CPlayerInterface.cpp 73 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527
  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include <vcmi/Artifact.h>
  12. #include "windows/CAdvmapInterface.h"
  13. #include "battle/BattleInterface.h"
  14. #include "battle/BattleEffectsController.h"
  15. #include "battle/BattleFieldController.h"
  16. #include "battle/BattleInterfaceClasses.h"
  17. #include "battle/BattleControlPanel.h"
  18. #include "../CCallback.h"
  19. #include "windows/CCastleInterface.h"
  20. #include "gui/CCursorHandler.h"
  21. #include "windows/CKingdomInterface.h"
  22. #include "CGameInfo.h"
  23. #include "windows/CHeroWindow.h"
  24. #include "windows/CCreatureWindow.h"
  25. #include "windows/CQuestLog.h"
  26. #include "CMessage.h"
  27. #include "CPlayerInterface.h"
  28. #include "gui/SDL_Extensions.h"
  29. #include "widgets/CComponent.h"
  30. #include "windows/CTradeWindow.h"
  31. #include "windows/CSpellWindow.h"
  32. #include "../lib/CConfigHandler.h"
  33. #include "Graphics.h"
  34. #include "windows/GUIClasses.h"
  35. #include "../lib/CArtHandler.h"
  36. #include "../lib/CGeneralTextHandler.h"
  37. #include "../lib/CHeroHandler.h"
  38. #include "../lib/serializer/CTypeList.h"
  39. #include "../lib/serializer/BinaryDeserializer.h"
  40. #include "../lib/serializer/BinarySerializer.h"
  41. #include "../lib/spells/CSpellHandler.h"
  42. #include "../lib/CTownHandler.h"
  43. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  44. #include "../lib/CStack.h"
  45. #include "../lib/JsonNode.h"
  46. #include "CMusicHandler.h"
  47. #include "../lib/CondSh.h"
  48. #include "../lib/NetPacksBase.h"
  49. #include "../lib/NetPacks.h"//todo: remove
  50. #include "../lib/mapping/CMap.h"
  51. #include "../lib/VCMIDirs.h"
  52. #include "mapHandler.h"
  53. #include "../lib/CStopWatch.h"
  54. #include "../lib/StartInfo.h"
  55. #include "../lib/CPlayerState.h"
  56. #include "../lib/GameConstants.h"
  57. #include "gui/CGuiHandler.h"
  58. #include "gui/CAnimation.h"
  59. #include "windows/InfoWindows.h"
  60. #include "../lib/UnlockGuard.h"
  61. #include "../lib/CPathfinder.h"
  62. #include <SDL.h>
  63. #include "CServerHandler.h"
  64. // FIXME: only needed for CGameState::mutex
  65. #include "../lib/CGameState.h"
  66. #include "gui/NotificationHandler.h"
  67. // The macro below is used to mark functions that are called by client when game state changes.
  68. // They all assume that CPlayerInterface::pim mutex is locked.
  69. #define EVENT_HANDLER_CALLED_BY_CLIENT
  70. // The macro marks functions that are run on a new thread by client.
  71. // They do not own any mutexes intiially.
  72. #define THREAD_CREATED_BY_CLIENT
  73. #define RETURN_IF_QUICK_COMBAT \
  74. if (isAutoFightOn && !battleInt) \
  75. return;
  76. #define BATTLE_EVENT_POSSIBLE_RETURN\
  77. if (LOCPLINT != this) \
  78. return; \
  79. RETURN_IF_QUICK_COMBAT
  80. using namespace CSDL_Ext;
  81. extern std::queue<SDL_Event> SDLEventsQueue;
  82. extern boost::mutex eventsM;
  83. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  84. CPlayerInterface * LOCPLINT;
  85. BattleInterface * CPlayerInterface::battleInt;
  86. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  87. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  88. static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
  89. {
  90. return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
  91. }
  92. struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
  93. {
  94. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  95. {
  96. return h;
  97. }
  98. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  99. {
  100. return nullptr;
  101. }
  102. };
  103. CPlayerInterface::CPlayerInterface(PlayerColor Player)
  104. {
  105. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  106. destinationTeleport = ObjectInstanceID();
  107. destinationTeleportPos = int3(-1);
  108. GH.defActionsDef = 0;
  109. LOCPLINT = this;
  110. curAction = nullptr;
  111. playerID=Player;
  112. human=true;
  113. currentSelection = nullptr;
  114. battleInt = nullptr;
  115. castleInt = nullptr;
  116. makingTurn = false;
  117. showingDialog = new CondSh<bool>(false);
  118. cingconsole = new CInGameConsole();
  119. GH.terminate_cond->set(false);
  120. firstCall = 1; //if loading will be overwritten in serialize
  121. autosaveCount = 0;
  122. isAutoFightOn = false;
  123. duringMovement = false;
  124. ignoreEvents = false;
  125. }
  126. CPlayerInterface::~CPlayerInterface()
  127. {
  128. if(CCS->soundh) CCS->soundh->ambientStopAllChannels();
  129. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  130. delete showingDialog;
  131. delete cingconsole;
  132. if (LOCPLINT == this)
  133. LOCPLINT = nullptr;
  134. }
  135. void CPlayerInterface::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  136. {
  137. cb = CB;
  138. env = ENV;
  139. CCS->soundh->loadHorseSounds();
  140. CCS->musich->loadTerrainMusicThemes();
  141. initializeHeroTownList();
  142. // always recreate advmap interface to avoid possible memory-corruption bugs
  143. adventureInt.reset(new CAdvMapInt());
  144. }
  145. void CPlayerInterface::yourTurn()
  146. {
  147. EVENT_HANDLER_CALLED_BY_CLIENT;
  148. {
  149. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  150. LOCPLINT = this;
  151. GH.curInt = this;
  152. adventureInt->selection = nullptr;
  153. NotificationHandler::notify("Your turn");
  154. std::string prefix = settings["session"]["saveprefix"].String();
  155. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  156. if (firstCall)
  157. {
  158. if(CSH->howManyPlayerInterfaces() == 1)
  159. adventureInt->setPlayer(playerID);
  160. autosaveCount = getLastIndex(prefix + "Autosave_");
  161. if (firstCall > 0) //new game, not loaded
  162. {
  163. int index = getLastIndex(prefix + "Newgame_");
  164. index %= SAVES_COUNT;
  165. cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  166. }
  167. firstCall = 0;
  168. }
  169. else if(frequency > 0 && cb->getDate() % frequency == 0)
  170. {
  171. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  172. autosaveCount %= 5;
  173. }
  174. if (adventureInt->player != playerID)
  175. adventureInt->setPlayer(playerID);
  176. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  177. {
  178. adventureInt->startHotSeatWait(playerID);
  179. makingTurn = true;
  180. std::string msg = CGI->generaltexth->allTexts[13];
  181. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  182. std::vector<std::shared_ptr<CComponent>> cmp;
  183. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  184. showInfoDialog(msg, cmp);
  185. }
  186. else
  187. {
  188. makingTurn = true;
  189. adventureInt->startTurn();
  190. }
  191. }
  192. acceptTurn();
  193. }
  194. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  195. {
  196. EVENT_HANDLER_CALLED_BY_CLIENT;
  197. waitWhileDialog();
  198. if(LOCPLINT != this)
  199. return;
  200. //FIXME: read once and store
  201. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  202. return;
  203. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  204. int3 hp = details.start;
  205. if(!hero)
  206. {
  207. //AI hero left the visible area (we can't obtain info)
  208. //TODO very evil workaround -> retrieve pointer to hero so we could animate it
  209. // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
  210. const TerrainTile2 & tile = CGI->mh->ttiles[hp.z][hp.x - 1][hp.y];
  211. for(auto & elem : tile.objects)
  212. if(elem.obj && elem.obj->id == details.id)
  213. hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
  214. if(!hero) //still nothing...
  215. return;
  216. }
  217. bool directlyAttackingCreature =
  218. details.attackedFrom
  219. && adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
  220. && adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
  221. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  222. {
  223. updateAmbientSounds();
  224. //We may need to change music - select new track, music handler will change it if needed
  225. CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType->name, true, false);
  226. if(details.result == TryMoveHero::TELEPORTATION)
  227. {
  228. if(adventureInt->terrain.currentPath)
  229. {
  230. assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
  231. std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
  232. if((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
  233. && (nodesIt - 1)->coord == CGHeroInstance::convertPosition(details.end, false))
  234. {
  235. //path was between entrance and exit of teleport -> OK, erase node as usual
  236. removeLastNodeFromPath(hero);
  237. }
  238. else
  239. {
  240. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  241. eraseCurrentPathOf(hero);
  242. }
  243. }
  244. adventureInt->centerOn(hero, true); //actualizing screen pos
  245. adventureInt->minimap.redraw();
  246. adventureInt->heroList.update(hero);
  247. return; //teleport - no fancy moving animation
  248. //TODO: smooth disappear / appear effect
  249. }
  250. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  251. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  252. {
  253. eraseCurrentPathOf(hero, false);
  254. }
  255. else if(adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
  256. {
  257. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  258. removeLastNodeFromPath(hero);
  259. }
  260. }
  261. if(details.stopMovement()) //hero failed to move
  262. {
  263. hero->isStanding = true;
  264. stillMoveHero.setn(STOP_MOVE);
  265. GH.totalRedraw();
  266. adventureInt->heroList.update(hero);
  267. return;
  268. }
  269. ui32 speed = 0;
  270. if(settings["session"]["spectate"].Bool())
  271. {
  272. if(!settings["session"]["spectate-hero-speed"].isNull())
  273. speed = static_cast<ui32>(settings["session"]["spectate-hero-speed"].Integer());
  274. }
  275. else if(makingTurn) // our turn, our hero moves
  276. speed = static_cast<ui32>(settings["adventure"]["heroSpeed"].Float());
  277. else
  278. speed = static_cast<ui32>(settings["adventure"]["enemySpeed"].Float());
  279. if(speed == 0)
  280. {
  281. //FIXME: is this a proper solution?
  282. CGI->mh->hideObject(hero);
  283. CGI->mh->printObject(hero);
  284. return; // no animation
  285. }
  286. adventureInt->centerOn(hero); //actualizing screen pos
  287. adventureInt->minimap.redraw();
  288. adventureInt->heroList.redraw();
  289. initMovement(details, hero, hp);
  290. auto waitFrame = [&]()
  291. {
  292. int frameNumber = GH.mainFPSmng->getFrameNumber();
  293. auto unlockPim = vstd::makeUnlockGuard(*pim);
  294. while(frameNumber == GH.mainFPSmng->getFrameNumber())
  295. SDL_Delay(5);
  296. };
  297. //first initializing done
  298. //main moving
  299. for(int i = 1; i < 32; i += 2 * speed)
  300. {
  301. movementPxStep(details, i, hp, hero);
  302. #ifndef VCMI_ANDROID
  303. // currently android doesn't seem to be able to handle all these full redraws here, so let's disable it so at least it looks less choppy;
  304. // most likely this is connected with the way that this manual animation+framerate handling is solved
  305. adventureInt->updateScreen = true;
  306. #endif
  307. //evil returns here ...
  308. //todo: get rid of it
  309. waitFrame(); //for animation purposes
  310. }
  311. //main moving done
  312. //finishing move
  313. finishMovement(details, hp, hero);
  314. hero->isStanding = true;
  315. //move finished
  316. adventureInt->minimap.redraw();
  317. adventureInt->heroList.update(hero);
  318. //check if user cancelled movement
  319. {
  320. boost::unique_lock<boost::mutex> un(eventsM);
  321. while(!SDLEventsQueue.empty())
  322. {
  323. SDL_Event ev = SDLEventsQueue.front();
  324. SDLEventsQueue.pop();
  325. switch(ev.type)
  326. {
  327. case SDL_MOUSEBUTTONDOWN:
  328. stillMoveHero.setn(STOP_MOVE);
  329. break;
  330. case SDL_KEYDOWN:
  331. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  332. stillMoveHero.setn(STOP_MOVE);
  333. break;
  334. }
  335. }
  336. }
  337. if (stillMoveHero.get() == WAITING_MOVE)
  338. stillMoveHero.setn(DURING_MOVE);
  339. // Hero attacked creature directly, set direction to face it.
  340. if (directlyAttackingCreature) {
  341. // Get direction to attacker.
  342. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  343. static const ui8 dirLookup[3][3] = {
  344. { 1, 2, 3 },
  345. { 8, 0, 4 },
  346. { 7, 6, 5 }
  347. };
  348. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  349. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  350. }
  351. }
  352. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  353. {
  354. EVENT_HANDLER_CALLED_BY_CLIENT;
  355. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID);
  356. const CArmedInstance *newSelection = nullptr;
  357. if (makingTurn)
  358. {
  359. //find new object for selection: either hero
  360. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  361. if (next >= 0)
  362. newSelection = wanderingHeroes[next];
  363. //or town
  364. if (!newSelection || newSelection == hero)
  365. {
  366. if (towns.empty())
  367. newSelection = nullptr;
  368. else
  369. newSelection = towns.front();
  370. }
  371. }
  372. wanderingHeroes -= hero;
  373. adventureInt->heroList.update(hero);
  374. if (makingTurn && newSelection)
  375. adventureInt->select(newSelection, true);
  376. else if (adventureInt->selection == hero)
  377. adventureInt->selection = nullptr;
  378. if (vstd::contains(paths, hero))
  379. paths.erase(hero);
  380. }
  381. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  382. {
  383. EVENT_HANDLER_CALLED_BY_CLIENT;
  384. if(start && visitedObj)
  385. {
  386. if(visitedObj->getVisitSound())
  387. CCS->soundh->playSound(visitedObj->getVisitSound().get());
  388. }
  389. }
  390. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  391. {
  392. EVENT_HANDLER_CALLED_BY_CLIENT;
  393. wanderingHeroes.push_back(hero);
  394. adventureInt->heroList.update(hero);
  395. }
  396. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  397. {
  398. if(castleInt)
  399. castleInt->close();
  400. castleInt = nullptr;
  401. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  402. GH.pushInt(newCastleInt);
  403. }
  404. int3 CPlayerInterface::repairScreenPos(int3 pos)
  405. {
  406. if (pos.x<-CGI->mh->frameW)
  407. pos.x = -CGI->mh->frameW;
  408. if (pos.y<-CGI->mh->frameH)
  409. pos.y = -CGI->mh->frameH;
  410. if (pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
  411. pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
  412. if (pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
  413. pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
  414. return pos;
  415. }
  416. void CPlayerInterface::activateForSpectator()
  417. {
  418. adventureInt->state = CAdvMapInt::INGAME;
  419. adventureInt->activate();
  420. adventureInt->minimap.activate();
  421. }
  422. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  423. {
  424. EVENT_HANDLER_CALLED_BY_CLIENT;
  425. if (which == 4)
  426. {
  427. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
  428. ctw->setExpToLevel();
  429. }
  430. else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  431. updateInfo(hero);
  432. }
  433. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  434. {
  435. EVENT_HANDLER_CALLED_BY_CLIENT;
  436. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt().get());
  437. if (cuw) //university window is open
  438. {
  439. GH.totalRedraw();
  440. }
  441. }
  442. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  443. {
  444. EVENT_HANDLER_CALLED_BY_CLIENT;
  445. updateInfo(hero);
  446. if (makingTurn && hero->tempOwner == playerID)
  447. adventureInt->heroList.update(hero);
  448. }
  449. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  450. {
  451. EVENT_HANDLER_CALLED_BY_CLIENT;
  452. if (makingTurn && hero->tempOwner == playerID)
  453. adventureInt->heroList.update(hero);
  454. }
  455. void CPlayerInterface::receivedResource()
  456. {
  457. EVENT_HANDLER_CALLED_BY_CLIENT;
  458. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
  459. mw->resourceChanged();
  460. GH.totalRedraw();
  461. }
  462. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  463. {
  464. EVENT_HANDLER_CALLED_BY_CLIENT;
  465. waitWhileDialog();
  466. CCS->soundh->playSound(soundBase::heroNewLevel);
  467. GH.pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  468. {
  469. cb->selectionMade(selection, queryID);
  470. });
  471. }
  472. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  473. {
  474. EVENT_HANDLER_CALLED_BY_CLIENT;
  475. waitWhileDialog();
  476. CCS->soundh->playSound(soundBase::heroNewLevel);
  477. GH.pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
  478. {
  479. cb->selectionMade(selection, queryID);
  480. });
  481. }
  482. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  483. {
  484. EVENT_HANDLER_CALLED_BY_CLIENT;
  485. updateInfo(town);
  486. if (town->garrisonHero) //wandering hero moved to the garrison
  487. {
  488. CGI->mh->hideObject(town->garrisonHero);
  489. if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
  490. wanderingHeroes -= town->garrisonHero;
  491. }
  492. if (town->visitingHero) //hero leaves garrison
  493. {
  494. CGI->mh->printObject(town->visitingHero);
  495. if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
  496. wanderingHeroes.push_back(town->visitingHero);
  497. }
  498. adventureInt->heroList.update();
  499. adventureInt->updateNextHero(nullptr);
  500. if(castleInt)
  501. {
  502. castleInt->garr->selectSlot(nullptr);
  503. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  504. castleInt->garr->setArmy(town->visitingHero, 1);
  505. castleInt->garr->recreateSlots();
  506. castleInt->heroes->update();
  507. }
  508. for (auto isa : GH.listInt)
  509. {
  510. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  511. if (ki)
  512. {
  513. ki->townChanged(town);
  514. ki->updateGarrisons();
  515. }
  516. }
  517. GH.totalRedraw();
  518. }
  519. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  520. {
  521. EVENT_HANDLER_CALLED_BY_CLIENT;
  522. if (hero->tempOwner != playerID )
  523. return;
  524. waitWhileDialog();
  525. openTownWindow(town);
  526. }
  527. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  528. {
  529. std::vector<const CGObjectInstance *> instances;
  530. if(auto obj = cb->getObj(id1))
  531. instances.push_back(obj);
  532. if(id2 != ObjectInstanceID() && id2 != id1)
  533. {
  534. if(auto obj = cb->getObj(id2))
  535. instances.push_back(obj);
  536. }
  537. garrisonsChanged(instances);
  538. }
  539. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  540. {
  541. boost::unique_lock<boost::recursive_mutex> un(*pim);
  542. for (auto object : objs)
  543. updateInfo(object);
  544. for (auto & elem : GH.listInt)
  545. {
  546. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem.get());
  547. if (cgh)
  548. cgh->updateGarrisons();
  549. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
  550. {
  551. if (vstd::contains(objs, cmw->hero))
  552. cmw->garrisonChanged();
  553. }
  554. }
  555. GH.totalRedraw();
  556. }
  557. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  558. {
  559. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  560. }
  561. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  562. {
  563. EVENT_HANDLER_CALLED_BY_CLIENT;
  564. switch (buildingID)
  565. {
  566. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  567. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  568. case BuildingID::RESOURCE_SILO:
  569. updateInfo(town);
  570. break;
  571. }
  572. if (castleInt)
  573. {
  574. castleInt->townlist->update(town);
  575. if (castleInt->town == town)
  576. {
  577. switch(what)
  578. {
  579. case 1:
  580. CCS->soundh->playSound(soundBase::newBuilding);
  581. castleInt->addBuilding(buildingID);
  582. break;
  583. case 2:
  584. castleInt->removeBuilding(buildingID);
  585. break;
  586. }
  587. }
  588. }
  589. adventureInt->townList.update(town);
  590. }
  591. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  592. {
  593. //Don't wait for dialogs when we are non-active hot-seat player
  594. if (LOCPLINT == this)
  595. waitForAllDialogs();
  596. }
  597. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  598. {
  599. EVENT_HANDLER_CALLED_BY_CLIENT;
  600. if (settings["adventure"]["quickCombat"].Bool())
  601. {
  602. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  603. autofightingAI->init(env, cb);
  604. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  605. isAutoFightOn = true;
  606. cb->registerBattleInterface(autofightingAI);
  607. // Player shouldn't be able to move on adventure map if quick combat is going
  608. adventureInt->quickCombatLock();
  609. }
  610. //Don't wait for dialogs when we are non-active hot-seat player
  611. if (LOCPLINT == this)
  612. waitForAllDialogs();
  613. BATTLE_EVENT_POSSIBLE_RETURN;
  614. }
  615. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units, const std::vector<CustomEffectInfo> & customEffects)
  616. {
  617. EVENT_HANDLER_CALLED_BY_CLIENT;
  618. BATTLE_EVENT_POSSIBLE_RETURN;
  619. for(auto & info : units)
  620. {
  621. switch(info.operation)
  622. {
  623. case UnitChanges::EOperation::RESET_STATE:
  624. {
  625. const CStack * stack = cb->battleGetStackByID(info.id );
  626. if(!stack)
  627. {
  628. logGlobal->error("Invalid unit ID %d", info.id);
  629. continue;
  630. }
  631. battleInt->stackReset(stack);
  632. }
  633. break;
  634. case UnitChanges::EOperation::REMOVE:
  635. battleInt->stackRemoved(info.id);
  636. break;
  637. case UnitChanges::EOperation::ADD:
  638. {
  639. const CStack * unit = cb->battleGetStackByID(info.id);
  640. if(!unit)
  641. {
  642. logGlobal->error("Invalid unit ID %d", info.id);
  643. continue;
  644. }
  645. battleInt->stackAdded(unit);
  646. }
  647. break;
  648. default:
  649. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  650. break;
  651. }
  652. }
  653. battleInt->effectsController->displayCustomEffects(customEffects);
  654. }
  655. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  656. {
  657. EVENT_HANDLER_CALLED_BY_CLIENT;
  658. BATTLE_EVENT_POSSIBLE_RETURN;
  659. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  660. for(auto & change : obstacles)
  661. {
  662. if(change.operation == BattleChanges::EOperation::ADD)
  663. {
  664. auto instance = cb->battleGetObstacleByID(change.id);
  665. if(instance)
  666. newObstacles.push_back(instance);
  667. else
  668. logNetwork->error("Invalid obstacle instance %d", change.id);
  669. }
  670. }
  671. if (!newObstacles.empty())
  672. battleInt->obstaclePlaced(newObstacles);
  673. battleInt->fieldController->redrawBackgroundWithHexes();
  674. }
  675. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  676. {
  677. EVENT_HANDLER_CALLED_BY_CLIENT;
  678. BATTLE_EVENT_POSSIBLE_RETURN;
  679. battleInt->stackIsCatapulting(ca);
  680. }
  681. 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
  682. {
  683. EVENT_HANDLER_CALLED_BY_CLIENT;
  684. BATTLE_EVENT_POSSIBLE_RETURN;
  685. battleInt->newRound(round);
  686. }
  687. void CPlayerInterface::actionStarted(const BattleAction &action)
  688. {
  689. EVENT_HANDLER_CALLED_BY_CLIENT;
  690. BATTLE_EVENT_POSSIBLE_RETURN;
  691. curAction = new BattleAction(action);
  692. battleInt->startAction(curAction);
  693. }
  694. void CPlayerInterface::actionFinished(const BattleAction &action)
  695. {
  696. EVENT_HANDLER_CALLED_BY_CLIENT;
  697. BATTLE_EVENT_POSSIBLE_RETURN;
  698. battleInt->endAction(curAction);
  699. delete curAction;
  700. curAction = nullptr;
  701. }
  702. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  703. {
  704. THREAD_CREATED_BY_CLIENT;
  705. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  706. auto stackId = stack->ID;
  707. auto stackName = stack->nodeName();
  708. if (autofightingAI)
  709. {
  710. if (isAutoFightOn)
  711. {
  712. auto ret = autofightingAI->activeStack(stack);
  713. if(cb->battleIsFinished())
  714. {
  715. return BattleAction::makeDefend(stack); // battle finished with spellcast
  716. }
  717. if (isAutoFightOn)
  718. {
  719. return ret;
  720. }
  721. }
  722. cb->unregisterBattleInterface(autofightingAI);
  723. autofightingAI.reset();
  724. }
  725. BattleInterface *b = battleInt;
  726. if(!b)
  727. {
  728. return BattleAction::makeDefend(stack); // probably battle is finished already
  729. }
  730. if(BattleInterface::givenCommand.get())
  731. {
  732. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  733. vstd::clear_pointer(BattleInterface::givenCommand.data);
  734. }
  735. {
  736. boost::unique_lock<boost::recursive_mutex> un(*pim);
  737. b->stackActivated(stack);
  738. //Regeneration & mana drain go there
  739. }
  740. //wait till BattleInterface sets its command
  741. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  742. while(!BattleInterface::givenCommand.data)
  743. {
  744. BattleInterface::givenCommand.cond.wait(lock);
  745. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  746. throw boost::thread_interrupted(); //will shut the thread peacefully
  747. }
  748. //tidy up
  749. BattleAction ret = *(BattleInterface::givenCommand.data);
  750. vstd::clear_pointer(BattleInterface::givenCommand.data);
  751. if(ret.actionType == EActionType::CANCEL)
  752. {
  753. if(stackId != ret.stackNumber)
  754. logGlobal->error("Not current active stack action canceled");
  755. logGlobal->trace("Canceled command for %s", stackName);
  756. }
  757. else
  758. logGlobal->trace("Giving command for %s", stackName);
  759. return ret;
  760. }
  761. void CPlayerInterface::battleEnd(const BattleResult *br)
  762. {
  763. EVENT_HANDLER_CALLED_BY_CLIENT;
  764. if(isAutoFightOn || autofightingAI)
  765. {
  766. isAutoFightOn = false;
  767. cb->unregisterBattleInterface(autofightingAI);
  768. autofightingAI.reset();
  769. if(!battleInt)
  770. {
  771. GH.pushIntT<BattleResultWindow>(*br, *this);
  772. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  773. // Otherwise NewTurn causes freeze.
  774. waitWhileDialog();
  775. adventureInt->quickCombatUnlock();
  776. return;
  777. }
  778. }
  779. BATTLE_EVENT_POSSIBLE_RETURN;
  780. battleInt->battleFinished(*br);
  781. adventureInt->quickCombatUnlock();
  782. }
  783. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  784. {
  785. EVENT_HANDLER_CALLED_BY_CLIENT;
  786. BATTLE_EVENT_POSSIBLE_RETURN;
  787. battleInt->displayBattleLog(lines);
  788. }
  789. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
  790. {
  791. EVENT_HANDLER_CALLED_BY_CLIENT;
  792. BATTLE_EVENT_POSSIBLE_RETURN;
  793. battleInt->stackMoved(stack, dest, distance);
  794. }
  795. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  796. {
  797. EVENT_HANDLER_CALLED_BY_CLIENT;
  798. BATTLE_EVENT_POSSIBLE_RETURN;
  799. battleInt->spellCast(sc);
  800. }
  801. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  802. {
  803. EVENT_HANDLER_CALLED_BY_CLIENT;
  804. BATTLE_EVENT_POSSIBLE_RETURN;
  805. battleInt->battleStacksEffectsSet(sse);
  806. }
  807. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  808. {
  809. EVENT_HANDLER_CALLED_BY_CLIENT;
  810. //TODO why is this different (no return on LOPLINT != this) ?
  811. RETURN_IF_QUICK_COMBAT;
  812. battleInt->effectsController->battleTriggerEffect(bte);
  813. }
  814. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  815. {
  816. EVENT_HANDLER_CALLED_BY_CLIENT;
  817. BATTLE_EVENT_POSSIBLE_RETURN;
  818. std::vector<StackAttackedInfo> arg;
  819. for(auto & elem : bsa)
  820. {
  821. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  822. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  823. assert(defender);
  824. StackAttackedInfo info;
  825. info.defender = defender;
  826. info.attacker = attacker;
  827. info.damageDealt = elem.damageAmount;
  828. info.amountKilled = elem.killedAmount;
  829. info.battleEffect = EBattleEffect::INVALID;
  830. info.spellEffect = SpellID::NONE;
  831. info.indirectAttack = ranged;
  832. info.killed = elem.killed();
  833. info.rebirth = elem.willRebirth();
  834. info.cloneKilled = elem.cloneKilled();
  835. if(elem.isEffect() && !elem.isSecondary())
  836. info.battleEffect = EBattleEffect::EBattleEffect(elem.effect);
  837. if (elem.isSpell())
  838. info.spellEffect = elem.spellID;
  839. arg.push_back(info);
  840. }
  841. battleInt->stacksAreAttacked(arg);
  842. }
  843. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  844. {
  845. EVENT_HANDLER_CALLED_BY_CLIENT;
  846. BATTLE_EVENT_POSSIBLE_RETURN;
  847. assert(curAction);
  848. StackAttackInfo info;
  849. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  850. info.defender = nullptr;
  851. info.indirectAttack = ba->shot();
  852. info.lucky = ba->lucky();
  853. info.unlucky = ba->unlucky();
  854. info.deathBlow = ba->deathBlow();
  855. info.lifeDrain = ba->lifeDrain();
  856. info.tile = ba->tile;
  857. info.spellEffect = SpellID::NONE;
  858. if (ba->spellLike())
  859. info.spellEffect = ba->spellID;
  860. for(auto & elem : ba->bsa)
  861. {
  862. if(!elem.isSecondary())
  863. {
  864. assert(info.defender == nullptr);
  865. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  866. }
  867. else
  868. {
  869. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  870. }
  871. }
  872. assert(info.defender != nullptr);
  873. assert(info.attacker != nullptr);
  874. battleInt->stackAttacking(info);
  875. }
  876. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  877. {
  878. EVENT_HANDLER_CALLED_BY_CLIENT;
  879. BATTLE_EVENT_POSSIBLE_RETURN;
  880. battleInt->gateStateChanged(state);
  881. }
  882. void CPlayerInterface::yourTacticPhase(int distance)
  883. {
  884. THREAD_CREATED_BY_CLIENT;
  885. while(battleInt && battleInt->tacticsMode)
  886. boost::this_thread::sleep(boost::posix_time::millisec(1));
  887. }
  888. void CPlayerInterface::showComp(const Component &comp, std::string message)
  889. {
  890. EVENT_HANDLER_CALLED_BY_CLIENT;
  891. waitWhileDialog(); //Fix for mantis #98
  892. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  893. adventureInt->infoBar.showComponent(comp, message);
  894. }
  895. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component> & components, int soundID)
  896. {
  897. EVENT_HANDLER_CALLED_BY_CLIENT;
  898. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  899. {
  900. return;
  901. }
  902. std::vector<std::shared_ptr<CComponent>> intComps;
  903. for (auto & component : components)
  904. intComps.push_back(std::make_shared<CComponent>(component));
  905. showInfoDialog(text,intComps,soundID);
  906. }
  907. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  908. {
  909. std::vector<std::shared_ptr<CComponent>> intComps;
  910. intComps.push_back(component);
  911. showInfoDialog(text, intComps, soundBase::sound_todo);
  912. }
  913. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  914. {
  915. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  916. waitWhileDialog();
  917. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  918. {
  919. return;
  920. }
  921. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  922. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  923. {
  924. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  925. showingDialog->set(true);
  926. stopMovement(); // interrupt movement to show dialog
  927. GH.pushInt(temp);
  928. }
  929. else
  930. {
  931. dialogs.push_back(temp);
  932. }
  933. }
  934. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  935. {
  936. EVENT_HANDLER_CALLED_BY_CLIENT;
  937. std::string str;
  938. text.toString(str);
  939. showInfoDialog(str, components, 0);
  940. waitWhileDialog();
  941. }
  942. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  943. {
  944. boost::unique_lock<boost::recursive_mutex> un(*pim);
  945. stopMovement();
  946. LOCPLINT->showingDialog->setn(true);
  947. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  948. }
  949. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  950. {
  951. EVENT_HANDLER_CALLED_BY_CLIENT;
  952. waitWhileDialog();
  953. stopMovement();
  954. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  955. if (!selection && cancel) //simple yes/no dialog
  956. {
  957. std::vector<std::shared_ptr<CComponent>> intComps;
  958. for (auto & component : components)
  959. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  960. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  961. }
  962. else if (selection)
  963. {
  964. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  965. for (auto & component : components)
  966. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  967. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  968. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  969. if (cancel)
  970. {
  971. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  972. }
  973. int charperline = 35;
  974. if (pom.size() > 1)
  975. charperline = 50;
  976. GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  977. intComps[0]->clickLeft(true, false);
  978. }
  979. }
  980. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  981. {
  982. EVENT_HANDLER_CALLED_BY_CLIENT;
  983. int choosenExit = -1;
  984. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  985. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  986. choosenExit = vstd::find_pos(exits, neededExit);
  987. cb->selectionMade(choosenExit, askID);
  988. }
  989. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  990. {
  991. EVENT_HANDLER_CALLED_BY_CLIENT;
  992. auto selectCallback = [=](int selection)
  993. {
  994. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  995. reply.Integer() = selection;
  996. cb->sendQueryReply(reply, askID);
  997. };
  998. auto cancelCallback = [=]()
  999. {
  1000. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  1001. cb->sendQueryReply(reply, askID);
  1002. };
  1003. const std::string localTitle = title.toString();
  1004. const std::string localDescription = description.toString();
  1005. std::vector<int> tempList;
  1006. tempList.reserve(objects.size());
  1007. for(auto item : objects)
  1008. tempList.push_back(item.getNum());
  1009. CComponent localIconC(icon);
  1010. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  1011. localIconC.removeChild(localIcon.get(), false);
  1012. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  1013. wnd->onExit = cancelCallback;
  1014. GH.pushInt(wnd);
  1015. }
  1016. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  1017. {
  1018. EVENT_HANDLER_CALLED_BY_CLIENT;
  1019. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1020. for (auto & po : pos)
  1021. adventureInt->minimap.showTile(po);
  1022. if (!pos.empty())
  1023. GH.totalRedraw();
  1024. }
  1025. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  1026. {
  1027. EVENT_HANDLER_CALLED_BY_CLIENT;
  1028. for (auto & po : pos)
  1029. adventureInt->minimap.hideTile(po);
  1030. if (!pos.empty())
  1031. GH.totalRedraw();
  1032. }
  1033. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1034. {
  1035. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1036. GH.pushIntT<CHeroWindow>(hero);
  1037. }
  1038. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1039. {
  1040. EVENT_HANDLER_CALLED_BY_CLIENT;
  1041. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1042. {
  1043. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt().get());
  1044. if (fs)
  1045. fs->creaturesChanged();
  1046. for(auto isa : GH.listInt)
  1047. {
  1048. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  1049. if (ki && townObj)
  1050. ki->townChanged(townObj);
  1051. }
  1052. }
  1053. else if(town && GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1054. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1055. {
  1056. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
  1057. if (crw && crw->dwelling == town)
  1058. crw->availableCreaturesChanged();
  1059. }
  1060. }
  1061. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1062. {
  1063. EVENT_HANDLER_CALLED_BY_CLIENT;
  1064. if (bonus.type == Bonus::NONE)
  1065. return;
  1066. updateInfo(hero);
  1067. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1068. {
  1069. //recalculate paths because hero has lost bonus influencing pathfinding
  1070. eraseCurrentPathOf(hero, false);
  1071. }
  1072. }
  1073. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1074. {
  1075. h & wanderingHeroes;
  1076. h & towns;
  1077. h & sleepingHeroes;
  1078. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  1079. if (h.saving)
  1080. {
  1081. for (auto &p : paths)
  1082. {
  1083. if (p.second.nodes.size())
  1084. pathsMap[p.first] = p.second.endPos();
  1085. else
  1086. logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->name);
  1087. }
  1088. h & pathsMap;
  1089. }
  1090. else
  1091. {
  1092. h & pathsMap;
  1093. if (cb)
  1094. for (auto &p : pathsMap)
  1095. {
  1096. CGPath path;
  1097. cb->getPathsInfo(p.first)->getPath(path, p.second);
  1098. paths[p.first] = path;
  1099. logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
  1100. }
  1101. }
  1102. h & spellbookSettings;
  1103. }
  1104. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1105. {
  1106. EVENT_HANDLER_CALLED_BY_CLIENT;
  1107. serializeTempl(h,version);
  1108. }
  1109. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1110. {
  1111. EVENT_HANDLER_CALLED_BY_CLIENT;
  1112. serializeTempl(h,version);
  1113. firstCall = -1;
  1114. }
  1115. void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  1116. {
  1117. LOG_TRACE(logGlobal);
  1118. if (!LOCPLINT->makingTurn)
  1119. return;
  1120. if (!h)
  1121. return; //can't find hero
  1122. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1123. if (showingDialog->get() || !dialogs.empty())
  1124. return;
  1125. setMovementStatus(true);
  1126. if (adventureInt && adventureInt->isHeroSleeping(h))
  1127. {
  1128. adventureInt->sleepWake->clickLeft(true, false);
  1129. adventureInt->sleepWake->clickLeft(false, true);
  1130. //could've just called
  1131. //adventureInt->fsleepWake();
  1132. //but no authentic button click/sound ;-)
  1133. }
  1134. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1135. }
  1136. bool CPlayerInterface::shiftPressed() const
  1137. {
  1138. return isShiftKeyDown();
  1139. }
  1140. bool CPlayerInterface::altPressed() const
  1141. {
  1142. return isAltKeyDown();
  1143. }
  1144. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1145. {
  1146. EVENT_HANDLER_CALLED_BY_CLIENT;
  1147. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1148. if (stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  1149. {
  1150. onEnd();
  1151. return;
  1152. }
  1153. waitForAllDialogs();
  1154. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1155. cgw->quit->addCallback(onEnd);
  1156. GH.pushInt(cgw);
  1157. }
  1158. /**
  1159. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1160. * into a combinational one on an artifact screen. Does not require the combination of
  1161. * artifacts to be legal.
  1162. */
  1163. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1164. {
  1165. std::string text = artifact->getDescription();
  1166. text += "\n\n";
  1167. std::vector<std::shared_ptr<CComponent>> scs;
  1168. if(assembledArtifact)
  1169. {
  1170. // You possess all of the components to...
  1171. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getName());
  1172. // Picture of assembled artifact at bottom.
  1173. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1174. scs.push_back(sc);
  1175. }
  1176. else
  1177. {
  1178. // Do you wish to disassemble this artifact?
  1179. text += CGI->generaltexth->allTexts[733];
  1180. }
  1181. showYesNoDialog(text, onYes, nullptr, scs);
  1182. }
  1183. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1184. {
  1185. EVENT_HANDLER_CALLED_BY_CLIENT;
  1186. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1187. && destinationTeleport == ObjectInstanceID())
  1188. stillMoveHero.setn(CONTINUE_MOVE);
  1189. if (destinationTeleport != ObjectInstanceID()
  1190. && pa->packType == typeList.getTypeID<QueryReply>()
  1191. && stillMoveHero.get() == DURING_MOVE)
  1192. { // After teleportation via CGTeleport object is finished
  1193. destinationTeleport = ObjectInstanceID();
  1194. destinationTeleportPos = int3(-1);
  1195. stillMoveHero.setn(CONTINUE_MOVE);
  1196. }
  1197. }
  1198. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1199. {
  1200. EVENT_HANDLER_CALLED_BY_CLIENT;
  1201. GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
  1202. }
  1203. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1204. {
  1205. EVENT_HANDLER_CALLED_BY_CLIENT;
  1206. //redraw minimap if owner changed
  1207. if (sop->what == ObjProperty::OWNER)
  1208. {
  1209. const CGObjectInstance * obj = cb->getObj(sop->id);
  1210. std::set<int3> pos = obj->getBlockedPos();
  1211. for(auto & po : pos)
  1212. {
  1213. if(cb->isVisible(po))
  1214. adventureInt->minimap.showTile(po);
  1215. }
  1216. if(obj->ID == Obj::TOWN)
  1217. {
  1218. if(obj->tempOwner == playerID)
  1219. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1220. else
  1221. towns -= obj;
  1222. adventureInt->townList.update();
  1223. adventureInt->minimap.update();
  1224. }
  1225. assert(cb->getTownsInfo().size() == towns.size());
  1226. }
  1227. }
  1228. void CPlayerInterface::initializeHeroTownList()
  1229. {
  1230. if(!wanderingHeroes.size())
  1231. {
  1232. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1233. for(auto & hero : heroes)
  1234. {
  1235. if(!hero->inTownGarrison)
  1236. wanderingHeroes.push_back(hero);
  1237. }
  1238. }
  1239. if(!towns.size())
  1240. towns = cb->getTownsInfo();
  1241. if(adventureInt)
  1242. adventureInt->updateNextHero(nullptr);
  1243. }
  1244. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1245. {
  1246. EVENT_HANDLER_CALLED_BY_CLIENT;
  1247. waitWhileDialog();
  1248. auto recruitCb = [=](CreatureID id, int count)
  1249. {
  1250. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1251. };
  1252. GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1253. }
  1254. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1255. {
  1256. if (GH.amIGuiThread())
  1257. {
  1258. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1259. return;
  1260. }
  1261. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1262. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1263. while(showingDialog->data)
  1264. showingDialog->cond.wait(un);
  1265. }
  1266. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1267. {
  1268. EVENT_HANDLER_CALLED_BY_CLIENT;
  1269. auto state = obj->shipyardStatus();
  1270. std::vector<si32> cost;
  1271. obj->getBoatCost(cost);
  1272. GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1273. }
  1274. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1275. {
  1276. EVENT_HANDLER_CALLED_BY_CLIENT;
  1277. //we might have built a boat in shipyard in opened town screen
  1278. if (obj->ID == Obj::BOAT
  1279. && LOCPLINT->castleInt
  1280. && obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
  1281. {
  1282. CCS->soundh->playSound(soundBase::newBuilding);
  1283. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1284. }
  1285. }
  1286. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1287. {
  1288. EVENT_HANDLER_CALLED_BY_CLIENT;
  1289. waitWhileDialog();
  1290. CCS->curh->hide();
  1291. adventureInt->centerOn (pos);
  1292. if (focusTime)
  1293. {
  1294. GH.totalRedraw();
  1295. {
  1296. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1297. IgnoreEvents ignore(*this);
  1298. SDL_Delay(focusTime);
  1299. }
  1300. }
  1301. CCS->curh->show();
  1302. }
  1303. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1304. {
  1305. EVENT_HANDLER_CALLED_BY_CLIENT;
  1306. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1307. {
  1308. waitWhileDialog();
  1309. CCS->soundh->playSound(obj->getRemovalSound().get());
  1310. }
  1311. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1312. {
  1313. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1314. heroKilled(h);
  1315. }
  1316. }
  1317. void CPlayerInterface::playerBlocked(int reason, bool start)
  1318. {
  1319. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1320. {
  1321. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1322. {
  1323. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1324. boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
  1325. LOCPLINT = this;
  1326. GH.curInt = this;
  1327. adventureInt->selection = nullptr;
  1328. adventureInt->setPlayer(playerID);
  1329. std::string msg = CGI->generaltexth->localizedTexts["adventureMap"]["playerAttacked"].String();
  1330. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1331. std::vector<std::shared_ptr<CComponent>> cmp;
  1332. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1333. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1334. showInfoDialog(msg, cmp);
  1335. makingTurn = false;
  1336. }
  1337. }
  1338. }
  1339. bool CPlayerInterface::ctrlPressed() const
  1340. {
  1341. return isCtrlKeyDown();
  1342. }
  1343. const CArmedInstance * CPlayerInterface::getSelection()
  1344. {
  1345. return currentSelection;
  1346. }
  1347. void CPlayerInterface::setSelection(const CArmedInstance * obj)
  1348. {
  1349. currentSelection = obj;
  1350. updateAmbientSounds(true);
  1351. }
  1352. void CPlayerInterface::update()
  1353. {
  1354. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1355. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1356. // While mutexes were locked away we may be have stopped being the active interface
  1357. if (LOCPLINT != this)
  1358. return;
  1359. //if there are any waiting dialogs, show them
  1360. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1361. {
  1362. showingDialog->set(true);
  1363. GH.pushInt(dialogs.front());
  1364. dialogs.pop_front();
  1365. }
  1366. //in some conditions we may receive calls before selection is initialized - we must ignore them
  1367. if(adventureInt && GH.topInt() == adventureInt
  1368. && (!adventureInt->selection && !settings["session"]["spectate"].Bool()))
  1369. {
  1370. return;
  1371. }
  1372. // Handles mouse and key input
  1373. GH.updateTime();
  1374. GH.handleEvents();
  1375. if (!adventureInt || adventureInt->isActive())
  1376. GH.simpleRedraw();
  1377. else if((adventureInt->swipeEnabled && adventureInt->swipeMovementRequested) || adventureInt->scrollingDir)
  1378. GH.totalRedraw(); //player forces map scrolling though interface is disabled
  1379. else
  1380. GH.simpleRedraw();
  1381. }
  1382. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1383. {
  1384. using namespace boost::filesystem;
  1385. using namespace boost::algorithm;
  1386. path gamesDir = VCMIDirs::get().userSavePath();
  1387. std::map<std::time_t, int> dates; //save number => datestamp
  1388. const directory_iterator enddir;
  1389. if (!exists(gamesDir))
  1390. create_directory(gamesDir);
  1391. else
  1392. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1393. {
  1394. if (is_regular(dir->status()))
  1395. {
  1396. std::string name = dir->path().filename().string();
  1397. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1398. {
  1399. char nr = name[namePrefix.size()];
  1400. if (std::isdigit(nr))
  1401. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1402. }
  1403. }
  1404. }
  1405. if (!dates.empty())
  1406. return (--dates.end())->second; //return latest file number
  1407. return 0;
  1408. }
  1409. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1410. {
  1411. auto subArr = (CGI->mh->ttiles)[hp.z];
  1412. ho->isStanding = false;
  1413. int heroWidth = ho->appearance->getWidth();
  1414. int heroHeight = ho->appearance->getHeight();
  1415. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1416. int tileMaxX = std::max(details.start.x, details.end.x);
  1417. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1418. int tileMaxY = std::max(details.start.y, details.end.y);
  1419. // determine tiles on which hero will be visible during movement and add hero as visible object on these tiles where necessary
  1420. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1421. {
  1422. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1423. {
  1424. bool heroVisibleHere = false;
  1425. auto & tile = subArr[tileX][tileY];
  1426. for ( auto const & obj : tile.objects)
  1427. {
  1428. if (obj.obj == ho)
  1429. {
  1430. heroVisibleHere = true;
  1431. break;
  1432. }
  1433. }
  1434. if ( !heroVisibleHere)
  1435. {
  1436. tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
  1437. std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
  1438. }
  1439. }
  1440. }
  1441. }
  1442. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1443. {
  1444. auto subArr = (CGI->mh->ttiles)[hp.z];
  1445. int heroWidth = ho->appearance->getWidth();
  1446. int heroHeight = ho->appearance->getHeight();
  1447. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1448. int tileMaxX = std::max(details.start.x, details.end.x);
  1449. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1450. int tileMaxY = std::max(details.start.y, details.end.y);
  1451. std::shared_ptr<CAnimation> animation = graphics->getAnimation(ho);
  1452. assert(animation);
  1453. assert(animation->size(0) != 0);
  1454. auto image = animation->getImage(0,0);
  1455. int heroImageOldX = details.start.x * 32;
  1456. int heroImageOldY = details.start.y * 32;
  1457. int heroImageNewX = details.end.x * 32;
  1458. int heroImageNewY = details.end.y * 32;
  1459. int heroImageCurrX = heroImageOldX + i*(heroImageNewX - heroImageOldX)/32;
  1460. int heroImageCurrY = heroImageOldY + i*(heroImageNewY - heroImageOldY)/32;
  1461. // recompute which part of hero sprite will be visible on each tile at this point of movement animation
  1462. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1463. {
  1464. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1465. {
  1466. auto & tile = subArr[tileX][tileY];
  1467. for ( auto & obj : tile.objects)
  1468. {
  1469. if (obj.obj == ho)
  1470. {
  1471. int tilePosX = tileX * 32;
  1472. int tilePosY = tileY * 32;
  1473. obj.rect.x = tilePosX - heroImageCurrX + image->width() - 32;
  1474. obj.rect.y = tilePosY - heroImageCurrY + image->height() - 32;
  1475. }
  1476. }
  1477. }
  1478. }
  1479. adventureInt->terrain.moveX = (32 - i) * (heroImageNewX - heroImageOldX) / 32;
  1480. adventureInt->terrain.moveY = (32 - i) * (heroImageNewY - heroImageOldY) / 32;
  1481. }
  1482. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1483. {
  1484. auto subArr = (CGI->mh->ttiles)[hp.z];
  1485. int heroWidth = ho->appearance->getWidth();
  1486. int heroHeight = ho->appearance->getHeight();
  1487. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1488. int tileMaxX = std::max(details.start.x, details.end.x);
  1489. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1490. int tileMaxY = std::max(details.start.y, details.end.y);
  1491. // erase hero from all tiles on which he is currently visible
  1492. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1493. {
  1494. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1495. {
  1496. auto & tile = subArr[tileX][tileY];
  1497. for (size_t i = 0; i < tile.objects.size(); ++i)
  1498. {
  1499. if ( tile.objects[i].obj == ho)
  1500. {
  1501. tile.objects.erase(tile.objects.begin() + i);
  1502. break;
  1503. }
  1504. }
  1505. }
  1506. }
  1507. // re-add hero to all tiles on which he will still be visible after animation is over
  1508. for ( int tileX = details.end.x - heroWidth + 1; tileX <= details.end.x; ++tileX)
  1509. {
  1510. for ( int tileY = details.end.y - heroHeight + 1; tileY <= details.end.y; ++tileY)
  1511. {
  1512. auto & tile = subArr[tileX][tileY];
  1513. tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
  1514. }
  1515. }
  1516. // update object list on all tiles that were affected during previous operations
  1517. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1518. {
  1519. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1520. {
  1521. auto & tile = subArr[tileX][tileY];
  1522. std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
  1523. }
  1524. }
  1525. //recompute hero sprite positioning using hero's final position
  1526. movementPxStep(details, 32, hp, ho);
  1527. }
  1528. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1529. {
  1530. EVENT_HANDLER_CALLED_BY_CLIENT;
  1531. if (player == playerID)
  1532. {
  1533. if (victoryLossCheckResult.loss())
  1534. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1535. //we assume GH.curInt == LOCPLINT
  1536. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1537. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1538. GH.curInt = this; //waiting for dialogs requires this to get events
  1539. if(!makingTurn)
  1540. {
  1541. makingTurn = true; //also needed for dialog to show with current implementation
  1542. waitForAllDialogs();
  1543. makingTurn = false;
  1544. }
  1545. else
  1546. waitForAllDialogs();
  1547. GH.curInt = previousInterface;
  1548. LOCPLINT = previousInterface;
  1549. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1550. {
  1551. if(adventureInt)
  1552. {
  1553. GH.terminate_cond->setn(true);
  1554. adventureInt->deactivate();
  1555. if (GH.topInt() == adventureInt)
  1556. GH.popInt(adventureInt);
  1557. adventureInt.reset();
  1558. }
  1559. }
  1560. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1561. {
  1562. // end game if current human player has won
  1563. CSH->sendClientDisconnecting();
  1564. requestReturningToMainMenu(true);
  1565. }
  1566. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1567. {
  1568. //all human players eliminated
  1569. CSH->sendClientDisconnecting();
  1570. requestReturningToMainMenu(false);
  1571. }
  1572. if (GH.curInt == this) GH.curInt = nullptr;
  1573. }
  1574. else
  1575. {
  1576. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1577. {
  1578. std::string str = victoryLossCheckResult.messageToSelf;
  1579. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1580. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1581. }
  1582. }
  1583. }
  1584. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1585. {
  1586. EVENT_HANDLER_CALLED_BY_CLIENT;
  1587. }
  1588. void CPlayerInterface::showPuzzleMap()
  1589. {
  1590. EVENT_HANDLER_CALLED_BY_CLIENT;
  1591. waitWhileDialog();
  1592. //TODO: interface should not know the real position of Grail...
  1593. double ratio = 0;
  1594. int3 grailPos = cb->getGrailPos(&ratio);
  1595. GH.pushIntT<CPuzzleWindow>(grailPos, ratio);
  1596. }
  1597. void CPlayerInterface::viewWorldMap()
  1598. {
  1599. adventureInt->changeMode(EAdvMapMode::WORLD_VIEW);
  1600. }
  1601. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1602. {
  1603. EVENT_HANDLER_CALLED_BY_CLIENT;
  1604. if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
  1605. GH.popInts(1);
  1606. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1607. eraseCurrentPathOf(caster, false);
  1608. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1609. if(spellID == SpellID::VIEW_EARTH)
  1610. {
  1611. //TODO: implement on server side
  1612. const auto level = caster->getSpellSchoolLevel(spell);
  1613. adventureInt->worldViewOptions.showAllTerrain = (level > 2);
  1614. }
  1615. auto castSoundPath = spell->getCastSound();
  1616. if(!castSoundPath.empty())
  1617. CCS->soundh->playSound(castSoundPath);
  1618. }
  1619. void CPlayerInterface::eraseCurrentPathOf(const CGHeroInstance * ho, bool checkForExistanceOfPath)
  1620. {
  1621. if (checkForExistanceOfPath)
  1622. {
  1623. assert(vstd::contains(paths, ho));
  1624. }
  1625. else if (!vstd::contains(paths, ho))
  1626. {
  1627. return;
  1628. }
  1629. assert(ho == adventureInt->selection);
  1630. paths.erase(ho);
  1631. adventureInt->terrain.currentPath = nullptr;
  1632. adventureInt->updateMoveHero(ho, false);
  1633. }
  1634. void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
  1635. {
  1636. adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
  1637. 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
  1638. eraseCurrentPathOf(ho);
  1639. }
  1640. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1641. {
  1642. if (vstd::contains(paths,h)) //hero has assigned path
  1643. {
  1644. CGPath &path = paths[h];
  1645. if (!path.nodes.size())
  1646. {
  1647. logGlobal->warn("Warning: empty path found...");
  1648. paths.erase(h);
  1649. }
  1650. else
  1651. {
  1652. assert(h->getPosition(false) == path.startPos());
  1653. //update the hero path in case of something has changed on map
  1654. if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
  1655. return &path;
  1656. else
  1657. paths.erase(h);
  1658. }
  1659. }
  1660. return nullptr;
  1661. }
  1662. void CPlayerInterface::acceptTurn()
  1663. {
  1664. bool centerView = true;
  1665. if (settings["session"]["autoSkip"].Bool())
  1666. {
  1667. centerView = false;
  1668. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  1669. iw->close();
  1670. }
  1671. if(CSH->howManyPlayerInterfaces() > 1)
  1672. {
  1673. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  1674. adventureInt->startTurn();
  1675. }
  1676. adventureInt->heroList.update();
  1677. adventureInt->townList.update();
  1678. const CGHeroInstance * heroToSelect = nullptr;
  1679. // find first non-sleeping hero
  1680. for (auto hero : wanderingHeroes)
  1681. {
  1682. if (boost::range::find(sleepingHeroes, hero) == sleepingHeroes.end())
  1683. {
  1684. heroToSelect = hero;
  1685. break;
  1686. }
  1687. }
  1688. //select first hero if available.
  1689. if (heroToSelect != nullptr)
  1690. {
  1691. adventureInt->select(heroToSelect, centerView);
  1692. }
  1693. else if (towns.size())
  1694. adventureInt->select(towns.front(), centerView);
  1695. else
  1696. adventureInt->select(wanderingHeroes.front());
  1697. //show new day animation and sound on infobar
  1698. adventureInt->infoBar.showDate();
  1699. adventureInt->updateNextHero(nullptr);
  1700. adventureInt->showAll(screen);
  1701. if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  1702. {
  1703. if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  1704. iw->close();
  1705. adventureInt->fendTurn();
  1706. }
  1707. // warn player if he has no town
  1708. if (cb->howManyTowns() == 0)
  1709. {
  1710. auto playerColor = *cb->getPlayerID();
  1711. std::vector<Component> components;
  1712. components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
  1713. MetaString text;
  1714. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  1715. if(optDaysWithoutCastle)
  1716. {
  1717. auto daysWithoutCastle = optDaysWithoutCastle.get();
  1718. if (daysWithoutCastle < 6)
  1719. {
  1720. 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.
  1721. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1722. text.addReplacement(7 - daysWithoutCastle);
  1723. }
  1724. else if (daysWithoutCastle == 6)
  1725. {
  1726. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1727. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1728. }
  1729. showInfoDialogAndWait(components, text);
  1730. }
  1731. else
  1732. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  1733. }
  1734. }
  1735. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1736. {
  1737. int msgToShow = -1;
  1738. const bool isBlocked = CGI->mh->hasObjectHole(h->getPosition(false)); // Don't dig in the pit.
  1739. const auto diggingStatus = isBlocked
  1740. ? EDiggingStatus::TILE_OCCUPIED
  1741. : h->diggingStatus().num;
  1742. switch(diggingStatus)
  1743. {
  1744. case EDiggingStatus::CAN_DIG:
  1745. break;
  1746. case EDiggingStatus::LACK_OF_MOVEMENT:
  1747. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1748. break;
  1749. case EDiggingStatus::TILE_OCCUPIED:
  1750. msgToShow = 97; //Try searching on clear ground.
  1751. break;
  1752. case EDiggingStatus::WRONG_TERRAIN:
  1753. msgToShow = 60; ////Try looking on land!
  1754. break;
  1755. default:
  1756. assert(0);
  1757. }
  1758. if(msgToShow < 0)
  1759. cb->dig(h);
  1760. else
  1761. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1762. }
  1763. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1764. {
  1765. adventureInt->infoBar.showSelection();
  1766. }
  1767. void CPlayerInterface::battleNewRoundFirst( int round )
  1768. {
  1769. EVENT_HANDLER_CALLED_BY_CLIENT;
  1770. BATTLE_EVENT_POSSIBLE_RETURN;
  1771. battleInt->newRoundFirst(round);
  1772. }
  1773. void CPlayerInterface::stopMovement()
  1774. {
  1775. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1776. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1777. }
  1778. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1779. {
  1780. EVENT_HANDLER_CALLED_BY_CLIENT;
  1781. if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  1782. {
  1783. //EEMarketMode mode = market->availableModes().front();
  1784. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1785. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1786. else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1787. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1788. }
  1789. else
  1790. {
  1791. GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1792. }
  1793. }
  1794. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1795. {
  1796. EVENT_HANDLER_CALLED_BY_CLIENT;
  1797. GH.pushIntT<CUniversityWindow>(visitor, market);
  1798. }
  1799. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1800. {
  1801. EVENT_HANDLER_CALLED_BY_CLIENT;
  1802. GH.pushIntT<CHillFortWindow>(visitor, object);
  1803. }
  1804. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1805. {
  1806. EVENT_HANDLER_CALLED_BY_CLIENT;
  1807. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
  1808. cmw->artifactsChanged(false);
  1809. }
  1810. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1811. {
  1812. EVENT_HANDLER_CALLED_BY_CLIENT;
  1813. GH.pushIntT<CTavernWindow>(townOrTavern);
  1814. }
  1815. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1816. {
  1817. EVENT_HANDLER_CALLED_BY_CLIENT;
  1818. GH.pushIntT<CThievesGuildWindow>(obj);
  1819. }
  1820. void CPlayerInterface::showQuestLog()
  1821. {
  1822. EVENT_HANDLER_CALLED_BY_CLIENT;
  1823. GH.pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1824. }
  1825. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1826. {
  1827. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1828. {
  1829. MetaString txt;
  1830. obj->getProblemText(txt);
  1831. showInfoDialog(txt.toString());
  1832. }
  1833. else
  1834. showShipyardDialog(obj);
  1835. }
  1836. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1837. {
  1838. CCS->soundh->ambientStopAllChannels();
  1839. if(won && cb->getStartInfo()->campState)
  1840. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1841. else
  1842. sendCustomEvent(EUserEvent::RETURN_TO_MAIN_MENU);
  1843. }
  1844. void CPlayerInterface::sendCustomEvent( int code )
  1845. {
  1846. CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
  1847. }
  1848. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1849. {
  1850. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1851. if(hero)
  1852. {
  1853. auto art = hero->getArt(al.slot);
  1854. if(art == nullptr)
  1855. {
  1856. logGlobal->error("artifact location %d points to nothing",
  1857. al.slot.num);
  1858. return;
  1859. }
  1860. CHeroArtPlace::askToAssemble(art, al.slot, hero);
  1861. }
  1862. }
  1863. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1864. {
  1865. EVENT_HANDLER_CALLED_BY_CLIENT;
  1866. adventureInt->infoBar.showSelection();
  1867. askToAssembleArtifact(al);
  1868. }
  1869. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1870. {
  1871. EVENT_HANDLER_CALLED_BY_CLIENT;
  1872. adventureInt->infoBar.showSelection();
  1873. for(auto isa : GH.listInt)
  1874. {
  1875. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1876. if (artWin)
  1877. artWin->artifactRemoved(al);
  1878. }
  1879. }
  1880. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1881. {
  1882. EVENT_HANDLER_CALLED_BY_CLIENT;
  1883. adventureInt->infoBar.showSelection();
  1884. for(auto isa : GH.listInt)
  1885. {
  1886. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1887. if (artWin)
  1888. artWin->artifactMoved(src, dst);
  1889. }
  1890. if(!GH.objsToBlit.empty())
  1891. GH.objsToBlit.back()->redraw();
  1892. }
  1893. void CPlayerInterface::artifactPossibleAssembling(const ArtifactLocation & dst)
  1894. {
  1895. askToAssembleArtifact(dst);
  1896. }
  1897. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1898. {
  1899. EVENT_HANDLER_CALLED_BY_CLIENT;
  1900. adventureInt->infoBar.showSelection();
  1901. for(auto isa : GH.listInt)
  1902. {
  1903. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1904. if (artWin)
  1905. artWin->artifactAssembled(al);
  1906. }
  1907. }
  1908. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1909. {
  1910. EVENT_HANDLER_CALLED_BY_CLIENT;
  1911. adventureInt->infoBar.showSelection();
  1912. for(auto isa : GH.listInt)
  1913. {
  1914. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1915. if (artWin)
  1916. artWin->artifactDisassembled(al);
  1917. }
  1918. }
  1919. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  1920. {
  1921. EVENT_HANDLER_CALLED_BY_CLIENT;
  1922. if (!vstd::contains (GH.listInt, adventureInt))
  1923. {
  1924. GH.popInts ((int)GH.listInt.size()); //after map load - remove everything else
  1925. GH.pushInt (adventureInt);
  1926. }
  1927. else
  1928. {
  1929. adventureInt->infoBar.showSelection();
  1930. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get())) //don't remove dialogs that expect query answer
  1931. GH.popInts(1);
  1932. }
  1933. if(CSH->howManyPlayerInterfaces() == 1)
  1934. {
  1935. GH.curInt = this;
  1936. adventureInt->startTurn();
  1937. }
  1938. if (player != playerID && this == LOCPLINT)
  1939. {
  1940. waitWhileDialog();
  1941. adventureInt->aiTurnStarted();
  1942. }
  1943. }
  1944. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1945. {
  1946. while(!dialogs.empty())
  1947. {
  1948. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1949. SDL_Delay(5);
  1950. }
  1951. waitWhileDialog(unlockPim);
  1952. }
  1953. void CPlayerInterface::proposeLoadingGame()
  1954. {
  1955. showYesNoDialog(CGI->generaltexth->allTexts[68], [this](){ sendCustomEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
  1956. }
  1957. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  1958. {
  1959. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  1960. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  1961. }
  1962. bool CPlayerInterface::capturedAllEvents()
  1963. {
  1964. if (duringMovement)
  1965. {
  1966. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1967. return true;
  1968. }
  1969. if (ignoreEvents)
  1970. {
  1971. boost::unique_lock<boost::mutex> un(eventsM);
  1972. while(!SDLEventsQueue.empty())
  1973. {
  1974. SDLEventsQueue.pop();
  1975. }
  1976. return true;
  1977. }
  1978. return false;
  1979. }
  1980. void CPlayerInterface::setMovementStatus(bool value)
  1981. {
  1982. duringMovement = value;
  1983. if (value)
  1984. {
  1985. CCS->curh->hide();
  1986. }
  1987. else
  1988. {
  1989. CCS->curh->show();
  1990. }
  1991. }
  1992. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1993. {
  1994. int i = 1;
  1995. auto getObj = [&](int3 coord, bool ignoreHero)
  1996. {
  1997. return cb->getTile(CGHeroInstance::convertPosition(coord,false))->topVisitableObj(ignoreHero);
  1998. };
  1999. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  2000. {
  2001. if (action != CGPathNode::TELEPORT_NORMAL &&
  2002. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  2003. action != CGPathNode::TELEPORT_BATTLE)
  2004. {
  2005. return false;
  2006. }
  2007. return true;
  2008. };
  2009. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  2010. {
  2011. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  2012. return nextObjectTop;
  2013. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  2014. CGTeleport::isConnected(currentObject, nextObject))
  2015. {
  2016. return nextObject;
  2017. }
  2018. return nullptr;
  2019. };
  2020. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  2021. stillMoveHero.data = CONTINUE_MOVE;
  2022. auto doMovement = [&](int3 dst, bool transit)
  2023. {
  2024. stillMoveHero.data = WAITING_MOVE;
  2025. cb->moveHero(h, dst, transit);
  2026. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  2027. stillMoveHero.cond.wait(un);
  2028. };
  2029. {
  2030. path.convert(0);
  2031. TerrainId currentTerrain = Terrain::BORDER; // not init yet
  2032. TerrainId newTerrain;
  2033. int sh = -1;
  2034. auto canStop = [&](CGPathNode * node) -> bool
  2035. {
  2036. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  2037. return true;
  2038. if (node->accessible == CGPathNode::ACCESSIBLE)
  2039. return true;
  2040. return false;
  2041. };
  2042. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  2043. {
  2044. int3 currentCoord = path.nodes[i].coord;
  2045. int3 nextCoord = path.nodes[i-1].coord;
  2046. auto currentObject = getObj(currentCoord, currentCoord == h->pos);
  2047. auto nextObjectTop = getObj(nextCoord, false);
  2048. auto nextObject = getObj(nextCoord, true);
  2049. auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
  2050. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  2051. {
  2052. CCS->soundh->stopSound(sh);
  2053. destinationTeleport = destTeleportObj->id;
  2054. destinationTeleportPos = nextCoord;
  2055. doMovement(h->pos, false);
  2056. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
  2057. || path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
  2058. {
  2059. destinationTeleport = ObjectInstanceID();
  2060. destinationTeleportPos = int3(-1);
  2061. }
  2062. if(i != path.nodes.size() - 1)
  2063. {
  2064. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1);
  2065. }
  2066. continue;
  2067. }
  2068. if (path.nodes[i-1].turns)
  2069. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  2070. stillMoveHero.data = STOP_MOVE;
  2071. break;
  2072. }
  2073. // Start a new sound for the hero movement or let the existing one carry on.
  2074. #if 0
  2075. // TODO
  2076. if (hero is flying && sh == -1)
  2077. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  2078. #endif
  2079. {
  2080. newTerrain = cb->getTile(CGHeroInstance::convertPosition(currentCoord, false))->terType->id;
  2081. if(newTerrain != currentTerrain)
  2082. {
  2083. CCS->soundh->stopSound(sh);
  2084. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
  2085. currentTerrain = newTerrain;
  2086. }
  2087. }
  2088. 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
  2089. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  2090. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  2091. bool useTransit = false;
  2092. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  2093. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  2094. || CGTeleport::isTeleport(nextObjectTop)))
  2095. { // Hero should be able to go through object if it's allow transit
  2096. useTransit = true;
  2097. }
  2098. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  2099. useTransit = true;
  2100. doMovement(endpos, useTransit);
  2101. logGlobal->trace("Resuming %s", __FUNCTION__);
  2102. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  2103. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  2104. break;
  2105. }
  2106. CCS->soundh->stopSound(sh);
  2107. }
  2108. //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
  2109. if (!showingDialog->get())
  2110. GH.fakeMouseMove();
  2111. //todo: this should be in main thread
  2112. if (adventureInt)
  2113. {
  2114. // (i == 0) means hero went through all the path
  2115. adventureInt->updateMoveHero(h, (i != 0));
  2116. adventureInt->updateNextHero(h);
  2117. }
  2118. setMovementStatus(false);
  2119. }
  2120. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
  2121. {
  2122. EVENT_HANDLER_CALLED_BY_CLIENT;
  2123. //TODO: showWorldViewEx
  2124. std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));
  2125. viewWorldMap();
  2126. }
  2127. void CPlayerInterface::updateAmbientSounds(bool resetAll)
  2128. {
  2129. if(castleInt || battleInt || !makingTurn || !currentSelection)
  2130. {
  2131. CCS->soundh->ambientStopAllChannels();
  2132. return;
  2133. }
  2134. else if(!dynamic_cast<CAdvMapInt *>(GH.topInt().get()))
  2135. {
  2136. return;
  2137. }
  2138. if(resetAll)
  2139. CCS->soundh->ambientStopAllChannels();
  2140. std::map<std::string, int> currentSounds;
  2141. auto updateSounds = [&](std::string soundId, int distance) -> void
  2142. {
  2143. if(vstd::contains(currentSounds, soundId))
  2144. currentSounds[soundId] = std::max(currentSounds[soundId], distance);
  2145. else
  2146. currentSounds.insert(std::make_pair(soundId, distance));
  2147. };
  2148. int3 pos = currentSelection->getSightCenter();
  2149. std::unordered_set<int3, ShashInt3> tiles;
  2150. cb->getVisibleTilesInRange(tiles, pos, CCS->soundh->ambientGetRange(), int3::DIST_CHEBYSHEV);
  2151. for(int3 tile : tiles)
  2152. {
  2153. int dist = pos.dist(tile, int3::DIST_CHEBYSHEV);
  2154. // We want sound for every special terrain on tile and not just one on top
  2155. for(auto & ttObj : CGI->mh->ttiles[tile.z][tile.x][tile.y].objects)
  2156. {
  2157. if(ttObj.ambientSound)
  2158. updateSounds(ttObj.ambientSound.get(), dist);
  2159. }
  2160. if(CGI->mh->map->isCoastalTile(tile))
  2161. updateSounds("LOOPOCEA", dist);
  2162. }
  2163. CCS->soundh->ambientUpdateChannels(currentSounds);
  2164. }