround -> retrieve pointer to hero so we could animate it
  214. // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
  215. const TerrainTile2 &tile = CGI->mh->ttiles[hp.x-1][hp.y][hp.z];
  216. for(auto & elem : tile.objects)
  217. if(elem.obj && elem.obj->id == details.id)
  218. hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
  219. if(!hero) //still nothing...
  220. return;
  221. }
  222. bool directlyAttackingCreature =
  223. details.attackedFrom
  224. && adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
  225. && adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
  226. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  227. {
  228. //We may need to change music - select new track, music handler will change it if needed
  229. CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType, true);
  230. if(details.result == TryMoveHero::TELEPORTATION)
  231. {
  232. if(adventureInt->terrain.currentPath)
  233. {
  234. assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
  235. std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
  236. if((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
  237. && (nodesIt-1)->coord == CGHeroInstance::convertPosition(details.end, false))
  238. {
  239. //path was between entrance and exit of teleport -> OK, erase node as usual
  240. removeLastNodeFromPath(hero);
  241. }
  242. else
  243. {
  244. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  245. eraseCurrentPathOf(hero);
  246. }
  247. }
  248. adventureInt->centerOn(hero, true); //actualizing screen pos
  249. adventureInt->minimap.redraw();
  250. adventureInt->heroList.update(hero);
  251. return; //teleport - no fancy moving animation
  252. //TODO: smooth disappear / appear effect
  253. }
  254. if (hero->pos != details.end //hero didn't change tile but visit succeeded
  255. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  256. {
  257. eraseCurrentPathOf(hero, false);
  258. }
  259. else if(adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
  260. {
  261. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  262. removeLastNodeFromPath(hero);
  263. }
  264. }
  265. if (details.result != TryMoveHero::SUCCESS) //hero failed to move
  266. {
  267. hero->isStanding = true;
  268. stillMoveHero.setn(STOP_MOVE);
  269. GH.totalRedraw();
  270. adventureInt->heroList.update(hero);
  271. return;
  272. }
  273. ui32 speed;
  274. if (makingTurn) // our turn, our hero moves
  275. speed = settings["adventure"]["heroSpeed"].Float();
  276. else
  277. speed = settings["adventure"]["enemySpeed"].Float();
  278. if (speed == 0)
  279. {
  280. //FIXME: is this a proper solution?
  281. CGI->mh->hideObject(hero);
  282. CGI->mh->printObject(hero);
  283. return; // no animation
  284. }
  285. adventureInt->centerOn(hero); //actualizing screen pos
  286. adventureInt->minimap.redraw();
  287. adventureInt->heroList.redraw();
  288. initMovement(details, hero, hp);
  289. //first initializing done
  290. GH.mainFPSmng->framerateDelay(); // after first move
  291. //main moving
  292. for(int i=1; i<32; i+=2*speed)
  293. {
  294. movementPxStep(details, i, hp, hero);
  295. adventureInt->updateScreen = true;
  296. adventureInt->show(screen);
  297. {
  298. //evil returns here ...
  299. //todo: get rid of it
  300. logGlobal->traceStream() << "before [un]locks in " << __FUNCTION__;
  301. auto unlockPim = vstd::makeUnlockGuard(*pim); //let frame to be rendered
  302. GH.mainFPSmng->framerateDelay(); //for animation purposes
  303. logGlobal->traceStream() << "after [un]locks in " << __FUNCTION__;
  304. }
  305. //CSDL_Ext::update(screen);
  306. } //for(int i=1; i<32; i+=4)
  307. //main moving done
  308. //finishing move
  309. finishMovement(details, hp, hero);
  310. hero->isStanding = true;
  311. //move finished
  312. adventureInt->minimap.redraw();
  313. adventureInt->heroList.update(hero);
  314. //check if user cancelled movement
  315. {
  316. boost::unique_lock<boost::mutex> un(eventsM);
  317. while(!events.empty())
  318. {
  319. SDL_Event ev = events.front();
  320. events.pop();
  321. switch(ev.type)
  322. {
  323. case SDL_MOUSEBUTTONDOWN:
  324. stillMoveHero.setn(STOP_MOVE);
  325. break;
  326. case SDL_KEYDOWN:
  327. if(ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  328. stillMoveHero.setn(STOP_MOVE);
  329. break;
  330. }
  331. }
  332. }
  333. if(stillMoveHero.get() == WAITING_MOVE)
  334. stillMoveHero.setn(DURING_MOVE);
  335. // Hero attacked creature directly, set direction to face it.
  336. if (directlyAttackingCreature) {
  337. // Get direction to attacker.
  338. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  339. static const ui8 dirLookup[3][3] = {
  340. { 1, 2, 3 },
  341. { 8, 0, 4 },
  342. { 7, 6, 5 }
  343. };
  344. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  345. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  346. }
  347. }
  348. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  349. {
  350. EVENT_HANDLER_CALLED_BY_CLIENT;
  351. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID);
  352. const CArmedInstance *newSelection = nullptr;
  353. if (makingTurn)
  354. {
  355. //find new object for selection: either hero
  356. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  357. if (next >= 0)
  358. newSelection = wanderingHeroes[next];
  359. //or town
  360. if (!newSelection || newSelection == hero)
  361. {
  362. if (towns.empty())
  363. newSelection = nullptr;
  364. else
  365. newSelection = towns.front();
  366. }
  367. }
  368. wanderingHeroes -= hero;
  369. if(vstd::contains(paths, hero))
  370. paths.erase(hero);
  371. adventureInt->heroList.update(hero);
  372. if (makingTurn && newSelection)
  373. adventureInt->select(newSelection, true);
  374. else if(adventureInt->selection == hero)
  375. adventureInt->selection = nullptr;
  376. }
  377. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  378. {
  379. EVENT_HANDLER_CALLED_BY_CLIENT;
  380. wanderingHeroes.push_back(hero);
  381. adventureInt->heroList.update(hero);
  382. }
  383. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  384. {
  385. if (castleInt)
  386. castleInt->close();
  387. castleInt = new CCastleInterface(town);
  388. GH.pushInt(castleInt);
  389. }
  390. int3 CPlayerInterface::repairScreenPos(int3 pos)
  391. {
  392. if(pos.x<-CGI->mh->frameW)
  393. pos.x = -CGI->mh->frameW;
  394. if(pos.y<-CGI->mh->frameH)
  395. pos.y = -CGI->mh->frameH;
  396. if(pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
  397. pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
  398. if(pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
  399. pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
  400. return pos;
  401. }
  402. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  403. {
  404. EVENT_HANDLER_CALLED_BY_CLIENT;
  405. if(which == 4)
  406. {
  407. if(CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))
  408. ctw->setExpToLevel();
  409. }
  410. else if(which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  411. updateInfo(hero);
  412. }
  413. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  414. {
  415. EVENT_HANDLER_CALLED_BY_CLIENT;
  416. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt());
  417. if(cuw) //university window is open
  418. {
  419. GH.totalRedraw();
  420. }
  421. }
  422. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  423. {
  424. EVENT_HANDLER_CALLED_BY_CLIENT;
  425. updateInfo(hero);
  426. if(makingTurn && hero->tempOwner == playerID)
  427. adventureInt->heroList.update(hero);
  428. }
  429. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  430. {
  431. EVENT_HANDLER_CALLED_BY_CLIENT;
  432. if(makingTurn && hero->tempOwner == playerID)
  433. adventureInt->heroList.update(hero);
  434. }
  435. void CPlayerInterface::receivedResource(int type, int val)
  436. {
  437. EVENT_HANDLER_CALLED_BY_CLIENT;
  438. if(CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
  439. mw->resourceChanged(type, val);
  440. GH.totalRedraw();
  441. }
  442. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  443. {
  444. EVENT_HANDLER_CALLED_BY_CLIENT;
  445. waitWhileDialog();
  446. CCS->soundh->playSound(soundBase::heroNewLevel);
  447. CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,
  448. [=](ui32 selection){ cb->selectionMade(selection, queryID); });
  449. GH.pushInt(lw);
  450. }
  451. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  452. {
  453. EVENT_HANDLER_CALLED_BY_CLIENT;
  454. waitWhileDialog();
  455. CCS->soundh->playSound(soundBase::heroNewLevel);
  456. GH.pushInt(new CStackWindow(commander, skills, [=](ui32 selection)
  457. {
  458. cb->selectionMade(selection, queryID);
  459. }));
  460. }
  461. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  462. {
  463. EVENT_HANDLER_CALLED_BY_CLIENT;
  464. updateInfo(town);
  465. if(town->garrisonHero) //wandering hero moved to the garrison
  466. {
  467. CGI->mh->hideObject(town->garrisonHero);
  468. if(town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
  469. wanderingHeroes -= town->garrisonHero;
  470. }
  471. if(town->visitingHero) //hero leaves garrison
  472. {
  473. CGI->mh->printObject(town->visitingHero);
  474. if(town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
  475. wanderingHeroes.push_back(town->visitingHero);
  476. }
  477. adventureInt->heroList.update();
  478. adventureInt->updateNextHero(nullptr);
  479. if(CCastleInterface *c = castleInt)
  480. {
  481. c->garr->selectSlot(nullptr);
  482. c->garr->setArmy(town->getUpperArmy(), 0);
  483. c->garr->setArmy(town->visitingHero, 1);
  484. c->garr->recreateSlots();
  485. c->heroes->update();
  486. }
  487. for(IShowActivatable *isa : GH.listInt)
  488. {
  489. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  490. if (ki)
  491. {
  492. ki->townChanged(town);
  493. ki->updateGarrisons();
  494. }
  495. }
  496. GH.totalRedraw();
  497. }
  498. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  499. {
  500. EVENT_HANDLER_CALLED_BY_CLIENT;
  501. if(hero->tempOwner != playerID )
  502. return;
  503. waitWhileDialog();
  504. openTownWindow(town);
  505. }
  506. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  507. {
  508. boost::unique_lock<boost::recursive_mutex> un(*pim);
  509. for(auto object : objs)
  510. updateInfo(object);
  511. for(auto & elem : GH.listInt)
  512. {
  513. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem);
  514. if (cgh)
  515. cgh->updateGarrisons();
  516. if(CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem))
  517. {
  518. if(vstd::contains(objs, cmw->hero))
  519. cmw->garrisonChanged();
  520. }
  521. }
  522. GH.totalRedraw();
  523. }
  524. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  525. {
  526. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  527. }
  528. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  529. {
  530. EVENT_HANDLER_CALLED_BY_CLIENT;
  531. switch (buildingID)
  532. {
  533. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  534. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  535. case BuildingID::RESOURCE_SILO:
  536. updateInfo(town);
  537. break;
  538. }
  539. if(castleInt)
  540. {
  541. castleInt->townlist->update(town);
  542. if(castleInt->town == town)
  543. {
  544. switch(what)
  545. {
  546. case 1:
  547. CCS->soundh->playSound(soundBase::newBuilding);
  548. castleInt->addBuilding(buildingID);
  549. break;
  550. case 2:
  551. castleInt->removeBuilding(buildingID);
  552. break;
  553. }
  554. }
  555. }
  556. adventureInt->townList.update(town);
  557. }
  558. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  559. {
  560. //Don't wait for dialogs when we are non-active hot-seat player
  561. if(LOCPLINT == this)
  562. waitForAllDialogs();
  563. }
  564. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  565. {
  566. EVENT_HANDLER_CALLED_BY_CLIENT;
  567. if(settings["adventure"]["quickCombat"].Bool())
  568. {
  569. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
  570. autofightingAI->init(cb);
  571. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  572. isAutoFightOn = true;
  573. cb->registerBattleInterface(autofightingAI);
  574. // Player shouldn't be able to move on adventure map if quick combat is going
  575. adventureInt->quickCombatLock();
  576. }
  577. //Don't wait for dialogs when we are non-active hot-seat player
  578. if(LOCPLINT == this)
  579. waitForAllDialogs();
  580. BATTLE_EVENT_POSSIBLE_RETURN;
  581. }
  582. void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
  583. {
  584. EVENT_HANDLER_CALLED_BY_CLIENT;
  585. BATTLE_EVENT_POSSIBLE_RETURN;
  586. for(auto & healedStack : healedStacks)
  587. {
  588. const CStack * healed = cb->battleGetStackByID(healedStack.first);
  589. if(battleInt->creAnims[healed->ID]->isDead())
  590. {
  591. //stack has been resurrected
  592. battleInt->creAnims[healed->ID]->setType(CCreatureAnim::HOLDING);
  593. }
  594. }
  595. if (lifeDrain)
  596. {
  597. const CStack *attacker = cb->battleGetStackByID(healedStacks[0].first, false);
  598. const CStack *defender = cb->battleGetStackByID(lifeDrainFrom, false);
  599. int textOff = 0;
  600. if (attacker)
  601. {
  602. battleInt->displayEffect(52, attacker->position); //TODO: transparency
  603. if (attacker->count > 1)
  604. {
  605. textOff += 1;
  606. }
  607. CCS->soundh->playSound(soundBase::DRAINLIF);
  608. //print info about life drain
  609. auto txt = boost::format (CGI->generaltexth->allTexts[361 + textOff]) % attacker->getCreature()->nameSing % healedStacks[0].second % defender->getCreature()->namePl;
  610. battleInt->console->addText(boost::to_string(txt));
  611. }
  612. }
  613. if (tentHeal)
  614. {
  615. std::string text = CGI->generaltexth->allTexts[414];
  616. boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(lifeDrainFrom, false)->getCreature()->nameSing);
  617. boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(healedStacks[0].first, false)->getCreature()->nameSing);
  618. boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(healedStacks[0].second));
  619. battleInt->console->addText(text);
  620. }
  621. }
  622. void CPlayerInterface::battleNewStackAppeared(const CStack * stack)
  623. {
  624. EVENT_HANDLER_CALLED_BY_CLIENT;
  625. BATTLE_EVENT_POSSIBLE_RETURN;
  626. battleInt->newStack(stack);
  627. }
  628. void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
  629. {
  630. EVENT_HANDLER_CALLED_BY_CLIENT;
  631. BATTLE_EVENT_POSSIBLE_RETURN;
  632. //update accessible hexes
  633. battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
  634. }
  635. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  636. {
  637. EVENT_HANDLER_CALLED_BY_CLIENT;
  638. BATTLE_EVENT_POSSIBLE_RETURN;
  639. battleInt->stackIsCatapulting(ca);
  640. }
  641. void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
  642. {
  643. EVENT_HANDLER_CALLED_BY_CLIENT;
  644. BATTLE_EVENT_POSSIBLE_RETURN;
  645. for(auto & elem : bsr.stackIDs) //for each removed stack
  646. {
  647. battleInt->stackRemoved(elem);
  648. }
  649. }
  650. 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
  651. {
  652. EVENT_HANDLER_CALLED_BY_CLIENT;
  653. BATTLE_EVENT_POSSIBLE_RETURN;
  654. battleInt->newRound(round);
  655. }
  656. void CPlayerInterface::actionStarted(const BattleAction &action)
  657. {
  658. EVENT_HANDLER_CALLED_BY_CLIENT;
  659. BATTLE_EVENT_POSSIBLE_RETURN;
  660. curAction = new BattleAction(action);
  661. battleInt->startAction(curAction);
  662. }
  663. void CPlayerInterface::actionFinished(const BattleAction &action)
  664. {
  665. EVENT_HANDLER_CALLED_BY_CLIENT;
  666. BATTLE_EVENT_POSSIBLE_RETURN;
  667. battleInt->endAction(curAction);
  668. delete curAction;
  669. curAction = nullptr;
  670. }
  671. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  672. {
  673. THREAD_CREATED_BY_CLIENT;
  674. logGlobal->traceStream() << "Awaiting command for " << stack->nodeName();
  675. auto stackId = stack->ID;
  676. auto stackName = stack->nodeName();
  677. if(autofightingAI)
  678. {
  679. if(isAutoFightOn)
  680. {
  681. auto ret = autofightingAI->activeStack(stack);
  682. if(isAutoFightOn)
  683. {
  684. return ret;
  685. }
  686. }
  687. cb->unregisterBattleInterface(autofightingAI);
  688. autofightingAI.reset();
  689. }
  690. CBattleInterface *b = battleInt;
  691. if (b->givenCommand->get())
  692. {
  693. logGlobal->errorStream() << "Command buffer must be clean! (we don't want to use old command)";
  694. vstd::clear_pointer(b->givenCommand->data);
  695. }
  696. {
  697. boost::unique_lock<boost::recursive_mutex> un(*pim);
  698. b->stackActivated(stack);
  699. //Regeneration & mana drain go there
  700. }
  701. //wait till BattleInterface sets its command
  702. boost::unique_lock<boost::mutex> lock(b->givenCommand->mx);
  703. while(!b->givenCommand->data)
  704. {
  705. b->givenCommand->cond.wait(lock);
  706. if(!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  707. throw boost::thread_interrupted(); //will shut the thread peacefully
  708. }
  709. //tidy up
  710. BattleAction ret = *(b->givenCommand->data);
  711. vstd::clear_pointer(b->givenCommand->data);
  712. if(ret.actionType == Battle::CANCEL)
  713. {
  714. if(stackId != ret.stackNumber)
  715. logGlobal->error("Not current active stack action canceled");
  716. logGlobal->traceStream() << "Canceled command for " << stackName;
  717. }
  718. else
  719. logGlobal->traceStream() << "Giving command for " << stackName;
  720. return ret;
  721. }
  722. void CPlayerInterface::battleEnd(const BattleResult *br)
  723. {
  724. EVENT_HANDLER_CALLED_BY_CLIENT;
  725. if(isAutoFightOn)
  726. {
  727. isAutoFightOn = false;
  728. cb->unregisterBattleInterface(autofightingAI);
  729. autofightingAI.reset();
  730. adventureInt->quickCombatUnlock();
  731. if(!battleInt)
  732. {
  733. SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
  734. auto resWindow = new CBattleResultWindow(*br, temp_rect, *this);
  735. GH.pushInt(resWindow);
  736. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  737. // Otherwise NewTurn causes freeze.
  738. waitWhileDialog();
  739. return;
  740. }
  741. }
  742. BATTLE_EVENT_POSSIBLE_RETURN;
  743. battleInt->battleFinished(*br);
  744. }
  745. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
  746. {
  747. EVENT_HANDLER_CALLED_BY_CLIENT;
  748. BATTLE_EVENT_POSSIBLE_RETURN;
  749. battleInt->stackMoved(stack, dest, distance);
  750. }
  751. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  752. {
  753. EVENT_HANDLER_CALLED_BY_CLIENT;
  754. BATTLE_EVENT_POSSIBLE_RETURN;
  755. battleInt->spellCast(sc);
  756. }
  757. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  758. {
  759. EVENT_HANDLER_CALLED_BY_CLIENT;
  760. BATTLE_EVENT_POSSIBLE_RETURN;
  761. battleInt->battleStacksEffectsSet(sse);
  762. }
  763. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  764. {
  765. EVENT_HANDLER_CALLED_BY_CLIENT;
  766. //TODO why is this different (no return on LOPLINT != this) ?
  767. RETURN_IF_QUICK_COMBAT;
  768. battleInt->battleTriggerEffect(bte);
  769. }
  770. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
  771. {
  772. EVENT_HANDLER_CALLED_BY_CLIENT;
  773. BATTLE_EVENT_POSSIBLE_RETURN;
  774. std::vector<StackAttackedInfo> arg;
  775. for(auto & elem : bsa)
  776. {
  777. const CStack *defender = cb->battleGetStackByID(elem.stackAttacked, false);
  778. const CStack *attacker = cb->battleGetStackByID(elem.attackerID, false);
  779. if(elem.isEffect())
  780. {
  781. if (defender && !elem.isSecondary())
  782. battleInt->displayEffect(elem.effect, defender->position);
  783. }
  784. if(elem.isSpell())
  785. {
  786. if (defender)
  787. battleInt->displaySpellEffect(elem.spellID, defender->position);
  788. }
  789. //FIXME: why action is deleted during enchanter cast?
  790. bool remoteAttack = false;
  791. if (LOCPLINT->curAction)
  792. remoteAttack |= LOCPLINT->curAction->actionType != Battle::WALK_AND_ATTACK;
  793. StackAttackedInfo to_put = {defender, elem.damageAmount, elem.killedAmount, attacker, remoteAttack, elem.killed(), elem.willRebirth(), elem.cloneKilled()};
  794. arg.push_back(to_put);
  795. }
  796. battleInt->stacksAreAttacked(arg);
  797. }
  798. void CPlayerInterface::battleAttack(const BattleAttack *ba)
  799. {
  800. EVENT_HANDLER_CALLED_BY_CLIENT;
  801. BATTLE_EVENT_POSSIBLE_RETURN;
  802. assert(curAction);
  803. if(ba->lucky()) //lucky hit
  804. {
  805. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  806. std::string hlp = CGI->generaltexth->allTexts[45];
  807. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  808. battleInt->console->addText(hlp);
  809. battleInt->displayEffect(18, stack->position);
  810. CCS->soundh->playSound(soundBase::GOODLUCK);
  811. }
  812. if(ba->unlucky()) //unlucky hit
  813. {
  814. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  815. std::string hlp = CGI->generaltexth->allTexts[44];
  816. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  817. battleInt->console->addText(hlp);
  818. battleInt->displayEffect(48, stack->position);
  819. CCS->soundh->playSound(soundBase::BADLUCK);
  820. }
  821. if (ba->deathBlow())
  822. {
  823. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  824. std::string hlp = CGI->generaltexth->allTexts[(stack->count != 1) ? 366 : 365];
  825. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  826. battleInt->console->addText(hlp);
  827. for (auto & elem : ba->bsa)
  828. {
  829. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  830. battleInt->displayEffect(73, attacked->position);
  831. }
  832. CCS->soundh->playSound(soundBase::deathBlow);
  833. }
  834. battleInt->waitForAnims();
  835. const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
  836. if(ba->shot())
  837. {
  838. for(auto & elem : ba->bsa)
  839. {
  840. if (!elem.isSecondary()) //display projectile only for primary target
  841. {
  842. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  843. battleInt->stackAttacking(attacker, attacked->position, attacked, true);
  844. }
  845. }
  846. }
  847. else
  848. {
  849. int shift = 0;
  850. if(ba->counter() && BattleHex::mutualPosition(curAction->destinationTile, attacker->position) < 0)
  851. {
  852. int distp = BattleHex::getDistance(curAction->destinationTile + 1, attacker->position);
  853. int distm = BattleHex::getDistance(curAction->destinationTile - 1, attacker->position);
  854. if( distp < distm )
  855. shift = 1;
  856. else
  857. shift = -1;
  858. }
  859. const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
  860. battleInt->stackAttacking( attacker, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, attacked, false);
  861. }
  862. //battleInt->waitForAnims(); //FIXME: freeze
  863. if(ba->spellLike())
  864. {
  865. //display hit animation
  866. SpellID spellID = ba->spellID;
  867. battleInt->displaySpellHit(spellID,curAction->destinationTile);
  868. }
  869. }
  870. void CPlayerInterface::battleObstaclePlaced(const CObstacleInstance &obstacle)
  871. {
  872. EVENT_HANDLER_CALLED_BY_CLIENT;
  873. BATTLE_EVENT_POSSIBLE_RETURN;
  874. battleInt->obstaclePlaced(obstacle);
  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() && !LOCPLINT->shiftPressed())
  899. {
  900. return;
  901. }
  902. std::vector<CComponent*> intComps;
  903. for(auto & component : components)
  904. intComps.push_back(new CComponent(*component));
  905. showInfoDialog(text,intComps,soundID);
  906. }
  907. void CPlayerInterface::showInfoDialog(const std::string &text, CComponent * component)
  908. {
  909. std::vector<CComponent*> intComps;
  910. intComps.push_back(component);
  911. showInfoDialog(text, intComps, soundBase::sound_todo, true);
  912. }
  913. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<CComponent*> & components, int soundID, bool delComps)
  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() && !LOCPLINT->shiftPressed())
  918. {
  919. return;
  920. }
  921. CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);
  922. temp->setDelComps(delComps);
  923. if(makingTurn && GH.listInt.size() && LOCPLINT == this)
  924. {
  925. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  926. showingDialog->set(true);
  927. stopMovement(); // interrupt movement to show dialog
  928. GH.pushInt(temp);
  929. }
  930. else
  931. {
  932. dialogs.push_back(temp);
  933. }
  934. }
  935. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  936. {
  937. EVENT_HANDLER_CALLED_BY_CLIENT;
  938. std::vector<Component*> comps;
  939. for(auto & elem : components)
  940. {
  941. comps.push_back(&elem);
  942. }
  943. std::string str;
  944. text.toString(str);
  945. showInfoDialog(str,comps, 0);
  946. waitWhileDialog();
  947. }
  948. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps, const std::vector<CComponent*> & components)
  949. {
  950. boost::unique_lock<boost::recursive_mutex> un(*pim);
  951. stopMovement();
  952. LOCPLINT->showingDialog->setn(true);
  953. CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);
  954. }
  955. void CPlayerInterface::showOkDialog(std::vector<Component> & components, const MetaString & text, const std::function<void()> & onOk)
  956. {
  957. boost::unique_lock<boost::recursive_mutex> un(*pim);
  958. std::vector<Component*> comps;
  959. for(auto & elem : components)
  960. {
  961. comps.push_back(&elem);
  962. }
  963. std::string str;
  964. text.toString(str);
  965. stopMovement();
  966. showingDialog->setn(true);
  967. std::vector<CComponent*> intComps;
  968. for(auto & component : comps)
  969. intComps.push_back(new CComponent(*component));
  970. CInfoWindow::showOkDialog(str, &intComps, onOk, true, playerID);
  971. }
  972. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, int soundID, bool selection, bool cancel )
  973. {
  974. EVENT_HANDLER_CALLED_BY_CLIENT;
  975. waitWhileDialog();
  976. stopMovement();
  977. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  978. if(!selection && cancel) //simple yes/no dialog
  979. {
  980. std::vector<CComponent*> intComps;
  981. for(auto & component : components)
  982. intComps.push_back(new CComponent(component)); //will be deleted by close in window
  983. showYesNoDialog(text, [=]{ cb->selectionMade(1, askID); }, [=]{ cb->selectionMade(0, askID); }, true, intComps);
  984. }
  985. else if(selection)
  986. {
  987. std::vector<CSelectableComponent*> intComps;
  988. for(auto & component : components)
  989. intComps.push_back(new CSelectableComponent(component)); //will be deleted by CSelWindow::close
  990. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  991. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  992. if(cancel)
  993. {
  994. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  995. }
  996. int charperline = 35;
  997. if (pom.size() > 1)
  998. charperline = 50;
  999. auto temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);
  1000. GH.pushInt(temp);
  1001. intComps[0]->clickLeft(true, false);
  1002. }
  1003. }
  1004. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  1005. {
  1006. EVENT_HANDLER_CALLED_BY_CLIENT;
  1007. int choosenExit = -1;
  1008. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  1009. if(destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  1010. choosenExit = vstd::find_pos(exits, neededExit);
  1011. cb->selectionMade(choosenExit, askID);
  1012. }
  1013. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  1014. {
  1015. EVENT_HANDLER_CALLED_BY_CLIENT;
  1016. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1017. for(auto & po : pos)
  1018. adventureInt->minimap.showTile(po);
  1019. if(!pos.empty())
  1020. GH.totalRedraw();
  1021. }
  1022. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  1023. {
  1024. EVENT_HANDLER_CALLED_BY_CLIENT;
  1025. for(auto & po : pos)
  1026. adventureInt->minimap.hideTile(po);
  1027. if(!pos.empty())
  1028. GH.totalRedraw();
  1029. }
  1030. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1031. {
  1032. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1033. GH.pushInt(new CHeroWindow(hero));
  1034. }
  1035. /*
  1036. void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
  1037. {
  1038. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1039. if(adventureInt->heroWindow->curHero && adventureInt->heroWindow->curHero->id == hero->id) //hero window is opened
  1040. {
  1041. adventureInt->heroWindow->deactivate();
  1042. adventureInt->heroWindow->setHero(hero);
  1043. adventureInt->heroWindow->activate();
  1044. }
  1045. else if(CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt())) //exchange window is open
  1046. {
  1047. cew->deactivate();
  1048. for(int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
  1049. {
  1050. if(cew->heroInst[g]->id == hero->id)
  1051. {
  1052. cew->heroInst[g] = hero;
  1053. cew->artifs[g]->updateState = true;
  1054. cew->artifs[g]->setHero(hero);
  1055. cew->artifs[g]->updateState = false;
  1056. }
  1057. }
  1058. cew->prepareBackground();
  1059. cew->activate();
  1060. }
  1061. else if(CTradeWindow *caw = dynamic_cast<CTradeWindow*>(GH.topInt()))
  1062. {
  1063. if(caw->arts)
  1064. {
  1065. caw->deactivate();
  1066. caw->arts->updateState = true;
  1067. caw->arts->setHero(hero);
  1068. caw->arts->updateState = false;
  1069. caw->activate();
  1070. }
  1071. }
  1072. updateInfo(hero);
  1073. }*/
  1074. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1075. {
  1076. EVENT_HANDLER_CALLED_BY_CLIENT;
  1077. if(const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1078. {
  1079. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());
  1080. if(fs)
  1081. fs->creaturesChanged();
  1082. for(IShowActivatable *isa : GH.listInt)
  1083. {
  1084. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  1085. if (ki && townObj)
  1086. ki->townChanged(townObj);
  1087. }
  1088. }
  1089. else if(GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1090. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1091. {
  1092. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
  1093. if(crw && crw->dwelling == town)
  1094. crw->availableCreaturesChanged();
  1095. }
  1096. }
  1097. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1098. {
  1099. EVENT_HANDLER_CALLED_BY_CLIENT;
  1100. if(bonus.type == Bonus::NONE)
  1101. return;
  1102. updateInfo(hero);
  1103. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1104. {
  1105. //recalculate paths because hero has lost bonus influencing pathfinding
  1106. eraseCurrentPathOf(hero, false);
  1107. }
  1108. }
  1109. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1110. {
  1111. h & observerInDuelMode;
  1112. h & wanderingHeroes & towns & sleepingHeroes;
  1113. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  1114. if(h.saving)
  1115. {
  1116. for(auto &p : paths)
  1117. {
  1118. if(p.second.nodes.size())
  1119. pathsMap[p.first] = p.second.endPos();
  1120. else
  1121. logGlobal->errorStream() << p.first->name << " has assigned an empty path! Ignoring it...";
  1122. }
  1123. h & pathsMap;
  1124. }
  1125. else
  1126. {
  1127. h & pathsMap;
  1128. if(cb)
  1129. for(auto &p : pathsMap)
  1130. {
  1131. CGPath path;
  1132. cb->getPathsInfo(p.first)->getPath(path, p.second);
  1133. paths[p.first] = path;
  1134. logGlobal->traceStream() << boost::format("Restored path for hero %s leading to %s with %d nodes")
  1135. % p.first->nodeName() % p.second % path.nodes.size();
  1136. }
  1137. }
  1138. h & spellbookSettings;
  1139. }
  1140. void CPlayerInterface::saveGame( COSer & h, const int version )
  1141. {
  1142. EVENT_HANDLER_CALLED_BY_CLIENT;
  1143. serializeTempl(h,version);
  1144. }
  1145. void CPlayerInterface::loadGame( CISer & h, const int version )
  1146. {
  1147. EVENT_HANDLER_CALLED_BY_CLIENT;
  1148. serializeTempl(h,version);
  1149. firstCall = -1;
  1150. }
  1151. void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  1152. {
  1153. logGlobal->traceStream() << __FUNCTION__;
  1154. if(!LOCPLINT->makingTurn)
  1155. return;
  1156. if (!h)
  1157. return; //can't find hero
  1158. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1159. if(showingDialog->get() || !dialogs.empty())
  1160. return;
  1161. setMovementStatus(true);
  1162. if (adventureInt && adventureInt->isHeroSleeping(h))
  1163. {
  1164. adventureInt->sleepWake->clickLeft(true, false);
  1165. adventureInt->sleepWake->clickLeft(false, true);
  1166. //could've just called
  1167. //adventureInt->fsleepWake();
  1168. //but no authentic button click/sound ;-)
  1169. }
  1170. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1171. }
  1172. bool CPlayerInterface::shiftPressed() const
  1173. {
  1174. return isShiftKeyDown();
  1175. }
  1176. bool CPlayerInterface::altPressed() const
  1177. {
  1178. return isAltKeyDown();
  1179. }
  1180. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1181. {
  1182. EVENT_HANDLER_CALLED_BY_CLIENT;
  1183. auto onEnd = [=]{ cb->selectionMade(0, queryID); };
  1184. if(stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  1185. {
  1186. onEnd();
  1187. return;
  1188. }
  1189. waitForAllDialogs();
  1190. auto cgw = new CGarrisonWindow(up,down,removableUnits);
  1191. cgw->quit->addCallback(onEnd);
  1192. GH.pushInt(cgw);
  1193. }
  1194. /**
  1195. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1196. * into a combinational one on an artifact screen. Does not require the combination of
  1197. * artifacts to be legal.
  1198. * @param artifactID ID of a constituent artifact.
  1199. * @param assembleTo ID of artifact to assemble a constituent into, not used when assemble
  1200. * is false.
  1201. * @param assemble True if the artifact is to be assembled, false if it is to be disassembled.
  1202. */
  1203. void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<bool()> onYes, CFunctionList<bool()> onNo)
  1204. {
  1205. const CArtifact &artifact = *CGI->arth->artifacts[artifactID];
  1206. std::string text = artifact.Description();
  1207. text += "\n\n";
  1208. std::vector<CComponent*> scs;
  1209. if (assemble) {
  1210. const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo];
  1211. // You possess all of the components to...
  1212. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());
  1213. // Picture of assembled artifact at bottom.
  1214. auto sc = new CComponent(CComponent::artifact, assembledArtifact.id, 0);
  1215. //sc->description = assembledArtifact.Description();
  1216. //sc->subtitle = assembledArtifact.Name();
  1217. scs.push_back(sc);
  1218. } else {
  1219. // Do you wish to disassemble this artifact?
  1220. text += CGI->generaltexth->allTexts[733];
  1221. }
  1222. showYesNoDialog(text, onYes, onNo, true, scs);
  1223. }
  1224. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1225. {
  1226. EVENT_HANDLER_CALLED_BY_CLIENT;
  1227. if(pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1228. && destinationTeleport == ObjectInstanceID())
  1229. stillMoveHero.setn(CONTINUE_MOVE);
  1230. if(destinationTeleport != ObjectInstanceID()
  1231. && pa->packType == typeList.getTypeID<QueryReply>()
  1232. && stillMoveHero.get() == DURING_MOVE)
  1233. { // After teleportation via CGTeleport object is finished
  1234. destinationTeleport = ObjectInstanceID();
  1235. destinationTeleportPos = int3(-1);
  1236. stillMoveHero.setn(CONTINUE_MOVE);
  1237. }
  1238. }
  1239. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1240. {
  1241. EVENT_HANDLER_CALLED_BY_CLIENT;
  1242. GH.pushInt(new CExchangeWindow(hero1, hero2, query));
  1243. }
  1244. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1245. {
  1246. EVENT_HANDLER_CALLED_BY_CLIENT;
  1247. //redraw minimap if owner changed
  1248. if(sop->what == ObjProperty::OWNER)
  1249. {
  1250. const CGObjectInstance * obj = cb->getObj(sop->id);
  1251. std::set<int3> pos = obj->getBlockedPos();
  1252. for(auto & po : pos)
  1253. {
  1254. if(cb->isVisible(po))
  1255. adventureInt->minimap.showTile(po);
  1256. }
  1257. if(obj->ID == Obj::TOWN)
  1258. {
  1259. if(obj->tempOwner == playerID)
  1260. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1261. else
  1262. towns -= obj;
  1263. adventureInt->townList.update();
  1264. }
  1265. assert(cb->getTownsInfo().size() == towns.size());
  1266. }
  1267. }
  1268. void CPlayerInterface::initializeHeroTownList()
  1269. {
  1270. std::vector<const CGHeroInstance*> allHeroes = cb->getHeroesInfo();
  1271. /*
  1272. std::vector <const CGHeroInstance *> newWanderingHeroes;
  1273. //applying current heroes order to new heroes info
  1274. int j;
  1275. for (int i = 0; i < wanderingHeroes.size(); i++)
  1276. if ((j = vstd::find_pos(allHeroes, wanderingHeroes[i])) >= 0)
  1277. if (!allHeroes[j]->inTownGarrison)
  1278. {
  1279. newWanderingHeroes += allHeroes[j];
  1280. allHeroes -= allHeroes[j];
  1281. }
  1282. //all the rest of new heroes go the end of the list
  1283. wanderingHeroes.clear();
  1284. wanderingHeroes = newWanderingHeroes;
  1285. newWanderingHeroes.clear();*/
  1286. for (auto & allHeroe : allHeroes)
  1287. if (!allHeroe->inTownGarrison)
  1288. wanderingHeroes.push_back(allHeroe);
  1289. std::vector<const CGTownInstance*> allTowns = cb->getTownsInfo();
  1290. /*
  1291. std::vector<const CGTownInstance*> newTowns;
  1292. for (int i = 0; i < towns.size(); i++)
  1293. if ((j = vstd::find_pos(allTowns, towns[i])) >= 0)
  1294. {
  1295. newTowns += allTowns[j];
  1296. allTowns -= allTowns[j];
  1297. }
  1298. towns.clear();
  1299. towns = newTowns;
  1300. newTowns.clear();*/
  1301. for(auto & allTown : allTowns)
  1302. towns.push_back(allTown);
  1303. if (adventureInt)
  1304. adventureInt->updateNextHero(nullptr);
  1305. }
  1306. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1307. {
  1308. EVENT_HANDLER_CALLED_BY_CLIENT;
  1309. waitWhileDialog();
  1310. auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1); };
  1311. CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, recruitCb);
  1312. GH.pushInt(cr);
  1313. }
  1314. void CPlayerInterface::waitWhileDialog(bool unlockPim /*= true*/)
  1315. {
  1316. if(GH.amIGuiThread())
  1317. {
  1318. logGlobal->warnStream() << "Cannot wait for dialogs in gui thread (deadlock risk)!";
  1319. return;
  1320. }
  1321. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1322. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1323. while(showingDialog->data)
  1324. showingDialog->cond.wait(un);
  1325. }
  1326. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1327. {
  1328. EVENT_HANDLER_CALLED_BY_CLIENT;
  1329. auto state = obj->shipyardStatus();
  1330. std::vector<si32> cost;
  1331. obj->getBoatCost(cost);
  1332. CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), [=]{ cb->buildBoat(obj); });
  1333. GH.pushInt(csw);
  1334. }
  1335. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1336. {
  1337. EVENT_HANDLER_CALLED_BY_CLIENT;
  1338. //we might have built a boat in shipyard in opened town screen
  1339. if(obj->ID == Obj::BOAT
  1340. && LOCPLINT->castleInt
  1341. && obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
  1342. {
  1343. CCS->soundh->playSound(soundBase::newBuilding);
  1344. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1345. }
  1346. }
  1347. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1348. {
  1349. EVENT_HANDLER_CALLED_BY_CLIENT;
  1350. waitWhileDialog();
  1351. CCS->curh->hide();
  1352. adventureInt->centerOn (pos);
  1353. if(focusTime)
  1354. {
  1355. GH.totalRedraw();
  1356. {
  1357. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1358. IgnoreEvents ignore(*this);
  1359. SDL_Delay(focusTime);
  1360. }
  1361. }
  1362. CCS->curh->show();
  1363. }
  1364. void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
  1365. {
  1366. EVENT_HANDLER_CALLED_BY_CLIENT;
  1367. if (LOCPLINT->cb->getCurrentPlayer() == playerID) {
  1368. std::string handlerName = VLC->objtypeh->getObjectHandlerName(obj->ID);
  1369. if ((handlerName == "pickable") || (handlerName == "scholar") || (handlerName== "artifact") || (handlerName == "pandora")) {
  1370. waitWhileDialog();
  1371. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  1372. } else if ((handlerName == "monster") || (handlerName == "hero")) {
  1373. waitWhileDialog();
  1374. CCS->soundh->playSound(soundBase::KillFade);
  1375. }
  1376. }
  1377. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1378. {
  1379. const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
  1380. heroKilled(h);
  1381. }
  1382. }
  1383. bool CPlayerInterface::ctrlPressed() const
  1384. {
  1385. return isCtrlKeyDown();
  1386. }
  1387. const CArmedInstance * CPlayerInterface::getSelection()
  1388. {
  1389. return currentSelection;
  1390. }
  1391. void CPlayerInterface::setSelection(const CArmedInstance * obj)
  1392. {
  1393. currentSelection = obj;
  1394. }
  1395. void CPlayerInterface::update()
  1396. {
  1397. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1398. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  1399. // While mutexes were locked away we may be have stopped being the active interface
  1400. if(LOCPLINT != this)
  1401. return;
  1402. //if there are any waiting dialogs, show them
  1403. if((howManyPeople <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1404. {
  1405. showingDialog->set(true);
  1406. GH.pushInt(dialogs.front());
  1407. dialogs.pop_front();
  1408. }
  1409. //in some conditions we may receive calls before selection is initialized - we must ignore them
  1410. if(adventureInt && !adventureInt->selection && GH.topInt() == adventureInt)
  1411. {
  1412. return;
  1413. }
  1414. // Handles mouse and key input
  1415. GH.updateTime();
  1416. GH.handleEvents();
  1417. if(adventureInt && !adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled
  1418. GH.totalRedraw();
  1419. else
  1420. GH.simpleRedraw();
  1421. }
  1422. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1423. {
  1424. using namespace boost::filesystem;
  1425. using namespace boost::algorithm;
  1426. path gamesDir = VCMIDirs::get().userSavePath();
  1427. std::map<std::time_t, int> dates; //save number => datestamp
  1428. const directory_iterator enddir;
  1429. if(!exists(gamesDir))
  1430. create_directory(gamesDir);
  1431. else
  1432. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1433. {
  1434. if(is_regular(dir->status()))
  1435. {
  1436. std::string name = dir->path().filename().string();
  1437. if(starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1438. {
  1439. char nr = name[namePrefix.size()];
  1440. if(std::isdigit(nr))
  1441. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1442. }
  1443. }
  1444. }
  1445. if(!dates.empty())
  1446. return (--dates.end())->second; //return latest file number
  1447. return 0;
  1448. }
  1449. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1450. {
  1451. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1452. {
  1453. //ho->moveDir = 1;
  1454. ho->isStanding = false;
  1455. CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -31)));
  1456. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, -31)));
  1457. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, -31)));
  1458. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, -31)));
  1459. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 1)));
  1460. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
  1461. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
  1462. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
  1463. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 33)));
  1464. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
  1465. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
  1466. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
  1467. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1468. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1469. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1470. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1471. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
  1472. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
  1473. }
  1474. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1475. {
  1476. //ho->moveDir = 2;
  1477. ho->isStanding = false;
  1478. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, -31)));
  1479. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, -31)));
  1480. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, -31)));
  1481. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
  1482. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
  1483. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
  1484. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
  1485. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
  1486. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
  1487. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1488. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1489. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1490. }
  1491. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1492. {
  1493. //ho->moveDir = 3;
  1494. ho->isStanding = false;
  1495. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, -31)));
  1496. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, -31)));
  1497. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, -31)));
  1498. CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -31)));
  1499. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
  1500. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
  1501. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
  1502. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 1)));
  1503. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
  1504. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
  1505. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
  1506. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 33)));
  1507. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1508. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1509. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1510. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1511. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
  1512. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
  1513. }
  1514. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1515. {
  1516. //ho->moveDir = 4;
  1517. ho->isStanding = false;
  1518. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
  1519. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
  1520. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
  1521. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 0)));
  1522. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
  1523. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
  1524. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
  1525. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 32)));
  1526. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
  1527. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
  1528. }
  1529. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1530. {
  1531. //ho->moveDir = 5;
  1532. ho->isStanding = false;
  1533. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
  1534. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
  1535. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
  1536. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -1)));
  1537. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
  1538. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
  1539. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
  1540. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 31)));
  1541. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, 63)));
  1542. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, 63)));
  1543. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, 63)));
  1544. CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 63)));
  1545. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
  1546. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
  1547. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1548. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1549. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1550. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1551. }
  1552. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1553. {
  1554. //ho->moveDir = 6;
  1555. ho->isStanding = false;
  1556. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
  1557. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
  1558. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
  1559. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
  1560. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
  1561. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
  1562. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, 63)));
  1563. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, 63)));
  1564. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, 63)));
  1565. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1566. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1567. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1568. }
  1569. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1570. {
  1571. //ho->moveDir = 7;
  1572. ho->isStanding = false;
  1573. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -1)));
  1574. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
  1575. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
  1576. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
  1577. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 31)));
  1578. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
  1579. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
  1580. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
  1581. CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 63)));
  1582. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, 63)));
  1583. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, 63)));
  1584. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, 63)));
  1585. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
  1586. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
  1587. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1588. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1589. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1590. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1591. }
  1592. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1593. {
  1594. //ho->moveDir = 8;
  1595. ho->isStanding = false;
  1596. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 0)));
  1597. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
  1598. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
  1599. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
  1600. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 32)));
  1601. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
  1602. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
  1603. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
  1604. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
  1605. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
  1606. }
  1607. }
  1608. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1609. {
  1610. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1611. {
  1612. //setting advmap shift
  1613. adventureInt->terrain.moveX = i-32;
  1614. adventureInt->terrain.moveY = i-32;
  1615. subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
  1616. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
  1617. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
  1618. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
  1619. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
  1620. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
  1621. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
  1622. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
  1623. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
  1624. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
  1625. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
  1626. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
  1627. }
  1628. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1629. {
  1630. //setting advmap shift
  1631. adventureInt->terrain.moveY = i-32;
  1632. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
  1633. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
  1634. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
  1635. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
  1636. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
  1637. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
  1638. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
  1639. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
  1640. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
  1641. }
  1642. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1643. {
  1644. //setting advmap shift
  1645. adventureInt->terrain.moveX = -i+32;
  1646. adventureInt->terrain.moveY = i-32;
  1647. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
  1648. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
  1649. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
  1650. subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
  1651. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
  1652. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
  1653. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
  1654. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
  1655. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
  1656. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
  1657. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
  1658. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
  1659. }
  1660. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1661. {
  1662. //setting advmap shift
  1663. adventureInt->terrain.moveX = -i+32;
  1664. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
  1665. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
  1666. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
  1667. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
  1668. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
  1669. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
  1670. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
  1671. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
  1672. }
  1673. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1674. {
  1675. //setting advmap shift
  1676. adventureInt->terrain.moveX = -i+32;
  1677. adventureInt->terrain.moveY = -i+32;
  1678. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
  1679. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
  1680. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
  1681. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
  1682. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
  1683. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
  1684. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
  1685. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
  1686. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
  1687. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
  1688. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
  1689. subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
  1690. }
  1691. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1692. {
  1693. //setting advmap shift
  1694. adventureInt->terrain.moveY = -i+32;
  1695. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
  1696. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
  1697. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
  1698. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
  1699. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
  1700. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
  1701. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
  1702. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
  1703. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
  1704. }
  1705. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1706. {
  1707. //setting advmap shift
  1708. adventureInt->terrain.moveX = i-32;
  1709. adventureInt->terrain.moveY = -i+32;
  1710. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
  1711. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
  1712. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
  1713. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
  1714. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
  1715. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
  1716. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
  1717. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
  1718. subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
  1719. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
  1720. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
  1721. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
  1722. }
  1723. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1724. {
  1725. //setting advmap shift
  1726. adventureInt->terrain.moveX = i-32;
  1727. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
  1728. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
  1729. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
  1730. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
  1731. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
  1732. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
  1733. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
  1734. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
  1735. }
  1736. }
  1737. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1738. {
  1739. adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
  1740. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1741. {
  1742. delObjRect(hp.x, hp.y-2, hp.z, ho->id);
  1743. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1744. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1745. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1746. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1747. delObjRect(hp.x-3, hp.y, hp.z, ho->id);
  1748. }
  1749. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1750. {
  1751. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1752. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1753. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1754. }
  1755. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1756. {
  1757. delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
  1758. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1759. delObjRect(hp.x+1, hp.y, hp.z, ho->id);
  1760. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1761. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1762. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1763. }
  1764. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1765. {
  1766. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1767. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1768. }
  1769. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1770. {
  1771. delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
  1772. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1773. delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
  1774. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1775. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1776. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1777. }
  1778. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1779. {
  1780. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1781. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1782. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1783. }
  1784. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1785. {
  1786. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1787. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1788. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1789. delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
  1790. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1791. delObjRect(hp.x, hp.y+1, hp.z, ho->id);
  1792. }
  1793. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1794. {
  1795. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1796. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1797. }
  1798. //restoring good rects
  1799. subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
  1800. subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
  1801. subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
  1802. subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
  1803. subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
  1804. subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
  1805. //restoring good order of objects
  1806. std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);
  1807. std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);
  1808. std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);
  1809. std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);
  1810. std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);
  1811. std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);
  1812. }
  1813. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1814. {
  1815. EVENT_HANDLER_CALLED_BY_CLIENT;
  1816. if(player == playerID)
  1817. {
  1818. if(victoryLossCheckResult.loss())
  1819. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1820. if(LOCPLINT == this)
  1821. {
  1822. GH.curInt = this; //waiting for dialogs requires this to get events
  1823. waitForAllDialogs(); //wait till all dialogs are displayed and closed
  1824. }
  1825. --howManyPeople;
  1826. if(howManyPeople == 0) //all human players eliminated
  1827. {
  1828. if(adventureInt)
  1829. {
  1830. GH.terminate_cond.setn(true);
  1831. adventureInt->deactivate();
  1832. if(GH.topInt() == adventureInt)
  1833. GH.popInt(adventureInt);
  1834. delete adventureInt;
  1835. adventureInt = nullptr;
  1836. }
  1837. }
  1838. if(cb->getStartInfo()->mode == StartInfo::CAMPAIGN)
  1839. {
  1840. // if you lose the campaign go back to the main menu
  1841. // campaign wins are handled in proposeNextMission
  1842. if(victoryLossCheckResult.loss()) requestReturningToMainMenu();
  1843. }
  1844. else
  1845. {
  1846. if(howManyPeople == 0) //all human players eliminated
  1847. {
  1848. requestReturningToMainMenu();
  1849. }
  1850. else if(victoryLossCheckResult.victory() && LOCPLINT == this) // end game if current human player has won
  1851. {
  1852. requestReturningToMainMenu();
  1853. }
  1854. }
  1855. if(GH.curInt == this) GH.curInt = nullptr;
  1856. }
  1857. else
  1858. {
  1859. if(victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1860. {
  1861. std::string str = victoryLossCheckResult.messageToSelf;
  1862. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1863. showInfoDialog(str, std::vector<CComponent*>(1, new CComponent(CComponent::flag, player.getNum(), 0)));
  1864. }
  1865. }
  1866. }
  1867. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1868. {
  1869. EVENT_HANDLER_CALLED_BY_CLIENT;
  1870. }
  1871. void CPlayerInterface::showPuzzleMap()
  1872. {
  1873. EVENT_HANDLER_CALLED_BY_CLIENT;
  1874. waitWhileDialog();
  1875. //TODO: interface should not know the real position of Grail...
  1876. double ratio = 0;
  1877. int3 grailPos = cb->getGrailPos(&ratio);
  1878. GH.pushInt(new CPuzzleWindow(grailPos, ratio));
  1879. }
  1880. void CPlayerInterface::viewWorldMap()
  1881. {
  1882. adventureInt->changeMode(EAdvMapMode::WORLD_VIEW);
  1883. }
  1884. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1885. {
  1886. EVENT_HANDLER_CALLED_BY_CLIENT;
  1887. if (spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1888. {
  1889. eraseCurrentPathOf(caster, false);
  1890. }
  1891. const CSpell * spell = CGI->spellh->objects[spellID];
  1892. if(spellID == SpellID::VIEW_EARTH)
  1893. {
  1894. //TODO: implement on server side
  1895. int level = caster->getSpellSchoolLevel(spell);
  1896. adventureInt->worldViewOptions.showAllTerrain = (level>2);
  1897. }
  1898. auto castSoundPath = spell->getCastSound();
  1899. if (!castSoundPath.empty())
  1900. CCS->soundh->playSound(castSoundPath);
  1901. }
  1902. void CPlayerInterface::eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath /*= true */ )
  1903. {
  1904. if(checkForExistanceOfPath)
  1905. {
  1906. assert(vstd::contains(paths, ho));
  1907. }
  1908. else if (!vstd::contains(paths, ho))
  1909. {
  1910. return;
  1911. }
  1912. assert(ho == adventureInt->selection);
  1913. paths.erase(ho);
  1914. adventureInt->terrain.currentPath = nullptr;
  1915. adventureInt->updateMoveHero(ho, false);
  1916. }
  1917. void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
  1918. {
  1919. adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
  1920. 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
  1921. eraseCurrentPathOf(ho);
  1922. }
  1923. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1924. {
  1925. if(vstd::contains(paths,h)) //hero has assigned path
  1926. {
  1927. CGPath &path = paths[h];
  1928. if(!path.nodes.size())
  1929. {
  1930. logGlobal->warnStream() << "Warning: empty path found...";
  1931. paths.erase(h);
  1932. }
  1933. else
  1934. {
  1935. assert(h->getPosition(false) == path.startPos());
  1936. //update the hero path in case of something has changed on map
  1937. if(LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
  1938. return &path;
  1939. else
  1940. paths.erase(h);
  1941. }
  1942. }
  1943. return nullptr;
  1944. }
  1945. void CPlayerInterface::acceptTurn()
  1946. {
  1947. bool centerView = true;
  1948. if(settings["session"]["autoSkip"].Bool())
  1949. {
  1950. centerView = false;
  1951. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  1952. iw->close();
  1953. }
  1954. waitWhileDialog();
  1955. if(howManyPeople > 1)
  1956. adventureInt->startTurn();
  1957. adventureInt->heroList.update();
  1958. adventureInt->townList.update();
  1959. const CGHeroInstance * heroToSelect = nullptr;
  1960. // find first non-sleeping hero
  1961. for (auto hero : wanderingHeroes)
  1962. {
  1963. if (boost::range::find(sleepingHeroes, hero) == sleepingHeroes.end())
  1964. {
  1965. heroToSelect = hero;
  1966. break;
  1967. }
  1968. }
  1969. //select first hero if available.
  1970. if(heroToSelect != nullptr)
  1971. {
  1972. adventureInt->select(heroToSelect, centerView);
  1973. }
  1974. else if(towns.size())
  1975. adventureInt->select(towns.front(), centerView);
  1976. else
  1977. adventureInt->select(wanderingHeroes.front());
  1978. //show new day animation and sound on infobar
  1979. adventureInt->infoBar.showDate();
  1980. adventureInt->updateNextHero(nullptr);
  1981. adventureInt->showAll(screen);
  1982. if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  1983. {
  1984. if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  1985. iw->close();
  1986. adventureInt->fendTurn();
  1987. }
  1988. // warn player if he has no town
  1989. if(cb->howManyTowns() == 0)
  1990. {
  1991. auto playerColor = *cb->getPlayerID();
  1992. std::vector<Component> components;
  1993. components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
  1994. MetaString text;
  1995. auto daysWithoutCastle = *cb->getPlayer(playerColor)->daysWithoutCastle;
  1996. if (daysWithoutCastle < 6)
  1997. {
  1998. 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.
  1999. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  2000. text.addReplacement(7 - daysWithoutCastle);
  2001. }
  2002. else if(daysWithoutCastle == 6)
  2003. {
  2004. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  2005. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  2006. }
  2007. showInfoDialogAndWait(components, text);
  2008. }
  2009. }
  2010. void CPlayerInterface::tryDiggging(const CGHeroInstance *h)
  2011. {
  2012. std::string hlp;
  2013. CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
  2014. auto isDiggingPossible = h->diggingStatus();
  2015. if(hlp.length())
  2016. isDiggingPossible = EDiggingStatus::TILE_OCCUPIED; //TODO integrate with canDig
  2017. int msgToShow = -1;
  2018. switch(isDiggingPossible)
  2019. {
  2020. case EDiggingStatus::CAN_DIG:
  2021. break;
  2022. case EDiggingStatus::LACK_OF_MOVEMENT:
  2023. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  2024. break;
  2025. case EDiggingStatus::TILE_OCCUPIED:
  2026. msgToShow = 97; //Try searching on clear ground.
  2027. break;
  2028. case EDiggingStatus::WRONG_TERRAIN:
  2029. msgToShow = 60; ////Try looking on land!
  2030. break;
  2031. default:
  2032. assert(0);
  2033. }
  2034. if(msgToShow < 0)
  2035. cb->dig(h);
  2036. else
  2037. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  2038. }
  2039. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  2040. {
  2041. adventureInt->infoBar.showSelection();
  2042. }
  2043. void CPlayerInterface::battleNewRoundFirst( int round )
  2044. {
  2045. EVENT_HANDLER_CALLED_BY_CLIENT;
  2046. BATTLE_EVENT_POSSIBLE_RETURN;
  2047. battleInt->newRoundFirst(round);
  2048. }
  2049. void CPlayerInterface::stopMovement()
  2050. {
  2051. if(stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  2052. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  2053. }
  2054. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  2055. {
  2056. EVENT_HANDLER_CALLED_BY_CLIENT;
  2057. if(market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  2058. {
  2059. //EEMarketMode mode = market->availableModes().front();
  2060. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  2061. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::ARTIFACT_EXP));
  2062. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  2063. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::CREATURE_EXP));
  2064. }
  2065. else
  2066. GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front()));
  2067. }
  2068. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  2069. {
  2070. EVENT_HANDLER_CALLED_BY_CLIENT;
  2071. auto cuw = new CUniversityWindow(visitor, market);
  2072. GH.pushInt(cuw);
  2073. }
  2074. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  2075. {
  2076. EVENT_HANDLER_CALLED_BY_CLIENT;
  2077. auto chfw = new CHillFortWindow(visitor, object);
  2078. GH.pushInt(chfw);
  2079. }
  2080. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
  2081. {
  2082. EVENT_HANDLER_CALLED_BY_CLIENT;
  2083. if(CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt()))
  2084. cmw->artifactsChanged(false);
  2085. }
  2086. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  2087. {
  2088. EVENT_HANDLER_CALLED_BY_CLIENT;
  2089. auto tv = new CTavernWindow(townOrTavern);
  2090. GH.pushInt(tv);
  2091. }
  2092. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  2093. {
  2094. EVENT_HANDLER_CALLED_BY_CLIENT;
  2095. auto tgw = new CThievesGuildWindow(obj);
  2096. GH.pushInt(tgw);
  2097. }
  2098. void CPlayerInterface::showQuestLog()
  2099. {
  2100. EVENT_HANDLER_CALLED_BY_CLIENT;
  2101. CQuestLog * ql = new CQuestLog (LOCPLINT->cb->getMyQuests());
  2102. GH.pushInt (ql);
  2103. }
  2104. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  2105. {
  2106. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  2107. {
  2108. MetaString txt;
  2109. obj->getProblemText(txt);
  2110. showInfoDialog(txt.toString());
  2111. }
  2112. else
  2113. showShipyardDialog(obj);
  2114. }
  2115. void CPlayerInterface::requestReturningToMainMenu()
  2116. {
  2117. sendCustomEvent(RETURN_TO_MAIN_MENU);
  2118. cb->unregisterAllInterfaces();
  2119. }
  2120. void CPlayerInterface::sendCustomEvent( int code )
  2121. {
  2122. CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
  2123. }
  2124. void CPlayerInterface::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  2125. {
  2126. EVENT_HANDLER_CALLED_BY_CLIENT;
  2127. garrisonChanged(location.army);
  2128. }
  2129. void CPlayerInterface::stackChangedType(const StackLocation &location, const CCreature &newType)
  2130. {
  2131. EVENT_HANDLER_CALLED_BY_CLIENT;
  2132. garrisonChanged(location.army);
  2133. }
  2134. void CPlayerInterface::stacksErased(const StackLocation &location)
  2135. {
  2136. EVENT_HANDLER_CALLED_BY_CLIENT;
  2137. garrisonChanged(location.army);
  2138. }
  2139. void CPlayerInterface::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  2140. {
  2141. EVENT_HANDLER_CALLED_BY_CLIENT;
  2142. std::vector<const CGObjectInstance *> objects;
  2143. objects.push_back(loc1.army);
  2144. if(loc2.army != loc1.army)
  2145. objects.push_back(loc2.army);
  2146. garrisonsChanged(objects);
  2147. }
  2148. void CPlayerInterface::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  2149. {
  2150. EVENT_HANDLER_CALLED_BY_CLIENT;
  2151. garrisonChanged(location.army);
  2152. }
  2153. void CPlayerInterface::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  2154. {
  2155. EVENT_HANDLER_CALLED_BY_CLIENT;
  2156. std::vector<const CGObjectInstance *> objects;
  2157. objects.push_back(src.army);
  2158. if(src.army != dst.army)
  2159. objects.push_back(dst.army);
  2160. garrisonsChanged(objects);
  2161. }
  2162. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  2163. {
  2164. auto hero = dynamic_cast<const CGHeroInstance*>(al.relatedObj());
  2165. if(hero)
  2166. {
  2167. CArtPlace::askToAssemble(hero->getArt(al.slot), al.slot, hero);
  2168. }
  2169. }
  2170. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  2171. {
  2172. EVENT_HANDLER_CALLED_BY_CLIENT;
  2173. adventureInt->infoBar.showSelection();
  2174. askToAssembleArtifact(al);
  2175. }
  2176. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  2177. {
  2178. EVENT_HANDLER_CALLED_BY_CLIENT;
  2179. adventureInt->infoBar.showSelection();
  2180. for(IShowActivatable *isa : GH.listInt)
  2181. {
  2182. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2183. if(artWin)
  2184. artWin->artifactRemoved(al);
  2185. }
  2186. }
  2187. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  2188. {
  2189. EVENT_HANDLER_CALLED_BY_CLIENT;
  2190. adventureInt->infoBar.showSelection();
  2191. for(IShowActivatable *isa : GH.listInt)
  2192. {
  2193. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2194. if(artWin)
  2195. artWin->artifactMoved(src, dst);
  2196. }
  2197. askToAssembleArtifact(dst);
  2198. }
  2199. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  2200. {
  2201. EVENT_HANDLER_CALLED_BY_CLIENT;
  2202. adventureInt->infoBar.showSelection();
  2203. for(IShowActivatable *isa : GH.listInt)
  2204. {
  2205. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2206. if(artWin)
  2207. artWin->artifactAssembled(al);
  2208. }
  2209. }
  2210. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  2211. {
  2212. EVENT_HANDLER_CALLED_BY_CLIENT;
  2213. adventureInt->infoBar.showSelection();
  2214. for(IShowActivatable *isa : GH.listInt)
  2215. {
  2216. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2217. if(artWin)
  2218. artWin->artifactDisassembled(al);
  2219. }
  2220. }
  2221. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  2222. {
  2223. EVENT_HANDLER_CALLED_BY_CLIENT;
  2224. if (!vstd::contains (GH.listInt, adventureInt))
  2225. {
  2226. GH.popInts (GH.listInt.size()); //after map load - remove everything else
  2227. GH.pushInt (adventureInt);
  2228. }
  2229. else
  2230. {
  2231. adventureInt->infoBar.showSelection();
  2232. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front())) //don't remove dialogs that expect query answer
  2233. GH.popInts(1);
  2234. }
  2235. if(howManyPeople == 1)
  2236. {
  2237. GH.curInt = this;
  2238. adventureInt->startTurn();
  2239. }
  2240. if(player != playerID && this == LOCPLINT)
  2241. {
  2242. waitWhileDialog();
  2243. adventureInt->aiTurnStarted();
  2244. }
  2245. }
  2246. void CPlayerInterface::waitForAllDialogs(bool unlockPim /*= true*/)
  2247. {
  2248. while(!dialogs.empty())
  2249. {
  2250. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  2251. SDL_Delay(5);
  2252. }
  2253. waitWhileDialog(unlockPim);
  2254. }
  2255. void CPlayerInterface::proposeLoadingGame()
  2256. {
  2257. showYesNoDialog(CGI->generaltexth->allTexts[68], [this] { sendCustomEvent(RETURN_TO_MENU_LOAD); }, 0, false);
  2258. }
  2259. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  2260. {
  2261. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  2262. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  2263. }
  2264. bool CPlayerInterface::capturedAllEvents()
  2265. {
  2266. if(duringMovement)
  2267. {
  2268. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  2269. return true;
  2270. }
  2271. if(ignoreEvents)
  2272. {
  2273. boost::unique_lock<boost::mutex> un(eventsM);
  2274. while(!events.empty())
  2275. {
  2276. events.pop();
  2277. }
  2278. return true;
  2279. }
  2280. return false;
  2281. }
  2282. void CPlayerInterface::setMovementStatus(bool value)
  2283. {
  2284. duringMovement = value;
  2285. if(value)
  2286. {
  2287. CCS->curh->hide();
  2288. }
  2289. else
  2290. {
  2291. CCS->curh->show();
  2292. }
  2293. }
  2294. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  2295. {
  2296. int i = 1;
  2297. auto getObj = [&](int3 coord, bool ignoreHero)
  2298. {
  2299. return cb->getTile(CGHeroInstance::convertPosition(coord,false))->topVisitableObj(ignoreHero);
  2300. };
  2301. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  2302. {
  2303. if(action != CGPathNode::TELEPORT_NORMAL &&
  2304. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  2305. action != CGPathNode::TELEPORT_BATTLE)
  2306. {
  2307. return false;
  2308. }
  2309. return true;
  2310. };
  2311. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  2312. {
  2313. if(CGTeleport::isConnected(currentObject, nextObjectTop))
  2314. return nextObjectTop;
  2315. if(nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  2316. CGTeleport::isConnected(currentObject, nextObject))
  2317. {
  2318. return nextObject;
  2319. }
  2320. return nullptr;
  2321. };
  2322. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  2323. stillMoveHero.data = CONTINUE_MOVE;
  2324. auto doMovement = [&](int3 dst, bool transit)
  2325. {
  2326. stillMoveHero.data = WAITING_MOVE;
  2327. cb->moveHero(h, dst, transit);
  2328. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  2329. stillMoveHero.cond.wait(un);
  2330. };
  2331. {
  2332. path.convert(0);
  2333. ETerrainType currentTerrain = ETerrainType::BORDER; // not init yet
  2334. ETerrainType newTerrain;
  2335. int sh = -1;
  2336. auto canStop = [&](CGPathNode * node) -> bool
  2337. {
  2338. if(node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  2339. return true;
  2340. if(node->accessible == CGPathNode::ACCESSIBLE)
  2341. return true;
  2342. return false;
  2343. };
  2344. for(i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  2345. {
  2346. int3 currentCoord = path.nodes[i].coord;
  2347. int3 nextCoord = path.nodes[i-1].coord;
  2348. auto currentObject = getObj(currentCoord, currentCoord == h->pos);
  2349. auto nextObjectTop = getObj(nextCoord, false);
  2350. auto nextObject = getObj(nextCoord, true);
  2351. auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
  2352. if(isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  2353. {
  2354. CCS->soundh->stopSound(sh);
  2355. destinationTeleport = destTeleportObj->id;
  2356. destinationTeleportPos = nextCoord;
  2357. doMovement(h->pos, false);
  2358. if(path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT)
  2359. {
  2360. destinationTeleport = ObjectInstanceID();
  2361. destinationTeleportPos = int3(-1);
  2362. }
  2363. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1);
  2364. continue;
  2365. }
  2366. if(path.nodes[i-1].turns)
  2367. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  2368. stillMoveHero.data = STOP_MOVE;
  2369. break;
  2370. }
  2371. // Start a new sound for the hero movement or let the existing one carry on.
  2372. #if 0
  2373. // TODO
  2374. if(hero is flying && sh == -1)
  2375. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  2376. #endif
  2377. {
  2378. newTerrain = cb->getTile(CGHeroInstance::convertPosition(currentCoord, false))->terType;
  2379. if(newTerrain != currentTerrain)
  2380. {
  2381. CCS->soundh->stopSound(sh);
  2382. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
  2383. currentTerrain = newTerrain;
  2384. }
  2385. }
  2386. 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
  2387. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  2388. logGlobal->traceStream() << "Requesting hero movement to " << endpos;
  2389. bool useTransit = false;
  2390. if((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  2391. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  2392. || CGTeleport::isTeleport(nextObjectTop)))
  2393. { // Hero should be able to go through object if it's allow transit
  2394. useTransit = true;
  2395. }
  2396. else if(path.nodes[i-1].layer == EPathfindingLayer::AIR)
  2397. useTransit = true;
  2398. doMovement(endpos, useTransit);
  2399. logGlobal->traceStream() << "Resuming " << __FUNCTION__;
  2400. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  2401. if((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  2402. break;
  2403. }
  2404. CCS->soundh->stopSound(sh);
  2405. }
  2406. //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
  2407. if(!showingDialog->get())
  2408. GH.fakeMouseMove();
  2409. //todo: this should be in main thread
  2410. if(adventureInt)
  2411. {
  2412. // (i == 0) means hero went through all the path
  2413. adventureInt->updateMoveHero(h, (i != 0));
  2414. adventureInt->updateNextHero(h);
  2415. }
  2416. setMovementStatus(false);
  2417. }
  2418. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
  2419. {
  2420. EVENT_HANDLER_CALLED_BY_CLIENT;
  2421. //TODO: showWorldViewEx
  2422. std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));
  2423. viewWorldMap();
  2424. }