CPlayerInterface.cpp 70 KB

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  1. #include "../stdafx.h"
  2. #include "CAdvmapInterface.h"
  3. #include "CBattleInterface.h"
  4. #include "../CCallback.h"
  5. #include "CCastleInterface.h"
  6. #include "CKingdomInterface.h"
  7. #include "CCursorHandler.h"
  8. #include "CGameInfo.h"
  9. #include "CHeroWindow.h"
  10. #include "CMessage.h"
  11. #include "CPlayerInterface.h"
  12. //#include "SDL_Extensions.h"
  13. #include "SDL_Extensions.h"
  14. //#include "SDL_framerate.h"
  15. #include "SDL_framerate.h"
  16. #include "CConfigHandler.h"
  17. #include "CCreatureAnimation.h"
  18. #include "Graphics.h"
  19. #include "../hch/CArtHandler.h"
  20. #include "../hch/CGeneralTextHandler.h"
  21. #include "../hch/CHeroHandler.h"
  22. #include "../hch/CLodHandler.h"
  23. #include "../hch/CObjectHandler.h"
  24. #include "../lib/Connection.h"
  25. #include "../hch/CSpellHandler.h"
  26. #include "../hch/CTownHandler.h"
  27. #include "../lib/CondSh.h"
  28. #include "../lib/NetPacks.h"
  29. #include "../lib/map.h"
  30. #include "../lib/VCMIDirs.h"
  31. #include "mapHandler.h"
  32. #include "../timeHandler.h"
  33. #include <boost/lexical_cast.hpp>
  34. #include <boost/format.hpp>
  35. #include <boost/algorithm/string.hpp>
  36. #include <boost/algorithm/string/replace.hpp>
  37. #include <boost/assign/std/vector.hpp>
  38. #include <boost/assign/list_of.hpp>
  39. #include <boost/date_time/posix_time/posix_time.hpp>
  40. #include <boost/thread.hpp>
  41. #include <cmath>
  42. #include <queue>
  43. #include <sstream>
  44. #include <boost/filesystem.hpp>
  45. #include "../StartInfo.h"
  46. #ifdef min
  47. #undef min
  48. #endif
  49. #ifdef max
  50. #undef max
  51. #endif
  52. /*
  53. * CPlayerInterface.cpp, part of VCMI engine
  54. *
  55. * Authors: listed in file AUTHORS in main folder
  56. *
  57. * License: GNU General Public License v2.0 or later
  58. * Full text of license available in license.txt file, in main folder
  59. *
  60. */
  61. using namespace boost::assign;
  62. using namespace CSDL_Ext;
  63. void processCommand(const std::string &message, CClient *&client);
  64. extern std::queue<SDL_Event*> events;
  65. extern boost::mutex eventsM;
  66. CPlayerInterface * LOCPLINT;
  67. CBattleInterface * CPlayerInterface::battleInt;
  68. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  69. CondSh<EMoveState> stillMoveHero; //used during hero movement
  70. int CPlayerInterface::howManyPeople = 0;
  71. struct OCM_HLP_CGIN
  72. {
  73. bool inline operator ()(const std::pair<const CGObjectInstance*,SDL_Rect> & a, const std::pair<const CGObjectInstance*,SDL_Rect> & b) const
  74. {
  75. return (*a.first)<(*b.first);
  76. }
  77. } ocmptwo_cgin ;
  78. CPlayerInterface::CPlayerInterface(int Player)
  79. {
  80. howManyPeople++;
  81. GH.defActionsDef = 0;
  82. LOCPLINT = this;
  83. curAction = NULL;
  84. playerID=Player;
  85. human=true;
  86. castleInt = NULL;
  87. battleInt = NULL;
  88. pim = new boost::recursive_mutex;
  89. makingTurn = false;
  90. showingDialog = new CondSh<bool>(false);
  91. sysOpts = GDefaultOptions;
  92. //initializing framerate keeper
  93. mainFPSmng = new FPSmanager;
  94. SDL_initFramerate(mainFPSmng);
  95. SDL_setFramerate(mainFPSmng, 48);
  96. //framerate keeper initialized
  97. cingconsole = new CInGameConsole;
  98. terminate_cond.set(false);
  99. firstCall = 1; //if loading will be overwritten in serialize
  100. autosaveCount = 0;
  101. }
  102. CPlayerInterface::~CPlayerInterface()
  103. {
  104. howManyPeople--;
  105. delete pim;
  106. delete showingDialog;
  107. delete mainFPSmng;
  108. if(adventureInt)
  109. {
  110. if(adventureInt->active & CIntObject::KEYBOARD)
  111. adventureInt->deactivateKeys();
  112. delete adventureInt;
  113. adventureInt = NULL;
  114. }
  115. if(cingconsole->active) //TODO
  116. cingconsole->deactivate();
  117. delete cingconsole;
  118. LOCPLINT = NULL;
  119. }
  120. void CPlayerInterface::init(ICallback * CB)
  121. {
  122. cb = dynamic_cast<CCallback*>(CB);
  123. if(!adventureInt)
  124. adventureInt = new CAdvMapInt();
  125. if(!towns.size() && !wanderingHeroes.size())
  126. {
  127. recreateHeroTownList();
  128. }
  129. }
  130. void CPlayerInterface::yourTurn()
  131. {
  132. {
  133. boost::unique_lock<boost::recursive_mutex> un(*pim);
  134. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  135. LOCPLINT = this;
  136. GH.curInt = this;
  137. adventureInt->selection = NULL;
  138. if(firstCall)
  139. {
  140. if(howManyPeople == 1)
  141. adventureInt->setPlayer(playerID);
  142. autosaveCount = getLastIndex("Autosave_");
  143. if(!GH.listInt.size())
  144. {
  145. GH.pushInt(adventureInt);
  146. adventureInt->activateKeys();
  147. }
  148. if(firstCall > 0) //new game, not loaded
  149. {
  150. int index = getLastIndex("Newgame_Autosave_");
  151. index %= SAVES_COUNT;
  152. cb->save("Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  153. }
  154. firstCall = 0;
  155. }
  156. else
  157. {
  158. LOCPLINT->cb->save("Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  159. autosaveCount %= 5;
  160. }
  161. if(adventureInt->player != playerID)
  162. adventureInt->setPlayer(playerID);
  163. if(howManyPeople > 1) //hot seat message
  164. {
  165. adventureInt->startHotSeatWait(playerID);
  166. makingTurn = true;
  167. std::string msg = CGI->generaltexth->allTexts[13];
  168. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  169. std::vector<SComponent*> cmp;
  170. cmp.push_back(new SComponent(SComponent::flag, playerID, 0));
  171. showInfoDialog(msg, cmp);
  172. }
  173. else
  174. {
  175. makingTurn = true;
  176. adventureInt->startTurn();
  177. }
  178. }
  179. acceptTurn();
  180. }
  181. STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const int & hid)
  182. {
  183. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  184. for(int h=0; h<hlp.objects.size(); ++h)
  185. if(hlp.objects[h].first->id==hid)
  186. {
  187. hlp.objects[h].second = r;
  188. return;
  189. }
  190. }
  191. STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const int & hid)
  192. {
  193. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  194. for(int h=0; h<hlp.objects.size(); ++h)
  195. if(hlp.objects[h].first->id==hid)
  196. {
  197. hlp.objects.erase(hlp.objects.begin()+h);
  198. return;
  199. }
  200. }
  201. void CPlayerInterface::heroMoved(const TryMoveHero & details)
  202. {
  203. if(LOCPLINT != this)
  204. return;
  205. boost::unique_lock<boost::recursive_mutex> un(*pim);
  206. const CGHeroInstance * ho = cb->getHeroInfo(details.id); //object representing this hero
  207. int3 hp = details.start;
  208. adventureInt->centerOn(ho); //actualizing screen pos
  209. adventureInt->minimap.draw(screen2);
  210. adventureInt->heroList.draw(screen2);
  211. bool directlyAttackingCreature =
  212. CGI->mh->map->isInTheMap(details.attackedFrom)
  213. && adventureInt->terrain.currentPath->nodes.size() == 3;
  214. if(makingTurn && ho->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  215. {
  216. if(details.result == TryMoveHero::TELEPORTATION || details.start == details.end)
  217. {
  218. if(adventureInt->terrain.currentPath)
  219. eraseCurrentPathOf(ho);
  220. return; //teleport - no fancy moving animation
  221. //TODO: smooth disappear / appear effect
  222. }
  223. if (details.result != TryMoveHero::SUCCESS && details.result != TryMoveHero::FAILED //hero didn't change tile but visit succeeded
  224. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  225. {
  226. eraseCurrentPathOf(ho);
  227. }
  228. else if(adventureInt->terrain.currentPath && details.result == TryMoveHero::SUCCESS) //&& hero is moving
  229. {
  230. //remove one node from the path (the one we went)
  231. adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
  232. if(!adventureInt->terrain.currentPath->nodes.size()) //if it was the last one, remove entire path
  233. eraseCurrentPathOf(ho);
  234. }
  235. }
  236. if (details.result != TryMoveHero::SUCCESS) //hero failed to move
  237. {
  238. ho->isStanding = true;
  239. stillMoveHero.setn(STOP_MOVE);
  240. GH.totalRedraw();
  241. return;
  242. }
  243. initMovement(details, ho, hp);
  244. //first initializing done
  245. SDL_framerateDelay(mainFPSmng); // after first move
  246. //main moving
  247. for(int i=1; i<32; i+=2*sysOpts.heroMoveSpeed)
  248. {
  249. movementPxStep(details, i, hp, ho);
  250. adventureInt->updateScreen = true;
  251. adventureInt->show(screen);
  252. CSDL_Ext::update(screen);
  253. SDL_framerateDelay(mainFPSmng); //for animation purposes
  254. } //for(int i=1; i<32; i+=4)
  255. //main moving done
  256. //finishing move
  257. finishMovement(details, hp, ho);
  258. ho->isStanding = true;
  259. //move finished
  260. adventureInt->minimap.draw(screen2);
  261. adventureInt->heroList.updateMove(ho);
  262. //check if user cancelled movement
  263. {
  264. boost::unique_lock<boost::mutex> un(eventsM);
  265. while(events.size())
  266. {
  267. SDL_Event *ev = events.front();
  268. events.pop();
  269. switch(ev->type)
  270. {
  271. case SDL_MOUSEBUTTONDOWN:
  272. stillMoveHero.setn(STOP_MOVE);
  273. break;
  274. case SDL_KEYDOWN:
  275. if(ev->key.keysym.sym < SDLK_F1 || ev->key.keysym.sym > SDLK_F15)
  276. stillMoveHero.setn(STOP_MOVE);
  277. break;
  278. }
  279. delete ev;
  280. }
  281. }
  282. if(stillMoveHero.get() == WAITING_MOVE)
  283. stillMoveHero.setn(DURING_MOVE);
  284. // Hero attacked creature directly, set direction to face it.
  285. if (directlyAttackingCreature) {
  286. // Get direction to attacker.
  287. int3 posOffset = details.attackedFrom - details.end + int3(2, 1, 0);
  288. const ui8 dirLookup[3][3] = {
  289. 1, 2, 3,
  290. 8, 0, 4,
  291. 7, 6, 5
  292. };
  293. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  294. const_cast<CGHeroInstance *>(ho)->moveDir = dirLookup[posOffset.y][posOffset.x];
  295. }
  296. }
  297. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  298. {
  299. boost::unique_lock<boost::recursive_mutex> un(*pim);
  300. wanderingHeroes -= hero;
  301. adventureInt->heroList.updateHList(hero);
  302. }
  303. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  304. {
  305. boost::unique_lock<boost::recursive_mutex> un(*pim);
  306. wanderingHeroes.push_back(hero);
  307. adventureInt->heroList.updateHList();
  308. }
  309. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  310. {
  311. if (castleInt)
  312. GH.popIntTotally(castleInt);
  313. castleInt = new CCastleInterface(town);
  314. GH.pushInt(castleInt);
  315. }
  316. SDL_Surface * CPlayerInterface::infoWin(const CGObjectInstance * specific) //specific=0 => draws info about selected town/hero
  317. {
  318. if(!specific)
  319. specific = adventureInt->selection;
  320. assert(specific);
  321. switch(specific->ID)
  322. {
  323. case HEROI_TYPE:
  324. {
  325. InfoAboutHero iah;
  326. bool gotInfo = LOCPLINT->cb->getHeroInfo(specific, iah);
  327. assert(gotInfo);
  328. return graphics->drawHeroInfoWin(iah);
  329. }
  330. case TOWNI_TYPE:
  331. case 33: // Garrison
  332. case 219:
  333. {
  334. InfoAboutTown iah;
  335. bool gotInfo = LOCPLINT->cb->getTownInfo(specific, iah);
  336. assert(gotInfo);
  337. return graphics->drawTownInfoWin(iah);
  338. }
  339. default:
  340. return NULL;
  341. }
  342. }
  343. int3 CPlayerInterface::repairScreenPos(int3 pos)
  344. {
  345. if(pos.x<-CGI->mh->frameW)
  346. pos.x = -CGI->mh->frameW;
  347. if(pos.y<-CGI->mh->frameH)
  348. pos.y = -CGI->mh->frameH;
  349. if(pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
  350. pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
  351. if(pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
  352. pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
  353. return pos;
  354. }
  355. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  356. {
  357. boost::unique_lock<boost::recursive_mutex> un(*pim);
  358. if(which == 4)
  359. {
  360. if(CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))
  361. ctw->setExpToLevel();
  362. }
  363. else if(which < PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  364. updateInfo(hero);
  365. }
  366. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  367. {
  368. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt());
  369. if(cuw) //university window is open
  370. {
  371. GH.totalRedraw();
  372. }
  373. }
  374. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  375. {
  376. boost::unique_lock<boost::recursive_mutex> un(*pim);
  377. updateInfo(hero);
  378. }
  379. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  380. {
  381. boost::unique_lock<boost::recursive_mutex> un(*pim);
  382. if(makingTurn && hero->tempOwner == playerID)
  383. adventureInt->heroList.redraw();
  384. }
  385. void CPlayerInterface::receivedResource(int type, int val)
  386. {
  387. boost::unique_lock<boost::recursive_mutex> un(*pim);
  388. if(CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
  389. mw->resourceChanged(type, val);
  390. GH.totalRedraw();
  391. }
  392. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16>& skills, boost::function<void(ui32)> &callback)
  393. {
  394. waitWhileDialog();
  395. CGI->soundh->playSound(soundBase::heroNewLevel);
  396. boost::unique_lock<boost::recursive_mutex> un(*pim);
  397. CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,callback);
  398. GH.pushInt(lw);
  399. }
  400. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  401. {
  402. boost::unique_lock<boost::recursive_mutex> un(*pim);
  403. updateInfo(town);
  404. if(town->garrisonHero && vstd::contains(wanderingHeroes,town->garrisonHero)) //wandering hero moved to the garrison
  405. {
  406. CGI->mh->hideObject(town->garrisonHero);
  407. wanderingHeroes -= town->garrisonHero;
  408. }
  409. if(town->visitingHero && !vstd::contains(wanderingHeroes,town->visitingHero)) //hero leaves garrison
  410. {
  411. CGI->mh->printObject(town->visitingHero);
  412. wanderingHeroes.push_back(town->visitingHero);
  413. }
  414. //adventureInt->heroList.updateHList();
  415. CCastleInterface *c = castleInt;
  416. if(c)
  417. {
  418. c->garr->highlighted = NULL;
  419. c->hslotup.hero = town->garrisonHero;
  420. c->garr->odown = c->hslotdown.hero = town->visitingHero;
  421. c->garr->set2 = town->visitingHero;
  422. c->garr->recreateSlots();
  423. }
  424. GH.totalRedraw();
  425. }
  426. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  427. {
  428. if(hero->tempOwner != playerID )
  429. return;
  430. boost::unique_lock<boost::recursive_mutex> un(*pim);
  431. openTownWindow(town);
  432. }
  433. void CPlayerInterface::garrisonChanged(const CGObjectInstance * obj)
  434. {
  435. boost::unique_lock<boost::recursive_mutex> un(*pim);
  436. updateInfo(obj);
  437. for(std::list<IShowActivable*>::iterator i = GH.listInt.begin(); i != GH.listInt.end(); i++)
  438. {
  439. if((*i)->type & IShowActivable::WITH_GARRISON)
  440. {
  441. CGarrisonHolder *cgh = static_cast<CGarrisonHolder*>(*i);
  442. cgh->updateGarrisons();
  443. }
  444. else if(CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(*i))
  445. {
  446. if(obj == cmw->hero)
  447. cmw->garrisonChanged();
  448. }
  449. }
  450. GH.totalRedraw();
  451. }
  452. void CPlayerInterface::buildChanged(const CGTownInstance *town, int buildingID, int what) //what: 1 - built, 2 - demolished
  453. {
  454. boost::unique_lock<boost::recursive_mutex> un(*pim);
  455. switch (buildingID)
  456. {
  457. case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 15:
  458. updateInfo(town);
  459. break;
  460. }
  461. if(!castleInt)
  462. return;
  463. if(castleInt->town!=town)
  464. return;
  465. switch(what)
  466. {
  467. case 1:
  468. CGI->soundh->playSound(soundBase::newBuilding);
  469. castleInt->addBuilding(buildingID);
  470. break;
  471. case 2:
  472. castleInt->removeBuilding(buildingID);
  473. break;
  474. }
  475. }
  476. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side)
  477. {
  478. if(LOCPLINT != this)
  479. { //another local interface should do this
  480. return;
  481. }
  482. while(showingDialog->get())
  483. SDL_Delay(20);
  484. boost::unique_lock<boost::recursive_mutex> un(*pim);
  485. CGI->musich->playMusicFromSet(CGI->musich->battleMusics, -1);
  486. GH.pushInt(battleInt);
  487. }
  488. void CPlayerInterface::battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles) //called when battlefield is prepared, prior the battle beginning
  489. {
  490. }
  491. void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom)
  492. {
  493. if(LOCPLINT != this)
  494. { //another local interface should do this
  495. return;
  496. }
  497. for(int b=0; b<healedStacks.size(); ++b)
  498. {
  499. const CStack * healed = cb->battleGetStackByID(healedStacks[b].first);
  500. if(battleInt->creAnims[healed->ID]->getType() == 5)
  501. {
  502. //stack has been resurrected
  503. battleInt->creAnims[healed->ID]->setType(2);
  504. }
  505. }
  506. if (lifeDrain)
  507. {
  508. const CStack *attacker = cb->battleGetStackByID(healedStacks[0].first, false);
  509. const CStack *defender = cb->battleGetStackByID(lifeDrainFrom, false);
  510. if (attacker)
  511. {
  512. battleInt->displayEffect(50, attacker->position);
  513. }
  514. //print info about life drain
  515. int textOff = 0;
  516. if (attacker->count > 1)
  517. {
  518. textOff += 1;
  519. }
  520. char textBuf[1000];
  521. sprintf(textBuf, CGI->generaltexth->allTexts[361 + textOff].c_str(), attacker->getCreature()->nameSing.c_str(),
  522. healedStacks[0].second, defender->getCreature()->namePl.c_str());
  523. battleInt->console->addText(textBuf);
  524. }
  525. }
  526. void CPlayerInterface::battleNewStackAppeared(int stackID)
  527. {
  528. if(LOCPLINT != this)
  529. { //another local interface should do this
  530. return;
  531. }
  532. //changing necessary things in battle interface
  533. battleInt->newStack(stackID);
  534. }
  535. void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
  536. {
  537. if(LOCPLINT != this)
  538. { //another local interface should do this
  539. return;
  540. }
  541. for(std::set<si32>::const_iterator it = removedObstacles.begin(); it != removedObstacles.end(); ++it)
  542. {
  543. for(std::map< int, CDefHandler * >::iterator itBat = battleInt->idToObstacle.begin(); itBat != battleInt->idToObstacle.end(); ++itBat)
  544. {
  545. if(itBat->first == *it) //remove this obstacle
  546. {
  547. battleInt->idToObstacle.erase(itBat);
  548. break;
  549. }
  550. }
  551. }
  552. //update accessible hexes
  553. battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
  554. }
  555. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  556. {
  557. if(LOCPLINT != this)
  558. { //another local interface should do this
  559. return;
  560. }
  561. battleInt->stackIsCatapulting(ca);
  562. }
  563. void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
  564. {
  565. if(LOCPLINT != this)
  566. { //another local interface should do this
  567. return;
  568. }
  569. for(std::set<ui32>::const_iterator it = bsr.stackIDs.begin(); it != bsr.stackIDs.end(); ++it) //for each removed stack
  570. {
  571. battleInt->stackRemoved(*it);
  572. }
  573. }
  574. void CPlayerInterface::battleNewRound(int round) //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
  575. {
  576. if(LOCPLINT != this)
  577. { //another local interface should do this
  578. return;
  579. }
  580. boost::unique_lock<boost::recursive_mutex> un(*pim);
  581. battleInt->newRound(round);
  582. }
  583. void CPlayerInterface::actionStarted(const BattleAction* action)
  584. {
  585. if(LOCPLINT != this)
  586. { //another local interface should do this
  587. return;
  588. }
  589. boost::unique_lock<boost::recursive_mutex> un(*pim);
  590. curAction = new BattleAction(*action);
  591. battleInt->startAction(action);
  592. }
  593. void CPlayerInterface::actionFinished(const BattleAction* action)
  594. {
  595. if(LOCPLINT != this)
  596. { //another local interface should do this
  597. return;
  598. }
  599. boost::unique_lock<boost::recursive_mutex> un(*pim);
  600. delete curAction;
  601. curAction = NULL;
  602. battleInt->endAction(action);
  603. }
  604. BattleAction CPlayerInterface::activeStack(int stackID) //called when it's turn of that stack
  605. {
  606. CBattleInterface *b = battleInt;
  607. {
  608. boost::unique_lock<boost::recursive_mutex> un(*pim);
  609. const CStack *stack = cb->battleGetStackByID(stackID);
  610. if(vstd::contains(stack->state,MOVED)) //this stack has moved and makes second action -> high morale
  611. {
  612. std::string hlp = CGI->generaltexth->allTexts[33];
  613. boost::algorithm::replace_first(hlp,"%s",(stack->count != 1) ? stack->type->namePl : stack->type->nameSing);
  614. battleInt->displayEffect(20,stack->position);
  615. battleInt->console->addText(hlp);
  616. }
  617. b->stackActivated(stackID);
  618. }
  619. //wait till BattleInterface sets its command
  620. boost::unique_lock<boost::mutex> lock(b->givenCommand->mx);
  621. while(!b->givenCommand->data)
  622. b->givenCommand->cond.wait(lock);
  623. //tidy up
  624. BattleAction ret = *(b->givenCommand->data);
  625. delete b->givenCommand->data;
  626. b->givenCommand->data = NULL;
  627. //return command
  628. return ret;
  629. }
  630. void CPlayerInterface::battleEnd(BattleResult *br)
  631. {
  632. if(LOCPLINT != this)
  633. { //another local interface should do this
  634. return;
  635. }
  636. boost::unique_lock<boost::recursive_mutex> un(*pim);
  637. battleInt->battleFinished(*br);
  638. }
  639. void CPlayerInterface::battleStackMoved(int ID, int dest, int distance, bool end)
  640. {
  641. if(LOCPLINT != this)
  642. { //another local interface should do this
  643. return;
  644. }
  645. boost::unique_lock<boost::recursive_mutex> un(*pim);
  646. battleInt->stackMoved(ID, dest, end, distance);
  647. }
  648. void CPlayerInterface::battleSpellCast(BattleSpellCast *sc)
  649. {
  650. if(LOCPLINT != this)
  651. { //another local interface should do this
  652. return;
  653. }
  654. boost::unique_lock<boost::recursive_mutex> un(*pim);
  655. battleInt->spellCast(sc);
  656. }
  657. void CPlayerInterface::battleStacksEffectsSet(SetStackEffect & sse)
  658. {
  659. if(LOCPLINT != this)
  660. { //another local interface should do this
  661. return;
  662. }
  663. boost::unique_lock<boost::recursive_mutex> un(*pim);
  664. battleInt->battleStacksEffectsSet(sse);
  665. }
  666. void CPlayerInterface::battleStacksAttacked(std::vector<BattleStackAttacked> & bsa)
  667. {
  668. if(LOCPLINT != this)
  669. { //another local interface should do this
  670. return;
  671. }
  672. tlog5 << "CPlayerInterface::battleStackAttacked - locking...";
  673. boost::unique_lock<boost::recursive_mutex> un(*pim);
  674. tlog5 << "done!\n";
  675. std::vector<SStackAttackedInfo> arg;
  676. for(std::vector<BattleStackAttacked>::iterator i = bsa.begin(); i != bsa.end(); i++)
  677. {
  678. if(i->isEffect() && i->effect != 12) //and not armageddon
  679. {
  680. const CStack *stack = cb->battleGetStackByID(i->stackAttacked, false);
  681. if (stack != NULL)
  682. battleInt->displayEffect(i->effect, stack->position);
  683. }
  684. SStackAttackedInfo to_put = {i->stackAttacked, i->damageAmount, i->killedAmount, i->attackerID, LOCPLINT->curAction->actionType==7, i->killed()};
  685. arg.push_back(to_put);
  686. }
  687. if(bsa.begin()->isEffect() && bsa.begin()->effect == 12) //for armageddon - I hope this condition is enough
  688. {
  689. battleInt->displayEffect(bsa.begin()->effect, -1);
  690. }
  691. battleInt->stacksAreAttacked(arg);
  692. }
  693. void CPlayerInterface::battleAttack(BattleAttack *ba)
  694. {
  695. if(LOCPLINT != this)
  696. { //another local interface should do this
  697. return;
  698. }
  699. tlog5 << "CPlayerInterface::battleAttack - locking...";
  700. boost::unique_lock<boost::recursive_mutex> un(*pim);
  701. tlog5 << "done!\n";
  702. assert(curAction);
  703. if(ba->lucky()) //lucky hit
  704. {
  705. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  706. std::string hlp = CGI->generaltexth->allTexts[45];
  707. boost::algorithm::replace_first(hlp,"%s",(stack->count != 1) ? stack->type->namePl.c_str() : stack->type->nameSing.c_str());
  708. battleInt->console->addText(hlp);
  709. battleInt->displayEffect(18,stack->position);
  710. }
  711. //TODO: bad luck?
  712. if(ba->shot())
  713. {
  714. for(std::vector<BattleStackAttacked>::iterator i = ba->bsa.begin(); i != ba->bsa.end(); i++)
  715. battleInt->stackIsShooting(ba->stackAttacking,cb->battleGetPos(i->stackAttacked), i->stackAttacked);
  716. }
  717. else
  718. {//WARNING: does not support multiple attacked creatures
  719. const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
  720. int shift = 0;
  721. if(ba->counter() && BattleInfo::mutualPosition(curAction->destinationTile, attacker->position) < 0)
  722. {
  723. int distp = BattleInfo::getDistance(curAction->destinationTile + 1, attacker->position);
  724. int distm = BattleInfo::getDistance(curAction->destinationTile - 1, attacker->position);
  725. if( distp < distm )
  726. shift = 1;
  727. else
  728. shift = -1;
  729. }
  730. battleInt->stackAttacking( ba->stackAttacking, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, ba->bsa.begin()->stackAttacked );
  731. }
  732. }
  733. void CPlayerInterface::showComp(SComponent comp)
  734. {
  735. boost::unique_lock<boost::recursive_mutex> un(*pim);
  736. CGI->soundh->playSoundFromSet(CGI->soundh->pickupSounds);
  737. adventureInt->infoBar.showComp(&comp,4000);
  738. }
  739. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  740. {
  741. std::vector<SComponent*> intComps;
  742. for(int i=0;i<components.size();i++)
  743. intComps.push_back(new SComponent(*components[i]));
  744. showInfoDialog(text,intComps,soundID);
  745. }
  746. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<SComponent*> & components, int soundID, bool delComps)
  747. {
  748. waitWhileDialog();
  749. boost::unique_lock<boost::recursive_mutex> un(*pim);
  750. stopMovement();
  751. CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);
  752. temp->setDelComps(delComps);
  753. if(makingTurn && GH.listInt.size() && LOCPLINT == this)
  754. {
  755. CGI->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  756. showingDialog->set(true);
  757. GH.pushInt(temp);
  758. }
  759. else
  760. {
  761. dialogs.push_back(temp);
  762. }
  763. }
  764. void CPlayerInterface::showYesNoDialog(const std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps)
  765. {
  766. boost::unique_lock<boost::recursive_mutex> un(*pim);
  767. stopMovement();
  768. LOCPLINT->showingDialog->setn(true);
  769. CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);
  770. }
  771. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel )
  772. {
  773. waitWhileDialog();
  774. boost::unique_lock<boost::recursive_mutex> un(*pim);
  775. stopMovement();
  776. CGI->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  777. if(!selection && cancel) //simple yes/no dialog
  778. {
  779. std::vector<SComponent*> intComps;
  780. for(int i=0;i<components.size();i++)
  781. intComps.push_back(new SComponent(components[i])); //will be deleted by close in window
  782. showYesNoDialog(text,intComps,boost::bind(&CCallback::selectionMade,cb,1,askID),boost::bind(&CCallback::selectionMade,cb,0,askID),true);
  783. }
  784. else if(selection)
  785. {
  786. std::vector<CSelectableComponent*> intComps;
  787. for(int i=0;i<components.size();i++)
  788. intComps.push_back(new CSelectableComponent(components[i])); //will be deleted by CSelWindow::close
  789. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  790. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  791. if(cancel)
  792. {
  793. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  794. }
  795. int charperline = 35;
  796. if (pom.size() > 1)
  797. charperline = 50;
  798. CSelWindow * temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);
  799. GH.pushInt(temp);
  800. intComps[0]->clickLeft(true, false);
  801. }
  802. }
  803. void CPlayerInterface::tileRevealed(const std::set<int3> &pos)
  804. {
  805. boost::unique_lock<boost::recursive_mutex> un(*pim);
  806. for(std::set<int3>::const_iterator i=pos.begin(); i!=pos.end();i++)
  807. adventureInt->minimap.showTile(*i);
  808. if(pos.size())
  809. GH.totalRedraw();
  810. }
  811. void CPlayerInterface::tileHidden(const std::set<int3> &pos)
  812. {
  813. boost::unique_lock<boost::recursive_mutex> un(*pim);
  814. for(std::set<int3>::const_iterator i=pos.begin(); i!=pos.end();i++)
  815. adventureInt->minimap.hideTile(*i);
  816. if(pos.size())
  817. GH.totalRedraw();
  818. }
  819. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  820. {
  821. boost::unique_lock<boost::recursive_mutex> un(*pim);
  822. adventureInt->heroWindow->setHero(hero);
  823. adventureInt->heroWindow->quitButton->callback = boost::bind(&CHeroWindow::quit,adventureInt->heroWindow);
  824. GH.pushInt(adventureInt->heroWindow);
  825. }
  826. void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
  827. {
  828. boost::unique_lock<boost::recursive_mutex> un(*pim);
  829. if(adventureInt->heroWindow->curHero && adventureInt->heroWindow->curHero->id == hero->id) //hero window is opened
  830. {
  831. adventureInt->heroWindow->deactivate();
  832. adventureInt->heroWindow->setHero(hero);
  833. adventureInt->heroWindow->activate();
  834. }
  835. else if(CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt())) //exchange window is open
  836. {
  837. cew->deactivate();
  838. for(int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
  839. {
  840. if(cew->heroInst[g]->id == hero->id)
  841. {
  842. cew->heroInst[g] = hero;
  843. cew->artifs[g]->updateState = true;
  844. cew->artifs[g]->setHero(hero);
  845. cew->artifs[g]->updateState = false;
  846. }
  847. }
  848. cew->prepareBackground();
  849. cew->activate();
  850. }
  851. else if(CTradeWindow *caw = dynamic_cast<CTradeWindow*>(GH.topInt()))
  852. {
  853. if(caw->arts)
  854. {
  855. caw->deactivate();
  856. caw->arts->updateState = true;
  857. caw->arts->setHero(hero);
  858. caw->arts->updateState = false;
  859. caw->activate();
  860. }
  861. }
  862. updateInfo(hero);
  863. }
  864. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  865. {
  866. boost::unique_lock<boost::recursive_mutex> un(*pim);
  867. if(castleInt && town->ID == TOWNI_TYPE)
  868. {
  869. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());
  870. if(fs)
  871. fs->draw(castleInt,false);
  872. }
  873. else if(GH.listInt.size() && (town->ID == 17 || town->ID == 20 || town->ID == 106)) //external dwelling
  874. {
  875. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
  876. if(crw)
  877. crw->initCres();
  878. }
  879. }
  880. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  881. {
  882. if(bonus.type == Bonus::NONE) return;
  883. boost::unique_lock<boost::recursive_mutex> un(*pim);
  884. updateInfo(hero);
  885. if (bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING && !gain)
  886. {
  887. //recalculate paths because hero has lost bonus influencing pathfinding
  888. cb->recalculatePaths();
  889. eraseCurrentPathOf(hero, false);
  890. }
  891. }
  892. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  893. {
  894. h & playerID;
  895. h & sysOpts;
  896. h & spellbookSettings;
  897. }
  898. void CPlayerInterface::serialize( COSer<CSaveFile> &h, const int version )
  899. {
  900. serializeTempl(h,version);
  901. }
  902. void CPlayerInterface::serialize( CISer<CLoadFile> &h, const int version )
  903. {
  904. serializeTempl(h,version);
  905. sysOpts.apply();
  906. firstCall = -1;
  907. }
  908. bool CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  909. {
  910. if (!h)
  911. return false; //can't find hero
  912. pim->unlock();
  913. bool result = false;
  914. {
  915. path.convert(0);
  916. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  917. stillMoveHero.data = CONTINUE_MOVE;
  918. enum TerrainTile::EterrainType currentTerrain = TerrainTile::border; // not init yet
  919. enum TerrainTile::EterrainType newTerrain;
  920. int sh = -1;
  921. const TerrainTile * curTile = cb->getTileInfo(CGHeroInstance::convertPosition(h->pos, false));
  922. for(int i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || curTile->blocked); i--)
  923. {
  924. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  925. if(path.nodes[i-1].turns)
  926. {
  927. stillMoveHero.data = STOP_MOVE;
  928. break;
  929. }
  930. // Start a new sound for the hero movement or let the existing one carry on.
  931. #if 0
  932. // TODO
  933. if (hero is flying && sh == -1)
  934. sh = CGI->soundh->playSound(soundBase::horseFlying, -1);
  935. #endif
  936. {
  937. newTerrain = cb->getTileInfo(CGHeroInstance::convertPosition(path.nodes[i].coord, false))->tertype;
  938. if (newTerrain != currentTerrain) {
  939. CGI->soundh->stopSound(sh);
  940. sh = CGI->soundh->playSound(CGI->soundh->horseSounds[newTerrain], -1);
  941. currentTerrain = newTerrain;
  942. }
  943. }
  944. stillMoveHero.data = WAITING_MOVE;
  945. int3 endpos(path.nodes[i-1].coord.x, path.nodes[i-1].coord.y, h->pos.z);
  946. bool guarded = CGI->mh->map->isInTheMap(cb->guardingCreaturePosition(endpos - int3(1, 0, 0)));
  947. cb->moveHero(h,endpos);
  948. curTile = cb->getTileInfo(endpos);
  949. eventsM.unlock();
  950. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  951. stillMoveHero.cond.wait(un);
  952. eventsM.lock();
  953. if (guarded) // Abort movement if a guard was fought.
  954. break;
  955. }
  956. CGI->soundh->stopSound(sh);
  957. cb->recalculatePaths();
  958. }
  959. pim->lock();
  960. return result;
  961. }
  962. bool CPlayerInterface::shiftPressed() const
  963. {
  964. return SDL_GetKeyState(NULL)[SDLK_LSHIFT] || SDL_GetKeyState(NULL)[SDLK_RSHIFT];
  965. }
  966. bool CPlayerInterface::altPressed() const
  967. {
  968. return SDL_GetKeyState(NULL)[SDLK_LALT] || SDL_GetKeyState(NULL)[SDLK_RALT];
  969. }
  970. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd )
  971. {
  972. if(stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  973. return;
  974. {
  975. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  976. while(showingDialog->data)
  977. showingDialog->cond.wait(un);
  978. }
  979. boost::unique_lock<boost::recursive_mutex> un(*pim);
  980. while(dialogs.size())
  981. {
  982. pim->unlock();
  983. SDL_Delay(20);
  984. pim->lock();
  985. }
  986. CGarrisonWindow *cgw = new CGarrisonWindow(up,down,removableUnits);
  987. cgw->quit->callback += onEnd;
  988. GH.pushInt(cgw);
  989. }
  990. /**
  991. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  992. * into a combinational one on an artifact screen. Does not require the combination of
  993. * artifacts to be legal.
  994. * @param artifactID ID of a constituent artifact.
  995. * @param assembleTo ID of artifact to assemble a constituent into, not used when assemble
  996. * is false.
  997. * @param assemble True if the artifact is to be assembled, false if it is to be disassembled.
  998. */
  999. void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo)
  1000. {
  1001. const CArtifact &artifact = *CGI->arth->artifacts[artifactID];
  1002. std::string text = artifact.Description();
  1003. text += "\n\n";
  1004. std::vector<SComponent*> scs;
  1005. if (assemble) {
  1006. const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo];
  1007. // You possess all of the components to...
  1008. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());
  1009. // Picture of assembled artifact at bottom.
  1010. SComponent* sc = new SComponent;
  1011. sc->type = SComponent::artifact;
  1012. sc->subtype = assembledArtifact.id;
  1013. sc->description = assembledArtifact.Description();
  1014. sc->subtitle = assembledArtifact.Name();
  1015. scs.push_back(sc);
  1016. } else {
  1017. // Do you wish to disassemble this artifact?
  1018. text += CGI->generaltexth->allTexts[733];
  1019. }
  1020. showYesNoDialog(text, scs, onYes, onNo, true);
  1021. }
  1022. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1023. {
  1024. if(stillMoveHero.get() == DURING_MOVE)
  1025. stillMoveHero.setn(CONTINUE_MOVE);
  1026. }
  1027. void CPlayerInterface::heroExchangeStarted(si32 hero1, si32 hero2)
  1028. {
  1029. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1030. GH.pushInt(new CExchangeWindow(hero1, hero2));
  1031. }
  1032. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1033. {
  1034. //redraw minimap if owner changed
  1035. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1036. if(sop->what == ObjProperty::OWNER)
  1037. {
  1038. const CGObjectInstance * obj = cb->getObjectInfo(sop->id);
  1039. std::set<int3> pos = obj->getBlockedPos();
  1040. for(std::set<int3>::const_iterator it = pos.begin(); it != pos.end(); ++it)
  1041. {
  1042. if(cb->isVisible(*it))
  1043. adventureInt->minimap.showTile(*it);
  1044. }
  1045. if(obj->ID == TOWNI_TYPE)
  1046. if(obj->tempOwner == playerID)
  1047. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1048. else
  1049. towns -= obj;
  1050. assert(cb->getTownsInfo().size() == towns.size());
  1051. }
  1052. }
  1053. void CPlayerInterface::recreateHeroTownList()
  1054. {
  1055. wanderingHeroes.clear();
  1056. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1057. for(size_t i = 0; i < heroes.size(); i++)
  1058. if(!heroes[i]->inTownGarrison)
  1059. wanderingHeroes.push_back(heroes[i]);
  1060. towns.clear();
  1061. std::vector<const CGTownInstance*> townInfo = cb->getTownsInfo();
  1062. for(size_t i = 0; i < townInfo.size(); i++)
  1063. towns.push_back(townInfo[i]);
  1064. }
  1065. const CGHeroInstance * CPlayerInterface::getWHero( int pos )
  1066. {
  1067. if(pos < 0 || pos >= wanderingHeroes.size())
  1068. return NULL;
  1069. return wanderingHeroes[pos];
  1070. }
  1071. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1072. {
  1073. waitWhileDialog();
  1074. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1075. CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, boost::bind(&CCallback::recruitCreatures, cb, dwelling, _1, _2, -1));
  1076. GH.pushInt(cr);
  1077. }
  1078. void CPlayerInterface::waitWhileDialog()
  1079. {
  1080. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1081. while(showingDialog->data)
  1082. showingDialog->cond.wait(un);
  1083. }
  1084. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1085. {
  1086. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1087. int state = obj->state();
  1088. std::vector<si32> cost;
  1089. obj->getBoatCost(cost);
  1090. CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), boost::bind(&CCallback::buildBoat, cb, obj));
  1091. GH.pushInt(csw);
  1092. }
  1093. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1094. {
  1095. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1096. CGI->mh->printObject(obj);
  1097. //we might have built a boat in shipyard in opened town screen
  1098. if(obj->ID == 8
  1099. && LOCPLINT->castleInt
  1100. && obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
  1101. {
  1102. CGI->soundh->playSound(soundBase::newBuilding);
  1103. LOCPLINT->castleInt->recreateBuildings();
  1104. }
  1105. }
  1106. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1107. {
  1108. adventureInt->centerOn (pos);
  1109. if(focusTime)
  1110. {
  1111. bool activeAdv = (GH.topInt() == adventureInt && adventureInt->isActive());
  1112. if(activeAdv)
  1113. adventureInt->deactivate();
  1114. SDL_Delay(focusTime);
  1115. if(activeAdv)
  1116. adventureInt->activate();
  1117. }
  1118. }
  1119. void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
  1120. {
  1121. if(obj->ID == HEROI_TYPE && obj->tempOwner == playerID)
  1122. {
  1123. const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
  1124. heroKilled(h);
  1125. }
  1126. }
  1127. bool CPlayerInterface::ctrlPressed() const
  1128. {
  1129. return SDL_GetKeyState(NULL)[SDLK_LCTRL] || SDL_GetKeyState(NULL)[SDLK_RCTRL];
  1130. }
  1131. void CPlayerInterface::update()
  1132. {
  1133. while(!terminate_cond.get() && !pim->try_lock()) //try acquiring long until it succeeds or we are told to terminate
  1134. boost::this_thread::sleep(boost::posix_time::milliseconds(15));
  1135. if(terminate_cond.get())
  1136. return;
  1137. //if there are any waiting dialogs, show them
  1138. if((howManyPeople <= 1 || makingTurn) && dialogs.size() && !showingDialog->get())
  1139. {
  1140. showingDialog->set(true);
  1141. GH.pushInt(dialogs.front());
  1142. dialogs.pop_front();
  1143. }
  1144. //in some conditions we may receive calls before selection is initialized - we must ignore them
  1145. if(!adventureInt->selection && GH.topInt() == adventureInt)
  1146. return;
  1147. GH.updateTime();
  1148. GH.handleEvents();
  1149. if(!adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled
  1150. GH.totalRedraw();
  1151. else
  1152. GH.simpleRedraw();
  1153. CGI->curh->draw1();
  1154. CSDL_Ext::update(screen);
  1155. CGI->curh->draw2();
  1156. pim->unlock();
  1157. SDL_framerateDelay(mainFPSmng);
  1158. }
  1159. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1160. {
  1161. using namespace boost::filesystem;
  1162. using namespace boost::algorithm;
  1163. std::map<std::time_t, int> dates; //save number => datestamp
  1164. directory_iterator enddir;
  1165. for (directory_iterator dir(GVCMIDirs.UserPath + "/Games"); dir!=enddir; dir++)
  1166. {
  1167. if(is_regular(dir->status()))
  1168. {
  1169. std::string name = dir->path().leaf();
  1170. if(starts_with(name, namePrefix) && ends_with(name, ".vlgm1"))
  1171. {
  1172. char nr = name[namePrefix.size()];
  1173. if(std::isdigit(nr))
  1174. {
  1175. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1176. }
  1177. }
  1178. }
  1179. }
  1180. if(dates.size())
  1181. return (--dates.end())->second; //return latest file number
  1182. return 0;
  1183. }
  1184. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1185. {
  1186. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1187. {
  1188. //ho->moveDir = 1;
  1189. ho->isStanding = false;
  1190. CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -31)));
  1191. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, -31)));
  1192. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, -31)));
  1193. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, -31)));
  1194. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 1)));
  1195. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
  1196. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
  1197. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
  1198. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 33)));
  1199. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
  1200. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
  1201. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
  1202. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1203. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1204. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1205. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1206. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1207. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1208. }
  1209. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1210. {
  1211. //ho->moveDir = 2;
  1212. ho->isStanding = false;
  1213. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, -31)));
  1214. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, -31)));
  1215. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, -31)));
  1216. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
  1217. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
  1218. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
  1219. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
  1220. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
  1221. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
  1222. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1223. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1224. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1225. }
  1226. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1227. {
  1228. //ho->moveDir = 3;
  1229. ho->isStanding = false;
  1230. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, -31)));
  1231. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, -31)));
  1232. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, -31)));
  1233. CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -31)));
  1234. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
  1235. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
  1236. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
  1237. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 1)));
  1238. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
  1239. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
  1240. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
  1241. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 33)));
  1242. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1243. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1244. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1245. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1246. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1247. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1248. }
  1249. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1250. {
  1251. //ho->moveDir = 4;
  1252. ho->isStanding = false;
  1253. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
  1254. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
  1255. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
  1256. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 0)));
  1257. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
  1258. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
  1259. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
  1260. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 32)));
  1261. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1262. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1263. }
  1264. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1265. {
  1266. //ho->moveDir = 5;
  1267. ho->isStanding = false;
  1268. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
  1269. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
  1270. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
  1271. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -1)));
  1272. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
  1273. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
  1274. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
  1275. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 31)));
  1276. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, 63)));
  1277. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, 63)));
  1278. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, 63)));
  1279. CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 63)));
  1280. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1281. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1282. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1283. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1284. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1285. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1286. }
  1287. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1288. {
  1289. //ho->moveDir = 6;
  1290. ho->isStanding = false;
  1291. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
  1292. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
  1293. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
  1294. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
  1295. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
  1296. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
  1297. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, 63)));
  1298. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, 63)));
  1299. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, 63)));
  1300. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1301. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1302. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1303. }
  1304. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1305. {
  1306. //ho->moveDir = 7;
  1307. ho->isStanding = false;
  1308. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -1)));
  1309. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
  1310. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
  1311. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
  1312. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 31)));
  1313. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
  1314. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
  1315. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
  1316. CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 63)));
  1317. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, 63)));
  1318. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, 63)));
  1319. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, 63)));
  1320. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1321. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1322. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1323. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1324. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1325. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1326. }
  1327. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1328. {
  1329. //ho->moveDir = 8;
  1330. ho->isStanding = false;
  1331. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 0)));
  1332. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
  1333. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
  1334. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
  1335. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 32)));
  1336. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
  1337. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
  1338. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
  1339. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1340. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1341. }
  1342. }
  1343. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1344. {
  1345. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1346. {
  1347. //setting advmap shift
  1348. adventureInt->terrain.moveX = i-32;
  1349. adventureInt->terrain.moveY = i-32;
  1350. subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
  1351. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
  1352. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
  1353. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
  1354. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
  1355. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
  1356. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
  1357. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
  1358. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
  1359. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
  1360. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
  1361. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
  1362. }
  1363. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1364. {
  1365. //setting advmap shift
  1366. adventureInt->terrain.moveY = i-32;
  1367. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
  1368. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
  1369. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
  1370. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
  1371. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
  1372. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
  1373. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
  1374. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
  1375. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
  1376. }
  1377. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1378. {
  1379. //setting advmap shift
  1380. adventureInt->terrain.moveX = -i+32;
  1381. adventureInt->terrain.moveY = i-32;
  1382. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
  1383. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
  1384. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
  1385. subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
  1386. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
  1387. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
  1388. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
  1389. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
  1390. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
  1391. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
  1392. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
  1393. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
  1394. }
  1395. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1396. {
  1397. //setting advmap shift
  1398. adventureInt->terrain.moveX = -i+32;
  1399. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
  1400. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
  1401. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
  1402. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
  1403. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
  1404. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
  1405. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
  1406. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
  1407. }
  1408. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1409. {
  1410. //setting advmap shift
  1411. adventureInt->terrain.moveX = -i+32;
  1412. adventureInt->terrain.moveY = -i+32;
  1413. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
  1414. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
  1415. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
  1416. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
  1417. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
  1418. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
  1419. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
  1420. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
  1421. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
  1422. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
  1423. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
  1424. subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
  1425. }
  1426. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1427. {
  1428. //setting advmap shift
  1429. adventureInt->terrain.moveY = -i+32;
  1430. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
  1431. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
  1432. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
  1433. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
  1434. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
  1435. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
  1436. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
  1437. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
  1438. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
  1439. }
  1440. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1441. {
  1442. //setting advmap shift
  1443. adventureInt->terrain.moveX = i-32;
  1444. adventureInt->terrain.moveY = -i+32;
  1445. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
  1446. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
  1447. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
  1448. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
  1449. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
  1450. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
  1451. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
  1452. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
  1453. subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
  1454. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
  1455. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
  1456. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
  1457. }
  1458. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1459. {
  1460. //setting advmap shift
  1461. adventureInt->terrain.moveX = i-32;
  1462. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
  1463. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
  1464. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
  1465. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
  1466. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
  1467. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
  1468. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
  1469. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
  1470. }
  1471. }
  1472. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1473. {
  1474. adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
  1475. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1476. {
  1477. delObjRect(hp.x, hp.y-2, hp.z, ho->id);
  1478. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1479. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1480. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1481. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1482. delObjRect(hp.x-3, hp.y, hp.z, ho->id);
  1483. }
  1484. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1485. {
  1486. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1487. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1488. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1489. }
  1490. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1491. {
  1492. delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
  1493. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1494. delObjRect(hp.x+1, hp.y, hp.z, ho->id);
  1495. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1496. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1497. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1498. }
  1499. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1500. {
  1501. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1502. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1503. }
  1504. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1505. {
  1506. delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
  1507. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1508. delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
  1509. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1510. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1511. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1512. }
  1513. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1514. {
  1515. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1516. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1517. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1518. }
  1519. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1520. {
  1521. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1522. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1523. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1524. delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
  1525. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1526. delObjRect(hp.x, hp.y+1, hp.z, ho->id);
  1527. }
  1528. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1529. {
  1530. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1531. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1532. }
  1533. //restoring good rects
  1534. subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
  1535. subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
  1536. subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
  1537. subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
  1538. subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
  1539. subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
  1540. //restoring good order of objects
  1541. std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.end(), ocmptwo_cgin);
  1542. std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.end(), ocmptwo_cgin);
  1543. std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.end(), ocmptwo_cgin);
  1544. std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.end(), ocmptwo_cgin);
  1545. std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.end(), ocmptwo_cgin);
  1546. std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.end(), ocmptwo_cgin);
  1547. }
  1548. void CPlayerInterface::gameOver(ui8 player, bool victory )
  1549. {
  1550. if(LOCPLINT != this)
  1551. return;
  1552. if(player == playerID)
  1553. {
  1554. if(!victory)
  1555. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1556. // else
  1557. // showInfoDialog("Placeholder message: you won!");
  1558. makingTurn = true;
  1559. while(showingDialog->get() || dialogs.size()); //wait till all dialogs are displayed and closed
  1560. makingTurn = false;
  1561. howManyPeople--;
  1562. if(!howManyPeople) //all human players eliminated
  1563. {
  1564. if(cb->getStartInfo()->mode != StartInfo::CAMPAIGN)
  1565. requestReturningToMainMenu();
  1566. //TODO next campaign scenario
  1567. }
  1568. }
  1569. else
  1570. {
  1571. if(!victory) //enemy has lost
  1572. {
  1573. std::string txt = CGI->generaltexth->allTexts[5]; //%s has been vanquished!
  1574. boost::algorithm::replace_first(txt, "%s", CGI->generaltexth->capColors[player]);
  1575. showInfoDialog(txt,std::vector<SComponent*>(1, new SComponent(SComponent::flag, player, 0)));
  1576. }
  1577. }
  1578. }
  1579. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1580. {
  1581. }
  1582. void CPlayerInterface::showPuzzleMap()
  1583. {
  1584. waitWhileDialog();
  1585. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1586. //TODO: interface should not know the real position of Grail...
  1587. float ratio = 0;
  1588. int3 grailPos = cb->getGrailPos(ratio);
  1589. GH.pushInt(new CPuzzleWindow(grailPos, ratio));
  1590. }
  1591. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1592. {
  1593. if (spellID == Spells::FLY || spellID == Spells::WATER_WALK)
  1594. {
  1595. cb->recalculatePaths();
  1596. eraseCurrentPathOf(caster, false);
  1597. }
  1598. }
  1599. void SystemOptions::setMusicVolume( int newVolume )
  1600. {
  1601. musicVolume = newVolume;
  1602. CGI->musich->setVolume(newVolume);
  1603. settingsChanged();
  1604. }
  1605. void SystemOptions::setSoundVolume( int newVolume )
  1606. {
  1607. soundVolume = newVolume;
  1608. CGI->soundh->setVolume(newVolume);
  1609. settingsChanged();
  1610. }
  1611. void SystemOptions::setHeroMoveSpeed( int newSpeed )
  1612. {
  1613. heroMoveSpeed = newSpeed;
  1614. settingsChanged();
  1615. }
  1616. void SystemOptions::setMapScrollingSpeed( int newSpeed )
  1617. {
  1618. mapScrollingSpeed = newSpeed;
  1619. settingsChanged();
  1620. }
  1621. void SystemOptions::settingsChanged()
  1622. {
  1623. CSaveFile settings(GVCMIDirs.UserPath + "/config/sysopts.bin");
  1624. if(settings.sfile)
  1625. settings << *this;
  1626. else
  1627. tlog1 << "Cannot save settings to config/sysopts.bin!\n";
  1628. }
  1629. void SystemOptions::apply()
  1630. {
  1631. if(CGI->musich->getVolume() != musicVolume)
  1632. CGI->musich->setVolume(musicVolume);
  1633. if(CGI->soundh->getVolume() != soundVolume)
  1634. CGI->soundh->setVolume(soundVolume);
  1635. settingsChanged();
  1636. }
  1637. SystemOptions::SystemOptions()
  1638. {
  1639. heroMoveSpeed = 2;
  1640. mapScrollingSpeed = 2;
  1641. musicVolume = 88;
  1642. soundVolume = 88;
  1643. printCellBorders = true;
  1644. printStackRange = true;
  1645. animSpeed = 2;
  1646. printMouseShadow = true;
  1647. showQueue = true;
  1648. }
  1649. void CPlayerInterface::eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath /*= true */ )
  1650. {
  1651. if(checkForExistanceOfPath)
  1652. {
  1653. assert(vstd::contains(paths, ho));
  1654. }
  1655. else if (!vstd::contains(paths, ho))
  1656. {
  1657. return;
  1658. }
  1659. assert(ho == adventureInt->selection);
  1660. paths.erase(ho);
  1661. adventureInt->terrain.currentPath = NULL;
  1662. }
  1663. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1664. {
  1665. if(vstd::contains(paths,h)) //hero has assigned path
  1666. {
  1667. CGPath &path = paths[h];
  1668. if(!path.nodes.size())
  1669. {
  1670. tlog3 << "Warning: empty path found...\n";
  1671. paths.erase(h);
  1672. }
  1673. else
  1674. {
  1675. assert(h->getPosition(false) == path.startPos());
  1676. //update the hero path in case of something has changed on map
  1677. if(LOCPLINT->cb->getPath2(path.endPos(), path))
  1678. return &path;
  1679. else
  1680. paths.erase(h);
  1681. }
  1682. }
  1683. return NULL;
  1684. }
  1685. void CPlayerInterface::acceptTurn()
  1686. {
  1687. waitWhileDialog();
  1688. if(howManyPeople > 1)
  1689. adventureInt->startTurn();
  1690. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1691. /* TODO: This isn't quite right. First day in game should play
  1692. * NEWDAY. And we don't play NEWMONTH. */
  1693. int day = cb->getDate(1);
  1694. if (day != 1)
  1695. CGI->soundh->playSound(soundBase::newDay);
  1696. else
  1697. CGI->soundh->playSound(soundBase::newWeek);
  1698. adventureInt->infoBar.newDay(day);
  1699. //select first hero if available.
  1700. //TODO: check if hero is slept
  1701. if(wanderingHeroes.size())
  1702. adventureInt->select(wanderingHeroes.front());
  1703. else
  1704. adventureInt->select(towns.front());
  1705. adventureInt->showAll(screen);
  1706. }
  1707. void CPlayerInterface::tryDiggging(const CGHeroInstance *h)
  1708. {
  1709. std::string hlp;
  1710. if(h->movement < h->maxMovePoints(true))
  1711. showInfoDialog(CGI->generaltexth->allTexts[56]); //"Digging for artifacts requires a whole day, try again tomorrow."
  1712. else if(cb->getTileInfo(h->getPosition(false))->tertype == TerrainTile::water)
  1713. showInfoDialog(CGI->generaltexth->allTexts[60]); //Try looking on land!
  1714. else
  1715. {
  1716. const TerrainTile *t = cb->getTileInfo(h->getPosition());
  1717. CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
  1718. if(hlp.length() || t->blockingObjects.size() > 1)
  1719. showInfoDialog(CGI->generaltexth->allTexts[97]); //Try searching on clear ground.
  1720. else
  1721. cb->dig(h);
  1722. }
  1723. }
  1724. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1725. {
  1726. adventureInt->infoBar.updateSelection(specific);
  1727. // if (adventureInt->selection == specific)
  1728. // adventureInt->infoBar.showAll(screen);
  1729. }
  1730. void CPlayerInterface::battleNewRoundFirst( int round )
  1731. {
  1732. if(LOCPLINT != this)
  1733. { //another local interface should do this
  1734. return;
  1735. }
  1736. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1737. battleInt->newRoundFirst(round);
  1738. }
  1739. void CPlayerInterface::stopMovement()
  1740. {
  1741. if(stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1742. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1743. }
  1744. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1745. {
  1746. if(market->o->ID == 2) //Altar
  1747. {
  1748. EMarketMode mode = market->availableModes().front();
  1749. if(market->allowsTrade(ARTIFACT_EXP) && visitor->getAlignment() != EVIL)
  1750. GH.pushInt(new CAltarWindow(market, visitor, ARTIFACT_EXP));
  1751. else if(market->allowsTrade(CREATURE_EXP) && visitor->getAlignment() != GOOD)
  1752. GH.pushInt(new CAltarWindow(market, visitor, CREATURE_EXP));
  1753. }
  1754. else
  1755. GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front()));
  1756. }
  1757. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1758. {
  1759. CUniversityWindow *cuw = new CUniversityWindow(visitor, market);
  1760. GH.pushInt(cuw);
  1761. }
  1762. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1763. {
  1764. CHillFortWindow *chfw = new CHillFortWindow(visitor, object);
  1765. GH.pushInt(chfw);
  1766. }
  1767. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
  1768. {
  1769. if(CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt()))
  1770. cmw->artifactsChanged(false);
  1771. }
  1772. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1773. {
  1774. CTavernWindow *tv = new CTavernWindow(townOrTavern);
  1775. GH.pushInt(tv);
  1776. }
  1777. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1778. {
  1779. if(obj->state())
  1780. {
  1781. MetaString txt;
  1782. obj->getProblemText(txt);
  1783. showInfoDialog(txt.toString());
  1784. }
  1785. else
  1786. showShipyardDialog(obj);
  1787. }
  1788. void CPlayerInterface::requestReturningToMainMenu()
  1789. {
  1790. SDL_Event event;
  1791. event.type = SDL_USEREVENT;
  1792. event.user.code = 2;
  1793. SDL_PushEvent(&event);
  1794. }
  1795. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  1796. {
  1797. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  1798. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  1799. }