CPlayerInterface.cpp 71 KB

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  1. #include "../stdafx.h"
  2. #include "CAdvmapInterface.h"
  3. #include "CBattleInterface.h"
  4. #include "../CCallback.h"
  5. #include "CCastleInterface.h"
  6. #include "CKingdomInterface.h"
  7. #include "CCursorHandler.h"
  8. #include "CGameInfo.h"
  9. #include "CHeroWindow.h"
  10. #include "CMessage.h"
  11. #include "CPlayerInterface.h"
  12. //#include "SDL_Extensions.h"
  13. #include "SDL_Extensions.h"
  14. //#include "SDL_framerate.h"
  15. #include "SDL_framerate.h"
  16. #include "CConfigHandler.h"
  17. #include "CCreatureAnimation.h"
  18. #include "Graphics.h"
  19. #include "../hch/CArtHandler.h"
  20. #include "../hch/CGeneralTextHandler.h"
  21. #include "../hch/CHeroHandler.h"
  22. #include "../hch/CLodHandler.h"
  23. #include "../hch/CObjectHandler.h"
  24. #include "../lib/Connection.h"
  25. #include "../hch/CSpellHandler.h"
  26. #include "../hch/CTownHandler.h"
  27. #include "../lib/CondSh.h"
  28. #include "../lib/NetPacks.h"
  29. #include "../lib/map.h"
  30. #include "../lib/VCMIDirs.h"
  31. #include "mapHandler.h"
  32. #include "../timeHandler.h"
  33. #include <boost/lexical_cast.hpp>
  34. #include <boost/format.hpp>
  35. #include <boost/algorithm/string.hpp>
  36. #include <boost/algorithm/string/replace.hpp>
  37. #include <boost/assign/std/vector.hpp>
  38. #include <boost/assign/list_of.hpp>
  39. #include <boost/date_time/posix_time/posix_time.hpp>
  40. #include <boost/thread.hpp>
  41. #include <cmath>
  42. #include <queue>
  43. #include <sstream>
  44. #include <boost/filesystem.hpp>
  45. #include "../StartInfo.h"
  46. #ifdef min
  47. #undef min
  48. #endif
  49. #ifdef max
  50. #undef max
  51. #endif
  52. /*
  53. * CPlayerInterface.cpp, part of VCMI engine
  54. *
  55. * Authors: listed in file AUTHORS in main folder
  56. *
  57. * License: GNU General Public License v2.0 or later
  58. * Full text of license available in license.txt file, in main folder
  59. *
  60. */
  61. using namespace boost::assign;
  62. using namespace CSDL_Ext;
  63. void processCommand(const std::string &message, CClient *&client);
  64. extern Point screenLTmax;
  65. extern std::queue<SDL_Event*> events;
  66. extern boost::mutex eventsM;
  67. CPlayerInterface * LOCPLINT;
  68. CBattleInterface * CPlayerInterface::battleInt;
  69. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  70. CondSh<EMoveState> stillMoveHero; //used during hero movement
  71. int CPlayerInterface::howManyPeople = 0;
  72. struct OCM_HLP_CGIN
  73. {
  74. bool inline operator ()(const std::pair<const CGObjectInstance*,SDL_Rect> & a, const std::pair<const CGObjectInstance*,SDL_Rect> & b) const
  75. {
  76. return (*a.first)<(*b.first);
  77. }
  78. } ocmptwo_cgin ;
  79. CPlayerInterface::CPlayerInterface(int Player)
  80. {
  81. howManyPeople++;
  82. GH.defActionsDef = 0;
  83. LOCPLINT = this;
  84. curAction = NULL;
  85. playerID=Player;
  86. human=true;
  87. castleInt = NULL;
  88. battleInt = NULL;
  89. pim = new boost::recursive_mutex;
  90. makingTurn = false;
  91. showingDialog = new CondSh<bool>(false);
  92. sysOpts = GDefaultOptions;
  93. //initializing framerate keeper
  94. mainFPSmng = new FPSmanager;
  95. SDL_initFramerate(mainFPSmng);
  96. SDL_setFramerate(mainFPSmng, 48);
  97. //framerate keeper initialized
  98. cingconsole = new CInGameConsole;
  99. terminate_cond.set(false);
  100. firstCall = 1; //if loading will be overwritten in serialize
  101. autosaveCount = 0;
  102. }
  103. CPlayerInterface::~CPlayerInterface()
  104. {
  105. howManyPeople--;
  106. delete pim;
  107. delete showingDialog;
  108. delete mainFPSmng;
  109. if(adventureInt)
  110. {
  111. if(adventureInt->active & CIntObject::KEYBOARD)
  112. adventureInt->deactivateKeys();
  113. delete adventureInt;
  114. adventureInt = NULL;
  115. }
  116. if(cingconsole->active) //TODO
  117. cingconsole->deactivate();
  118. delete cingconsole;
  119. LOCPLINT = NULL;
  120. }
  121. void CPlayerInterface::init(ICallback * CB)
  122. {
  123. cb = dynamic_cast<CCallback*>(CB);
  124. if(!adventureInt)
  125. adventureInt = new CAdvMapInt();
  126. if(!towns.size() && !wanderingHeroes.size())
  127. {
  128. recreateHeroTownList();
  129. }
  130. }
  131. void CPlayerInterface::yourTurn()
  132. {
  133. {
  134. boost::unique_lock<boost::recursive_mutex> un(*pim);
  135. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  136. LOCPLINT = this;
  137. GH.curInt = this;
  138. adventureInt->selection = NULL;
  139. if(firstCall)
  140. {
  141. if(howManyPeople == 1)
  142. adventureInt->setPlayer(playerID);
  143. autosaveCount = getLastIndex("Autosave_");
  144. if(!GH.listInt.size())
  145. {
  146. GH.pushInt(adventureInt);
  147. adventureInt->activateKeys();
  148. }
  149. if(firstCall > 0) //new game, not loaded
  150. {
  151. int index = getLastIndex("Newgame_Autosave_");
  152. index %= SAVES_COUNT;
  153. cb->save("Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  154. }
  155. firstCall = 0;
  156. }
  157. else
  158. {
  159. LOCPLINT->cb->save("Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  160. autosaveCount %= 5;
  161. }
  162. if(adventureInt->player != playerID)
  163. adventureInt->setPlayer(playerID);
  164. if(howManyPeople > 1) //hot seat message
  165. {
  166. adventureInt->startHotSeatWait(playerID);
  167. makingTurn = true;
  168. std::string msg = CGI->generaltexth->allTexts[13];
  169. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  170. std::vector<SComponent*> cmp;
  171. cmp.push_back(new SComponent(SComponent::flag, playerID, 0));
  172. showInfoDialog(msg, cmp);
  173. }
  174. else
  175. {
  176. makingTurn = true;
  177. adventureInt->startTurn();
  178. }
  179. }
  180. acceptTurn();
  181. }
  182. STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const int & hid)
  183. {
  184. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  185. for(int h=0; h<hlp.objects.size(); ++h)
  186. if(hlp.objects[h].first->id==hid)
  187. {
  188. hlp.objects[h].second = r;
  189. return;
  190. }
  191. }
  192. STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const int & hid)
  193. {
  194. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  195. for(int h=0; h<hlp.objects.size(); ++h)
  196. if(hlp.objects[h].first->id==hid)
  197. {
  198. hlp.objects.erase(hlp.objects.begin()+h);
  199. return;
  200. }
  201. }
  202. void CPlayerInterface::heroMoved(const TryMoveHero & details)
  203. {
  204. if(LOCPLINT != this)
  205. return;
  206. boost::unique_lock<boost::recursive_mutex> un(*pim);
  207. const CGHeroInstance * ho = cb->getHeroInfo(details.id); //object representing this hero
  208. int3 hp = details.start;
  209. adventureInt->centerOn(ho); //actualizing screen pos
  210. adventureInt->minimap.draw(screen2);
  211. adventureInt->heroList.draw(screen2);
  212. bool directlyAttackingCreature =
  213. CGI->mh->map->isInTheMap(details.attackedFrom)
  214. && adventureInt->terrain.currentPath->nodes.size() == 3;
  215. if(makingTurn && ho->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  216. {
  217. if(details.result == TryMoveHero::TELEPORTATION || details.start == details.end)
  218. {
  219. if(adventureInt->terrain.currentPath)
  220. eraseCurrentPathOf(ho);
  221. return; //teleport - no fancy moving animation
  222. //TODO: smooth disappear / appear effect
  223. }
  224. if (details.result != TryMoveHero::SUCCESS && details.result != TryMoveHero::FAILED //hero didn't change tile but visit succeeded
  225. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  226. {
  227. eraseCurrentPathOf(ho);
  228. }
  229. else if(adventureInt->terrain.currentPath && details.result == TryMoveHero::SUCCESS) //&& hero is moving
  230. {
  231. //remove one node from the path (the one we went)
  232. adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
  233. if(!adventureInt->terrain.currentPath->nodes.size()) //if it was the last one, remove entire path
  234. eraseCurrentPathOf(ho);
  235. }
  236. }
  237. if (details.result != TryMoveHero::SUCCESS) //hero failed to move
  238. {
  239. ho->isStanding = true;
  240. stillMoveHero.setn(STOP_MOVE);
  241. GH.totalRedraw();
  242. return;
  243. }
  244. initMovement(details, ho, hp);
  245. //first initializing done
  246. SDL_framerateDelay(mainFPSmng); // after first move
  247. //main moving
  248. for(int i=1; i<32; i+=2*sysOpts.heroMoveSpeed)
  249. {
  250. movementPxStep(details, i, hp, ho);
  251. adventureInt->updateScreen = true;
  252. adventureInt->show(screen);
  253. CSDL_Ext::update(screen);
  254. SDL_framerateDelay(mainFPSmng); //for animation purposes
  255. } //for(int i=1; i<32; i+=4)
  256. //main moving done
  257. //finishing move
  258. finishMovement(details, hp, ho);
  259. ho->isStanding = true;
  260. //move finished
  261. adventureInt->minimap.draw(screen2);
  262. adventureInt->heroList.updateMove(ho);
  263. //check if user cancelled movement
  264. {
  265. boost::unique_lock<boost::mutex> un(eventsM);
  266. while(events.size())
  267. {
  268. SDL_Event *ev = events.front();
  269. events.pop();
  270. switch(ev->type)
  271. {
  272. case SDL_MOUSEBUTTONDOWN:
  273. stillMoveHero.setn(STOP_MOVE);
  274. break;
  275. case SDL_KEYDOWN:
  276. if(ev->key.keysym.sym < SDLK_F1 || ev->key.keysym.sym > SDLK_F15)
  277. stillMoveHero.setn(STOP_MOVE);
  278. break;
  279. }
  280. delete ev;
  281. }
  282. }
  283. if(stillMoveHero.get() == WAITING_MOVE)
  284. stillMoveHero.setn(DURING_MOVE);
  285. // Hero attacked creature directly, set direction to face it.
  286. if (directlyAttackingCreature) {
  287. // Get direction to attacker.
  288. int3 posOffset = details.attackedFrom - details.end + int3(2, 1, 0);
  289. static const ui8 dirLookup[3][3] = {
  290. { 1, 2, 3 },
  291. { 8, 0, 4 },
  292. { 7, 6, 5 }
  293. };
  294. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  295. const_cast<CGHeroInstance *>(ho)->moveDir = dirLookup[posOffset.y][posOffset.x];
  296. }
  297. }
  298. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  299. {
  300. boost::unique_lock<boost::recursive_mutex> un(*pim);
  301. wanderingHeroes -= hero;
  302. adventureInt->heroList.updateHList(hero);
  303. }
  304. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  305. {
  306. boost::unique_lock<boost::recursive_mutex> un(*pim);
  307. wanderingHeroes.push_back(hero);
  308. adventureInt->heroList.updateHList();
  309. }
  310. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  311. {
  312. if (castleInt)
  313. GH.popIntTotally(castleInt);
  314. castleInt = new CCastleInterface(town);
  315. GH.pushInt(castleInt);
  316. }
  317. SDL_Surface * CPlayerInterface::infoWin(const CGObjectInstance * specific) //specific=0 => draws info about selected town/hero
  318. {
  319. if(!specific)
  320. specific = adventureInt->selection;
  321. assert(specific);
  322. switch(specific->ID)
  323. {
  324. case HEROI_TYPE:
  325. {
  326. InfoAboutHero iah;
  327. bool gotInfo = LOCPLINT->cb->getHeroInfo(specific, iah);
  328. assert(gotInfo);
  329. return graphics->drawHeroInfoWin(iah);
  330. }
  331. case TOWNI_TYPE:
  332. case 33: // Garrison
  333. case 219:
  334. {
  335. InfoAboutTown iah;
  336. bool gotInfo = LOCPLINT->cb->getTownInfo(specific, iah);
  337. assert(gotInfo);
  338. return graphics->drawTownInfoWin(iah);
  339. }
  340. default:
  341. return NULL;
  342. }
  343. }
  344. int3 CPlayerInterface::repairScreenPos(int3 pos)
  345. {
  346. if(pos.x<-CGI->mh->frameW)
  347. pos.x = -CGI->mh->frameW;
  348. if(pos.y<-CGI->mh->frameH)
  349. pos.y = -CGI->mh->frameH;
  350. if(pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
  351. pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
  352. if(pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
  353. pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
  354. return pos;
  355. }
  356. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  357. {
  358. boost::unique_lock<boost::recursive_mutex> un(*pim);
  359. if(which == 4)
  360. {
  361. if(CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))
  362. ctw->setExpToLevel();
  363. }
  364. else if(which < PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  365. updateInfo(hero);
  366. }
  367. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  368. {
  369. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt());
  370. if(cuw) //university window is open
  371. {
  372. GH.totalRedraw();
  373. }
  374. }
  375. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  376. {
  377. boost::unique_lock<boost::recursive_mutex> un(*pim);
  378. updateInfo(hero);
  379. }
  380. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  381. {
  382. boost::unique_lock<boost::recursive_mutex> un(*pim);
  383. if(makingTurn && hero->tempOwner == playerID)
  384. adventureInt->heroList.redraw();
  385. }
  386. void CPlayerInterface::receivedResource(int type, int val)
  387. {
  388. boost::unique_lock<boost::recursive_mutex> un(*pim);
  389. if(CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
  390. mw->resourceChanged(type, val);
  391. GH.totalRedraw();
  392. }
  393. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16>& skills, boost::function<void(ui32)> &callback)
  394. {
  395. waitWhileDialog();
  396. CGI->soundh->playSound(soundBase::heroNewLevel);
  397. boost::unique_lock<boost::recursive_mutex> un(*pim);
  398. CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,callback);
  399. GH.pushInt(lw);
  400. }
  401. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  402. {
  403. boost::unique_lock<boost::recursive_mutex> un(*pim);
  404. updateInfo(town);
  405. if(town->garrisonHero && vstd::contains(wanderingHeroes,town->garrisonHero)) //wandering hero moved to the garrison
  406. {
  407. CGI->mh->hideObject(town->garrisonHero);
  408. wanderingHeroes -= town->garrisonHero;
  409. }
  410. if(town->visitingHero && !vstd::contains(wanderingHeroes,town->visitingHero)) //hero leaves garrison
  411. {
  412. CGI->mh->printObject(town->visitingHero);
  413. wanderingHeroes.push_back(town->visitingHero);
  414. }
  415. //adventureInt->heroList.updateHList();
  416. CCastleInterface *c = castleInt;
  417. if(c)
  418. {
  419. c->garr->highlighted = NULL;
  420. c->hslotup.hero = town->garrisonHero;
  421. c->garr->odown = c->hslotdown.hero = town->visitingHero;
  422. c->garr->set2 = town->visitingHero;
  423. c->garr->ourUp = LOCPLINT->playerID==(town->garrisonHero ? town->garrisonHero->tempOwner : town->tempOwner);
  424. c->garr->ourDown = (town->visitingHero ? LOCPLINT->playerID==town->visitingHero->tempOwner : false);
  425. c->garr->recreateSlots();
  426. }
  427. GH.totalRedraw();
  428. }
  429. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  430. {
  431. if(hero->tempOwner != playerID )
  432. return;
  433. boost::unique_lock<boost::recursive_mutex> un(*pim);
  434. openTownWindow(town);
  435. }
  436. void CPlayerInterface::garrisonChanged(const CGObjectInstance * obj)
  437. {
  438. boost::unique_lock<boost::recursive_mutex> un(*pim);
  439. updateInfo(obj);
  440. for(std::list<IShowActivable*>::iterator i = GH.listInt.begin(); i != GH.listInt.end(); i++)
  441. {
  442. if((*i)->type & IShowActivable::WITH_GARRISON)
  443. {
  444. CGarrisonHolder *cgh = static_cast<CGarrisonHolder*>(*i);
  445. cgh->updateGarrisons();
  446. }
  447. else if(CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(*i))
  448. {
  449. if(obj == cmw->hero)
  450. cmw->garrisonChanged();
  451. }
  452. }
  453. GH.totalRedraw();
  454. }
  455. void CPlayerInterface::buildChanged(const CGTownInstance *town, int buildingID, int what) //what: 1 - built, 2 - demolished
  456. {
  457. boost::unique_lock<boost::recursive_mutex> un(*pim);
  458. switch (buildingID)
  459. {
  460. case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 15:
  461. updateInfo(town);
  462. break;
  463. }
  464. if(!castleInt)
  465. return;
  466. if(castleInt->town!=town)
  467. return;
  468. switch(what)
  469. {
  470. case 1:
  471. CGI->soundh->playSound(soundBase::newBuilding);
  472. castleInt->addBuilding(buildingID);
  473. break;
  474. case 2:
  475. castleInt->removeBuilding(buildingID);
  476. break;
  477. }
  478. }
  479. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  480. {
  481. if(LOCPLINT != this)
  482. { //another local interface should do this
  483. return;
  484. }
  485. while(showingDialog->get())
  486. SDL_Delay(20);
  487. boost::unique_lock<boost::recursive_mutex> un(*pim);
  488. CGI->musich->playMusicFromSet(CGI->musich->battleMusics, -1);
  489. GH.pushInt(battleInt);
  490. }
  491. void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom)
  492. {
  493. if(LOCPLINT != this)
  494. { //another local interface should do this
  495. return;
  496. }
  497. for(int b=0; b<healedStacks.size(); ++b)
  498. {
  499. const CStack * healed = cb->battleGetStackByID(healedStacks[b].first);
  500. if(battleInt->creAnims[healed->ID]->getType() == 5)
  501. {
  502. //stack has been resurrected
  503. battleInt->creAnims[healed->ID]->setType(2);
  504. }
  505. }
  506. if (lifeDrain)
  507. {
  508. const CStack *attacker = cb->battleGetStackByID(healedStacks[0].first, false);
  509. const CStack *defender = cb->battleGetStackByID(lifeDrainFrom, false);
  510. if (attacker)
  511. {
  512. battleInt->displayEffect(50, attacker->position);
  513. }
  514. //print info about life drain
  515. int textOff = 0;
  516. if (attacker->count > 1)
  517. {
  518. textOff += 1;
  519. }
  520. char textBuf[1000];
  521. sprintf(textBuf, CGI->generaltexth->allTexts[361 + textOff].c_str(), attacker->getCreature()->nameSing.c_str(),
  522. healedStacks[0].second, defender->getCreature()->namePl.c_str());
  523. battleInt->console->addText(textBuf);
  524. }
  525. }
  526. void CPlayerInterface::battleNewStackAppeared(int stackID)
  527. {
  528. if(LOCPLINT != this)
  529. { //another local interface should do this
  530. return;
  531. }
  532. //changing necessary things in battle interface
  533. battleInt->newStack(stackID);
  534. }
  535. void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
  536. {
  537. if(LOCPLINT != this)
  538. { //another local interface should do this
  539. return;
  540. }
  541. for(std::set<si32>::const_iterator it = removedObstacles.begin(); it != removedObstacles.end(); ++it)
  542. {
  543. for(std::map< int, CDefHandler * >::iterator itBat = battleInt->idToObstacle.begin(); itBat != battleInt->idToObstacle.end(); ++itBat)
  544. {
  545. if(itBat->first == *it) //remove this obstacle
  546. {
  547. battleInt->idToObstacle.erase(itBat);
  548. break;
  549. }
  550. }
  551. }
  552. //update accessible hexes
  553. battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
  554. }
  555. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  556. {
  557. if(LOCPLINT != this)
  558. { //another local interface should do this
  559. return;
  560. }
  561. battleInt->stackIsCatapulting(ca);
  562. }
  563. void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
  564. {
  565. if(LOCPLINT != this)
  566. { //another local interface should do this
  567. return;
  568. }
  569. for(std::set<ui32>::const_iterator it = bsr.stackIDs.begin(); it != bsr.stackIDs.end(); ++it) //for each removed stack
  570. {
  571. battleInt->stackRemoved(*it);
  572. }
  573. }
  574. void CPlayerInterface::battleNewRound(int round) //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
  575. {
  576. if(LOCPLINT != this)
  577. { //another local interface should do this
  578. return;
  579. }
  580. boost::unique_lock<boost::recursive_mutex> un(*pim);
  581. battleInt->newRound(round);
  582. }
  583. void CPlayerInterface::actionStarted(const BattleAction* action)
  584. {
  585. if(LOCPLINT != this)
  586. { //another local interface should do this
  587. return;
  588. }
  589. boost::unique_lock<boost::recursive_mutex> un(*pim);
  590. curAction = new BattleAction(*action);
  591. battleInt->startAction(action);
  592. }
  593. void CPlayerInterface::actionFinished(const BattleAction* action)
  594. {
  595. if(LOCPLINT != this)
  596. { //another local interface should do this
  597. return;
  598. }
  599. boost::unique_lock<boost::recursive_mutex> un(*pim);
  600. delete curAction;
  601. curAction = NULL;
  602. battleInt->endAction(action);
  603. }
  604. BattleAction CPlayerInterface::activeStack(int stackID) //called when it's turn of that stack
  605. {
  606. CBattleInterface *b = battleInt;
  607. {
  608. boost::unique_lock<boost::recursive_mutex> un(*pim);
  609. const CStack *stack = cb->battleGetStackByID(stackID);
  610. if(vstd::contains(stack->state,MOVED)) //this stack has moved and makes second action -> high morale
  611. {
  612. std::string hlp = CGI->generaltexth->allTexts[33];
  613. boost::algorithm::replace_first(hlp,"%s",(stack->count != 1) ? stack->type->namePl : stack->type->nameSing);
  614. battleInt->displayEffect(20,stack->position);
  615. battleInt->console->addText(hlp);
  616. }
  617. b->stackActivated(stackID);
  618. }
  619. //wait till BattleInterface sets its command
  620. boost::unique_lock<boost::mutex> lock(b->givenCommand->mx);
  621. while(!b->givenCommand->data)
  622. b->givenCommand->cond.wait(lock);
  623. //tidy up
  624. BattleAction ret = *(b->givenCommand->data);
  625. delete b->givenCommand->data;
  626. b->givenCommand->data = NULL;
  627. //return command
  628. return ret;
  629. }
  630. void CPlayerInterface::battleEnd(const BattleResult *br)
  631. {
  632. if(LOCPLINT != this)
  633. { //another local interface should do this
  634. return;
  635. }
  636. boost::unique_lock<boost::recursive_mutex> un(*pim);
  637. battleInt->battleFinished(*br);
  638. }
  639. void CPlayerInterface::battleStackMoved(int ID, int dest, int distance, bool end)
  640. {
  641. if(LOCPLINT != this)
  642. { //another local interface should do this
  643. return;
  644. }
  645. boost::unique_lock<boost::recursive_mutex> un(*pim);
  646. battleInt->stackMoved(ID, dest, end, distance);
  647. }
  648. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  649. {
  650. if(LOCPLINT != this)
  651. { //another local interface should do this
  652. return;
  653. }
  654. boost::unique_lock<boost::recursive_mutex> un(*pim);
  655. battleInt->spellCast(sc);
  656. }
  657. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  658. {
  659. if(LOCPLINT != this)
  660. { //another local interface should do this
  661. return;
  662. }
  663. boost::unique_lock<boost::recursive_mutex> un(*pim);
  664. battleInt->battleStacksEffectsSet(sse);
  665. }
  666. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
  667. {
  668. if(LOCPLINT != this)
  669. { //another local interface should do this
  670. return;
  671. }
  672. tlog5 << "CPlayerInterface::battleStackAttacked - locking...";
  673. boost::unique_lock<boost::recursive_mutex> un(*pim);
  674. tlog5 << "done!\n";
  675. std::vector<SStackAttackedInfo> arg;
  676. for(std::vector<BattleStackAttacked>::const_iterator i = bsa.begin(); i != bsa.end(); i++)
  677. {
  678. if(i->isEffect() && i->effect != 12) //and not armageddon
  679. {
  680. const CStack *stack = cb->battleGetStackByID(i->stackAttacked, false);
  681. if (stack != NULL)
  682. battleInt->displayEffect(i->effect, stack->position);
  683. }
  684. SStackAttackedInfo to_put = {i->stackAttacked, i->damageAmount, i->killedAmount, i->attackerID, LOCPLINT->curAction->actionType==7, i->killed()};
  685. arg.push_back(to_put);
  686. }
  687. if(bsa.begin()->isEffect() && bsa.begin()->effect == 12) //for armageddon - I hope this condition is enough
  688. {
  689. battleInt->displayEffect(bsa.begin()->effect, -1);
  690. }
  691. battleInt->stacksAreAttacked(arg);
  692. }
  693. void CPlayerInterface::battleAttack(const BattleAttack *ba)
  694. {
  695. if(LOCPLINT != this)
  696. { //another local interface should do this
  697. return;
  698. }
  699. tlog5 << "CPlayerInterface::battleAttack - locking...";
  700. boost::unique_lock<boost::recursive_mutex> un(*pim);
  701. tlog5 << "done!\n";
  702. assert(curAction);
  703. if(ba->lucky()) //lucky hit
  704. {
  705. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  706. std::string hlp = CGI->generaltexth->allTexts[45];
  707. boost::algorithm::replace_first(hlp,"%s",(stack->count != 1) ? stack->type->namePl.c_str() : stack->type->nameSing.c_str());
  708. battleInt->console->addText(hlp);
  709. battleInt->displayEffect(18,stack->position);
  710. }
  711. //TODO: bad luck?
  712. if(ba->shot())
  713. {
  714. for(std::vector<BattleStackAttacked>::const_iterator i = ba->bsa.begin(); i != ba->bsa.end(); i++)
  715. battleInt->stackIsShooting(ba->stackAttacking,cb->battleGetPos(i->stackAttacked), i->stackAttacked);
  716. }
  717. else
  718. {//WARNING: does not support multiple attacked creatures
  719. const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
  720. int shift = 0;
  721. if(ba->counter() && BattleInfo::mutualPosition(curAction->destinationTile, attacker->position) < 0)
  722. {
  723. int distp = BattleInfo::getDistance(curAction->destinationTile + 1, attacker->position);
  724. int distm = BattleInfo::getDistance(curAction->destinationTile - 1, attacker->position);
  725. if( distp < distm )
  726. shift = 1;
  727. else
  728. shift = -1;
  729. }
  730. battleInt->stackAttacking( ba->stackAttacking, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, ba->bsa.begin()->stackAttacked );
  731. }
  732. }
  733. void CPlayerInterface::showComp(SComponent comp)
  734. {
  735. boost::unique_lock<boost::recursive_mutex> un(*pim);
  736. CGI->soundh->playSoundFromSet(CGI->soundh->pickupSounds);
  737. adventureInt->infoBar.showComp(&comp,4000);
  738. }
  739. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  740. {
  741. std::vector<SComponent*> intComps;
  742. for(int i=0;i<components.size();i++)
  743. intComps.push_back(new SComponent(*components[i]));
  744. showInfoDialog(text,intComps,soundID);
  745. }
  746. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<SComponent*> & components, int soundID, bool delComps)
  747. {
  748. waitWhileDialog();
  749. boost::unique_lock<boost::recursive_mutex> un(*pim);
  750. stopMovement();
  751. CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);
  752. temp->setDelComps(delComps);
  753. if(makingTurn && GH.listInt.size() && LOCPLINT == this)
  754. {
  755. CGI->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  756. showingDialog->set(true);
  757. GH.pushInt(temp);
  758. }
  759. else
  760. {
  761. dialogs.push_back(temp);
  762. }
  763. }
  764. void CPlayerInterface::showYesNoDialog(const std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps)
  765. {
  766. boost::unique_lock<boost::recursive_mutex> un(*pim);
  767. stopMovement();
  768. LOCPLINT->showingDialog->setn(true);
  769. CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);
  770. }
  771. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel )
  772. {
  773. waitWhileDialog();
  774. boost::unique_lock<boost::recursive_mutex> un(*pim);
  775. stopMovement();
  776. CGI->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  777. if(!selection && cancel) //simple yes/no dialog
  778. {
  779. std::vector<SComponent*> intComps;
  780. for(int i=0;i<components.size();i++)
  781. intComps.push_back(new SComponent(components[i])); //will be deleted by close in window
  782. showYesNoDialog(text,intComps,boost::bind(&CCallback::selectionMade,cb,1,askID),boost::bind(&CCallback::selectionMade,cb,0,askID),true);
  783. }
  784. else if(selection)
  785. {
  786. std::vector<CSelectableComponent*> intComps;
  787. for(int i=0;i<components.size();i++)
  788. intComps.push_back(new CSelectableComponent(components[i])); //will be deleted by CSelWindow::close
  789. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  790. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  791. if(cancel)
  792. {
  793. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  794. }
  795. int charperline = 35;
  796. if (pom.size() > 1)
  797. charperline = 50;
  798. CSelWindow * temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);
  799. GH.pushInt(temp);
  800. intComps[0]->clickLeft(true, false);
  801. }
  802. }
  803. void CPlayerInterface::tileRevealed(const std::set<int3> &pos)
  804. {
  805. boost::unique_lock<boost::recursive_mutex> un(*pim);
  806. for(std::set<int3>::const_iterator i=pos.begin(); i!=pos.end();i++)
  807. adventureInt->minimap.showTile(*i);
  808. if(pos.size())
  809. GH.totalRedraw();
  810. }
  811. void CPlayerInterface::tileHidden(const std::set<int3> &pos)
  812. {
  813. boost::unique_lock<boost::recursive_mutex> un(*pim);
  814. for(std::set<int3>::const_iterator i=pos.begin(); i!=pos.end();i++)
  815. adventureInt->minimap.hideTile(*i);
  816. if(pos.size())
  817. GH.totalRedraw();
  818. }
  819. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  820. {
  821. boost::unique_lock<boost::recursive_mutex> un(*pim);
  822. adventureInt->heroWindow->setHero(hero);
  823. adventureInt->heroWindow->quitButton->callback = boost::bind(&CHeroWindow::quit,adventureInt->heroWindow);
  824. GH.pushInt(adventureInt->heroWindow);
  825. }
  826. void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
  827. {
  828. boost::unique_lock<boost::recursive_mutex> un(*pim);
  829. if(adventureInt->heroWindow->curHero && adventureInt->heroWindow->curHero->id == hero->id) //hero window is opened
  830. {
  831. adventureInt->heroWindow->deactivate();
  832. adventureInt->heroWindow->setHero(hero);
  833. adventureInt->heroWindow->activate();
  834. }
  835. else if(CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt())) //exchange window is open
  836. {
  837. cew->deactivate();
  838. for(int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
  839. {
  840. if(cew->heroInst[g]->id == hero->id)
  841. {
  842. cew->heroInst[g] = hero;
  843. cew->artifs[g]->updateState = true;
  844. cew->artifs[g]->setHero(hero);
  845. cew->artifs[g]->updateState = false;
  846. }
  847. }
  848. cew->prepareBackground();
  849. cew->activate();
  850. }
  851. else if(CTradeWindow *caw = dynamic_cast<CTradeWindow*>(GH.topInt()))
  852. {
  853. if(caw->arts)
  854. {
  855. caw->deactivate();
  856. caw->arts->updateState = true;
  857. caw->arts->setHero(hero);
  858. caw->arts->updateState = false;
  859. caw->activate();
  860. }
  861. }
  862. updateInfo(hero);
  863. }
  864. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  865. {
  866. boost::unique_lock<boost::recursive_mutex> un(*pim);
  867. if(castleInt && town->ID == TOWNI_TYPE)
  868. {
  869. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());
  870. if(fs)
  871. fs->draw(castleInt,false);
  872. }
  873. else if(GH.listInt.size() && (town->ID == 17 || town->ID == 20 || town->ID == 106)) //external dwelling
  874. {
  875. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
  876. if(crw)
  877. crw->initCres();
  878. }
  879. }
  880. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  881. {
  882. if(bonus.type == Bonus::NONE) return;
  883. boost::unique_lock<boost::recursive_mutex> un(*pim);
  884. updateInfo(hero);
  885. if (bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING && !gain)
  886. {
  887. //recalculate paths because hero has lost bonus influencing pathfinding
  888. cb->recalculatePaths();
  889. eraseCurrentPathOf(hero, false);
  890. }
  891. }
  892. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  893. {
  894. h & playerID;
  895. h & sysOpts;
  896. h & spellbookSettings;
  897. }
  898. void CPlayerInterface::serialize( COSer<CSaveFile> &h, const int version )
  899. {
  900. serializeTempl(h,version);
  901. }
  902. void CPlayerInterface::serialize( CISer<CLoadFile> &h, const int version )
  903. {
  904. serializeTempl(h,version);
  905. sysOpts.apply();
  906. firstCall = -1;
  907. }
  908. bool CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  909. {
  910. if (!h)
  911. return false; //can't find hero
  912. pim->unlock();
  913. bool result = false;
  914. {
  915. path.convert(0);
  916. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  917. stillMoveHero.data = CONTINUE_MOVE;
  918. enum TerrainTile::EterrainType currentTerrain = TerrainTile::border; // not init yet
  919. enum TerrainTile::EterrainType newTerrain;
  920. int sh = -1;
  921. const TerrainTile * curTile = cb->getTileInfo(CGHeroInstance::convertPosition(h->pos, false));
  922. for(int i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || curTile->blocked); i--)
  923. {
  924. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  925. if(path.nodes[i-1].turns)
  926. {
  927. stillMoveHero.data = STOP_MOVE;
  928. break;
  929. }
  930. // Start a new sound for the hero movement or let the existing one carry on.
  931. #if 0
  932. // TODO
  933. if (hero is flying && sh == -1)
  934. sh = CGI->soundh->playSound(soundBase::horseFlying, -1);
  935. #endif
  936. {
  937. newTerrain = cb->getTileInfo(CGHeroInstance::convertPosition(path.nodes[i].coord, false))->tertype;
  938. if (newTerrain != currentTerrain) {
  939. CGI->soundh->stopSound(sh);
  940. sh = CGI->soundh->playSound(CGI->soundh->horseSounds[newTerrain], -1);
  941. currentTerrain = newTerrain;
  942. }
  943. }
  944. stillMoveHero.data = WAITING_MOVE;
  945. int3 endpos(path.nodes[i-1].coord.x, path.nodes[i-1].coord.y, h->pos.z);
  946. bool guarded = CGI->mh->map->isInTheMap(cb->guardingCreaturePosition(endpos - int3(1, 0, 0)));
  947. cb->moveHero(h,endpos);
  948. eventsM.unlock();
  949. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  950. stillMoveHero.cond.wait(un);
  951. eventsM.lock();
  952. if (guarded) // Abort movement if a guard was fought.
  953. break;
  954. }
  955. CGI->soundh->stopSound(sh);
  956. cb->recalculatePaths();
  957. }
  958. pim->lock();
  959. return result;
  960. }
  961. bool CPlayerInterface::shiftPressed() const
  962. {
  963. return SDL_GetKeyState(NULL)[SDLK_LSHIFT] || SDL_GetKeyState(NULL)[SDLK_RSHIFT];
  964. }
  965. bool CPlayerInterface::altPressed() const
  966. {
  967. return SDL_GetKeyState(NULL)[SDLK_LALT] || SDL_GetKeyState(NULL)[SDLK_RALT];
  968. }
  969. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd )
  970. {
  971. if(stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  972. return;
  973. {
  974. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  975. while(showingDialog->data)
  976. showingDialog->cond.wait(un);
  977. }
  978. boost::unique_lock<boost::recursive_mutex> un(*pim);
  979. while(dialogs.size())
  980. {
  981. pim->unlock();
  982. SDL_Delay(20);
  983. pim->lock();
  984. }
  985. CGarrisonWindow *cgw = new CGarrisonWindow(up,down,removableUnits);
  986. cgw->quit->callback += onEnd;
  987. GH.pushInt(cgw);
  988. }
  989. /**
  990. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  991. * into a combinational one on an artifact screen. Does not require the combination of
  992. * artifacts to be legal.
  993. * @param artifactID ID of a constituent artifact.
  994. * @param assembleTo ID of artifact to assemble a constituent into, not used when assemble
  995. * is false.
  996. * @param assemble True if the artifact is to be assembled, false if it is to be disassembled.
  997. */
  998. void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo)
  999. {
  1000. const CArtifact &artifact = *CGI->arth->artifacts[artifactID];
  1001. std::string text = artifact.Description();
  1002. text += "\n\n";
  1003. std::vector<SComponent*> scs;
  1004. if (assemble) {
  1005. const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo];
  1006. // You possess all of the components to...
  1007. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());
  1008. // Picture of assembled artifact at bottom.
  1009. SComponent* sc = new SComponent;
  1010. sc->type = SComponent::artifact;
  1011. sc->subtype = assembledArtifact.id;
  1012. sc->description = assembledArtifact.Description();
  1013. sc->subtitle = assembledArtifact.Name();
  1014. scs.push_back(sc);
  1015. } else {
  1016. // Do you wish to disassemble this artifact?
  1017. text += CGI->generaltexth->allTexts[733];
  1018. }
  1019. showYesNoDialog(text, scs, onYes, onNo, true);
  1020. }
  1021. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1022. {
  1023. if(stillMoveHero.get() == DURING_MOVE)
  1024. stillMoveHero.setn(CONTINUE_MOVE);
  1025. }
  1026. void CPlayerInterface::heroExchangeStarted(si32 hero1, si32 hero2)
  1027. {
  1028. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1029. GH.pushInt(new CExchangeWindow(hero1, hero2));
  1030. }
  1031. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1032. {
  1033. //redraw minimap if owner changed
  1034. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1035. if(sop->what == ObjProperty::OWNER)
  1036. {
  1037. const CGObjectInstance * obj = cb->getObjectInfo(sop->id);
  1038. std::set<int3> pos = obj->getBlockedPos();
  1039. for(std::set<int3>::const_iterator it = pos.begin(); it != pos.end(); ++it)
  1040. {
  1041. if(cb->isVisible(*it))
  1042. adventureInt->minimap.showTile(*it);
  1043. }
  1044. if(obj->ID == TOWNI_TYPE)
  1045. if(obj->tempOwner == playerID)
  1046. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1047. else
  1048. towns -= obj;
  1049. assert(cb->getTownsInfo().size() == towns.size());
  1050. }
  1051. }
  1052. void CPlayerInterface::recreateHeroTownList()
  1053. {
  1054. wanderingHeroes.clear();
  1055. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1056. for(size_t i = 0; i < heroes.size(); i++)
  1057. if(!heroes[i]->inTownGarrison)
  1058. wanderingHeroes.push_back(heroes[i]);
  1059. towns.clear();
  1060. std::vector<const CGTownInstance*> townInfo = cb->getTownsInfo();
  1061. for(size_t i = 0; i < townInfo.size(); i++)
  1062. towns.push_back(townInfo[i]);
  1063. }
  1064. const CGHeroInstance * CPlayerInterface::getWHero( int pos )
  1065. {
  1066. if(pos < 0 || pos >= wanderingHeroes.size())
  1067. return NULL;
  1068. return wanderingHeroes[pos];
  1069. }
  1070. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1071. {
  1072. waitWhileDialog();
  1073. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1074. CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, boost::bind(&CCallback::recruitCreatures, cb, dwelling, _1, _2, -1));
  1075. GH.pushInt(cr);
  1076. }
  1077. void CPlayerInterface::waitWhileDialog()
  1078. {
  1079. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1080. while(showingDialog->data)
  1081. showingDialog->cond.wait(un);
  1082. }
  1083. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1084. {
  1085. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1086. int state = obj->state();
  1087. std::vector<si32> cost;
  1088. obj->getBoatCost(cost);
  1089. CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), boost::bind(&CCallback::buildBoat, cb, obj));
  1090. GH.pushInt(csw);
  1091. }
  1092. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1093. {
  1094. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1095. CGI->mh->printObject(obj);
  1096. //we might have built a boat in shipyard in opened town screen
  1097. if(obj->ID == 8
  1098. && LOCPLINT->castleInt
  1099. && obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
  1100. {
  1101. CGI->soundh->playSound(soundBase::newBuilding);
  1102. LOCPLINT->castleInt->recreateBuildings();
  1103. }
  1104. }
  1105. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1106. {
  1107. waitWhileDialog();
  1108. adventureInt->centerOn (pos);
  1109. if(focusTime)
  1110. {
  1111. bool activeAdv = (GH.topInt() == adventureInt && adventureInt->isActive());
  1112. if(activeAdv)
  1113. adventureInt->deactivate();
  1114. SDL_Delay(focusTime);
  1115. if(activeAdv)
  1116. adventureInt->activate();
  1117. }
  1118. }
  1119. void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
  1120. {
  1121. if(obj->ID == HEROI_TYPE && obj->tempOwner == playerID)
  1122. {
  1123. const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
  1124. heroKilled(h);
  1125. }
  1126. }
  1127. bool CPlayerInterface::ctrlPressed() const
  1128. {
  1129. return SDL_GetKeyState(NULL)[SDLK_LCTRL] || SDL_GetKeyState(NULL)[SDLK_RCTRL];
  1130. }
  1131. void CPlayerInterface::update()
  1132. {
  1133. while(!terminate_cond.get() && !pim->try_lock()) //try acquiring long until it succeeds or we are told to terminate
  1134. boost::this_thread::sleep(boost::posix_time::milliseconds(15));
  1135. if(terminate_cond.get())
  1136. return;
  1137. //if there are any waiting dialogs, show them
  1138. if((howManyPeople <= 1 || makingTurn) && dialogs.size() && !showingDialog->get())
  1139. {
  1140. showingDialog->set(true);
  1141. GH.pushInt(dialogs.front());
  1142. dialogs.pop_front();
  1143. }
  1144. //in some conditions we may receive calls before selection is initialized - we must ignore them
  1145. if(!adventureInt->selection && GH.topInt() == adventureInt)
  1146. return;
  1147. GH.updateTime();
  1148. GH.handleEvents();
  1149. if(!adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled
  1150. GH.totalRedraw();
  1151. else
  1152. GH.simpleRedraw();
  1153. CGI->curh->draw1();
  1154. CSDL_Ext::update(screen);
  1155. CGI->curh->draw2();
  1156. screenLTmax = Point(conf.cc.resx - screen->w, conf.cc.resy - screen->h);
  1157. pim->unlock();
  1158. SDL_framerateDelay(mainFPSmng);
  1159. }
  1160. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1161. {
  1162. using namespace boost::filesystem;
  1163. using namespace boost::algorithm;
  1164. std::map<std::time_t, int> dates; //save number => datestamp
  1165. directory_iterator enddir;
  1166. for (directory_iterator dir(GVCMIDirs.UserPath + "/Games"); dir!=enddir; dir++)
  1167. {
  1168. if(is_regular(dir->status()))
  1169. {
  1170. std::string name = dir->path().leaf();
  1171. if(starts_with(name, namePrefix) && ends_with(name, ".vlgm1"))
  1172. {
  1173. char nr = name[namePrefix.size()];
  1174. if(std::isdigit(nr))
  1175. {
  1176. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1177. }
  1178. }
  1179. }
  1180. }
  1181. if(dates.size())
  1182. return (--dates.end())->second; //return latest file number
  1183. return 0;
  1184. }
  1185. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1186. {
  1187. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1188. {
  1189. //ho->moveDir = 1;
  1190. ho->isStanding = false;
  1191. CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -31)));
  1192. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, -31)));
  1193. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, -31)));
  1194. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, -31)));
  1195. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 1)));
  1196. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
  1197. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
  1198. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
  1199. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 33)));
  1200. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
  1201. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
  1202. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
  1203. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1204. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1205. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1206. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1207. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1208. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1209. }
  1210. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1211. {
  1212. //ho->moveDir = 2;
  1213. ho->isStanding = false;
  1214. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, -31)));
  1215. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, -31)));
  1216. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, -31)));
  1217. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
  1218. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
  1219. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
  1220. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
  1221. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
  1222. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
  1223. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1224. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1225. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1226. }
  1227. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1228. {
  1229. //ho->moveDir = 3;
  1230. ho->isStanding = false;
  1231. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, -31)));
  1232. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, -31)));
  1233. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, -31)));
  1234. CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -31)));
  1235. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
  1236. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
  1237. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
  1238. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 1)));
  1239. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
  1240. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
  1241. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
  1242. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 33)));
  1243. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1244. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1245. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1246. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.end(), ocmptwo_cgin);
  1247. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1248. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1249. }
  1250. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1251. {
  1252. //ho->moveDir = 4;
  1253. ho->isStanding = false;
  1254. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
  1255. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
  1256. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
  1257. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 0)));
  1258. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
  1259. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
  1260. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
  1261. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 32)));
  1262. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1263. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1264. }
  1265. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1266. {
  1267. //ho->moveDir = 5;
  1268. ho->isStanding = false;
  1269. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
  1270. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
  1271. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
  1272. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -1)));
  1273. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
  1274. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
  1275. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
  1276. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 31)));
  1277. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, 63)));
  1278. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, 63)));
  1279. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, 63)));
  1280. CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 63)));
  1281. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1282. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1283. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1284. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1285. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1286. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1287. }
  1288. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1289. {
  1290. //ho->moveDir = 6;
  1291. ho->isStanding = false;
  1292. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
  1293. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
  1294. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
  1295. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
  1296. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
  1297. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
  1298. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, 63)));
  1299. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, 63)));
  1300. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, 63)));
  1301. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1302. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1303. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1304. }
  1305. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1306. {
  1307. //ho->moveDir = 7;
  1308. ho->isStanding = false;
  1309. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -1)));
  1310. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
  1311. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
  1312. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
  1313. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 31)));
  1314. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
  1315. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
  1316. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
  1317. CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 63)));
  1318. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, 63)));
  1319. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, 63)));
  1320. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, 63)));
  1321. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1322. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1323. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1324. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1325. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1326. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), ocmptwo_cgin);
  1327. }
  1328. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1329. {
  1330. //ho->moveDir = 8;
  1331. ho->isStanding = false;
  1332. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 0)));
  1333. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
  1334. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
  1335. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
  1336. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 32)));
  1337. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
  1338. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
  1339. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
  1340. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), ocmptwo_cgin);
  1341. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), ocmptwo_cgin);
  1342. }
  1343. }
  1344. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1345. {
  1346. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1347. {
  1348. //setting advmap shift
  1349. adventureInt->terrain.moveX = i-32;
  1350. adventureInt->terrain.moveY = i-32;
  1351. subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
  1352. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
  1353. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
  1354. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
  1355. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
  1356. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
  1357. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
  1358. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
  1359. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
  1360. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
  1361. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
  1362. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
  1363. }
  1364. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1365. {
  1366. //setting advmap shift
  1367. adventureInt->terrain.moveY = i-32;
  1368. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
  1369. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
  1370. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
  1371. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
  1372. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
  1373. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
  1374. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
  1375. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
  1376. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
  1377. }
  1378. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1379. {
  1380. //setting advmap shift
  1381. adventureInt->terrain.moveX = -i+32;
  1382. adventureInt->terrain.moveY = i-32;
  1383. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
  1384. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
  1385. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
  1386. subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
  1387. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
  1388. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
  1389. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
  1390. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
  1391. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
  1392. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
  1393. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
  1394. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
  1395. }
  1396. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1397. {
  1398. //setting advmap shift
  1399. adventureInt->terrain.moveX = -i+32;
  1400. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
  1401. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
  1402. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
  1403. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
  1404. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
  1405. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
  1406. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
  1407. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
  1408. }
  1409. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1410. {
  1411. //setting advmap shift
  1412. adventureInt->terrain.moveX = -i+32;
  1413. adventureInt->terrain.moveY = -i+32;
  1414. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
  1415. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
  1416. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
  1417. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
  1418. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
  1419. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
  1420. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
  1421. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
  1422. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
  1423. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
  1424. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
  1425. subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
  1426. }
  1427. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1428. {
  1429. //setting advmap shift
  1430. adventureInt->terrain.moveY = -i+32;
  1431. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
  1432. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
  1433. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
  1434. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
  1435. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
  1436. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
  1437. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
  1438. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
  1439. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
  1440. }
  1441. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1442. {
  1443. //setting advmap shift
  1444. adventureInt->terrain.moveX = i-32;
  1445. adventureInt->terrain.moveY = -i+32;
  1446. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
  1447. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
  1448. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
  1449. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
  1450. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
  1451. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
  1452. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
  1453. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
  1454. subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
  1455. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
  1456. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
  1457. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
  1458. }
  1459. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1460. {
  1461. //setting advmap shift
  1462. adventureInt->terrain.moveX = i-32;
  1463. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
  1464. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
  1465. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
  1466. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
  1467. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
  1468. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
  1469. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
  1470. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
  1471. }
  1472. }
  1473. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1474. {
  1475. adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
  1476. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1477. {
  1478. delObjRect(hp.x, hp.y-2, hp.z, ho->id);
  1479. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1480. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1481. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1482. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1483. delObjRect(hp.x-3, hp.y, hp.z, ho->id);
  1484. }
  1485. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1486. {
  1487. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1488. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1489. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1490. }
  1491. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1492. {
  1493. delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
  1494. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1495. delObjRect(hp.x+1, hp.y, hp.z, ho->id);
  1496. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1497. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1498. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1499. }
  1500. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1501. {
  1502. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1503. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1504. }
  1505. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1506. {
  1507. delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
  1508. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1509. delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
  1510. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1511. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1512. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1513. }
  1514. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1515. {
  1516. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1517. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1518. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1519. }
  1520. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1521. {
  1522. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1523. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1524. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1525. delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
  1526. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1527. delObjRect(hp.x, hp.y+1, hp.z, ho->id);
  1528. }
  1529. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1530. {
  1531. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1532. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1533. }
  1534. //restoring good rects
  1535. subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
  1536. subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
  1537. subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
  1538. subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
  1539. subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
  1540. subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
  1541. //restoring good order of objects
  1542. std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.end(), ocmptwo_cgin);
  1543. std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.end(), ocmptwo_cgin);
  1544. std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.end(), ocmptwo_cgin);
  1545. std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.end(), ocmptwo_cgin);
  1546. std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.end(), ocmptwo_cgin);
  1547. std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.end(), ocmptwo_cgin);
  1548. }
  1549. void CPlayerInterface::gameOver(ui8 player, bool victory )
  1550. {
  1551. if(LOCPLINT != this)
  1552. return;
  1553. if(player == playerID)
  1554. {
  1555. if(!victory)
  1556. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1557. // else
  1558. // showInfoDialog("Placeholder message: you won!");
  1559. makingTurn = true;
  1560. while(showingDialog->get() || dialogs.size()); //wait till all dialogs are displayed and closed
  1561. makingTurn = false;
  1562. howManyPeople--;
  1563. if(!howManyPeople) //all human players eliminated
  1564. {
  1565. if(cb->getStartInfo()->mode != StartInfo::CAMPAIGN)
  1566. requestReturningToMainMenu();
  1567. else
  1568. requestStoppingClient();
  1569. }
  1570. }
  1571. else
  1572. {
  1573. if(!victory && cb->getPlayerStatus(playerID) == PlayerState::INGAME) //enemy has lost
  1574. {
  1575. std::string txt = CGI->generaltexth->allTexts[5]; //%s has been vanquished!
  1576. boost::algorithm::replace_first(txt, "%s", CGI->generaltexth->capColors[player]);
  1577. showInfoDialog(txt,std::vector<SComponent*>(1, new SComponent(SComponent::flag, player, 0)));
  1578. }
  1579. }
  1580. }
  1581. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1582. {
  1583. }
  1584. void CPlayerInterface::showPuzzleMap()
  1585. {
  1586. waitWhileDialog();
  1587. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1588. //TODO: interface should not know the real position of Grail...
  1589. float ratio = 0;
  1590. int3 grailPos = cb->getGrailPos(ratio);
  1591. GH.pushInt(new CPuzzleWindow(grailPos, ratio));
  1592. }
  1593. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1594. {
  1595. if (spellID == Spells::FLY || spellID == Spells::WATER_WALK)
  1596. {
  1597. cb->recalculatePaths();
  1598. eraseCurrentPathOf(caster, false);
  1599. }
  1600. }
  1601. void SystemOptions::setMusicVolume( int newVolume )
  1602. {
  1603. musicVolume = newVolume;
  1604. CGI->musich->setVolume(newVolume);
  1605. settingsChanged();
  1606. }
  1607. void SystemOptions::setSoundVolume( int newVolume )
  1608. {
  1609. soundVolume = newVolume;
  1610. CGI->soundh->setVolume(newVolume);
  1611. settingsChanged();
  1612. }
  1613. void SystemOptions::setHeroMoveSpeed( int newSpeed )
  1614. {
  1615. heroMoveSpeed = newSpeed;
  1616. settingsChanged();
  1617. }
  1618. void SystemOptions::setMapScrollingSpeed( int newSpeed )
  1619. {
  1620. mapScrollingSpeed = newSpeed;
  1621. settingsChanged();
  1622. }
  1623. void SystemOptions::settingsChanged()
  1624. {
  1625. CSaveFile settings(GVCMIDirs.UserPath + "/config/sysopts.bin");
  1626. if(settings.sfile)
  1627. settings << *this;
  1628. else
  1629. tlog1 << "Cannot save settings to config/sysopts.bin!\n";
  1630. }
  1631. void SystemOptions::apply()
  1632. {
  1633. if(CGI->musich->getVolume() != musicVolume)
  1634. CGI->musich->setVolume(musicVolume);
  1635. if(CGI->soundh->getVolume() != soundVolume)
  1636. CGI->soundh->setVolume(soundVolume);
  1637. settingsChanged();
  1638. }
  1639. SystemOptions::SystemOptions()
  1640. {
  1641. heroMoveSpeed = 2;
  1642. mapScrollingSpeed = 2;
  1643. musicVolume = 88;
  1644. soundVolume = 88;
  1645. printCellBorders = true;
  1646. printStackRange = true;
  1647. animSpeed = 2;
  1648. printMouseShadow = true;
  1649. showQueue = true;
  1650. playerName = "Player";
  1651. }
  1652. void SystemOptions::setPlayerName(const std::string &newPlayerName)
  1653. {
  1654. playerName = newPlayerName;
  1655. settingsChanged();
  1656. }
  1657. void CPlayerInterface::eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath /*= true */ )
  1658. {
  1659. if(checkForExistanceOfPath)
  1660. {
  1661. assert(vstd::contains(paths, ho));
  1662. }
  1663. else if (!vstd::contains(paths, ho))
  1664. {
  1665. return;
  1666. }
  1667. assert(ho == adventureInt->selection);
  1668. paths.erase(ho);
  1669. adventureInt->terrain.currentPath = NULL;
  1670. }
  1671. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1672. {
  1673. if(vstd::contains(paths,h)) //hero has assigned path
  1674. {
  1675. CGPath &path = paths[h];
  1676. if(!path.nodes.size())
  1677. {
  1678. tlog3 << "Warning: empty path found...\n";
  1679. paths.erase(h);
  1680. }
  1681. else
  1682. {
  1683. assert(h->getPosition(false) == path.startPos());
  1684. //update the hero path in case of something has changed on map
  1685. if(LOCPLINT->cb->getPath2(path.endPos(), path))
  1686. return &path;
  1687. else
  1688. paths.erase(h);
  1689. }
  1690. }
  1691. return NULL;
  1692. }
  1693. void CPlayerInterface::acceptTurn()
  1694. {
  1695. waitWhileDialog();
  1696. if(howManyPeople > 1)
  1697. adventureInt->startTurn();
  1698. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1699. /* TODO: This isn't quite right. First day in game should play
  1700. * NEWDAY. And we don't play NEWMONTH. */
  1701. int day = cb->getDate(1);
  1702. if (day != 1)
  1703. CGI->soundh->playSound(soundBase::newDay);
  1704. else
  1705. CGI->soundh->playSound(soundBase::newWeek);
  1706. adventureInt->infoBar.newDay(day);
  1707. //select first hero if available.
  1708. //TODO: check if hero is slept
  1709. if(wanderingHeroes.size())
  1710. adventureInt->select(wanderingHeroes.front());
  1711. else
  1712. adventureInt->select(towns.front());
  1713. adventureInt->showAll(screen);
  1714. }
  1715. void CPlayerInterface::tryDiggging(const CGHeroInstance *h)
  1716. {
  1717. std::string hlp;
  1718. if(h->movement < h->maxMovePoints(true))
  1719. showInfoDialog(CGI->generaltexth->allTexts[56]); //"Digging for artifacts requires a whole day, try again tomorrow."
  1720. else if(cb->getTileInfo(h->getPosition(false))->tertype == TerrainTile::water)
  1721. showInfoDialog(CGI->generaltexth->allTexts[60]); //Try looking on land!
  1722. else
  1723. {
  1724. const TerrainTile *t = cb->getTileInfo(h->getPosition());
  1725. CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
  1726. if(hlp.length() || t->blockingObjects.size() > 1)
  1727. showInfoDialog(CGI->generaltexth->allTexts[97]); //Try searching on clear ground.
  1728. else
  1729. cb->dig(h);
  1730. }
  1731. }
  1732. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1733. {
  1734. adventureInt->infoBar.updateSelection(specific);
  1735. // if (adventureInt->selection == specific)
  1736. // adventureInt->infoBar.showAll(screen);
  1737. }
  1738. void CPlayerInterface::battleNewRoundFirst( int round )
  1739. {
  1740. if(LOCPLINT != this)
  1741. { //another local interface should do this
  1742. return;
  1743. }
  1744. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1745. battleInt->newRoundFirst(round);
  1746. }
  1747. void CPlayerInterface::stopMovement()
  1748. {
  1749. if(stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1750. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1751. }
  1752. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1753. {
  1754. if(market->o->ID == 2) //Altar
  1755. {
  1756. EMarketMode mode = market->availableModes().front();
  1757. if(market->allowsTrade(ARTIFACT_EXP) && visitor->getAlignment() != EVIL)
  1758. GH.pushInt(new CAltarWindow(market, visitor, ARTIFACT_EXP));
  1759. else if(market->allowsTrade(CREATURE_EXP) && visitor->getAlignment() != GOOD)
  1760. GH.pushInt(new CAltarWindow(market, visitor, CREATURE_EXP));
  1761. }
  1762. else
  1763. GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front()));
  1764. }
  1765. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1766. {
  1767. CUniversityWindow *cuw = new CUniversityWindow(visitor, market);
  1768. GH.pushInt(cuw);
  1769. }
  1770. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1771. {
  1772. CHillFortWindow *chfw = new CHillFortWindow(visitor, object);
  1773. GH.pushInt(chfw);
  1774. }
  1775. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
  1776. {
  1777. if(CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt()))
  1778. cmw->artifactsChanged(false);
  1779. }
  1780. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1781. {
  1782. CTavernWindow *tv = new CTavernWindow(townOrTavern);
  1783. GH.pushInt(tv);
  1784. }
  1785. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1786. {
  1787. if(obj->state())
  1788. {
  1789. MetaString txt;
  1790. obj->getProblemText(txt);
  1791. showInfoDialog(txt.toString());
  1792. }
  1793. else
  1794. showShipyardDialog(obj);
  1795. }
  1796. void CPlayerInterface::requestReturningToMainMenu()
  1797. {
  1798. sendCustomEvent(2);
  1799. }
  1800. void CPlayerInterface::requestStoppingClient()
  1801. {
  1802. sendCustomEvent(3);
  1803. }
  1804. void CPlayerInterface::sendCustomEvent( int code )
  1805. {
  1806. SDL_Event event;
  1807. event.type = SDL_USEREVENT;
  1808. event.user.code = code;
  1809. SDL_PushEvent(&event);
  1810. }
  1811. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  1812. {
  1813. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  1814. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  1815. }