CPlayerInterface.cpp 81 KB

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  1. #include "StdInc.h"
  2. #include "CAdvmapInterface.h"
  3. #include "BattleInterface/CBattleInterface.h"
  4. #include "BattleInterface/CBattleInterfaceClasses.h"
  5. #include "../CCallback.h"
  6. #include "CCastleInterface.h"
  7. #include "UIFramework/CCursorHandler.h"
  8. #include "CKingdomInterface.h"
  9. #include "CGameInfo.h"
  10. #include "CHeroWindow.h"
  11. #include "CCreatureWindow.h"
  12. #include "CMessage.h"
  13. #include "CPlayerInterface.h"
  14. //#include "UIFramework/SDL_Extensions.h"
  15. #include "UIFramework/SDL_Extensions.h"
  16. #include "CConfigHandler.h"
  17. #include "BattleInterface/CCreatureAnimation.h"
  18. #include "Graphics.h"
  19. #include "../lib/CArtHandler.h"
  20. #include "../lib/CGeneralTextHandler.h"
  21. #include "../lib/CHeroHandler.h"
  22. #include "../lib/CLodHandler.h"
  23. #include "../lib/CObjectHandler.h"
  24. #include "../lib/Connection.h"
  25. #include "../lib/CSpellHandler.h"
  26. #include "../lib/CTownHandler.h"
  27. #include "../lib/BattleState.h"
  28. #include "../lib/JsonNode.h"
  29. #include "CMusicHandler.h"
  30. #include "../lib/CondSh.h"
  31. #include "../lib/NetPacks.h"
  32. #include "../lib/map.h"
  33. #include "../lib/VCMIDirs.h"
  34. #include "mapHandler.h"
  35. #include "../lib/CStopWatch.h"
  36. #include "../lib/StartInfo.h"
  37. #include "../lib/CGameState.h"
  38. #include "../lib/GameConstants.h"
  39. #include "UIFramework/CGuiHandler.h"
  40. #include "../lib/UnlockGuard.h"
  41. #ifdef min
  42. #undef min
  43. #endif
  44. #ifdef max
  45. #undef max
  46. #endif
  47. /*
  48. * CPlayerInterface.cpp, part of VCMI engine
  49. *
  50. * Authors: listed in file AUTHORS in main folder
  51. *
  52. * License: GNU General Public License v2.0 or later
  53. * Full text of license available in license.txt file, in main folder
  54. *
  55. */
  56. // The macro below is used to mark functions that are called by client when game state changes.
  57. // They all assume that CPlayerInterface::pim mutex is locked.
  58. #define EVENT_HANDLER_CALLED_BY_CLIENT
  59. // The macro marks functions that are run on a new thread by client.
  60. // They do not own any mutexes intiially.
  61. #define THREAD_CREATED_BY_CLIENT
  62. using namespace boost::assign;
  63. using namespace CSDL_Ext;
  64. void processCommand(const std::string &message, CClient *&client);
  65. extern std::queue<SDL_Event*> events;
  66. extern boost::mutex eventsM;
  67. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  68. CPlayerInterface * LOCPLINT;
  69. CBattleInterface * CPlayerInterface::battleInt;
  70. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  71. CondSh<EMoveState> stillMoveHero; //used during hero movement
  72. int CPlayerInterface::howManyPeople = 0;
  73. struct OCM_HLP_CGIN
  74. {
  75. bool inline operator ()(const std::pair<const CGObjectInstance*,SDL_Rect> & a, const std::pair<const CGObjectInstance*,SDL_Rect> & b) const
  76. {
  77. return (*a.first)<(*b.first);
  78. }
  79. } ocmptwo_cgin ;
  80. CPlayerInterface::CPlayerInterface(int Player)
  81. {
  82. observerInDuelMode = false;
  83. howManyPeople++;
  84. GH.defActionsDef = 0;
  85. LOCPLINT = this;
  86. curAction = NULL;
  87. playerID=Player;
  88. human=true;
  89. castleInt = NULL;
  90. battleInt = NULL;
  91. //pim = new boost::recursive_mutex;
  92. makingTurn = false;
  93. showingDialog = new CondSh<bool>(false);
  94. cingconsole = new CInGameConsole;
  95. terminate_cond.set(false);
  96. firstCall = 1; //if loading will be overwritten in serialize
  97. autosaveCount = 0;
  98. }
  99. CPlayerInterface::~CPlayerInterface()
  100. {
  101. howManyPeople--;
  102. //delete pim;
  103. //vstd::clear_pointer(pim);
  104. delete showingDialog;
  105. if(adventureInt)
  106. {
  107. if(adventureInt->active & CIntObject::KEYBOARD)
  108. adventureInt->deactivateKeys();
  109. delete adventureInt;
  110. adventureInt = NULL;
  111. }
  112. delete cingconsole;
  113. LOCPLINT = NULL;
  114. }
  115. void CPlayerInterface::init(CCallback * CB)
  116. {
  117. cb = dynamic_cast<CCallback*>(CB);
  118. if(observerInDuelMode)
  119. return;
  120. if(!towns.size() && !wanderingHeroes.size())
  121. initializeHeroTownList();
  122. if(!adventureInt)
  123. adventureInt = new CAdvMapInt();
  124. }
  125. void CPlayerInterface::yourTurn()
  126. {
  127. EVENT_HANDLER_CALLED_BY_CLIENT;
  128. {
  129. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  130. LOCPLINT = this;
  131. GH.curInt = this;
  132. adventureInt->selection = NULL;
  133. if(firstCall)
  134. {
  135. if(howManyPeople == 1)
  136. adventureInt->setPlayer(playerID);
  137. autosaveCount = getLastIndex("Autosave_");
  138. if(firstCall > 0) //new game, not loaded
  139. {
  140. int index = getLastIndex("Newgame_Autosave_");
  141. index %= SAVES_COUNT;
  142. cb->save("Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  143. }
  144. firstCall = 0;
  145. }
  146. else
  147. {
  148. LOCPLINT->cb->save("Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  149. autosaveCount %= 5;
  150. }
  151. if(adventureInt->player != playerID)
  152. adventureInt->setPlayer(playerID);
  153. if(howManyPeople > 1) //hot seat message
  154. {
  155. adventureInt->startHotSeatWait(playerID);
  156. makingTurn = true;
  157. std::string msg = CGI->generaltexth->allTexts[13];
  158. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  159. std::vector<CComponent*> cmp;
  160. cmp.push_back(new CComponent(CComponent::flag, playerID, 0));
  161. showInfoDialog(msg, cmp);
  162. }
  163. else
  164. {
  165. makingTurn = true;
  166. adventureInt->startTurn();
  167. }
  168. }
  169. acceptTurn();
  170. }
  171. STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const int & hid)
  172. {
  173. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  174. for(int h=0; h<hlp.objects.size(); ++h)
  175. if(hlp.objects[h].first->id==hid)
  176. {
  177. hlp.objects[h].second = r;
  178. return;
  179. }
  180. }
  181. STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const int & hid)
  182. {
  183. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  184. for(int h=0; h<hlp.objects.size(); ++h)
  185. if(hlp.objects[h].first->id==hid)
  186. {
  187. hlp.objects.erase(hlp.objects.begin()+h);
  188. return;
  189. }
  190. }
  191. void CPlayerInterface::heroMoved(const TryMoveHero & details)
  192. {
  193. EVENT_HANDLER_CALLED_BY_CLIENT;
  194. waitWhileDialog();
  195. if(LOCPLINT != this)
  196. return;
  197. const CGHeroInstance * ho = cb->getHero(details.id); //object representing this hero
  198. int3 hp = details.start;
  199. if(!ho)
  200. {
  201. //AI hero left the visible area (we can't obtain info)
  202. //TODO very evil workaround -> retreive pointer to hero so we could animate it
  203. // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
  204. const TerrainTile2 &tile = CGI->mh->ttiles[hp.x-1][hp.y][hp.z];
  205. for(int i = 0; i < tile.objects.size(); i++)
  206. if(tile.objects[i].first->id == details.id)
  207. ho = dynamic_cast<const CGHeroInstance *>(tile.objects[i].first);
  208. if(!ho) //still nothing...
  209. return;
  210. }
  211. adventureInt->centerOn(ho); //actualizing screen pos
  212. adventureInt->minimap.redraw();
  213. adventureInt->heroList.redraw();
  214. bool directlyAttackingCreature =
  215. CGI->mh->map->isInTheMap(details.attackedFrom)
  216. && adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
  217. && adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
  218. if(makingTurn && ho->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  219. {
  220. //We may need to change music - select new track, music handler will change it if needed
  221. CCS->musich->playMusic(CCS->musich->terrainMusics[LOCPLINT->cb->getTile(ho->visitablePos())->tertype], -1);
  222. if(details.result == TryMoveHero::TELEPORTATION)
  223. {
  224. if(adventureInt->terrain.currentPath)
  225. {
  226. assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
  227. std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
  228. if((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
  229. && (nodesIt-1)->coord == CGHeroInstance::convertPosition(details.end, false))
  230. {
  231. //path was between entrance and exit of teleport -> OK, erase node as usual
  232. removeLastNodeFromPath(ho);
  233. }
  234. else
  235. {
  236. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  237. eraseCurrentPathOf(ho);
  238. }
  239. }
  240. return; //teleport - no fancy moving animation
  241. //TODO: smooth disappear / appear effect
  242. }
  243. if (ho->pos != details.end //hero didn't change tile but visit succeeded
  244. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  245. {
  246. eraseCurrentPathOf(ho);
  247. }
  248. else if(adventureInt->terrain.currentPath && ho->pos == details.end) //&& hero is moving
  249. {
  250. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  251. removeLastNodeFromPath(ho);
  252. }
  253. }
  254. if (details.result != TryMoveHero::SUCCESS) //hero failed to move
  255. {
  256. ho->isStanding = true;
  257. stillMoveHero.setn(STOP_MOVE);
  258. GH.totalRedraw();
  259. return;
  260. }
  261. initMovement(details, ho, hp);
  262. //first initializing done
  263. GH.mainFPSmng->framerateDelay(); // after first move
  264. ui32 speed = settings["adventure"]["heroSpeed"].Float();
  265. //main moving
  266. for(int i=1; i<32; i+=2*speed)
  267. {
  268. movementPxStep(details, i, hp, ho);
  269. adventureInt->updateScreen = true;
  270. adventureInt->show(screen);
  271. CSDL_Ext::update(screen);
  272. GH.mainFPSmng->framerateDelay(); //for animation purposes
  273. } //for(int i=1; i<32; i+=4)
  274. //main moving done
  275. //finishing move
  276. finishMovement(details, hp, ho);
  277. ho->isStanding = true;
  278. //move finished
  279. adventureInt->minimap.redraw();
  280. adventureInt->heroList.update(ho);
  281. //check if user cancelled movement
  282. {
  283. boost::unique_lock<boost::mutex> un(eventsM);
  284. while(events.size())
  285. {
  286. SDL_Event *ev = events.front();
  287. events.pop();
  288. switch(ev->type)
  289. {
  290. case SDL_MOUSEBUTTONDOWN:
  291. stillMoveHero.setn(STOP_MOVE);
  292. break;
  293. case SDL_KEYDOWN:
  294. if(ev->key.keysym.sym < SDLK_F1 || ev->key.keysym.sym > SDLK_F15)
  295. stillMoveHero.setn(STOP_MOVE);
  296. break;
  297. }
  298. delete ev;
  299. }
  300. }
  301. if(stillMoveHero.get() == WAITING_MOVE)
  302. stillMoveHero.setn(DURING_MOVE);
  303. // Hero attacked creature directly, set direction to face it.
  304. if (directlyAttackingCreature) {
  305. // Get direction to attacker.
  306. int3 posOffset = details.attackedFrom - details.end + int3(2, 1, 0);
  307. static const ui8 dirLookup[3][3] = {
  308. { 1, 2, 3 },
  309. { 8, 0, 4 },
  310. { 7, 6, 5 }
  311. };
  312. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  313. const_cast<CGHeroInstance *>(ho)->moveDir = dirLookup[posOffset.y][posOffset.x];
  314. }
  315. }
  316. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  317. {
  318. EVENT_HANDLER_CALLED_BY_CLIENT;
  319. const CArmedInstance *newSelection = nullptr;
  320. if (makingTurn)
  321. {
  322. //find new object for selection: either hero
  323. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  324. if (next >= 0)
  325. newSelection = wanderingHeroes[next];
  326. //or town
  327. if (!newSelection || newSelection == hero)
  328. {
  329. if (towns.empty())
  330. newSelection = nullptr;
  331. else
  332. newSelection = towns.front();
  333. }
  334. }
  335. wanderingHeroes -= hero;
  336. if(vstd::contains(paths, hero))
  337. paths.erase(hero);
  338. adventureInt->heroList.update(hero);
  339. if (makingTurn)
  340. adventureInt->select(newSelection, true);
  341. else
  342. adventureInt->selection = nullptr;
  343. }
  344. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  345. {
  346. EVENT_HANDLER_CALLED_BY_CLIENT;
  347. wanderingHeroes.push_back(hero);
  348. adventureInt->heroList.update(hero);
  349. }
  350. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  351. {
  352. if (castleInt)
  353. castleInt->close();
  354. castleInt = new CCastleInterface(town);
  355. GH.pushInt(castleInt);
  356. }
  357. int3 CPlayerInterface::repairScreenPos(int3 pos)
  358. {
  359. if(pos.x<-CGI->mh->frameW)
  360. pos.x = -CGI->mh->frameW;
  361. if(pos.y<-CGI->mh->frameH)
  362. pos.y = -CGI->mh->frameH;
  363. if(pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
  364. pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
  365. if(pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
  366. pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
  367. return pos;
  368. }
  369. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  370. {
  371. EVENT_HANDLER_CALLED_BY_CLIENT;
  372. if(which == 4)
  373. {
  374. if(CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))
  375. ctw->setExpToLevel();
  376. }
  377. else if(which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  378. updateInfo(hero);
  379. }
  380. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  381. {
  382. EVENT_HANDLER_CALLED_BY_CLIENT;
  383. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt());
  384. if(cuw) //university window is open
  385. {
  386. GH.totalRedraw();
  387. }
  388. }
  389. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  390. {
  391. EVENT_HANDLER_CALLED_BY_CLIENT;
  392. updateInfo(hero);
  393. if(makingTurn && hero->tempOwner == playerID)
  394. adventureInt->heroList.update(hero);
  395. }
  396. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  397. {
  398. EVENT_HANDLER_CALLED_BY_CLIENT;
  399. if(makingTurn && hero->tempOwner == playerID)
  400. adventureInt->heroList.update(hero);
  401. }
  402. void CPlayerInterface::receivedResource(int type, int val)
  403. {
  404. EVENT_HANDLER_CALLED_BY_CLIENT;
  405. if(CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
  406. mw->resourceChanged(type, val);
  407. GH.totalRedraw();
  408. }
  409. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16>& skills, boost::function<void(ui32)> &callback)
  410. {
  411. EVENT_HANDLER_CALLED_BY_CLIENT;
  412. waitWhileDialog();
  413. CCS->soundh->playSound(soundBase::heroNewLevel);
  414. CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,callback);
  415. GH.pushInt(lw);
  416. }
  417. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, boost::function<void(ui32)> &callback)
  418. {
  419. EVENT_HANDLER_CALLED_BY_CLIENT;
  420. waitWhileDialog();
  421. CCS->soundh->playSound(soundBase::heroNewLevel);
  422. //boost::function<void(ui32)>(boost::bind(&CCallback::selectionMade,cl->callbacks[h->tempOwner].get(),_1,id))
  423. auto callback2 = boost::bind (&CCallback::selectionMade, cb, 0, playerID);
  424. showYesNoDialog ("Commander got level", callback2, callback2, true, std::vector<CComponent*>());
  425. //showYesNoDialog ("Commander got level", callback, callback, true, std::vector<CComponent*>());
  426. //TODO: display full window
  427. //CCreatureWindow * cw = new CCreatureWindow(commander);
  428. //GH.pushInt(cw);
  429. }
  430. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  431. {
  432. EVENT_HANDLER_CALLED_BY_CLIENT;
  433. updateInfo(town);
  434. if(town->garrisonHero && vstd::contains(wanderingHeroes,town->garrisonHero)) //wandering hero moved to the garrison
  435. {
  436. CGI->mh->hideObject(town->garrisonHero);
  437. wanderingHeroes -= town->garrisonHero;
  438. }
  439. if(town->visitingHero && !vstd::contains(wanderingHeroes,town->visitingHero)) //hero leaves garrison
  440. {
  441. CGI->mh->printObject(town->visitingHero);
  442. wanderingHeroes.push_back(town->visitingHero);
  443. }
  444. adventureInt->heroList.update();
  445. adventureInt->updateNextHero(NULL);
  446. if(CCastleInterface *c = castleInt)
  447. {
  448. c->garr->highlighted = NULL;
  449. c->garr->setArmy(town->getUpperArmy(), 0);
  450. c->garr->setArmy(town->visitingHero, 1);
  451. c->garr->recreateSlots();
  452. c->heroes->update();
  453. }
  454. BOOST_FOREACH(IShowActivatable *isa, GH.listInt)
  455. {
  456. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  457. if (ki)
  458. {
  459. ki->townChanged(town);
  460. ki->updateGarrisons();
  461. }
  462. }
  463. GH.totalRedraw();
  464. }
  465. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  466. {
  467. EVENT_HANDLER_CALLED_BY_CLIENT;
  468. if(hero->tempOwner != playerID )
  469. return;
  470. waitWhileDialog();
  471. openTownWindow(town);
  472. }
  473. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  474. {
  475. boost::unique_lock<boost::recursive_mutex> un(*pim);
  476. updateInfo(obj);
  477. for(std::list<IShowActivatable*>::iterator i = GH.listInt.begin(); i != GH.listInt.end(); i++)
  478. {
  479. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(*i);
  480. if (cgh)
  481. cgh->updateGarrisons();
  482. if(CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(*i))
  483. {
  484. if(obj == cmw->hero)
  485. cmw->garrisonChanged();
  486. }
  487. }
  488. GH.totalRedraw();
  489. }
  490. void CPlayerInterface::buildChanged(const CGTownInstance *town, int buildingID, int what) //what: 1 - built, 2 - demolished
  491. {
  492. EVENT_HANDLER_CALLED_BY_CLIENT;
  493. switch (buildingID)
  494. {
  495. case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 15:
  496. updateInfo(town);
  497. break;
  498. }
  499. if(!castleInt)
  500. return;
  501. if(castleInt->town!=town)
  502. return;
  503. switch(what)
  504. {
  505. case 1:
  506. CCS->soundh->playSound(soundBase::newBuilding);
  507. castleInt->addBuilding(buildingID);
  508. break;
  509. case 2:
  510. castleInt->removeBuilding(buildingID);
  511. break;
  512. }
  513. adventureInt->townList.update(town);
  514. castleInt->townlist->update(town);
  515. }
  516. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  517. {
  518. EVENT_HANDLER_CALLED_BY_CLIENT;
  519. if(LOCPLINT != this)
  520. { //another local interface should do this
  521. return;
  522. }
  523. waitForAllDialogs();
  524. GH.pushInt(battleInt);
  525. }
  526. void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
  527. {
  528. EVENT_HANDLER_CALLED_BY_CLIENT;
  529. if(LOCPLINT != this)
  530. { //another local interface should do this
  531. return;
  532. }
  533. for(int b=0; b<healedStacks.size(); ++b)
  534. {
  535. const CStack * healed = cb->battleGetStackByID(healedStacks[b].first);
  536. if(battleInt->creAnims[healed->ID]->getType() == CCreatureAnim::DEATH)
  537. {
  538. //stack has been resurrected
  539. battleInt->creAnims[healed->ID]->setType(CCreatureAnim::HOLDING);
  540. }
  541. }
  542. if (lifeDrain)
  543. {
  544. const CStack *attacker = cb->battleGetStackByID(healedStacks[0].first, false);
  545. const CStack *defender = cb->battleGetStackByID(lifeDrainFrom, false);
  546. int textOff = 0;
  547. if (attacker)
  548. {
  549. battleInt->displayEffect(52, attacker->position); //TODO: transparency
  550. if (attacker->count > 1)
  551. {
  552. textOff += 1;
  553. }
  554. CCS->soundh->playSound(soundBase::DRAINLIF);
  555. }
  556. //print info about life drain
  557. char textBuf[1000];
  558. sprintf(textBuf, CGI->generaltexth->allTexts[361 + textOff].c_str(), attacker->getCreature()->nameSing.c_str(),
  559. healedStacks[0].second, defender->getCreature()->namePl.c_str());
  560. battleInt->console->addText(textBuf);
  561. }
  562. if (tentHeal)
  563. {
  564. std::string text = CGI->generaltexth->allTexts[414];
  565. boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(lifeDrainFrom, false)->getCreature()->nameSing);
  566. boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(healedStacks[0].first, false)->getCreature()->nameSing);
  567. boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(healedStacks[0].second));
  568. battleInt->console->addText(text);
  569. }
  570. }
  571. void CPlayerInterface::battleNewStackAppeared(const CStack * stack)
  572. {
  573. EVENT_HANDLER_CALLED_BY_CLIENT;
  574. if(LOCPLINT != this)
  575. { //another local interface should do this
  576. return;
  577. }
  578. battleInt->newStack(stack);
  579. }
  580. void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
  581. {
  582. EVENT_HANDLER_CALLED_BY_CLIENT;
  583. if(LOCPLINT != this)
  584. { //another local interface should do this
  585. return;
  586. }
  587. // for(std::set<si32>::const_iterator it = removedObstacles.begin(); it != removedObstacles.end(); ++it)
  588. // {
  589. // for(std::map< int, CDefHandler * >::iterator itBat = battleInt->idToObstacle.begin(); itBat != battleInt->idToObstacle.end(); ++itBat)
  590. // {
  591. // if(itBat->first == *it) //remove this obstacle
  592. // {
  593. // battleInt->idToObstacle.erase(itBat);
  594. // break;
  595. // }
  596. // }
  597. // }
  598. //update accessible hexes
  599. battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
  600. }
  601. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  602. {
  603. EVENT_HANDLER_CALLED_BY_CLIENT;
  604. if(LOCPLINT != this)
  605. { //another local interface should do this
  606. return;
  607. }
  608. battleInt->stackIsCatapulting(ca);
  609. }
  610. void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
  611. {
  612. EVENT_HANDLER_CALLED_BY_CLIENT;
  613. if(LOCPLINT != this)
  614. { //another local interface should do this
  615. return;
  616. }
  617. for(std::set<ui32>::const_iterator it = bsr.stackIDs.begin(); it != bsr.stackIDs.end(); ++it) //for each removed stack
  618. {
  619. battleInt->stackRemoved(*it);
  620. //battleInt->stackRemoved(LOCPLINT->cb->battleGetStackByID(*it));
  621. }
  622. }
  623. 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
  624. {
  625. EVENT_HANDLER_CALLED_BY_CLIENT;
  626. if(LOCPLINT != this)
  627. { //another local interface should do this
  628. return;
  629. }
  630. battleInt->newRound(round);
  631. }
  632. void CPlayerInterface::actionStarted(const BattleAction* action)
  633. {
  634. EVENT_HANDLER_CALLED_BY_CLIENT;
  635. if(LOCPLINT != this)
  636. { //another local interface should do this
  637. return;
  638. }
  639. curAction = new BattleAction(*action);
  640. battleInt->startAction(action);
  641. }
  642. void CPlayerInterface::actionFinished(const BattleAction* action)
  643. {
  644. EVENT_HANDLER_CALLED_BY_CLIENT;
  645. if(LOCPLINT != this)
  646. { //another local interface should do this
  647. return;
  648. }
  649. delete curAction;
  650. curAction = NULL;
  651. battleInt->endAction(action);
  652. }
  653. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  654. {
  655. THREAD_CREATED_BY_CLIENT;
  656. tlog5 << "Awaiting command for " << stack->nodeName() << std::endl;
  657. CBattleInterface *b = battleInt;
  658. assert(!b->givenCommand->get()); //command buffer must be clean (we don't want to use old command)
  659. {
  660. boost::unique_lock<boost::recursive_mutex> un(*pim);
  661. b->stackActivated(stack);
  662. //Regeneration & mana drain go there
  663. }
  664. //wait till BattleInterface sets its command
  665. boost::unique_lock<boost::mutex> lock(b->givenCommand->mx);
  666. while(!b->givenCommand->data)
  667. {
  668. b->givenCommand->cond.wait(lock);
  669. if(!battleInt) //batle ended while we were waiting for movement (eg. because of spell)
  670. throw boost::thread_interrupted(); //will shut the thread peacefully
  671. }
  672. //tidy up
  673. BattleAction ret = *(b->givenCommand->data);
  674. delete b->givenCommand->data;
  675. b->givenCommand->data = NULL;
  676. //return command
  677. tlog5 << "Giving command for " << stack->nodeName() << std::endl;
  678. return ret;
  679. }
  680. void CPlayerInterface::battleEnd(const BattleResult *br)
  681. {
  682. EVENT_HANDLER_CALLED_BY_CLIENT;
  683. if(LOCPLINT != this)
  684. { //another local interface should do this
  685. return;
  686. }
  687. battleInt->battleFinished(*br);
  688. }
  689. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
  690. {
  691. EVENT_HANDLER_CALLED_BY_CLIENT;
  692. if(LOCPLINT != this)
  693. { //another local interface should do this
  694. return;
  695. }
  696. battleInt->stackMoved(stack, dest, distance);
  697. }
  698. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  699. {
  700. EVENT_HANDLER_CALLED_BY_CLIENT;
  701. if(LOCPLINT != this)
  702. { //another local interface should do this
  703. return;
  704. }
  705. battleInt->spellCast(sc);
  706. }
  707. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  708. {
  709. EVENT_HANDLER_CALLED_BY_CLIENT;
  710. if(LOCPLINT != this)
  711. { //another local interface should do this
  712. return;
  713. }
  714. battleInt->battleStacksEffectsSet(sse);
  715. }
  716. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  717. {
  718. EVENT_HANDLER_CALLED_BY_CLIENT;
  719. battleInt->battleTriggerEffect(bte);
  720. }
  721. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
  722. {
  723. EVENT_HANDLER_CALLED_BY_CLIENT;
  724. if(LOCPLINT != this)
  725. { //another local interface should do this
  726. return;
  727. }
  728. std::vector<StackAttackedInfo> arg;
  729. for(std::vector<BattleStackAttacked>::const_iterator i = bsa.begin(); i != bsa.end(); i++)
  730. {
  731. const CStack *defender = cb->battleGetStackByID(i->stackAttacked, false);
  732. const CStack *attacker = cb->battleGetStackByID(i->attackerID, false);
  733. if(i->isEffect() && i->effect != 12) //and not armageddon
  734. {
  735. if (defender && !i->isSecondary())
  736. battleInt->displayEffect(i->effect, defender->position);
  737. }
  738. bool shooting = (LOCPLINT->curAction ? LOCPLINT->curAction->actionType == BattleAction::SHOOT : false); //FIXME: why action is deleted during enchanter cast?
  739. StackAttackedInfo to_put = {defender, i->damageAmount, i->killedAmount, attacker, shooting, i->killed(), i->willRebirth(), i->cloneKilled()};
  740. arg.push_back(to_put);
  741. }
  742. if(bsa.begin()->isEffect() && bsa.begin()->effect == 12) //for armageddon - I hope this condition is enough
  743. {
  744. battleInt->displayEffect(bsa.begin()->effect, -1);
  745. }
  746. battleInt->stacksAreAttacked(arg);
  747. }
  748. void CPlayerInterface::battleAttack(const BattleAttack *ba)
  749. {
  750. EVENT_HANDLER_CALLED_BY_CLIENT;
  751. if(LOCPLINT != this)
  752. { //another local interface should do this
  753. return;
  754. }
  755. assert(curAction);
  756. if(ba->lucky()) //lucky hit
  757. {
  758. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  759. std::string hlp = CGI->generaltexth->allTexts[45];
  760. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  761. battleInt->console->addText(hlp);
  762. battleInt->displayEffect(18, stack->position);
  763. }
  764. //TODO: bad luck?
  765. if (ba->deathBlow())
  766. {
  767. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  768. std::string hlp = CGI->generaltexth->allTexts[(stack->count != 1) ? 366 : 365];
  769. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  770. battleInt->console->addText(hlp);
  771. for (std::vector<BattleStackAttacked>::const_iterator i = ba->bsa.begin(); i != ba->bsa.end(); i++)
  772. {
  773. const CStack * attacked = cb->battleGetStackByID(i->stackAttacked);
  774. battleInt->displayEffect(73, attacked->position);
  775. }
  776. }
  777. const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
  778. if(ba->shot())
  779. {
  780. for(std::vector<BattleStackAttacked>::const_iterator i = ba->bsa.begin(); i != ba->bsa.end(); i++)
  781. {
  782. if (!i->isSecondary()) //display projectile only for primary target
  783. {
  784. const CStack * attacked = cb->battleGetStackByID(i->stackAttacked);
  785. battleInt->stackAttacking(attacker, cb->battleGetPos(i->stackAttacked), attacked, true);
  786. }
  787. }
  788. }
  789. else
  790. {
  791. int shift = 0;
  792. if(ba->counter() && BattleHex::mutualPosition(curAction->destinationTile, attacker->position) < 0)
  793. {
  794. int distp = BattleHex::getDistance(curAction->destinationTile + 1, attacker->position);
  795. int distm = BattleHex::getDistance(curAction->destinationTile - 1, attacker->position);
  796. if( distp < distm )
  797. shift = 1;
  798. else
  799. shift = -1;
  800. }
  801. const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
  802. battleInt->stackAttacking( attacker, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, attacked, false);
  803. }
  804. }
  805. void CPlayerInterface::battleObstaclePlaced(const CObstacleInstance &obstacle)
  806. {
  807. EVENT_HANDLER_CALLED_BY_CLIENT;
  808. if(LOCPLINT != this)
  809. { //another local interface should do this
  810. return;
  811. }
  812. battleInt->obstaclePlaced(obstacle);
  813. }
  814. void CPlayerInterface::yourTacticPhase(int distance)
  815. {
  816. THREAD_CREATED_BY_CLIENT;
  817. while(battleInt && battleInt->tacticsMode)
  818. boost::this_thread::sleep(boost::posix_time::millisec(1));
  819. }
  820. void CPlayerInterface::showComp(const Component &comp, std::string message)
  821. {
  822. EVENT_HANDLER_CALLED_BY_CLIENT;
  823. waitWhileDialog(); //Fix for mantis #98
  824. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  825. adventureInt->infoBar.showComponent(comp, message);
  826. }
  827. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  828. {
  829. EVENT_HANDLER_CALLED_BY_CLIENT;
  830. std::vector<CComponent*> intComps;
  831. for(int i=0;i<components.size();i++)
  832. intComps.push_back(new CComponent(*components[i]));
  833. showInfoDialog(text,intComps,soundID);
  834. }
  835. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<CComponent*> & components, int soundID, bool delComps)
  836. {
  837. waitWhileDialog();
  838. stopMovement();
  839. CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);
  840. temp->setDelComps(delComps);
  841. if(makingTurn && GH.listInt.size() && LOCPLINT == this)
  842. {
  843. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  844. showingDialog->set(true);
  845. GH.pushInt(temp);
  846. }
  847. else
  848. {
  849. dialogs.push_back(temp);
  850. }
  851. }
  852. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps, const std::vector<CComponent*> & components)
  853. {
  854. boost::unique_lock<boost::recursive_mutex> un(*pim);
  855. stopMovement();
  856. LOCPLINT->showingDialog->setn(true);
  857. CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);
  858. }
  859. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel )
  860. {
  861. EVENT_HANDLER_CALLED_BY_CLIENT;
  862. waitWhileDialog();
  863. stopMovement();
  864. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  865. if(!selection && cancel) //simple yes/no dialog
  866. {
  867. std::vector<CComponent*> intComps;
  868. for(int i=0;i<components.size();i++)
  869. intComps.push_back(new CComponent(components[i])); //will be deleted by close in window
  870. showYesNoDialog(text, boost::bind(&CCallback::selectionMade,cb,1,askID),boost::bind(&CCallback::selectionMade,cb,0,askID),true, intComps);
  871. }
  872. else if(selection)
  873. {
  874. std::vector<CSelectableComponent*> intComps;
  875. for(int i=0;i<components.size();i++)
  876. intComps.push_back(new CSelectableComponent(components[i])); //will be deleted by CSelWindow::close
  877. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  878. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  879. if(cancel)
  880. {
  881. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  882. }
  883. int charperline = 35;
  884. if (pom.size() > 1)
  885. charperline = 50;
  886. CSelWindow * temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);
  887. GH.pushInt(temp);
  888. intComps[0]->clickLeft(true, false);
  889. }
  890. }
  891. void CPlayerInterface::tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos)
  892. {
  893. EVENT_HANDLER_CALLED_BY_CLIENT;
  894. for(boost::unordered_set<int3, ShashInt3>::const_iterator i=pos.begin(); i!=pos.end();i++)
  895. adventureInt->minimap.showTile(*i);
  896. if(pos.size())
  897. GH.totalRedraw();
  898. }
  899. void CPlayerInterface::tileHidden(const boost::unordered_set<int3, ShashInt3> &pos)
  900. {
  901. EVENT_HANDLER_CALLED_BY_CLIENT;
  902. for(boost::unordered_set<int3, ShashInt3>::const_iterator i=pos.begin(); i!=pos.end();i++)
  903. adventureInt->minimap.hideTile(*i);
  904. if(pos.size())
  905. GH.totalRedraw();
  906. }
  907. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  908. {
  909. boost::unique_lock<boost::recursive_mutex> un(*pim);
  910. GH.pushInt(new CHeroWindow(hero));
  911. }
  912. /*
  913. void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
  914. {
  915. boost::unique_lock<boost::recursive_mutex> un(*pim);
  916. if(adventureInt->heroWindow->curHero && adventureInt->heroWindow->curHero->id == hero->id) //hero window is opened
  917. {
  918. adventureInt->heroWindow->deactivate();
  919. adventureInt->heroWindow->setHero(hero);
  920. adventureInt->heroWindow->activate();
  921. }
  922. else if(CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt())) //exchange window is open
  923. {
  924. cew->deactivate();
  925. for(int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
  926. {
  927. if(cew->heroInst[g]->id == hero->id)
  928. {
  929. cew->heroInst[g] = hero;
  930. cew->artifs[g]->updateState = true;
  931. cew->artifs[g]->setHero(hero);
  932. cew->artifs[g]->updateState = false;
  933. }
  934. }
  935. cew->prepareBackground();
  936. cew->activate();
  937. }
  938. else if(CTradeWindow *caw = dynamic_cast<CTradeWindow*>(GH.topInt()))
  939. {
  940. if(caw->arts)
  941. {
  942. caw->deactivate();
  943. caw->arts->updateState = true;
  944. caw->arts->setHero(hero);
  945. caw->arts->updateState = false;
  946. caw->activate();
  947. }
  948. }
  949. updateInfo(hero);
  950. }*/
  951. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  952. {
  953. EVENT_HANDLER_CALLED_BY_CLIENT;
  954. if(const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  955. {
  956. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());
  957. if(fs)
  958. fs->creaturesChanged();
  959. BOOST_FOREACH(IShowActivatable *isa, GH.listInt)
  960. {
  961. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  962. if (ki && townObj)
  963. ki->townChanged(townObj);
  964. }
  965. }
  966. else if(GH.listInt.size() && (town->ID == 17 || town->ID == 20 || town->ID == 106)) //external dwelling
  967. {
  968. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
  969. if(crw && crw->dwelling == town)
  970. crw->availableCreaturesChanged();
  971. }
  972. }
  973. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  974. {
  975. EVENT_HANDLER_CALLED_BY_CLIENT;
  976. if(bonus.type == Bonus::NONE)
  977. return;
  978. updateInfo(hero);
  979. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  980. {
  981. //recalculate paths because hero has lost bonus influencing pathfinding
  982. eraseCurrentPathOf(hero, false);
  983. }
  984. }
  985. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  986. {
  987. h & playerID;
  988. h & spellbookSettings;
  989. //sleeping heroes
  990. ui8 sleepingSize;
  991. if (h.saving)
  992. sleepingSize = sleepingHeroes.size();
  993. h & sleepingSize;
  994. for (int i = 0; i < sleepingSize; i++)
  995. {
  996. si32 hid;
  997. if (h.saving)
  998. hid = sleepingHeroes[i]->id;
  999. h & hid;
  1000. if (!h.saving)
  1001. {
  1002. const CGHeroInstance *hero = cb->getHero(hid);
  1003. sleepingHeroes += hero;
  1004. }
  1005. }
  1006. //hero list order
  1007. ui8 heroListSize;
  1008. if (h.saving)
  1009. heroListSize = wanderingHeroes.size();
  1010. else
  1011. wanderingHeroes.clear();
  1012. h & heroListSize;
  1013. for (int i = 0; i < heroListSize; i++)
  1014. {
  1015. si32 hid;
  1016. if (h.saving)
  1017. hid = wanderingHeroes[i]->id;
  1018. h & hid;
  1019. if (!h.saving)
  1020. {
  1021. const CGHeroInstance *hero = cb->getHero(hid);
  1022. wanderingHeroes += hero;
  1023. }
  1024. }
  1025. }
  1026. void CPlayerInterface::serialize( COSer<CSaveFile> &h, const int version )
  1027. {
  1028. EVENT_HANDLER_CALLED_BY_CLIENT;
  1029. serializeTempl(h,version);
  1030. }
  1031. void CPlayerInterface::serialize( CISer<CLoadFile> &h, const int version )
  1032. {
  1033. EVENT_HANDLER_CALLED_BY_CLIENT;
  1034. serializeTempl(h,version);
  1035. firstCall = -1;
  1036. }
  1037. bool CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  1038. {
  1039. if(!LOCPLINT->makingTurn)
  1040. return false;
  1041. if (!h)
  1042. return false; //can't find hero
  1043. if (adventureInt && adventureInt->isHeroSleeping(h))
  1044. {
  1045. adventureInt->sleepWake.clickLeft(true, false);
  1046. adventureInt->sleepWake.clickLeft(false, true);
  1047. //could've just called
  1048. //adventureInt->fsleepWake();
  1049. //but no authentic button click/sound ;-)
  1050. }
  1051. int i = 1;
  1052. bool result = false; //TODO why not set to true anywhere?
  1053. {
  1054. //evil...
  1055. auto unlockEvents = vstd::makeUnlockGuard(eventsM);
  1056. auto unlockGs = vstd::makeUnlockSharedGuard(cb->getGsMutex()); //GS mutex is above PIM because CClient::run thread first locks PIM and then GS -> so this way we avoid deadlocks
  1057. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1058. {
  1059. path.convert(0);
  1060. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1061. stillMoveHero.data = CONTINUE_MOVE;
  1062. enum TerrainTile::EterrainType currentTerrain = TerrainTile::border; // not init yet
  1063. enum TerrainTile::EterrainType newTerrain;
  1064. int sh = -1;
  1065. const TerrainTile * curTile = cb->getTile(CGHeroInstance::convertPosition(h->pos, false));
  1066. for(i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || curTile->blocked); i--)
  1067. {
  1068. //changing z coordinate means we're moving through subterranean gate -> it's done automatically upon the visit, so we don't have to request that move here
  1069. if(path.nodes[i-1].coord.z != path.nodes[i].coord.z)
  1070. continue;
  1071. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1072. if(path.nodes[i-1].turns)
  1073. {
  1074. stillMoveHero.data = STOP_MOVE;
  1075. break;
  1076. }
  1077. // Start a new sound for the hero movement or let the existing one carry on.
  1078. #if 0
  1079. // TODO
  1080. if (hero is flying && sh == -1)
  1081. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  1082. #endif
  1083. {
  1084. newTerrain = cb->getTile(CGHeroInstance::convertPosition(path.nodes[i].coord, false))->tertype;
  1085. if (newTerrain != currentTerrain)
  1086. {
  1087. CCS->soundh->stopSound(sh);
  1088. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
  1089. currentTerrain = newTerrain;
  1090. }
  1091. }
  1092. stillMoveHero.data = WAITING_MOVE;
  1093. int3 endpos(path.nodes[i-1].coord.x, path.nodes[i-1].coord.y, h->pos.z);
  1094. bool guarded = CGI->mh->map->isInTheMap(cb->guardingCreaturePosition(endpos - int3(1, 0, 0)));
  1095. cb->moveHero(h,endpos);
  1096. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1097. stillMoveHero.cond.wait(un);
  1098. if (guarded) // Abort movement if a guard was fought.
  1099. break;
  1100. }
  1101. CCS->soundh->stopSound(sh);
  1102. }
  1103. //RAII unlocks
  1104. }
  1105. if (adventureInt)
  1106. {
  1107. // (i == 0) means hero went through all the path
  1108. adventureInt->updateMoveHero(h, (i != 0));
  1109. adventureInt->updateNextHero(h);
  1110. }
  1111. return result;
  1112. }
  1113. bool CPlayerInterface::shiftPressed() const
  1114. {
  1115. return SDL_GetKeyState(NULL)[SDLK_LSHIFT] || SDL_GetKeyState(NULL)[SDLK_RSHIFT];
  1116. }
  1117. bool CPlayerInterface::altPressed() const
  1118. {
  1119. return SDL_GetKeyState(NULL)[SDLK_LALT] || SDL_GetKeyState(NULL)[SDLK_RALT];
  1120. }
  1121. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd )
  1122. {
  1123. EVENT_HANDLER_CALLED_BY_CLIENT;
  1124. if(stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  1125. {
  1126. onEnd();
  1127. return;
  1128. }
  1129. waitForAllDialogs();
  1130. CGarrisonWindow *cgw = new CGarrisonWindow(up,down,removableUnits);
  1131. cgw->quit->callback += onEnd;
  1132. GH.pushInt(cgw);
  1133. }
  1134. /**
  1135. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1136. * into a combinational one on an artifact screen. Does not require the combination of
  1137. * artifacts to be legal.
  1138. * @param artifactID ID of a constituent artifact.
  1139. * @param assembleTo ID of artifact to assemble a constituent into, not used when assemble
  1140. * is false.
  1141. * @param assemble True if the artifact is to be assembled, false if it is to be disassembled.
  1142. */
  1143. void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo)
  1144. {
  1145. const CArtifact &artifact = *CGI->arth->artifacts[artifactID];
  1146. std::string text = artifact.Description();
  1147. text += "\n\n";
  1148. std::vector<CComponent*> scs;
  1149. if (assemble) {
  1150. const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo];
  1151. // You possess all of the components to...
  1152. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());
  1153. // Picture of assembled artifact at bottom.
  1154. CComponent* sc = new CComponent(CComponent::artifact, assembledArtifact.id, 0);
  1155. //sc->description = assembledArtifact.Description();
  1156. //sc->subtitle = assembledArtifact.Name();
  1157. scs.push_back(sc);
  1158. } else {
  1159. // Do you wish to disassemble this artifact?
  1160. text += CGI->generaltexth->allTexts[733];
  1161. }
  1162. showYesNoDialog(text, onYes, onNo, true, scs);
  1163. }
  1164. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1165. {
  1166. EVENT_HANDLER_CALLED_BY_CLIENT;
  1167. if(stillMoveHero.get() == DURING_MOVE)
  1168. stillMoveHero.setn(CONTINUE_MOVE);
  1169. }
  1170. void CPlayerInterface::heroExchangeStarted(si32 hero1, si32 hero2)
  1171. {
  1172. EVENT_HANDLER_CALLED_BY_CLIENT;
  1173. GH.pushInt(new CExchangeWindow(hero1, hero2));
  1174. }
  1175. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1176. {
  1177. EVENT_HANDLER_CALLED_BY_CLIENT;
  1178. //redraw minimap if owner changed
  1179. if(sop->what == ObjProperty::OWNER)
  1180. {
  1181. const CGObjectInstance * obj = cb->getObj(sop->id);
  1182. std::set<int3> pos = obj->getBlockedPos();
  1183. for(std::set<int3>::const_iterator it = pos.begin(); it != pos.end(); ++it)
  1184. {
  1185. if(cb->isVisible(*it))
  1186. adventureInt->minimap.showTile(*it);
  1187. }
  1188. if(obj->ID == GameConstants::TOWNI_TYPE)
  1189. {
  1190. if(obj->tempOwner == playerID)
  1191. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1192. else
  1193. towns -= obj;
  1194. adventureInt->townList.update();
  1195. }
  1196. assert(cb->getTownsInfo().size() == towns.size());
  1197. }
  1198. }
  1199. void CPlayerInterface::initializeHeroTownList()
  1200. {
  1201. std::vector<const CGHeroInstance*> allHeroes = cb->getHeroesInfo();
  1202. /*
  1203. std::vector <const CGHeroInstance *> newWanderingHeroes;
  1204. //applying current heroes order to new heroes info
  1205. int j;
  1206. for (int i = 0; i < wanderingHeroes.size(); i++)
  1207. if ((j = vstd::find_pos(allHeroes, wanderingHeroes[i])) >= 0)
  1208. if (!allHeroes[j]->inTownGarrison)
  1209. {
  1210. newWanderingHeroes += allHeroes[j];
  1211. allHeroes -= allHeroes[j];
  1212. }
  1213. //all the rest of new heroes go the end of the list
  1214. wanderingHeroes.clear();
  1215. wanderingHeroes = newWanderingHeroes;
  1216. newWanderingHeroes.clear();*/
  1217. for (int i = 0; i < allHeroes.size(); i++)
  1218. if (!allHeroes[i]->inTownGarrison)
  1219. wanderingHeroes += allHeroes[i];
  1220. std::vector<const CGTownInstance*> allTowns = cb->getTownsInfo();
  1221. /*
  1222. std::vector<const CGTownInstance*> newTowns;
  1223. for (int i = 0; i < towns.size(); i++)
  1224. if ((j = vstd::find_pos(allTowns, towns[i])) >= 0)
  1225. {
  1226. newTowns += allTowns[j];
  1227. allTowns -= allTowns[j];
  1228. }
  1229. towns.clear();
  1230. towns = newTowns;
  1231. newTowns.clear();*/
  1232. for(int i = 0; i < allTowns.size(); i++)
  1233. towns.push_back(allTowns[i]);
  1234. if (adventureInt)
  1235. adventureInt->updateNextHero(NULL);
  1236. }
  1237. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1238. {
  1239. EVENT_HANDLER_CALLED_BY_CLIENT;
  1240. waitWhileDialog();
  1241. CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, boost::bind(&CCallback::recruitCreatures, cb, dwelling, _1, _2, -1));
  1242. GH.pushInt(cr);
  1243. }
  1244. void CPlayerInterface::waitWhileDialog(bool unlockPim /*= true*/)
  1245. {
  1246. if(GH.amIGuiThread())
  1247. {
  1248. tlog3 << "Cannot wait for dialogs in gui thread (deadlock risk)!\n";
  1249. return;
  1250. }
  1251. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1252. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1253. while(showingDialog->data)
  1254. showingDialog->cond.wait(un);
  1255. }
  1256. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1257. {
  1258. EVENT_HANDLER_CALLED_BY_CLIENT;
  1259. int state = obj->state();
  1260. std::vector<si32> cost;
  1261. obj->getBoatCost(cost);
  1262. CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), boost::bind(&CCallback::buildBoat, cb, obj));
  1263. GH.pushInt(csw);
  1264. }
  1265. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1266. {
  1267. EVENT_HANDLER_CALLED_BY_CLIENT;
  1268. //we might have built a boat in shipyard in opened town screen
  1269. if(obj->ID == 8
  1270. && LOCPLINT->castleInt
  1271. && obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
  1272. {
  1273. CCS->soundh->playSound(soundBase::newBuilding);
  1274. LOCPLINT->castleInt->addBuilding(20);
  1275. }
  1276. }
  1277. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1278. {
  1279. EVENT_HANDLER_CALLED_BY_CLIENT;
  1280. waitWhileDialog();
  1281. adventureInt->centerOn (pos);
  1282. if(focusTime)
  1283. {
  1284. bool activeAdv = (GH.topInt() == adventureInt && adventureInt->isActive());
  1285. if(activeAdv)
  1286. adventureInt->deactivate();
  1287. SDL_Delay(focusTime);
  1288. if(activeAdv)
  1289. adventureInt->activate();
  1290. }
  1291. }
  1292. void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
  1293. {
  1294. EVENT_HANDLER_CALLED_BY_CLIENT;
  1295. if(obj->ID == GameConstants::HEROI_TYPE && obj->tempOwner == playerID)
  1296. {
  1297. const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
  1298. heroKilled(h);
  1299. }
  1300. }
  1301. bool CPlayerInterface::ctrlPressed() const
  1302. {
  1303. return SDL_GetKeyState(NULL)[SDLK_LCTRL] || SDL_GetKeyState(NULL)[SDLK_RCTRL];
  1304. }
  1305. void CPlayerInterface::update()
  1306. {
  1307. while(!terminate_cond.get() && !pim->try_lock()) //try acquiring long until it succeeds or we are told to terminate
  1308. boost::this_thread::sleep(boost::posix_time::milliseconds(15));
  1309. if(terminate_cond.get())
  1310. return;
  1311. boost::unique_lock<boost::recursive_mutex> un(*pim, boost::adopt_lock); //create lock from already owned mutex
  1312. //make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1313. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  1314. //if there are any waiting dialogs, show them
  1315. if((howManyPeople <= 1 || makingTurn) && dialogs.size() && !showingDialog->get())
  1316. {
  1317. showingDialog->set(true);
  1318. GH.pushInt(dialogs.front());
  1319. dialogs.pop_front();
  1320. }
  1321. //in some conditions we may receive calls before selection is initialized - we must ignore them
  1322. if(adventureInt && !adventureInt->selection && GH.topInt() == adventureInt)
  1323. {
  1324. return;
  1325. }
  1326. // Handles mouse and key input
  1327. GH.updateTime();
  1328. GH.handleEvents();
  1329. if(adventureInt && !adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled
  1330. GH.totalRedraw();
  1331. else
  1332. GH.simpleRedraw();
  1333. if (settings["general"]["showfps"].Bool())
  1334. GH.drawFPSCounter();
  1335. // draw the mouse cursor and update the screen
  1336. CCS->curh->draw1();
  1337. CSDL_Ext::update(screen);
  1338. CCS->curh->draw2();
  1339. }
  1340. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1341. {
  1342. using namespace boost::filesystem;
  1343. using namespace boost::algorithm;
  1344. std::map<std::time_t, int> dates; //save number => datestamp
  1345. directory_iterator enddir;
  1346. for (directory_iterator dir(GVCMIDirs.UserPath + "/Games"); dir!=enddir; dir++)
  1347. {
  1348. if(is_regular(dir->status()))
  1349. {
  1350. std::string name = dir->path().leaf();
  1351. if(starts_with(name, namePrefix) && ends_with(name, ".vlgm1"))
  1352. {
  1353. char nr = name[namePrefix.size()];
  1354. if(std::isdigit(nr))
  1355. {
  1356. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1357. }
  1358. }
  1359. }
  1360. }
  1361. if(dates.size())
  1362. return (--dates.end())->second; //return latest file number
  1363. return 0;
  1364. }
  1365. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1366. {
  1367. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1368. {
  1369. //ho->moveDir = 1;
  1370. ho->isStanding = false;
  1371. CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -31)));
  1372. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, -31)));
  1373. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, -31)));
  1374. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, -31)));
  1375. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 1)));
  1376. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
  1377. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
  1378. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
  1379. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 33)));
  1380. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
  1381. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
  1382. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
  1383. 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);
  1384. 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);
  1385. 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);
  1386. 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);
  1387. 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);
  1388. 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);
  1389. }
  1390. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1391. {
  1392. //ho->moveDir = 2;
  1393. ho->isStanding = false;
  1394. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, -31)));
  1395. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, -31)));
  1396. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, -31)));
  1397. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
  1398. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
  1399. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
  1400. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
  1401. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
  1402. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
  1403. 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);
  1404. 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);
  1405. 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);
  1406. }
  1407. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1408. {
  1409. //ho->moveDir = 3;
  1410. ho->isStanding = false;
  1411. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, -31)));
  1412. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, -31)));
  1413. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, -31)));
  1414. CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -31)));
  1415. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
  1416. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
  1417. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
  1418. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 1)));
  1419. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
  1420. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
  1421. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
  1422. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 33)));
  1423. 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);
  1424. 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);
  1425. 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);
  1426. 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);
  1427. 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);
  1428. 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);
  1429. }
  1430. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1431. {
  1432. //ho->moveDir = 4;
  1433. ho->isStanding = false;
  1434. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
  1435. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
  1436. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
  1437. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 0)));
  1438. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
  1439. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
  1440. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
  1441. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 32)));
  1442. 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);
  1443. 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);
  1444. }
  1445. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1446. {
  1447. //ho->moveDir = 5;
  1448. ho->isStanding = false;
  1449. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
  1450. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
  1451. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
  1452. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -1)));
  1453. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
  1454. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
  1455. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
  1456. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 31)));
  1457. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, 63)));
  1458. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, 63)));
  1459. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, 63)));
  1460. CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 63)));
  1461. 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);
  1462. 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);
  1463. 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);
  1464. 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);
  1465. 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);
  1466. 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);
  1467. }
  1468. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1469. {
  1470. //ho->moveDir = 6;
  1471. ho->isStanding = false;
  1472. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
  1473. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
  1474. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
  1475. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
  1476. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
  1477. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
  1478. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, 63)));
  1479. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, 63)));
  1480. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, 63)));
  1481. 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);
  1482. 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);
  1483. 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);
  1484. }
  1485. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1486. {
  1487. //ho->moveDir = 7;
  1488. ho->isStanding = false;
  1489. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -1)));
  1490. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
  1491. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
  1492. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
  1493. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 31)));
  1494. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
  1495. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
  1496. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
  1497. CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 63)));
  1498. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, 63)));
  1499. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, 63)));
  1500. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, 63)));
  1501. 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);
  1502. 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);
  1503. 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);
  1504. 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);
  1505. 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);
  1506. 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);
  1507. }
  1508. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1509. {
  1510. //ho->moveDir = 8;
  1511. ho->isStanding = false;
  1512. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 0)));
  1513. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
  1514. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
  1515. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
  1516. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 32)));
  1517. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
  1518. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
  1519. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
  1520. 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);
  1521. 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);
  1522. }
  1523. }
  1524. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1525. {
  1526. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1527. {
  1528. //setting advmap shift
  1529. adventureInt->terrain.moveX = i-32;
  1530. adventureInt->terrain.moveY = i-32;
  1531. subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
  1532. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
  1533. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
  1534. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
  1535. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
  1536. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
  1537. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
  1538. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
  1539. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
  1540. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
  1541. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
  1542. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
  1543. }
  1544. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1545. {
  1546. //setting advmap shift
  1547. adventureInt->terrain.moveY = i-32;
  1548. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
  1549. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
  1550. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
  1551. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
  1552. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
  1553. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
  1554. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
  1555. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
  1556. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
  1557. }
  1558. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1559. {
  1560. //setting advmap shift
  1561. adventureInt->terrain.moveX = -i+32;
  1562. adventureInt->terrain.moveY = i-32;
  1563. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
  1564. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
  1565. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
  1566. subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
  1567. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
  1568. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
  1569. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
  1570. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
  1571. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
  1572. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
  1573. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
  1574. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
  1575. }
  1576. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1577. {
  1578. //setting advmap shift
  1579. adventureInt->terrain.moveX = -i+32;
  1580. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
  1581. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
  1582. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
  1583. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
  1584. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
  1585. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
  1586. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
  1587. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
  1588. }
  1589. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1590. {
  1591. //setting advmap shift
  1592. adventureInt->terrain.moveX = -i+32;
  1593. adventureInt->terrain.moveY = -i+32;
  1594. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
  1595. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
  1596. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
  1597. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
  1598. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
  1599. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
  1600. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
  1601. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
  1602. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
  1603. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
  1604. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
  1605. subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
  1606. }
  1607. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1608. {
  1609. //setting advmap shift
  1610. adventureInt->terrain.moveY = -i+32;
  1611. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
  1612. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
  1613. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
  1614. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
  1615. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
  1616. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
  1617. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
  1618. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
  1619. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
  1620. }
  1621. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1622. {
  1623. //setting advmap shift
  1624. adventureInt->terrain.moveX = i-32;
  1625. adventureInt->terrain.moveY = -i+32;
  1626. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
  1627. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
  1628. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
  1629. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
  1630. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
  1631. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
  1632. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
  1633. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
  1634. subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
  1635. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
  1636. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
  1637. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
  1638. }
  1639. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1640. {
  1641. //setting advmap shift
  1642. adventureInt->terrain.moveX = i-32;
  1643. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
  1644. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
  1645. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
  1646. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
  1647. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
  1648. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
  1649. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
  1650. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
  1651. }
  1652. }
  1653. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1654. {
  1655. adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
  1656. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1657. {
  1658. delObjRect(hp.x, hp.y-2, hp.z, ho->id);
  1659. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1660. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1661. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1662. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1663. delObjRect(hp.x-3, hp.y, hp.z, ho->id);
  1664. }
  1665. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1666. {
  1667. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1668. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1669. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1670. }
  1671. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1672. {
  1673. delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
  1674. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1675. delObjRect(hp.x+1, hp.y, hp.z, ho->id);
  1676. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1677. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1678. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1679. }
  1680. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1681. {
  1682. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1683. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1684. }
  1685. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1686. {
  1687. delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
  1688. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1689. delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
  1690. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1691. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1692. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1693. }
  1694. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1695. {
  1696. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1697. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1698. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1699. }
  1700. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1701. {
  1702. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1703. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1704. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1705. delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
  1706. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1707. delObjRect(hp.x, hp.y+1, hp.z, ho->id);
  1708. }
  1709. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1710. {
  1711. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1712. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1713. }
  1714. //restoring good rects
  1715. subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
  1716. subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
  1717. subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
  1718. subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
  1719. subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
  1720. subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
  1721. //restoring good order of objects
  1722. 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);
  1723. 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);
  1724. 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);
  1725. 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);
  1726. 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);
  1727. 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);
  1728. }
  1729. void CPlayerInterface::gameOver(ui8 player, bool victory )
  1730. {
  1731. EVENT_HANDLER_CALLED_BY_CLIENT;
  1732. if(LOCPLINT != this)
  1733. return;
  1734. if(player == playerID)
  1735. {
  1736. if(!victory)
  1737. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1738. // else
  1739. // showInfoDialog("Placeholder message: you won!");
  1740. makingTurn = true;
  1741. waitForAllDialogs(); //wait till all dialogs are displayed and closed
  1742. makingTurn = false;
  1743. howManyPeople--;
  1744. if(!howManyPeople) //all human players eliminated
  1745. {
  1746. if(cb->getStartInfo()->mode != StartInfo::CAMPAIGN)
  1747. requestReturningToMainMenu();
  1748. else
  1749. requestStoppingClient();
  1750. }
  1751. cb->unregisterMyInterface(); //we already won/lost, nothing else matters
  1752. }
  1753. else
  1754. {
  1755. if(!victory && cb->getPlayerStatus(playerID) == PlayerState::INGAME) //enemy has lost
  1756. {
  1757. std::string txt = CGI->generaltexth->allTexts[5]; //%s has been vanquished!
  1758. boost::algorithm::replace_first(txt, "%s", CGI->generaltexth->capColors[player]);
  1759. showInfoDialog(txt,std::vector<CComponent*>(1, new CComponent(CComponent::flag, player, 0)));
  1760. }
  1761. }
  1762. }
  1763. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1764. {
  1765. EVENT_HANDLER_CALLED_BY_CLIENT;
  1766. }
  1767. void CPlayerInterface::showPuzzleMap()
  1768. {
  1769. EVENT_HANDLER_CALLED_BY_CLIENT;
  1770. waitWhileDialog();
  1771. //TODO: interface should not know the real position of Grail...
  1772. double ratio = 0;
  1773. int3 grailPos = cb->getGrailPos(ratio);
  1774. GH.pushInt(new CPuzzleWindow(grailPos, ratio));
  1775. }
  1776. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1777. {
  1778. EVENT_HANDLER_CALLED_BY_CLIENT;
  1779. if (spellID == Spells::FLY || spellID == Spells::WATER_WALK)
  1780. {
  1781. eraseCurrentPathOf(caster, false);
  1782. }
  1783. const CSpell * spell = CGI->spellh->spells[spellID];
  1784. if (vstd::contains(CCS->soundh->spellSounds, spell))
  1785. CCS->soundh->playSound(CCS->soundh->spellSounds[spell]);
  1786. }
  1787. void CPlayerInterface::eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath /*= true */ )
  1788. {
  1789. if(checkForExistanceOfPath)
  1790. {
  1791. assert(vstd::contains(paths, ho));
  1792. }
  1793. else if (!vstd::contains(paths, ho))
  1794. {
  1795. return;
  1796. }
  1797. assert(ho == adventureInt->selection);
  1798. paths.erase(ho);
  1799. adventureInt->terrain.currentPath = NULL;
  1800. adventureInt->updateMoveHero(ho, false);
  1801. }
  1802. void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
  1803. {
  1804. adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
  1805. 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
  1806. eraseCurrentPathOf(ho);
  1807. }
  1808. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1809. {
  1810. if(vstd::contains(paths,h)) //hero has assigned path
  1811. {
  1812. CGPath &path = paths[h];
  1813. if(!path.nodes.size())
  1814. {
  1815. tlog3 << "Warning: empty path found...\n";
  1816. paths.erase(h);
  1817. }
  1818. else
  1819. {
  1820. assert(h->getPosition(false) == path.startPos());
  1821. //update the hero path in case of something has changed on map
  1822. if(LOCPLINT->cb->getPath2(path.endPos(), path))
  1823. return &path;
  1824. else
  1825. paths.erase(h);
  1826. }
  1827. }
  1828. return NULL;
  1829. }
  1830. void CPlayerInterface::acceptTurn()
  1831. {
  1832. if(settings["session"]["autoSkip"].Bool())
  1833. {
  1834. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  1835. iw->close();
  1836. }
  1837. waitWhileDialog();
  1838. if(howManyPeople > 1)
  1839. adventureInt->startTurn();
  1840. //select first hero if available.
  1841. //TODO: check if hero is slept
  1842. if(wanderingHeroes.size())
  1843. adventureInt->select(wanderingHeroes.front());
  1844. else
  1845. adventureInt->select(towns.front());
  1846. //show new day animation and sound on infobar
  1847. adventureInt->infoBar.showDate();
  1848. adventureInt->heroList.update();
  1849. adventureInt->townList.update();
  1850. adventureInt->updateNextHero(NULL);
  1851. adventureInt->showAll(screen);
  1852. if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  1853. {
  1854. if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  1855. iw->close();
  1856. adventureInt->endTurn.callback();
  1857. }
  1858. }
  1859. void CPlayerInterface::tryDiggging(const CGHeroInstance *h)
  1860. {
  1861. std::string hlp;
  1862. CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
  1863. int msgToShow = -1;
  1864. CGHeroInstance::ECanDig isDiggingPossible = h->diggingStatus();
  1865. if(hlp.length())
  1866. isDiggingPossible = CGHeroInstance::TILE_OCCUPIED; //TODO integrate with canDig
  1867. switch(isDiggingPossible)
  1868. {
  1869. case CGHeroInstance::CAN_DIG:
  1870. break;
  1871. case CGHeroInstance::LACK_OF_MOVEMENT:
  1872. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1873. break;
  1874. case CGHeroInstance::TILE_OCCUPIED:
  1875. msgToShow = 97; //Try searching on clear ground.
  1876. break;
  1877. case CGHeroInstance::WRONG_TERRAIN:
  1878. msgToShow = 60; ////Try looking on land!
  1879. break;
  1880. default:
  1881. assert(0);
  1882. }
  1883. if(msgToShow < 0)
  1884. cb->dig(h);
  1885. else
  1886. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1887. }
  1888. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1889. {
  1890. adventureInt->infoBar.showSelection();
  1891. }
  1892. void CPlayerInterface::battleNewRoundFirst( int round )
  1893. {
  1894. EVENT_HANDLER_CALLED_BY_CLIENT;
  1895. if(LOCPLINT != this)
  1896. { //another local interface should do this
  1897. return;
  1898. }
  1899. battleInt->newRoundFirst(round);
  1900. }
  1901. void CPlayerInterface::stopMovement()
  1902. {
  1903. if(stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1904. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1905. }
  1906. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1907. {
  1908. EVENT_HANDLER_CALLED_BY_CLIENT;
  1909. if(market->o->ID == 2) //Altar
  1910. {
  1911. //EEMarketMode mode = market->availableModes().front();
  1912. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1913. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::ARTIFACT_EXP));
  1914. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1915. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::CREATURE_EXP));
  1916. }
  1917. else
  1918. GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front()));
  1919. }
  1920. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1921. {
  1922. EVENT_HANDLER_CALLED_BY_CLIENT;
  1923. CUniversityWindow *cuw = new CUniversityWindow(visitor, market);
  1924. GH.pushInt(cuw);
  1925. }
  1926. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1927. {
  1928. EVENT_HANDLER_CALLED_BY_CLIENT;
  1929. CHillFortWindow *chfw = new CHillFortWindow(visitor, object);
  1930. GH.pushInt(chfw);
  1931. }
  1932. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
  1933. {
  1934. EVENT_HANDLER_CALLED_BY_CLIENT;
  1935. if(CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt()))
  1936. cmw->artifactsChanged(false);
  1937. }
  1938. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1939. {
  1940. EVENT_HANDLER_CALLED_BY_CLIENT;
  1941. CTavernWindow *tv = new CTavernWindow(townOrTavern);
  1942. GH.pushInt(tv);
  1943. }
  1944. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1945. {
  1946. EVENT_HANDLER_CALLED_BY_CLIENT;
  1947. CThievesGuildWindow *tgw = new CThievesGuildWindow(obj);
  1948. GH.pushInt(tgw);
  1949. }
  1950. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1951. {
  1952. if(obj->state())
  1953. {
  1954. MetaString txt;
  1955. obj->getProblemText(txt);
  1956. showInfoDialog(txt.toString());
  1957. }
  1958. else
  1959. showShipyardDialog(obj);
  1960. }
  1961. void CPlayerInterface::requestReturningToMainMenu()
  1962. {
  1963. sendCustomEvent(RETURN_TO_MAIN_MENU);
  1964. }
  1965. void CPlayerInterface::requestStoppingClient()
  1966. {
  1967. sendCustomEvent(STOP_CLIENT);
  1968. }
  1969. void CPlayerInterface::sendCustomEvent( int code )
  1970. {
  1971. SDL_Event event;
  1972. event.type = SDL_USEREVENT;
  1973. event.user.code = code;
  1974. SDL_PushEvent(&event);
  1975. }
  1976. void CPlayerInterface::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  1977. {
  1978. EVENT_HANDLER_CALLED_BY_CLIENT;
  1979. garrisonChanged(location.army);
  1980. }
  1981. void CPlayerInterface::stackChangedType(const StackLocation &location, const CCreature &newType)
  1982. {
  1983. EVENT_HANDLER_CALLED_BY_CLIENT;
  1984. garrisonChanged(location.army);
  1985. }
  1986. void CPlayerInterface::stacksErased(const StackLocation &location)
  1987. {
  1988. EVENT_HANDLER_CALLED_BY_CLIENT;
  1989. garrisonChanged(location.army);
  1990. }
  1991. void CPlayerInterface::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  1992. {
  1993. EVENT_HANDLER_CALLED_BY_CLIENT;
  1994. garrisonChanged(loc1.army);
  1995. if(loc2.army != loc1.army)
  1996. garrisonChanged(loc2.army);
  1997. }
  1998. void CPlayerInterface::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  1999. {
  2000. EVENT_HANDLER_CALLED_BY_CLIENT;
  2001. garrisonChanged(location.army);
  2002. }
  2003. void CPlayerInterface::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  2004. {
  2005. EVENT_HANDLER_CALLED_BY_CLIENT;
  2006. garrisonChanged(src.army);
  2007. if(dst.army != src.army)
  2008. garrisonChanged(dst.army);
  2009. }
  2010. #undef UPDATE_IF
  2011. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  2012. {
  2013. EVENT_HANDLER_CALLED_BY_CLIENT;
  2014. }
  2015. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  2016. {
  2017. EVENT_HANDLER_CALLED_BY_CLIENT;
  2018. BOOST_FOREACH(IShowActivatable *isa, GH.listInt)
  2019. {
  2020. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2021. if(artWin)
  2022. artWin->artifactRemoved(al);
  2023. }
  2024. }
  2025. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  2026. {
  2027. EVENT_HANDLER_CALLED_BY_CLIENT;
  2028. BOOST_FOREACH(IShowActivatable *isa, GH.listInt)
  2029. {
  2030. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2031. if(artWin)
  2032. artWin->artifactMoved(src, dst);
  2033. }
  2034. }
  2035. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  2036. {
  2037. EVENT_HANDLER_CALLED_BY_CLIENT;
  2038. BOOST_FOREACH(IShowActivatable *isa, GH.listInt)
  2039. {
  2040. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2041. if(artWin)
  2042. artWin->artifactAssembled(al);
  2043. }
  2044. }
  2045. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  2046. {
  2047. EVENT_HANDLER_CALLED_BY_CLIENT;
  2048. BOOST_FOREACH(IShowActivatable *isa, GH.listInt)
  2049. {
  2050. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2051. if(artWin)
  2052. artWin->artifactDisassembled(al);
  2053. }
  2054. }
  2055. void CPlayerInterface::playerStartsTurn(ui8 player)
  2056. {
  2057. EVENT_HANDLER_CALLED_BY_CLIENT;
  2058. if(!GH.listInt.size())
  2059. {
  2060. GH.pushInt(adventureInt);
  2061. }
  2062. if(howManyPeople == 1)
  2063. {
  2064. GH.curInt = this;
  2065. adventureInt->startTurn();
  2066. }
  2067. if(player != playerID && this == LOCPLINT)
  2068. {
  2069. waitWhileDialog();
  2070. adventureInt->aiTurnStarted();
  2071. }
  2072. }
  2073. void CPlayerInterface::waitForAllDialogs(bool unlockPim /*= true*/)
  2074. {
  2075. while(dialogs.size())
  2076. {
  2077. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  2078. SDL_Delay(5);
  2079. }
  2080. waitWhileDialog(unlockPim);
  2081. }
  2082. void CPlayerInterface::proposeLoadingGame()
  2083. {
  2084. showYesNoDialog(CGI->generaltexth->allTexts[68], [this] { sendCustomEvent(RETURN_TO_MENU_LOAD); }, 0, false);
  2085. }
  2086. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  2087. {
  2088. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  2089. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  2090. }