CPlayerInterface.cpp 73 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include <vcmi/Artifact.h>
  12. #include "adventureMap/CAdvMapInt.h"
  13. #include "adventureMap/mapHandler.h"
  14. #include "adventureMap/CList.h"
  15. #include "adventureMap/CTerrainRect.h"
  16. #include "adventureMap/CInfoBar.h"
  17. #include "adventureMap/CMinimap.h"
  18. #include "battle/BattleInterface.h"
  19. #include "battle/BattleEffectsController.h"
  20. #include "battle/BattleFieldController.h"
  21. #include "battle/BattleInterfaceClasses.h"
  22. #include "battle/BattleWindow.h"
  23. #include "../CCallback.h"
  24. #include "windows/CCastleInterface.h"
  25. #include "gui/CursorHandler.h"
  26. #include "windows/CKingdomInterface.h"
  27. #include "CGameInfo.h"
  28. #include "CMT.h"
  29. #include "windows/CHeroWindow.h"
  30. #include "windows/CCreatureWindow.h"
  31. #include "windows/CQuestLog.h"
  32. #include "CPlayerInterface.h"
  33. #include "widgets/CComponent.h"
  34. #include "widgets/Buttons.h"
  35. #include "windows/CTradeWindow.h"
  36. #include "windows/CSpellWindow.h"
  37. #include "../lib/CConfigHandler.h"
  38. #include "windows/GUIClasses.h"
  39. #include "render/CAnimation.h"
  40. #include "render/IImage.h"
  41. #include "../lib/CArtHandler.h"
  42. #include "../lib/CGeneralTextHandler.h"
  43. #include "../lib/CHeroHandler.h"
  44. #include "../lib/serializer/CTypeList.h"
  45. #include "../lib/serializer/BinaryDeserializer.h"
  46. #include "../lib/serializer/BinarySerializer.h"
  47. #include "../lib/spells/CSpellHandler.h"
  48. #include "../lib/CTownHandler.h"
  49. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  50. #include "../lib/CStack.h"
  51. #include "../lib/JsonNode.h"
  52. #include "CMusicHandler.h"
  53. #include "../lib/CondSh.h"
  54. #include "../lib/NetPacksBase.h"
  55. #include "../lib/NetPacks.h"//todo: remove
  56. #include "../lib/mapping/CMap.h"
  57. #include "../lib/VCMIDirs.h"
  58. #include "../lib/CStopWatch.h"
  59. #include "../lib/StartInfo.h"
  60. #include "../lib/CPlayerState.h"
  61. #include "../lib/GameConstants.h"
  62. #include "gui/CGuiHandler.h"
  63. #include "windows/InfoWindows.h"
  64. #include "../lib/UnlockGuard.h"
  65. #include "../lib/CPathfinder.h"
  66. #include "../lib/RoadHandler.h"
  67. #include "../lib/TerrainHandler.h"
  68. #include "CServerHandler.h"
  69. // FIXME: only needed for CGameState::mutex
  70. #include "../lib/CGameState.h"
  71. #include "gui/NotificationHandler.h"
  72. #include "adventureMap/CInGameConsole.h"
  73. #include <SDL_events.h>
  74. // The macro below is used to mark functions that are called by client when game state changes.
  75. // They all assume that CPlayerInterface::pim mutex is locked.
  76. #define EVENT_HANDLER_CALLED_BY_CLIENT
  77. // The macro marks functions that are run on a new thread by client.
  78. // They do not own any mutexes intiially.
  79. #define THREAD_CREATED_BY_CLIENT
  80. #define RETURN_IF_QUICK_COMBAT \
  81. if (isAutoFightOn && !battleInt) \
  82. return;
  83. #define BATTLE_EVENT_POSSIBLE_RETURN\
  84. if (LOCPLINT != this) \
  85. return; \
  86. RETURN_IF_QUICK_COMBAT
  87. extern std::queue<SDL_Event> SDLEventsQueue;
  88. extern boost::mutex eventsM;
  89. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  90. CPlayerInterface * LOCPLINT;
  91. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  92. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  93. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  94. static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
  95. {
  96. return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
  97. }
  98. struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
  99. {
  100. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  101. {
  102. return h;
  103. }
  104. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  105. {
  106. return nullptr;
  107. }
  108. };
  109. CPlayerInterface::CPlayerInterface(PlayerColor Player)
  110. {
  111. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  112. destinationTeleport = ObjectInstanceID();
  113. destinationTeleportPos = int3(-1);
  114. GH.defActionsDef = 0;
  115. LOCPLINT = this;
  116. curAction = nullptr;
  117. playerID=Player;
  118. human=true;
  119. currentSelection = nullptr;
  120. battleInt = nullptr;
  121. castleInt = nullptr;
  122. makingTurn = false;
  123. showingDialog = new CondSh<bool>(false);
  124. cingconsole = new CInGameConsole();
  125. GH.terminate_cond->set(false);
  126. firstCall = 1; //if loading will be overwritten in serialize
  127. autosaveCount = 0;
  128. isAutoFightOn = false;
  129. duringMovement = false;
  130. ignoreEvents = false;
  131. }
  132. CPlayerInterface::~CPlayerInterface()
  133. {
  134. if(CCS && CCS->soundh)
  135. CCS->soundh->ambientStopAllChannels();
  136. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  137. delete showingDialog;
  138. delete cingconsole;
  139. if (LOCPLINT == this)
  140. LOCPLINT = nullptr;
  141. }
  142. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  143. {
  144. cb = CB;
  145. env = ENV;
  146. CCS->musich->loadTerrainMusicThemes();
  147. initializeHeroTownList();
  148. // always recreate advmap interface to avoid possible memory-corruption bugs
  149. adventureInt.reset(new CAdvMapInt());
  150. }
  151. void CPlayerInterface::yourTurn()
  152. {
  153. EVENT_HANDLER_CALLED_BY_CLIENT;
  154. {
  155. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  156. LOCPLINT = this;
  157. GH.curInt = this;
  158. adventureInt->selection = nullptr;
  159. NotificationHandler::notify("Your turn");
  160. std::string prefix = settings["session"]["saveprefix"].String();
  161. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  162. if (firstCall)
  163. {
  164. if(CSH->howManyPlayerInterfaces() == 1)
  165. adventureInt->setPlayer(playerID);
  166. autosaveCount = getLastIndex(prefix + "Autosave_");
  167. if (firstCall > 0) //new game, not loaded
  168. {
  169. int index = getLastIndex(prefix + "Newgame_");
  170. index %= SAVES_COUNT;
  171. cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  172. }
  173. firstCall = 0;
  174. }
  175. else if(frequency > 0 && cb->getDate() % frequency == 0)
  176. {
  177. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  178. autosaveCount %= 5;
  179. }
  180. adventureInt->setPlayer(playerID);
  181. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  182. {
  183. adventureInt->startHotSeatWait(playerID);
  184. makingTurn = true;
  185. std::string msg = CGI->generaltexth->allTexts[13];
  186. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  187. std::vector<std::shared_ptr<CComponent>> cmp;
  188. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  189. showInfoDialog(msg, cmp);
  190. }
  191. else
  192. {
  193. makingTurn = true;
  194. adventureInt->startTurn();
  195. }
  196. }
  197. acceptTurn();
  198. }
  199. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  200. {
  201. EVENT_HANDLER_CALLED_BY_CLIENT;
  202. waitWhileDialog();
  203. if(LOCPLINT != this)
  204. return;
  205. //FIXME: read once and store
  206. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  207. return;
  208. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  209. int3 hp = details.start;
  210. if(!hero)
  211. {
  212. //AI hero left the visible area (we can't obtain info)
  213. //TODO very evil workaround -> retrieve pointer to hero so we could animate it
  214. // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
  215. const TerrainTile2 & tile = CGI->mh->ttiles[hp.z][hp.x - 1][hp.y];
  216. for(auto & elem : tile.objects)
  217. if(elem.obj && elem.obj->id == details.id)
  218. hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
  219. if(!hero) //still nothing...
  220. return;
  221. }
  222. adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.start));
  223. adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.end));
  224. bool directlyAttackingCreature =
  225. details.attackedFrom
  226. && adventureInt->terrain->currentPath //in case if movement has been canceled in the meantime and path was already erased
  227. && adventureInt->terrain->currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
  228. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  229. {
  230. updateAmbientSounds();
  231. //We may need to change music - select new track, music handler will change it if needed
  232. CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType->getJsonKey(), true, false);
  233. if(details.result == TryMoveHero::TELEPORTATION)
  234. {
  235. if(adventureInt->terrain->currentPath)
  236. {
  237. assert(adventureInt->terrain->currentPath->nodes.size() >= 2);
  238. std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain->currentPath->nodes.end() - 1;
  239. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  240. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  241. {
  242. //path was between entrance and exit of teleport -> OK, erase node as usual
  243. removeLastNodeFromPath(hero);
  244. }
  245. else
  246. {
  247. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  248. eraseCurrentPathOf(hero);
  249. }
  250. }
  251. adventureInt->centerOn(hero, true); //actualizing screen pos
  252. adventureInt->minimap->redraw();
  253. adventureInt->heroList->update(hero);
  254. return; //teleport - no fancy moving animation
  255. //TODO: smooth disappear / appear effect
  256. }
  257. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  258. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  259. {
  260. eraseCurrentPathOf(hero, false);
  261. }
  262. else if(adventureInt->terrain->currentPath && hero->pos == details.end) //&& hero is moving
  263. {
  264. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  265. removeLastNodeFromPath(hero);
  266. }
  267. }
  268. if(details.stopMovement()) //hero failed to move
  269. {
  270. hero->isStanding = true;
  271. stillMoveHero.setn(STOP_MOVE);
  272. GH.totalRedraw();
  273. adventureInt->heroList->update(hero);
  274. return;
  275. }
  276. ui32 speed = 0;
  277. if(settings["session"]["spectate"].Bool())
  278. {
  279. if(!settings["session"]["spectate-hero-speed"].isNull())
  280. speed = static_cast<ui32>(settings["session"]["spectate-hero-speed"].Integer());
  281. }
  282. else if(makingTurn) // our turn, our hero moves
  283. speed = static_cast<ui32>(settings["adventure"]["heroSpeed"].Float());
  284. else
  285. speed = static_cast<ui32>(settings["adventure"]["enemySpeed"].Float());
  286. if(speed == 0)
  287. {
  288. //FIXME: is this a proper solution?
  289. CGI->mh->hideObject(hero);
  290. CGI->mh->printObject(hero);
  291. return; // no animation
  292. }
  293. adventureInt->centerOn(hero); //actualizing screen pos
  294. adventureInt->minimap->redraw();
  295. adventureInt->heroList->redraw();
  296. initMovement(details, hero, hp);
  297. auto waitFrame = [&]()
  298. {
  299. int frameNumber = GH.mainFPSmng->getFrameNumber();
  300. auto unlockPim = vstd::makeUnlockGuard(*pim);
  301. while(frameNumber == GH.mainFPSmng->getFrameNumber())
  302. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  303. };
  304. //first initializing done
  305. //main moving
  306. for(int i = 1; i < 32; i += 2 * speed)
  307. {
  308. movementPxStep(details, i, hp, hero);
  309. #ifndef VCMI_ANDROID
  310. // 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;
  311. // most likely this is connected with the way that this manual animation+framerate handling is solved
  312. adventureInt->requestRedrawMapOnNextFrame();
  313. #endif
  314. //evil returns here ...
  315. //todo: get rid of it
  316. waitFrame(); //for animation purposes
  317. }
  318. //main moving done
  319. //finishing move
  320. finishMovement(details, hp, hero);
  321. hero->isStanding = true;
  322. //move finished
  323. adventureInt->minimap->redraw();
  324. adventureInt->heroList->update(hero);
  325. //check if user cancelled movement
  326. {
  327. boost::unique_lock<boost::mutex> un(eventsM);
  328. while(!SDLEventsQueue.empty())
  329. {
  330. SDL_Event ev = SDLEventsQueue.front();
  331. SDLEventsQueue.pop();
  332. switch(ev.type)
  333. {
  334. case SDL_MOUSEBUTTONDOWN:
  335. stillMoveHero.setn(STOP_MOVE);
  336. break;
  337. case SDL_KEYDOWN:
  338. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  339. stillMoveHero.setn(STOP_MOVE);
  340. break;
  341. }
  342. }
  343. }
  344. if (stillMoveHero.get() == WAITING_MOVE)
  345. stillMoveHero.setn(DURING_MOVE);
  346. // Hero attacked creature directly, set direction to face it.
  347. if (directlyAttackingCreature) {
  348. // Get direction to attacker.
  349. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  350. static const ui8 dirLookup[3][3] = {
  351. { 1, 2, 3 },
  352. { 8, 0, 4 },
  353. { 7, 6, 5 }
  354. };
  355. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  356. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  357. }
  358. }
  359. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  360. {
  361. EVENT_HANDLER_CALLED_BY_CLIENT;
  362. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  363. const CArmedInstance *newSelection = nullptr;
  364. if (makingTurn)
  365. {
  366. //find new object for selection: either hero
  367. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  368. if (next >= 0)
  369. newSelection = wanderingHeroes[next];
  370. //or town
  371. if (!newSelection || newSelection == hero)
  372. {
  373. if (towns.empty())
  374. newSelection = nullptr;
  375. else
  376. newSelection = towns.front();
  377. }
  378. }
  379. wanderingHeroes -= hero;
  380. adventureInt->heroList->update(hero);
  381. if (makingTurn && newSelection)
  382. adventureInt->select(newSelection, true);
  383. else if (adventureInt->selection == hero)
  384. adventureInt->selection = nullptr;
  385. if (vstd::contains(paths, hero))
  386. paths.erase(hero);
  387. }
  388. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  389. {
  390. EVENT_HANDLER_CALLED_BY_CLIENT;
  391. if(start && visitedObj)
  392. {
  393. if(visitedObj->getVisitSound())
  394. CCS->soundh->playSound(visitedObj->getVisitSound().get());
  395. }
  396. }
  397. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  398. {
  399. EVENT_HANDLER_CALLED_BY_CLIENT;
  400. wanderingHeroes.push_back(hero);
  401. adventureInt->heroList->update(hero);
  402. }
  403. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  404. {
  405. if(castleInt)
  406. castleInt->close();
  407. castleInt = nullptr;
  408. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  409. GH.pushInt(newCastleInt);
  410. }
  411. int3 CPlayerInterface::repairScreenPos(int3 pos)
  412. {
  413. if (pos.x<-CGI->mh->frameW)
  414. pos.x = -CGI->mh->frameW;
  415. if (pos.y<-CGI->mh->frameH)
  416. pos.y = -CGI->mh->frameH;
  417. if (pos.x>CGI->mh->sizes.x - adventureInt->terrain->tilesw + CGI->mh->frameW)
  418. pos.x = CGI->mh->sizes.x - adventureInt->terrain->tilesw + CGI->mh->frameW;
  419. if (pos.y>CGI->mh->sizes.y - adventureInt->terrain->tilesh + CGI->mh->frameH)
  420. pos.y = CGI->mh->sizes.y - adventureInt->terrain->tilesh + CGI->mh->frameH;
  421. return pos;
  422. }
  423. void CPlayerInterface::activateForSpectator()
  424. {
  425. adventureInt->state = CAdvMapInt::INGAME;
  426. adventureInt->activate();
  427. adventureInt->minimap->activate();
  428. }
  429. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  430. {
  431. EVENT_HANDLER_CALLED_BY_CLIENT;
  432. if (which == 4)
  433. {
  434. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
  435. ctw->setExpToLevel();
  436. }
  437. else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  438. updateInfo(hero);
  439. }
  440. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  441. {
  442. EVENT_HANDLER_CALLED_BY_CLIENT;
  443. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt().get());
  444. if (cuw) //university window is open
  445. {
  446. GH.totalRedraw();
  447. }
  448. }
  449. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  450. {
  451. EVENT_HANDLER_CALLED_BY_CLIENT;
  452. updateInfo(hero);
  453. if (makingTurn && hero->tempOwner == playerID)
  454. adventureInt->heroList->update(hero);
  455. }
  456. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  457. {
  458. EVENT_HANDLER_CALLED_BY_CLIENT;
  459. if (makingTurn && hero->tempOwner == playerID)
  460. adventureInt->heroList->update(hero);
  461. }
  462. void CPlayerInterface::receivedResource()
  463. {
  464. EVENT_HANDLER_CALLED_BY_CLIENT;
  465. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
  466. mw->resourceChanged();
  467. GH.totalRedraw();
  468. }
  469. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  470. {
  471. EVENT_HANDLER_CALLED_BY_CLIENT;
  472. waitWhileDialog();
  473. CCS->soundh->playSound(soundBase::heroNewLevel);
  474. GH.pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  475. {
  476. cb->selectionMade(selection, queryID);
  477. });
  478. }
  479. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  480. {
  481. EVENT_HANDLER_CALLED_BY_CLIENT;
  482. waitWhileDialog();
  483. CCS->soundh->playSound(soundBase::heroNewLevel);
  484. GH.pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
  485. {
  486. cb->selectionMade(selection, queryID);
  487. });
  488. }
  489. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  490. {
  491. EVENT_HANDLER_CALLED_BY_CLIENT;
  492. updateInfo(town);
  493. if (town->garrisonHero) //wandering hero moved to the garrison
  494. {
  495. CGI->mh->hideObject(town->garrisonHero);
  496. if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
  497. wanderingHeroes -= town->garrisonHero;
  498. }
  499. if (town->visitingHero) //hero leaves garrison
  500. {
  501. CGI->mh->printObject(town->visitingHero);
  502. if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
  503. wanderingHeroes.push_back(town->visitingHero);
  504. }
  505. adventureInt->heroList->update();
  506. adventureInt->updateNextHero(nullptr);
  507. if(castleInt)
  508. {
  509. castleInt->garr->selectSlot(nullptr);
  510. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  511. castleInt->garr->setArmy(town->visitingHero, 1);
  512. castleInt->garr->recreateSlots();
  513. castleInt->heroes->update();
  514. }
  515. for (auto isa : GH.listInt)
  516. {
  517. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  518. if (ki)
  519. {
  520. ki->townChanged(town);
  521. ki->updateGarrisons();
  522. }
  523. }
  524. GH.totalRedraw();
  525. }
  526. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  527. {
  528. EVENT_HANDLER_CALLED_BY_CLIENT;
  529. if (hero->tempOwner != playerID )
  530. return;
  531. waitWhileDialog();
  532. openTownWindow(town);
  533. }
  534. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  535. {
  536. std::vector<const CGObjectInstance *> instances;
  537. if(auto obj = cb->getObj(id1))
  538. instances.push_back(obj);
  539. if(id2 != ObjectInstanceID() && id2 != id1)
  540. {
  541. if(auto obj = cb->getObj(id2))
  542. instances.push_back(obj);
  543. }
  544. garrisonsChanged(instances);
  545. }
  546. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  547. {
  548. boost::unique_lock<boost::recursive_mutex> un(*pim);
  549. for (auto object : objs)
  550. updateInfo(object);
  551. for (auto & elem : GH.listInt)
  552. {
  553. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem.get());
  554. if (cgh)
  555. cgh->updateGarrisons();
  556. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
  557. {
  558. if (vstd::contains(objs, cmw->hero))
  559. cmw->garrisonChanged();
  560. }
  561. }
  562. GH.totalRedraw();
  563. }
  564. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  565. {
  566. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  567. }
  568. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  569. {
  570. EVENT_HANDLER_CALLED_BY_CLIENT;
  571. switch (buildingID)
  572. {
  573. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  574. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  575. case BuildingID::RESOURCE_SILO:
  576. updateInfo(town);
  577. break;
  578. }
  579. if (castleInt)
  580. {
  581. castleInt->townlist->update(town);
  582. if (castleInt->town == town)
  583. {
  584. switch(what)
  585. {
  586. case 1:
  587. CCS->soundh->playSound(soundBase::newBuilding);
  588. castleInt->addBuilding(buildingID);
  589. break;
  590. case 2:
  591. castleInt->removeBuilding(buildingID);
  592. break;
  593. }
  594. }
  595. }
  596. adventureInt->townList->update(town);
  597. }
  598. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  599. {
  600. //Don't wait for dialogs when we are non-active hot-seat player
  601. if (LOCPLINT == this)
  602. waitForAllDialogs();
  603. }
  604. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  605. {
  606. EVENT_HANDLER_CALLED_BY_CLIENT;
  607. if (settings["adventure"]["quickCombat"].Bool())
  608. {
  609. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  610. autofightingAI->initBattleInterface(env, cb);
  611. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  612. isAutoFightOn = true;
  613. cb->registerBattleInterface(autofightingAI);
  614. // Player shouldn't be able to move on adventure map if quick combat is going
  615. adventureInt->quickCombatLock();
  616. }
  617. //Don't wait for dialogs when we are non-active hot-seat player
  618. if (LOCPLINT == this)
  619. waitForAllDialogs();
  620. BATTLE_EVENT_POSSIBLE_RETURN;
  621. }
  622. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  623. {
  624. EVENT_HANDLER_CALLED_BY_CLIENT;
  625. BATTLE_EVENT_POSSIBLE_RETURN;
  626. for(auto & info : units)
  627. {
  628. switch(info.operation)
  629. {
  630. case UnitChanges::EOperation::RESET_STATE:
  631. {
  632. const CStack * stack = cb->battleGetStackByID(info.id );
  633. if(!stack)
  634. {
  635. logGlobal->error("Invalid unit ID %d", info.id);
  636. continue;
  637. }
  638. battleInt->stackReset(stack);
  639. }
  640. break;
  641. case UnitChanges::EOperation::REMOVE:
  642. battleInt->stackRemoved(info.id);
  643. break;
  644. case UnitChanges::EOperation::ADD:
  645. {
  646. const CStack * unit = cb->battleGetStackByID(info.id);
  647. if(!unit)
  648. {
  649. logGlobal->error("Invalid unit ID %d", info.id);
  650. continue;
  651. }
  652. battleInt->stackAdded(unit);
  653. }
  654. break;
  655. default:
  656. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  657. break;
  658. }
  659. }
  660. }
  661. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  662. {
  663. EVENT_HANDLER_CALLED_BY_CLIENT;
  664. BATTLE_EVENT_POSSIBLE_RETURN;
  665. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  666. for(auto & change : obstacles)
  667. {
  668. if(change.operation == BattleChanges::EOperation::ADD)
  669. {
  670. auto instance = cb->battleGetObstacleByID(change.id);
  671. if(instance)
  672. newObstacles.push_back(instance);
  673. else
  674. logNetwork->error("Invalid obstacle instance %d", change.id);
  675. }
  676. }
  677. if (!newObstacles.empty())
  678. battleInt->obstaclePlaced(newObstacles);
  679. battleInt->fieldController->redrawBackgroundWithHexes();
  680. }
  681. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  682. {
  683. EVENT_HANDLER_CALLED_BY_CLIENT;
  684. BATTLE_EVENT_POSSIBLE_RETURN;
  685. battleInt->stackIsCatapulting(ca);
  686. }
  687. 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
  688. {
  689. EVENT_HANDLER_CALLED_BY_CLIENT;
  690. BATTLE_EVENT_POSSIBLE_RETURN;
  691. battleInt->newRound(round);
  692. }
  693. void CPlayerInterface::actionStarted(const BattleAction &action)
  694. {
  695. EVENT_HANDLER_CALLED_BY_CLIENT;
  696. BATTLE_EVENT_POSSIBLE_RETURN;
  697. curAction = new BattleAction(action);
  698. battleInt->startAction(curAction);
  699. }
  700. void CPlayerInterface::actionFinished(const BattleAction &action)
  701. {
  702. EVENT_HANDLER_CALLED_BY_CLIENT;
  703. BATTLE_EVENT_POSSIBLE_RETURN;
  704. battleInt->endAction(curAction);
  705. delete curAction;
  706. curAction = nullptr;
  707. }
  708. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  709. {
  710. THREAD_CREATED_BY_CLIENT;
  711. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  712. auto stackId = stack->ID;
  713. auto stackName = stack->nodeName();
  714. if (autofightingAI)
  715. {
  716. if (isAutoFightOn)
  717. {
  718. auto ret = autofightingAI->activeStack(stack);
  719. if(cb->battleIsFinished())
  720. {
  721. return BattleAction::makeDefend(stack); // battle finished with spellcast
  722. }
  723. if (isAutoFightOn)
  724. {
  725. return ret;
  726. }
  727. }
  728. cb->unregisterBattleInterface(autofightingAI);
  729. autofightingAI.reset();
  730. }
  731. assert(battleInt);
  732. if(!battleInt)
  733. {
  734. return BattleAction::makeDefend(stack); // probably battle is finished already
  735. }
  736. if(BattleInterface::givenCommand.get())
  737. {
  738. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  739. vstd::clear_pointer(BattleInterface::givenCommand.data);
  740. }
  741. {
  742. boost::unique_lock<boost::recursive_mutex> un(*pim);
  743. battleInt->stackActivated(stack);
  744. //Regeneration & mana drain go there
  745. }
  746. //wait till BattleInterface sets its command
  747. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  748. while(!BattleInterface::givenCommand.data)
  749. {
  750. BattleInterface::givenCommand.cond.wait(lock);
  751. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  752. throw boost::thread_interrupted(); //will shut the thread peacefully
  753. }
  754. //tidy up
  755. BattleAction ret = *(BattleInterface::givenCommand.data);
  756. vstd::clear_pointer(BattleInterface::givenCommand.data);
  757. if(ret.actionType == EActionType::CANCEL)
  758. {
  759. if(stackId != ret.stackNumber)
  760. logGlobal->error("Not current active stack action canceled");
  761. logGlobal->trace("Canceled command for %s", stackName);
  762. }
  763. else
  764. logGlobal->trace("Giving command for %s", stackName);
  765. return ret;
  766. }
  767. void CPlayerInterface::battleEnd(const BattleResult *br)
  768. {
  769. EVENT_HANDLER_CALLED_BY_CLIENT;
  770. if(isAutoFightOn || autofightingAI)
  771. {
  772. isAutoFightOn = false;
  773. cb->unregisterBattleInterface(autofightingAI);
  774. autofightingAI.reset();
  775. if(!battleInt)
  776. {
  777. GH.pushIntT<BattleResultWindow>(*br, *this);
  778. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  779. // Otherwise NewTurn causes freeze.
  780. waitWhileDialog();
  781. adventureInt->quickCombatUnlock();
  782. return;
  783. }
  784. }
  785. BATTLE_EVENT_POSSIBLE_RETURN;
  786. battleInt->battleFinished(*br);
  787. adventureInt->quickCombatUnlock();
  788. }
  789. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  790. {
  791. EVENT_HANDLER_CALLED_BY_CLIENT;
  792. BATTLE_EVENT_POSSIBLE_RETURN;
  793. battleInt->displayBattleLog(lines);
  794. }
  795. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  796. {
  797. EVENT_HANDLER_CALLED_BY_CLIENT;
  798. BATTLE_EVENT_POSSIBLE_RETURN;
  799. battleInt->stackMoved(stack, dest, distance, teleport);
  800. }
  801. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  802. {
  803. EVENT_HANDLER_CALLED_BY_CLIENT;
  804. BATTLE_EVENT_POSSIBLE_RETURN;
  805. battleInt->spellCast(sc);
  806. }
  807. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  808. {
  809. EVENT_HANDLER_CALLED_BY_CLIENT;
  810. BATTLE_EVENT_POSSIBLE_RETURN;
  811. battleInt->battleStacksEffectsSet(sse);
  812. }
  813. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  814. {
  815. EVENT_HANDLER_CALLED_BY_CLIENT;
  816. //TODO why is this different (no return on LOPLINT != this) ?
  817. RETURN_IF_QUICK_COMBAT;
  818. battleInt->effectsController->battleTriggerEffect(bte);
  819. }
  820. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  821. {
  822. EVENT_HANDLER_CALLED_BY_CLIENT;
  823. BATTLE_EVENT_POSSIBLE_RETURN;
  824. std::vector<StackAttackedInfo> arg;
  825. for(auto & elem : bsa)
  826. {
  827. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  828. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  829. assert(defender);
  830. StackAttackedInfo info;
  831. info.defender = defender;
  832. info.attacker = attacker;
  833. info.damageDealt = elem.damageAmount;
  834. info.amountKilled = elem.killedAmount;
  835. info.spellEffect = SpellID::NONE;
  836. info.indirectAttack = ranged;
  837. info.killed = elem.killed();
  838. info.rebirth = elem.willRebirth();
  839. info.cloneKilled = elem.cloneKilled();
  840. info.fireShield = elem.fireShield();
  841. if (elem.isSpell())
  842. info.spellEffect = elem.spellID;
  843. arg.push_back(info);
  844. }
  845. battleInt->stacksAreAttacked(arg);
  846. }
  847. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  848. {
  849. EVENT_HANDLER_CALLED_BY_CLIENT;
  850. BATTLE_EVENT_POSSIBLE_RETURN;
  851. assert(curAction);
  852. StackAttackInfo info;
  853. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  854. info.defender = nullptr;
  855. info.indirectAttack = ba->shot();
  856. info.lucky = ba->lucky();
  857. info.unlucky = ba->unlucky();
  858. info.deathBlow = ba->deathBlow();
  859. info.lifeDrain = ba->lifeDrain();
  860. info.tile = ba->tile;
  861. info.spellEffect = SpellID::NONE;
  862. if (ba->spellLike())
  863. info.spellEffect = ba->spellID;
  864. for(auto & elem : ba->bsa)
  865. {
  866. if(!elem.isSecondary())
  867. {
  868. assert(info.defender == nullptr);
  869. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  870. }
  871. else
  872. {
  873. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  874. }
  875. }
  876. assert(info.defender != nullptr);
  877. assert(info.attacker != nullptr);
  878. battleInt->stackAttacking(info);
  879. }
  880. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  881. {
  882. EVENT_HANDLER_CALLED_BY_CLIENT;
  883. BATTLE_EVENT_POSSIBLE_RETURN;
  884. battleInt->gateStateChanged(state);
  885. }
  886. void CPlayerInterface::yourTacticPhase(int distance)
  887. {
  888. THREAD_CREATED_BY_CLIENT;
  889. while(battleInt && battleInt->tacticsMode)
  890. boost::this_thread::sleep(boost::posix_time::millisec(1));
  891. }
  892. void CPlayerInterface::showComp(const Component &comp, std::string message)
  893. {
  894. EVENT_HANDLER_CALLED_BY_CLIENT;
  895. waitWhileDialog(); //Fix for mantis #98
  896. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  897. adventureInt->infoBar->showComponent(comp, message);
  898. }
  899. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component> & components, int soundID)
  900. {
  901. EVENT_HANDLER_CALLED_BY_CLIENT;
  902. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  903. {
  904. return;
  905. }
  906. std::vector<std::shared_ptr<CComponent>> intComps;
  907. for (auto & component : components)
  908. intComps.push_back(std::make_shared<CComponent>(component));
  909. showInfoDialog(text,intComps,soundID);
  910. }
  911. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  912. {
  913. std::vector<std::shared_ptr<CComponent>> intComps;
  914. intComps.push_back(component);
  915. showInfoDialog(text, intComps, soundBase::sound_todo);
  916. }
  917. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  918. {
  919. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  920. waitWhileDialog();
  921. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  922. {
  923. return;
  924. }
  925. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  926. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  927. {
  928. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  929. showingDialog->set(true);
  930. stopMovement(); // interrupt movement to show dialog
  931. GH.pushInt(temp);
  932. }
  933. else
  934. {
  935. dialogs.push_back(temp);
  936. }
  937. }
  938. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  939. {
  940. EVENT_HANDLER_CALLED_BY_CLIENT;
  941. std::string str;
  942. text.toString(str);
  943. showInfoDialog(str, components, 0);
  944. waitWhileDialog();
  945. }
  946. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  947. {
  948. boost::unique_lock<boost::recursive_mutex> un(*pim);
  949. stopMovement();
  950. LOCPLINT->showingDialog->setn(true);
  951. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  952. }
  953. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  954. {
  955. EVENT_HANDLER_CALLED_BY_CLIENT;
  956. waitWhileDialog();
  957. stopMovement();
  958. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  959. if (!selection && cancel) //simple yes/no dialog
  960. {
  961. std::vector<std::shared_ptr<CComponent>> intComps;
  962. for (auto & component : components)
  963. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  964. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  965. }
  966. else if (selection)
  967. {
  968. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  969. for (auto & component : components)
  970. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  971. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  972. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  973. if (cancel)
  974. {
  975. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  976. }
  977. int charperline = 35;
  978. if (pom.size() > 1)
  979. charperline = 50;
  980. GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  981. intComps[0]->clickLeft(true, false);
  982. }
  983. }
  984. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  985. {
  986. EVENT_HANDLER_CALLED_BY_CLIENT;
  987. int choosenExit = -1;
  988. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  989. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  990. choosenExit = vstd::find_pos(exits, neededExit);
  991. cb->selectionMade(choosenExit, askID);
  992. }
  993. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  994. {
  995. EVENT_HANDLER_CALLED_BY_CLIENT;
  996. auto selectCallback = [=](int selection)
  997. {
  998. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  999. reply.Integer() = selection;
  1000. cb->sendQueryReply(reply, askID);
  1001. };
  1002. auto cancelCallback = [=]()
  1003. {
  1004. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  1005. cb->sendQueryReply(reply, askID);
  1006. };
  1007. const std::string localTitle = title.toString();
  1008. const std::string localDescription = description.toString();
  1009. std::vector<int> tempList;
  1010. tempList.reserve(objects.size());
  1011. for(auto item : objects)
  1012. tempList.push_back(item.getNum());
  1013. CComponent localIconC(icon);
  1014. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  1015. localIconC.removeChild(localIcon.get(), false);
  1016. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  1017. wnd->onExit = cancelCallback;
  1018. GH.pushInt(wnd);
  1019. }
  1020. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  1021. {
  1022. EVENT_HANDLER_CALLED_BY_CLIENT;
  1023. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1024. for (auto & po : pos)
  1025. adventureInt->minimap->updateTile(po);
  1026. if (!pos.empty())
  1027. GH.totalRedraw();
  1028. }
  1029. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  1030. {
  1031. EVENT_HANDLER_CALLED_BY_CLIENT;
  1032. for (auto & po : pos)
  1033. adventureInt->minimap->updateTile(po);
  1034. if (!pos.empty())
  1035. GH.totalRedraw();
  1036. }
  1037. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1038. {
  1039. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1040. GH.pushIntT<CHeroWindow>(hero);
  1041. }
  1042. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1043. {
  1044. EVENT_HANDLER_CALLED_BY_CLIENT;
  1045. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1046. {
  1047. CFortScreen * fortScreen = dynamic_cast<CFortScreen*>(GH.topInt().get());
  1048. CCastleInterface * castleInterface = dynamic_cast<CCastleInterface*>(GH.topInt().get());
  1049. if (fortScreen)
  1050. fortScreen->creaturesChangedEventHandler();
  1051. else if(castleInterface)
  1052. castleInterface->creaturesChangedEventHandler();
  1053. for(auto isa : GH.listInt)
  1054. {
  1055. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  1056. if (ki && townObj)
  1057. ki->townChanged(townObj);
  1058. }
  1059. }
  1060. else if(town && GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1061. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1062. {
  1063. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
  1064. if (crw && crw->dwelling == town)
  1065. crw->availableCreaturesChanged();
  1066. }
  1067. }
  1068. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1069. {
  1070. EVENT_HANDLER_CALLED_BY_CLIENT;
  1071. if (bonus.type == Bonus::NONE)
  1072. return;
  1073. updateInfo(hero);
  1074. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1075. {
  1076. //recalculate paths because hero has lost bonus influencing pathfinding
  1077. eraseCurrentPathOf(hero, false);
  1078. }
  1079. }
  1080. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1081. {
  1082. h & wanderingHeroes;
  1083. h & towns;
  1084. h & sleepingHeroes;
  1085. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  1086. if (h.saving)
  1087. {
  1088. for (auto &p : paths)
  1089. {
  1090. if (p.second.nodes.size())
  1091. pathsMap[p.first] = p.second.endPos();
  1092. else
  1093. logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->getNameTranslated());
  1094. }
  1095. h & pathsMap;
  1096. }
  1097. else
  1098. {
  1099. h & pathsMap;
  1100. if (cb)
  1101. for (auto &p : pathsMap)
  1102. {
  1103. CGPath path;
  1104. cb->getPathsInfo(p.first)->getPath(path, p.second);
  1105. paths[p.first] = path;
  1106. logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
  1107. }
  1108. }
  1109. h & spellbookSettings;
  1110. }
  1111. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1112. {
  1113. EVENT_HANDLER_CALLED_BY_CLIENT;
  1114. serializeTempl(h,version);
  1115. }
  1116. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1117. {
  1118. EVENT_HANDLER_CALLED_BY_CLIENT;
  1119. serializeTempl(h,version);
  1120. firstCall = -1;
  1121. }
  1122. void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  1123. {
  1124. LOG_TRACE(logGlobal);
  1125. if (!LOCPLINT->makingTurn)
  1126. return;
  1127. if (!h)
  1128. return; //can't find hero
  1129. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1130. if (showingDialog->get() || !dialogs.empty())
  1131. return;
  1132. setMovementStatus(true);
  1133. if (adventureInt && adventureInt->isHeroSleeping(h))
  1134. {
  1135. adventureInt->sleepWake->clickLeft(true, false);
  1136. adventureInt->sleepWake->clickLeft(false, true);
  1137. //could've just called
  1138. //adventureInt->fsleepWake();
  1139. //but no authentic button click/sound ;-)
  1140. }
  1141. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1142. }
  1143. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1144. {
  1145. EVENT_HANDLER_CALLED_BY_CLIENT;
  1146. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1147. if (stillMoveHero.get() == DURING_MOVE && adventureInt->terrain->currentPath && adventureInt->terrain->currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  1148. {
  1149. onEnd();
  1150. return;
  1151. }
  1152. waitForAllDialogs();
  1153. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1154. cgw->quit->addCallback(onEnd);
  1155. GH.pushInt(cgw);
  1156. }
  1157. /**
  1158. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1159. * into a combinational one on an artifact screen. Does not require the combination of
  1160. * artifacts to be legal.
  1161. */
  1162. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1163. {
  1164. std::string text = artifact->getDescriptionTranslated();
  1165. text += "\n\n";
  1166. std::vector<std::shared_ptr<CComponent>> scs;
  1167. if(assembledArtifact)
  1168. {
  1169. // You possess all of the components to...
  1170. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1171. // Picture of assembled artifact at bottom.
  1172. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1173. scs.push_back(sc);
  1174. }
  1175. else
  1176. {
  1177. // Do you wish to disassemble this artifact?
  1178. text += CGI->generaltexth->allTexts[733];
  1179. }
  1180. showYesNoDialog(text, onYes, nullptr, scs);
  1181. }
  1182. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1183. {
  1184. EVENT_HANDLER_CALLED_BY_CLIENT;
  1185. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1186. && destinationTeleport == ObjectInstanceID())
  1187. stillMoveHero.setn(CONTINUE_MOVE);
  1188. if (destinationTeleport != ObjectInstanceID()
  1189. && pa->packType == typeList.getTypeID<QueryReply>()
  1190. && stillMoveHero.get() == DURING_MOVE)
  1191. { // After teleportation via CGTeleport object is finished
  1192. destinationTeleport = ObjectInstanceID();
  1193. destinationTeleportPos = int3(-1);
  1194. stillMoveHero.setn(CONTINUE_MOVE);
  1195. }
  1196. }
  1197. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1198. {
  1199. EVENT_HANDLER_CALLED_BY_CLIENT;
  1200. GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
  1201. }
  1202. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1203. {
  1204. EVENT_HANDLER_CALLED_BY_CLIENT;
  1205. //redraw minimap if owner changed
  1206. if (sop->what == ObjProperty::OWNER)
  1207. {
  1208. const CGObjectInstance * obj = cb->getObj(sop->id);
  1209. std::set<int3> pos = obj->getBlockedPos();
  1210. for(auto & po : pos)
  1211. {
  1212. if(cb->isVisible(po))
  1213. adventureInt->minimap->updateTile(po);
  1214. }
  1215. if(obj->ID == Obj::TOWN)
  1216. {
  1217. if(obj->tempOwner == playerID)
  1218. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1219. else
  1220. towns -= obj;
  1221. adventureInt->townList->update();
  1222. adventureInt->minimap->update();
  1223. }
  1224. assert(cb->getTownsInfo().size() == towns.size());
  1225. }
  1226. }
  1227. void CPlayerInterface::initializeHeroTownList()
  1228. {
  1229. if(!wanderingHeroes.size())
  1230. {
  1231. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1232. for(auto & hero : heroes)
  1233. {
  1234. if(!hero->inTownGarrison)
  1235. wanderingHeroes.push_back(hero);
  1236. }
  1237. }
  1238. if(!towns.size())
  1239. towns = cb->getTownsInfo();
  1240. if(adventureInt)
  1241. adventureInt->updateNextHero(nullptr);
  1242. }
  1243. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1244. {
  1245. EVENT_HANDLER_CALLED_BY_CLIENT;
  1246. waitWhileDialog();
  1247. auto recruitCb = [=](CreatureID id, int count)
  1248. {
  1249. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1250. };
  1251. GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1252. }
  1253. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1254. {
  1255. if (GH.amIGuiThread())
  1256. {
  1257. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1258. return;
  1259. }
  1260. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1261. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1262. while(showingDialog->data)
  1263. showingDialog->cond.wait(un);
  1264. }
  1265. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1266. {
  1267. EVENT_HANDLER_CALLED_BY_CLIENT;
  1268. auto state = obj->shipyardStatus();
  1269. std::vector<si32> cost;
  1270. obj->getBoatCost(cost);
  1271. GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1272. }
  1273. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1274. {
  1275. EVENT_HANDLER_CALLED_BY_CLIENT;
  1276. //we might have built a boat in shipyard in opened town screen
  1277. if (obj->ID == Obj::BOAT
  1278. && LOCPLINT->castleInt
  1279. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1280. {
  1281. CCS->soundh->playSound(soundBase::newBuilding);
  1282. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1283. }
  1284. }
  1285. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1286. {
  1287. EVENT_HANDLER_CALLED_BY_CLIENT;
  1288. waitWhileDialog();
  1289. CCS->curh->hide();
  1290. adventureInt->centerOn (pos);
  1291. if (focusTime)
  1292. {
  1293. GH.totalRedraw();
  1294. {
  1295. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1296. IgnoreEvents ignore(*this);
  1297. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1298. }
  1299. }
  1300. CCS->curh->show();
  1301. }
  1302. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1303. {
  1304. EVENT_HANDLER_CALLED_BY_CLIENT;
  1305. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1306. {
  1307. waitWhileDialog();
  1308. CCS->soundh->playSound(obj->getRemovalSound().get());
  1309. }
  1310. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1311. {
  1312. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1313. heroKilled(h);
  1314. }
  1315. }
  1316. void CPlayerInterface::objectRemovedAfter()
  1317. {
  1318. EVENT_HANDLER_CALLED_BY_CLIENT;
  1319. adventureInt->minimap->update();
  1320. }
  1321. void CPlayerInterface::playerBlocked(int reason, bool start)
  1322. {
  1323. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1324. {
  1325. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1326. {
  1327. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1328. boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
  1329. LOCPLINT = this;
  1330. GH.curInt = this;
  1331. adventureInt->selection = nullptr;
  1332. adventureInt->setPlayer(playerID);
  1333. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1334. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1335. std::vector<std::shared_ptr<CComponent>> cmp;
  1336. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1337. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1338. showInfoDialog(msg, cmp);
  1339. makingTurn = false;
  1340. }
  1341. }
  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. assert(adventureInt);
  1367. assert(adventureInt->selection);
  1368. // Handles mouse and key input
  1369. GH.updateTime();
  1370. GH.handleEvents();
  1371. GH.simpleRedraw();
  1372. }
  1373. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1374. {
  1375. using namespace boost::filesystem;
  1376. using namespace boost::algorithm;
  1377. path gamesDir = VCMIDirs::get().userSavePath();
  1378. std::map<std::time_t, int> dates; //save number => datestamp
  1379. const directory_iterator enddir;
  1380. if (!exists(gamesDir))
  1381. create_directory(gamesDir);
  1382. else
  1383. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1384. {
  1385. if (is_regular_file(dir->status()))
  1386. {
  1387. std::string name = dir->path().filename().string();
  1388. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1389. {
  1390. char nr = name[namePrefix.size()];
  1391. if (std::isdigit(nr))
  1392. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1393. }
  1394. }
  1395. }
  1396. if (!dates.empty())
  1397. return (--dates.end())->second; //return latest file number
  1398. return 0;
  1399. }
  1400. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1401. {
  1402. auto subArr = (CGI->mh->ttiles)[hp.z];
  1403. ho->isStanding = false;
  1404. int heroWidth = ho->appearance->getWidth();
  1405. int heroHeight = ho->appearance->getHeight();
  1406. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1407. int tileMaxX = std::max(details.start.x, details.end.x);
  1408. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1409. int tileMaxY = std::max(details.start.y, details.end.y);
  1410. // determine tiles on which hero will be visible during movement and add hero as visible object on these tiles where necessary
  1411. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1412. {
  1413. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1414. {
  1415. bool heroVisibleHere = false;
  1416. auto & tile = subArr[tileX][tileY];
  1417. for ( auto const & obj : tile.objects)
  1418. {
  1419. if (obj.obj == ho)
  1420. {
  1421. heroVisibleHere = true;
  1422. break;
  1423. }
  1424. }
  1425. if ( !heroVisibleHere)
  1426. {
  1427. tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
  1428. std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
  1429. }
  1430. }
  1431. }
  1432. }
  1433. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1434. {
  1435. auto subArr = (CGI->mh->ttiles)[hp.z];
  1436. int heroWidth = ho->appearance->getWidth();
  1437. int heroHeight = ho->appearance->getHeight();
  1438. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1439. int tileMaxX = std::max(details.start.x, details.end.x);
  1440. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1441. int tileMaxY = std::max(details.start.y, details.end.y);
  1442. std::shared_ptr<CAnimation> animation = graphics->getAnimation(ho);
  1443. assert(animation);
  1444. assert(animation->size(0) != 0);
  1445. auto image = animation->getImage(0,0);
  1446. int heroImageOldX = details.start.x * 32;
  1447. int heroImageOldY = details.start.y * 32;
  1448. int heroImageNewX = details.end.x * 32;
  1449. int heroImageNewY = details.end.y * 32;
  1450. int heroImageCurrX = heroImageOldX + i*(heroImageNewX - heroImageOldX)/32;
  1451. int heroImageCurrY = heroImageOldY + i*(heroImageNewY - heroImageOldY)/32;
  1452. // recompute which part of hero sprite will be visible on each tile at this point of movement animation
  1453. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1454. {
  1455. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1456. {
  1457. auto & tile = subArr[tileX][tileY];
  1458. for ( auto & obj : tile.objects)
  1459. {
  1460. if (obj.obj == ho)
  1461. {
  1462. int tilePosX = tileX * 32;
  1463. int tilePosY = tileY * 32;
  1464. obj.rect.x = tilePosX - heroImageCurrX + image->width() - 32;
  1465. obj.rect.y = tilePosY - heroImageCurrY + image->height() - 32;
  1466. }
  1467. }
  1468. }
  1469. }
  1470. adventureInt->terrain->moveX = (32 - i) * (heroImageNewX - heroImageOldX) / 32;
  1471. adventureInt->terrain->moveY = (32 - i) * (heroImageNewY - heroImageOldY) / 32;
  1472. }
  1473. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1474. {
  1475. auto subArr = (CGI->mh->ttiles)[hp.z];
  1476. int heroWidth = ho->appearance->getWidth();
  1477. int heroHeight = ho->appearance->getHeight();
  1478. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1479. int tileMaxX = std::max(details.start.x, details.end.x);
  1480. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1481. int tileMaxY = std::max(details.start.y, details.end.y);
  1482. // erase hero from all tiles on which he is currently visible
  1483. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1484. {
  1485. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1486. {
  1487. auto & tile = subArr[tileX][tileY];
  1488. for (size_t i = 0; i < tile.objects.size(); ++i)
  1489. {
  1490. if ( tile.objects[i].obj == ho)
  1491. {
  1492. tile.objects.erase(tile.objects.begin() + i);
  1493. break;
  1494. }
  1495. }
  1496. }
  1497. }
  1498. // re-add hero to all tiles on which he will still be visible after animation is over
  1499. for ( int tileX = details.end.x - heroWidth + 1; tileX <= details.end.x; ++tileX)
  1500. {
  1501. for ( int tileY = details.end.y - heroHeight + 1; tileY <= details.end.y; ++tileY)
  1502. {
  1503. auto & tile = subArr[tileX][tileY];
  1504. tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
  1505. }
  1506. }
  1507. // update object list on all tiles that were affected during previous operations
  1508. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1509. {
  1510. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1511. {
  1512. auto & tile = subArr[tileX][tileY];
  1513. std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
  1514. }
  1515. }
  1516. //recompute hero sprite positioning using hero's final position
  1517. movementPxStep(details, 32, hp, ho);
  1518. }
  1519. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1520. {
  1521. EVENT_HANDLER_CALLED_BY_CLIENT;
  1522. if (player == playerID)
  1523. {
  1524. if (victoryLossCheckResult.loss())
  1525. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1526. //we assume GH.curInt == LOCPLINT
  1527. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1528. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1529. GH.curInt = this; //waiting for dialogs requires this to get events
  1530. if(!makingTurn)
  1531. {
  1532. makingTurn = true; //also needed for dialog to show with current implementation
  1533. waitForAllDialogs();
  1534. makingTurn = false;
  1535. }
  1536. else
  1537. waitForAllDialogs();
  1538. GH.curInt = previousInterface;
  1539. LOCPLINT = previousInterface;
  1540. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1541. {
  1542. if(adventureInt)
  1543. {
  1544. GH.terminate_cond->setn(true);
  1545. adventureInt->deactivate();
  1546. if (GH.topInt() == adventureInt)
  1547. GH.popInt(adventureInt);
  1548. adventureInt.reset();
  1549. }
  1550. }
  1551. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1552. {
  1553. // end game if current human player has won
  1554. CSH->sendClientDisconnecting();
  1555. requestReturningToMainMenu(true);
  1556. }
  1557. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1558. {
  1559. //all human players eliminated
  1560. CSH->sendClientDisconnecting();
  1561. requestReturningToMainMenu(false);
  1562. }
  1563. if (GH.curInt == this) GH.curInt = nullptr;
  1564. }
  1565. else
  1566. {
  1567. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1568. {
  1569. std::string str = victoryLossCheckResult.messageToSelf;
  1570. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1571. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1572. }
  1573. }
  1574. }
  1575. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1576. {
  1577. EVENT_HANDLER_CALLED_BY_CLIENT;
  1578. }
  1579. void CPlayerInterface::showPuzzleMap()
  1580. {
  1581. EVENT_HANDLER_CALLED_BY_CLIENT;
  1582. waitWhileDialog();
  1583. //TODO: interface should not know the real position of Grail...
  1584. double ratio = 0;
  1585. int3 grailPos = cb->getGrailPos(&ratio);
  1586. GH.pushIntT<CPuzzleWindow>(grailPos, ratio);
  1587. }
  1588. void CPlayerInterface::viewWorldMap()
  1589. {
  1590. adventureInt->changeMode(EAdvMapMode::WORLD_VIEW, 0.36F);
  1591. }
  1592. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1593. {
  1594. EVENT_HANDLER_CALLED_BY_CLIENT;
  1595. if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
  1596. GH.popInts(1);
  1597. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1598. eraseCurrentPathOf(caster, false);
  1599. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1600. if(spellID == SpellID::VIEW_EARTH)
  1601. {
  1602. //TODO: implement on server side
  1603. const auto level = caster->getSpellSchoolLevel(spell);
  1604. adventureInt->worldViewOptions.showAllTerrain = (level > 2);
  1605. }
  1606. auto castSoundPath = spell->getCastSound();
  1607. if(!castSoundPath.empty())
  1608. CCS->soundh->playSound(castSoundPath);
  1609. }
  1610. void CPlayerInterface::eraseCurrentPathOf(const CGHeroInstance * ho, bool checkForExistanceOfPath)
  1611. {
  1612. if (checkForExistanceOfPath)
  1613. {
  1614. assert(vstd::contains(paths, ho));
  1615. }
  1616. else if (!vstd::contains(paths, ho))
  1617. {
  1618. return;
  1619. }
  1620. assert(ho == adventureInt->selection);
  1621. paths.erase(ho);
  1622. adventureInt->terrain->currentPath = nullptr;
  1623. adventureInt->updateMoveHero(ho, false);
  1624. }
  1625. void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
  1626. {
  1627. adventureInt->terrain->currentPath->nodes.erase(adventureInt->terrain->currentPath->nodes.end()-1);
  1628. 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
  1629. eraseCurrentPathOf(ho);
  1630. }
  1631. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1632. {
  1633. if (vstd::contains(paths,h)) //hero has assigned path
  1634. {
  1635. CGPath &path = paths[h];
  1636. if (!path.nodes.size())
  1637. {
  1638. logGlobal->warn("Warning: empty path found...");
  1639. paths.erase(h);
  1640. }
  1641. else
  1642. {
  1643. assert(h->visitablePos() == path.startPos());
  1644. //update the hero path in case of something has changed on map
  1645. if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
  1646. return &path;
  1647. else
  1648. paths.erase(h);
  1649. }
  1650. }
  1651. return nullptr;
  1652. }
  1653. void CPlayerInterface::acceptTurn()
  1654. {
  1655. if (settings["session"]["autoSkip"].Bool())
  1656. {
  1657. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  1658. iw->close();
  1659. }
  1660. if(CSH->howManyPlayerInterfaces() > 1)
  1661. {
  1662. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  1663. adventureInt->startTurn();
  1664. }
  1665. adventureInt->initializeNewTurn();
  1666. // warn player if he has no town
  1667. if (cb->howManyTowns() == 0)
  1668. {
  1669. auto playerColor = *cb->getPlayerID();
  1670. std::vector<Component> components;
  1671. components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
  1672. MetaString text;
  1673. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  1674. if(optDaysWithoutCastle)
  1675. {
  1676. auto daysWithoutCastle = optDaysWithoutCastle.get();
  1677. if (daysWithoutCastle < 6)
  1678. {
  1679. 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.
  1680. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1681. text.addReplacement(7 - daysWithoutCastle);
  1682. }
  1683. else if (daysWithoutCastle == 6)
  1684. {
  1685. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1686. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1687. }
  1688. showInfoDialogAndWait(components, text);
  1689. }
  1690. else
  1691. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  1692. }
  1693. }
  1694. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1695. {
  1696. int msgToShow = -1;
  1697. const bool isBlocked = CGI->mh->hasObjectHole(h->visitablePos()); // Don't dig in the pit.
  1698. const auto diggingStatus = isBlocked
  1699. ? EDiggingStatus::TILE_OCCUPIED
  1700. : h->diggingStatus().num;
  1701. switch(diggingStatus)
  1702. {
  1703. case EDiggingStatus::CAN_DIG:
  1704. break;
  1705. case EDiggingStatus::LACK_OF_MOVEMENT:
  1706. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1707. break;
  1708. case EDiggingStatus::TILE_OCCUPIED:
  1709. msgToShow = 97; //Try searching on clear ground.
  1710. break;
  1711. case EDiggingStatus::WRONG_TERRAIN:
  1712. msgToShow = 60; ////Try looking on land!
  1713. break;
  1714. default:
  1715. assert(0);
  1716. }
  1717. if(msgToShow < 0)
  1718. cb->dig(h);
  1719. else
  1720. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1721. }
  1722. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1723. {
  1724. adventureInt->infoBar->showSelection();
  1725. }
  1726. void CPlayerInterface::battleNewRoundFirst( int round )
  1727. {
  1728. EVENT_HANDLER_CALLED_BY_CLIENT;
  1729. BATTLE_EVENT_POSSIBLE_RETURN;
  1730. battleInt->newRoundFirst(round);
  1731. }
  1732. void CPlayerInterface::stopMovement()
  1733. {
  1734. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1735. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1736. }
  1737. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1738. {
  1739. EVENT_HANDLER_CALLED_BY_CLIENT;
  1740. if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  1741. {
  1742. //EEMarketMode mode = market->availableModes().front();
  1743. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1744. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1745. else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1746. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1747. }
  1748. else
  1749. {
  1750. GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1751. }
  1752. }
  1753. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1754. {
  1755. EVENT_HANDLER_CALLED_BY_CLIENT;
  1756. GH.pushIntT<CUniversityWindow>(visitor, market);
  1757. }
  1758. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1759. {
  1760. EVENT_HANDLER_CALLED_BY_CLIENT;
  1761. GH.pushIntT<CHillFortWindow>(visitor, object);
  1762. }
  1763. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1764. {
  1765. EVENT_HANDLER_CALLED_BY_CLIENT;
  1766. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
  1767. cmw->artifactsChanged(false);
  1768. }
  1769. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1770. {
  1771. EVENT_HANDLER_CALLED_BY_CLIENT;
  1772. GH.pushIntT<CTavernWindow>(townOrTavern);
  1773. }
  1774. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1775. {
  1776. EVENT_HANDLER_CALLED_BY_CLIENT;
  1777. GH.pushIntT<CThievesGuildWindow>(obj);
  1778. }
  1779. void CPlayerInterface::showQuestLog()
  1780. {
  1781. EVENT_HANDLER_CALLED_BY_CLIENT;
  1782. GH.pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1783. }
  1784. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1785. {
  1786. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1787. {
  1788. MetaString txt;
  1789. obj->getProblemText(txt);
  1790. showInfoDialog(txt.toString());
  1791. }
  1792. else
  1793. showShipyardDialog(obj);
  1794. }
  1795. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1796. {
  1797. CCS->soundh->ambientStopAllChannels();
  1798. if(won && cb->getStartInfo()->campState)
  1799. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1800. else
  1801. GH.pushUserEvent(EUserEvent::RETURN_TO_MAIN_MENU);
  1802. }
  1803. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1804. {
  1805. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1806. if(hero)
  1807. {
  1808. auto art = hero->getArt(al.slot);
  1809. if(art == nullptr)
  1810. {
  1811. logGlobal->error("artifact location %d points to nothing",
  1812. al.slot.num);
  1813. return;
  1814. }
  1815. CHeroArtPlace::askToAssemble(art, al.slot, hero);
  1816. }
  1817. }
  1818. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1819. {
  1820. EVENT_HANDLER_CALLED_BY_CLIENT;
  1821. adventureInt->infoBar->showSelection();
  1822. askToAssembleArtifact(al);
  1823. }
  1824. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1825. {
  1826. EVENT_HANDLER_CALLED_BY_CLIENT;
  1827. adventureInt->infoBar->showSelection();
  1828. for(auto isa : GH.listInt)
  1829. {
  1830. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1831. if (artWin)
  1832. artWin->artifactRemoved(al);
  1833. }
  1834. waitWhileDialog();
  1835. }
  1836. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1837. {
  1838. EVENT_HANDLER_CALLED_BY_CLIENT;
  1839. adventureInt->infoBar->showSelection();
  1840. for(auto isa : GH.listInt)
  1841. {
  1842. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1843. if (artWin)
  1844. artWin->artifactMoved(src, dst);
  1845. }
  1846. if(!GH.objsToBlit.empty())
  1847. GH.objsToBlit.back()->redraw();
  1848. waitWhileDialog();
  1849. }
  1850. void CPlayerInterface::artifactPossibleAssembling(const ArtifactLocation & dst)
  1851. {
  1852. askToAssembleArtifact(dst);
  1853. }
  1854. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1855. {
  1856. EVENT_HANDLER_CALLED_BY_CLIENT;
  1857. adventureInt->infoBar->showSelection();
  1858. for(auto isa : GH.listInt)
  1859. {
  1860. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1861. if (artWin)
  1862. artWin->artifactAssembled(al);
  1863. }
  1864. }
  1865. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1866. {
  1867. EVENT_HANDLER_CALLED_BY_CLIENT;
  1868. adventureInt->infoBar->showSelection();
  1869. for(auto isa : GH.listInt)
  1870. {
  1871. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1872. if (artWin)
  1873. artWin->artifactDisassembled(al);
  1874. }
  1875. }
  1876. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  1877. {
  1878. EVENT_HANDLER_CALLED_BY_CLIENT;
  1879. if (!vstd::contains (GH.listInt, adventureInt))
  1880. {
  1881. GH.popInts ((int)GH.listInt.size()); //after map load - remove everything else
  1882. GH.pushInt (adventureInt);
  1883. }
  1884. else
  1885. {
  1886. adventureInt->infoBar->showSelection();
  1887. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get())) //don't remove dialogs that expect query answer
  1888. GH.popInts(1);
  1889. }
  1890. if(CSH->howManyPlayerInterfaces() == 1)
  1891. {
  1892. GH.curInt = this;
  1893. adventureInt->startTurn();
  1894. }
  1895. if (player != playerID && this == LOCPLINT)
  1896. {
  1897. waitWhileDialog();
  1898. adventureInt->aiTurnStarted();
  1899. }
  1900. }
  1901. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1902. {
  1903. while(!dialogs.empty())
  1904. {
  1905. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1906. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1907. }
  1908. waitWhileDialog(unlockPim);
  1909. }
  1910. void CPlayerInterface::proposeLoadingGame()
  1911. {
  1912. showYesNoDialog(CGI->generaltexth->allTexts[68], [](){ GH.pushUserEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
  1913. }
  1914. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  1915. {
  1916. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  1917. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  1918. }
  1919. bool CPlayerInterface::capturedAllEvents()
  1920. {
  1921. if (duringMovement)
  1922. {
  1923. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1924. return true;
  1925. }
  1926. if (ignoreEvents)
  1927. {
  1928. boost::unique_lock<boost::mutex> un(eventsM);
  1929. while(!SDLEventsQueue.empty())
  1930. {
  1931. SDLEventsQueue.pop();
  1932. }
  1933. return true;
  1934. }
  1935. return false;
  1936. }
  1937. void CPlayerInterface::setMovementStatus(bool value)
  1938. {
  1939. duringMovement = value;
  1940. if (value)
  1941. {
  1942. CCS->curh->hide();
  1943. }
  1944. else
  1945. {
  1946. CCS->curh->show();
  1947. }
  1948. }
  1949. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1950. {
  1951. int i = 1;
  1952. auto getObj = [&](int3 coord, bool ignoreHero)
  1953. {
  1954. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1955. };
  1956. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  1957. {
  1958. if (action != CGPathNode::TELEPORT_NORMAL &&
  1959. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  1960. action != CGPathNode::TELEPORT_BATTLE)
  1961. {
  1962. return false;
  1963. }
  1964. return true;
  1965. };
  1966. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1967. {
  1968. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1969. return nextObjectTop;
  1970. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1971. CGTeleport::isConnected(currentObject, nextObject))
  1972. {
  1973. return nextObject;
  1974. }
  1975. return nullptr;
  1976. };
  1977. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1978. stillMoveHero.data = CONTINUE_MOVE;
  1979. auto doMovement = [&](int3 dst, bool transit)
  1980. {
  1981. stillMoveHero.data = WAITING_MOVE;
  1982. cb->moveHero(h, dst, transit);
  1983. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1984. stillMoveHero.cond.wait(un);
  1985. };
  1986. {
  1987. for (auto & elem : path.nodes)
  1988. elem.coord = h->convertFromVisitablePos(elem.coord);
  1989. TerrainId currentTerrain = ETerrainId::NONE;
  1990. TerrainId newTerrain;
  1991. bool wasOnRoad = true;
  1992. int sh = -1;
  1993. auto canStop = [&](CGPathNode * node) -> bool
  1994. {
  1995. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  1996. return true;
  1997. if (node->accessible == CGPathNode::ACCESSIBLE)
  1998. return true;
  1999. return false;
  2000. };
  2001. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  2002. {
  2003. int3 prevCoord = path.nodes[i].coord;
  2004. int3 nextCoord = path.nodes[i-1].coord;
  2005. auto prevRoad = cb->getTile(h->convertToVisitablePos(prevCoord))->roadType;
  2006. auto nextRoad = cb->getTile(h->convertToVisitablePos(nextCoord))->roadType;
  2007. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  2008. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  2009. auto nextObjectTop = getObj(nextCoord, false);
  2010. auto nextObject = getObj(nextCoord, true);
  2011. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  2012. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  2013. {
  2014. CCS->soundh->stopSound(sh);
  2015. destinationTeleport = destTeleportObj->id;
  2016. destinationTeleportPos = nextCoord;
  2017. doMovement(h->pos, false);
  2018. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
  2019. || path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
  2020. {
  2021. destinationTeleport = ObjectInstanceID();
  2022. destinationTeleportPos = int3(-1);
  2023. }
  2024. if(i != path.nodes.size() - 1)
  2025. {
  2026. if (movingOnRoad)
  2027. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSound, -1);
  2028. else
  2029. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSoundPenalty, -1);
  2030. }
  2031. continue;
  2032. }
  2033. if (path.nodes[i-1].turns)
  2034. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  2035. stillMoveHero.data = STOP_MOVE;
  2036. break;
  2037. }
  2038. // Start a new sound for the hero movement or let the existing one carry on.
  2039. #if 0
  2040. // TODO
  2041. if (hero is flying && sh == -1)
  2042. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  2043. #endif
  2044. {
  2045. newTerrain = cb->getTile(h->convertToVisitablePos(prevCoord))->terType->getId();
  2046. if(newTerrain != currentTerrain || wasOnRoad != movingOnRoad)
  2047. {
  2048. CCS->soundh->stopSound(sh);
  2049. if (movingOnRoad)
  2050. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSound, -1);
  2051. else
  2052. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSoundPenalty, -1);
  2053. currentTerrain = newTerrain;
  2054. wasOnRoad = movingOnRoad;
  2055. }
  2056. }
  2057. 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
  2058. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  2059. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  2060. bool useTransit = false;
  2061. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  2062. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  2063. || CGTeleport::isTeleport(nextObjectTop)))
  2064. { // Hero should be able to go through object if it's allow transit
  2065. useTransit = true;
  2066. }
  2067. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  2068. useTransit = true;
  2069. doMovement(endpos, useTransit);
  2070. logGlobal->trace("Resuming %s", __FUNCTION__);
  2071. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  2072. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  2073. break;
  2074. }
  2075. CCS->soundh->stopSound(sh);
  2076. }
  2077. //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
  2078. if (!showingDialog->get())
  2079. GH.fakeMouseMove();
  2080. //todo: this should be in main thread
  2081. if (adventureInt)
  2082. {
  2083. // (i == 0) means hero went through all the path
  2084. adventureInt->updateMoveHero(h, (i != 0));
  2085. adventureInt->updateNextHero(h);
  2086. // ugly workaround to force instant update of adventure map
  2087. adventureInt->animValHitCount = 8;
  2088. }
  2089. setMovementStatus(false);
  2090. }
  2091. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
  2092. {
  2093. EVENT_HANDLER_CALLED_BY_CLIENT;
  2094. //TODO: showWorldViewEx
  2095. std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));
  2096. viewWorldMap();
  2097. }
  2098. void CPlayerInterface::updateAmbientSounds(bool resetAll)
  2099. {
  2100. if(castleInt || battleInt || !makingTurn || !currentSelection)
  2101. {
  2102. CCS->soundh->ambientStopAllChannels();
  2103. return;
  2104. }
  2105. else if(!dynamic_cast<CAdvMapInt *>(GH.topInt().get()))
  2106. {
  2107. return;
  2108. }
  2109. if(resetAll)
  2110. CCS->soundh->ambientStopAllChannels();
  2111. std::map<std::string, int> currentSounds;
  2112. auto updateSounds = [&](std::string soundId, int distance) -> void
  2113. {
  2114. if(vstd::contains(currentSounds, soundId))
  2115. currentSounds[soundId] = std::max(currentSounds[soundId], distance);
  2116. else
  2117. currentSounds.insert(std::make_pair(soundId, distance));
  2118. };
  2119. int3 pos = currentSelection->getSightCenter();
  2120. std::unordered_set<int3, ShashInt3> tiles;
  2121. cb->getVisibleTilesInRange(tiles, pos, CCS->soundh->ambientGetRange(), int3::DIST_CHEBYSHEV);
  2122. for(int3 tile : tiles)
  2123. {
  2124. int dist = pos.dist(tile, int3::DIST_CHEBYSHEV);
  2125. // We want sound for every special terrain on tile and not just one on top
  2126. for(auto & ttObj : CGI->mh->ttiles[tile.z][tile.x][tile.y].objects)
  2127. {
  2128. if(ttObj.ambientSound)
  2129. updateSounds(ttObj.ambientSound.get(), dist);
  2130. }
  2131. if(CGI->mh->map->isCoastalTile(tile))
  2132. updateSounds("LOOPOCEA", dist);
  2133. }
  2134. CCS->soundh->ambientUpdateChannels(currentSounds);
  2135. }