CPlayerInterface.cpp 71 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498
  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include <vcmi/Artifact.h>
  12. #include "adventureMap/CAdvMapInt.h"
  13. #include "adventureMap/mapHandler.h"
  14. #include "adventureMap/CList.h"
  15. #include "adventureMap/CTerrainRect.h"
  16. #include "adventureMap/CInfoBar.h"
  17. #include "adventureMap/CMinimap.h"
  18. #include "battle/BattleInterface.h"
  19. #include "battle/BattleEffectsController.h"
  20. #include "battle/BattleFieldController.h"
  21. #include "battle/BattleInterfaceClasses.h"
  22. #include "battle/BattleWindow.h"
  23. #include "../CCallback.h"
  24. #include "windows/CCastleInterface.h"
  25. #include "gui/CursorHandler.h"
  26. #include "windows/CKingdomInterface.h"
  27. #include "CGameInfo.h"
  28. #include "CMT.h"
  29. #include "windows/CHeroWindow.h"
  30. #include "windows/CCreatureWindow.h"
  31. #include "windows/CQuestLog.h"
  32. #include "CPlayerInterface.h"
  33. #include "widgets/CComponent.h"
  34. #include "widgets/Buttons.h"
  35. #include "windows/CTradeWindow.h"
  36. #include "windows/CSpellWindow.h"
  37. #include "../lib/CConfigHandler.h"
  38. #include "windows/GUIClasses.h"
  39. #include "render/CAnimation.h"
  40. #include "render/IImage.h"
  41. #include "../lib/CArtHandler.h"
  42. #include "../lib/CGeneralTextHandler.h"
  43. #include "../lib/CHeroHandler.h"
  44. #include "../lib/serializer/CTypeList.h"
  45. #include "../lib/serializer/BinaryDeserializer.h"
  46. #include "../lib/serializer/BinarySerializer.h"
  47. #include "../lib/spells/CSpellHandler.h"
  48. #include "../lib/CTownHandler.h"
  49. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  50. #include "../lib/CStack.h"
  51. #include "../lib/JsonNode.h"
  52. #include "CMusicHandler.h"
  53. #include "../lib/CondSh.h"
  54. #include "../lib/NetPacksBase.h"
  55. #include "../lib/NetPacks.h"//todo: remove
  56. #include "../lib/mapping/CMap.h"
  57. #include "../lib/VCMIDirs.h"
  58. #include "../lib/CStopWatch.h"
  59. #include "../lib/StartInfo.h"
  60. #include "../lib/CPlayerState.h"
  61. #include "../lib/GameConstants.h"
  62. #include "gui/CGuiHandler.h"
  63. #include "windows/InfoWindows.h"
  64. #include "../lib/UnlockGuard.h"
  65. #include "../lib/CPathfinder.h"
  66. #include "../lib/RoadHandler.h"
  67. #include "../lib/TerrainHandler.h"
  68. #include "CServerHandler.h"
  69. // FIXME: only needed for CGameState::mutex
  70. #include "../lib/CGameState.h"
  71. #include "gui/NotificationHandler.h"
  72. #include "adventureMap/CInGameConsole.h"
  73. #include <SDL_events.h>
  74. // The macro below is used to mark functions that are called by client when game state changes.
  75. // They all assume that CPlayerInterface::pim mutex is locked.
  76. #define EVENT_HANDLER_CALLED_BY_CLIENT
  77. // The macro marks functions that are run on a new thread by client.
  78. // They do not own any mutexes intiially.
  79. #define THREAD_CREATED_BY_CLIENT
  80. #define RETURN_IF_QUICK_COMBAT \
  81. if (isAutoFightOn && !battleInt) \
  82. return;
  83. #define BATTLE_EVENT_POSSIBLE_RETURN\
  84. if (LOCPLINT != this) \
  85. return; \
  86. RETURN_IF_QUICK_COMBAT
  87. extern std::queue<SDL_Event> SDLEventsQueue;
  88. extern boost::mutex eventsM;
  89. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  90. CPlayerInterface * LOCPLINT;
  91. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  92. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  93. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  94. struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
  95. {
  96. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  97. {
  98. return h;
  99. }
  100. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  101. {
  102. return nullptr;
  103. }
  104. };
  105. HeroPathStorage::HeroPathStorage(CPlayerInterface & owner):
  106. owner(owner)
  107. {
  108. }
  109. void HeroPathStorage::setPath(const CGHeroInstance *h, const CGPath & path)
  110. {
  111. paths[h] = path;
  112. }
  113. const CGPath & HeroPathStorage::getPath(const CGHeroInstance *h) const
  114. {
  115. assert(hasPath(h));
  116. return paths.at(h);
  117. }
  118. bool HeroPathStorage::hasPath(const CGHeroInstance *h) const
  119. {
  120. return paths.count(h) > 0;
  121. }
  122. bool HeroPathStorage::setPath(const CGHeroInstance *h, const int3 & destination)
  123. {
  124. CGPath path;
  125. if (!owner.cb->getPathsInfo(h)->getPath(path, destination))
  126. return false;
  127. setPath(h, path);
  128. return true;
  129. }
  130. void HeroPathStorage::removeLastNode(const CGHeroInstance *h)
  131. {
  132. assert(hasPath(h));
  133. if (!hasPath(h))
  134. return;
  135. auto & path = paths[h];
  136. path.nodes.pop_back();
  137. if (path.nodes.size() < 2) //if it was the last one, remove entire path and path with only one tile is not a real path
  138. erasePath(h);
  139. }
  140. void HeroPathStorage::erasePath(const CGHeroInstance *h)
  141. {
  142. paths.erase(h);
  143. adventureInt->updateMoveHero(h, false);
  144. }
  145. void HeroPathStorage::verifyPath(const CGHeroInstance *h)
  146. {
  147. if (!hasPath(h))
  148. return;
  149. setPath(h, getPath(h).endPos());
  150. }
  151. //CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  152. //{
  153. // if (vstd::contains(paths,h)) //hero has assigned path
  154. // {
  155. // CGPath &path = paths[h];
  156. // if (!path.nodes.size())
  157. // {
  158. // logGlobal->warn("Warning: empty path found...");
  159. // paths.erasePath(h);
  160. // }
  161. // else
  162. // {
  163. // assert(h->visitablePos() == path.startPos());
  164. // //update the hero path in case of something has changed on map
  165. // if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
  166. // return &path;
  167. //
  168. // paths.erase(h);
  169. // return nullptr;
  170. // }
  171. // }
  172. //
  173. // return nullptr;
  174. //}
  175. //
  176. //CGPath * CPlayerInterface::getPath(const CGHeroInstance * h)
  177. //{
  178. // if (vstd::contains(paths,h)) //hero has assigned path
  179. // return &paths[h];
  180. //
  181. // return nullptr;
  182. //}
  183. //removeLastNode
  184. //void HeroPathStorage::setPath(const CGHeroInstance *h, const CGPath & path)
  185. //{
  186. //
  187. //}
  188. //
  189. //const CGPath & HeroPathStorage::getPath(const CGHeroInstance *h)
  190. //{
  191. //
  192. //}
  193. //
  194. //void HeroPathStorage::verifyPath(const CGHeroInstance *h)
  195. //{
  196. //
  197. //}
  198. //void CPlayerInterface::eraseCurrentPathOf(const CGHeroInstance * ho, bool checkForExistanceOfPath)
  199. //{
  200. // if (checkForExistanceOfPath)
  201. // {
  202. // assert(vstd::contains(paths, ho));
  203. // }
  204. // else if (!vstd::contains(paths, ho))
  205. // {
  206. // return;
  207. // }
  208. // assert(ho == adventureInt->selection);
  209. //
  210. // paths.erasePath(ho);
  211. // adventureInt->updateMoveHero(ho, false);
  212. //}
  213. template<typename Handler>
  214. void HeroPathStorage::serialize(Handler & h, int version)
  215. {
  216. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  217. if (h.saving)
  218. {
  219. for (auto &p : paths)
  220. {
  221. if (p.second.nodes.size())
  222. pathsMap[p.first] = p.second.endPos();
  223. else
  224. logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->getNameTranslated());
  225. }
  226. h & pathsMap;
  227. }
  228. else
  229. {
  230. h & pathsMap;
  231. if (owner.cb)
  232. {
  233. for (auto &p : pathsMap)
  234. {
  235. CGPath path;
  236. owner.cb->getPathsInfo(p.first)->getPath(path, p.second);
  237. paths[p.first] = path;
  238. logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
  239. }
  240. }
  241. }
  242. }
  243. CPlayerInterface::CPlayerInterface(PlayerColor Player):
  244. paths(*this)
  245. {
  246. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  247. destinationTeleport = ObjectInstanceID();
  248. destinationTeleportPos = int3(-1);
  249. GH.defActionsDef = 0;
  250. LOCPLINT = this;
  251. curAction = nullptr;
  252. playerID=Player;
  253. human=true;
  254. currentSelection = nullptr;
  255. battleInt = nullptr;
  256. castleInt = nullptr;
  257. makingTurn = false;
  258. showingDialog = new CondSh<bool>(false);
  259. cingconsole = new CInGameConsole();
  260. GH.terminate_cond->set(false);
  261. firstCall = 1; //if loading will be overwritten in serialize
  262. autosaveCount = 0;
  263. isAutoFightOn = false;
  264. duringMovement = false;
  265. ignoreEvents = false;
  266. numOfMovedArts = 0;
  267. }
  268. CPlayerInterface::~CPlayerInterface()
  269. {
  270. if(CCS && CCS->soundh)
  271. CCS->soundh->ambientStopAllChannels();
  272. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  273. delete showingDialog;
  274. delete cingconsole;
  275. if (LOCPLINT == this)
  276. LOCPLINT = nullptr;
  277. }
  278. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  279. {
  280. cb = CB;
  281. env = ENV;
  282. CCS->musich->loadTerrainMusicThemes();
  283. initializeHeroTownList();
  284. // always recreate advmap interface to avoid possible memory-corruption bugs
  285. adventureInt.reset(new CAdvMapInt());
  286. }
  287. void CPlayerInterface::yourTurn()
  288. {
  289. EVENT_HANDLER_CALLED_BY_CLIENT;
  290. {
  291. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  292. LOCPLINT = this;
  293. GH.curInt = this;
  294. adventureInt->selection = nullptr;
  295. NotificationHandler::notify("Your turn");
  296. std::string prefix = settings["session"]["saveprefix"].String();
  297. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  298. if (firstCall)
  299. {
  300. if(CSH->howManyPlayerInterfaces() == 1)
  301. adventureInt->setPlayer(playerID);
  302. autosaveCount = getLastIndex(prefix + "Autosave_");
  303. if (firstCall > 0) //new game, not loaded
  304. {
  305. int index = getLastIndex(prefix + "Newgame_");
  306. index %= SAVES_COUNT;
  307. cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  308. }
  309. firstCall = 0;
  310. }
  311. else if(frequency > 0 && cb->getDate() % frequency == 0)
  312. {
  313. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  314. autosaveCount %= 5;
  315. }
  316. adventureInt->setPlayer(playerID);
  317. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  318. {
  319. adventureInt->startHotSeatWait(playerID);
  320. makingTurn = true;
  321. std::string msg = CGI->generaltexth->allTexts[13];
  322. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  323. std::vector<std::shared_ptr<CComponent>> cmp;
  324. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  325. showInfoDialog(msg, cmp);
  326. }
  327. else
  328. {
  329. makingTurn = true;
  330. adventureInt->startTurn();
  331. }
  332. }
  333. acceptTurn();
  334. }
  335. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  336. {
  337. EVENT_HANDLER_CALLED_BY_CLIENT;
  338. waitWhileDialog();
  339. if(LOCPLINT != this)
  340. return;
  341. //FIXME: read once and store
  342. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  343. return;
  344. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  345. if (!hero)
  346. return;
  347. adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.start));
  348. adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.end));
  349. bool directlyAttackingCreature =
  350. details.attackedFrom
  351. && paths.hasPath(hero) //in case if movement has been canceled in the meantime and path was already erased
  352. && paths.getPath(hero).nodes.size() == 3;//FIXME should be 2 but works nevertheless...
  353. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  354. {
  355. updateAmbientSounds();
  356. //We may need to change music - select new track, music handler will change it if needed
  357. CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType->getJsonKey(), true, false);
  358. if(details.result == TryMoveHero::TELEPORTATION)
  359. {
  360. if(paths.hasPath(hero))
  361. {
  362. assert(paths.getPath(hero).nodes.size() >= 2);
  363. auto nodesIt = paths.getPath(hero).nodes.end() - 1;
  364. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  365. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  366. {
  367. //path was between entrance and exit of teleport -> OK, erase node as usual
  368. paths.removeLastNode(hero);
  369. }
  370. else
  371. {
  372. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  373. paths.erasePath(hero);
  374. }
  375. }
  376. adventureInt->centerOn(hero, true); //actualizing screen pos
  377. adventureInt->minimap->redraw();
  378. adventureInt->heroList->update(hero);
  379. return; //teleport - no fancy moving animation
  380. //TODO: smooth disappear / appear effect
  381. }
  382. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  383. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  384. {
  385. paths.erasePath(hero);
  386. }
  387. else if(paths.hasPath(hero) && hero->pos == details.end) //&& hero is moving
  388. {
  389. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  390. paths.removeLastNode(hero);
  391. }
  392. }
  393. if(details.stopMovement()) //hero failed to move
  394. {
  395. hero->isStanding = true;
  396. stillMoveHero.setn(STOP_MOVE);
  397. GH.totalRedraw();
  398. adventureInt->heroList->update(hero);
  399. return;
  400. }
  401. adventureInt->minimap->redraw();
  402. adventureInt->heroList->redraw();
  403. CGI->mh->waitForOngoingAnimations();
  404. //finishing move
  405. hero->isStanding = true;
  406. //move finished
  407. adventureInt->minimap->redraw();
  408. adventureInt->heroList->update(hero);
  409. //check if user cancelled movement
  410. {
  411. boost::unique_lock<boost::mutex> un(eventsM);
  412. while(!SDLEventsQueue.empty())
  413. {
  414. SDL_Event ev = SDLEventsQueue.front();
  415. SDLEventsQueue.pop();
  416. switch(ev.type)
  417. {
  418. case SDL_MOUSEBUTTONDOWN:
  419. stillMoveHero.setn(STOP_MOVE);
  420. break;
  421. case SDL_KEYDOWN:
  422. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  423. stillMoveHero.setn(STOP_MOVE);
  424. break;
  425. }
  426. }
  427. }
  428. if (stillMoveHero.get() == WAITING_MOVE)
  429. stillMoveHero.setn(DURING_MOVE);
  430. // Hero attacked creature directly, set direction to face it.
  431. if (directlyAttackingCreature) {
  432. // Get direction to attacker.
  433. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  434. static const ui8 dirLookup[3][3] = {
  435. { 1, 2, 3 },
  436. { 8, 0, 4 },
  437. { 7, 6, 5 }
  438. };
  439. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  440. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  441. }
  442. }
  443. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  444. {
  445. EVENT_HANDLER_CALLED_BY_CLIENT;
  446. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  447. const CArmedInstance *newSelection = nullptr;
  448. if (makingTurn)
  449. {
  450. //find new object for selection: either hero
  451. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  452. if (next >= 0)
  453. newSelection = wanderingHeroes[next];
  454. //or town
  455. if (!newSelection || newSelection == hero)
  456. {
  457. if (towns.empty())
  458. newSelection = nullptr;
  459. else
  460. newSelection = towns.front();
  461. }
  462. }
  463. wanderingHeroes -= hero;
  464. adventureInt->heroList->update(hero);
  465. if (makingTurn && newSelection)
  466. adventureInt->select(newSelection, true);
  467. else if (adventureInt->selection == hero)
  468. adventureInt->selection = nullptr;
  469. paths.erasePath(hero);
  470. }
  471. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  472. {
  473. EVENT_HANDLER_CALLED_BY_CLIENT;
  474. if(start && visitedObj)
  475. {
  476. if(visitedObj->getVisitSound())
  477. CCS->soundh->playSound(visitedObj->getVisitSound().get());
  478. }
  479. }
  480. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  481. {
  482. EVENT_HANDLER_CALLED_BY_CLIENT;
  483. wanderingHeroes.push_back(hero);
  484. adventureInt->heroList->update(hero);
  485. }
  486. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  487. {
  488. if(castleInt)
  489. castleInt->close();
  490. castleInt = nullptr;
  491. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  492. GH.pushInt(newCastleInt);
  493. }
  494. void CPlayerInterface::activateForSpectator()
  495. {
  496. adventureInt->state = CAdvMapInt::INGAME;
  497. adventureInt->activate();
  498. adventureInt->minimap->activate();
  499. }
  500. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  501. {
  502. EVENT_HANDLER_CALLED_BY_CLIENT;
  503. if (which == 4)
  504. {
  505. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
  506. ctw->setExpToLevel();
  507. }
  508. else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  509. updateInfo(hero);
  510. }
  511. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  512. {
  513. EVENT_HANDLER_CALLED_BY_CLIENT;
  514. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt().get());
  515. if (cuw) //university window is open
  516. {
  517. GH.totalRedraw();
  518. }
  519. }
  520. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  521. {
  522. EVENT_HANDLER_CALLED_BY_CLIENT;
  523. updateInfo(hero);
  524. if (makingTurn && hero->tempOwner == playerID)
  525. adventureInt->heroList->update(hero);
  526. }
  527. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  528. {
  529. EVENT_HANDLER_CALLED_BY_CLIENT;
  530. if (makingTurn && hero->tempOwner == playerID)
  531. adventureInt->heroList->update(hero);
  532. }
  533. void CPlayerInterface::receivedResource()
  534. {
  535. EVENT_HANDLER_CALLED_BY_CLIENT;
  536. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
  537. mw->resourceChanged();
  538. GH.totalRedraw();
  539. }
  540. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  541. {
  542. EVENT_HANDLER_CALLED_BY_CLIENT;
  543. waitWhileDialog();
  544. CCS->soundh->playSound(soundBase::heroNewLevel);
  545. GH.pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  546. {
  547. cb->selectionMade(selection, queryID);
  548. });
  549. }
  550. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  551. {
  552. EVENT_HANDLER_CALLED_BY_CLIENT;
  553. waitWhileDialog();
  554. CCS->soundh->playSound(soundBase::heroNewLevel);
  555. GH.pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
  556. {
  557. cb->selectionMade(selection, queryID);
  558. });
  559. }
  560. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  561. {
  562. EVENT_HANDLER_CALLED_BY_CLIENT;
  563. updateInfo(town);
  564. if (town->garrisonHero) //wandering hero moved to the garrison
  565. {
  566. if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
  567. wanderingHeroes -= town->garrisonHero;
  568. }
  569. if (town->visitingHero) //hero leaves garrison
  570. {
  571. if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
  572. wanderingHeroes.push_back(town->visitingHero);
  573. }
  574. adventureInt->heroList->update();
  575. adventureInt->updateNextHero(nullptr);
  576. if(castleInt)
  577. {
  578. castleInt->garr->selectSlot(nullptr);
  579. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  580. castleInt->garr->setArmy(town->visitingHero, 1);
  581. castleInt->garr->recreateSlots();
  582. castleInt->heroes->update();
  583. }
  584. for (auto isa : GH.listInt)
  585. {
  586. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  587. if (ki)
  588. {
  589. ki->townChanged(town);
  590. ki->updateGarrisons();
  591. }
  592. }
  593. GH.totalRedraw();
  594. }
  595. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  596. {
  597. EVENT_HANDLER_CALLED_BY_CLIENT;
  598. if (hero->tempOwner != playerID )
  599. return;
  600. waitWhileDialog();
  601. openTownWindow(town);
  602. }
  603. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  604. {
  605. std::vector<const CGObjectInstance *> instances;
  606. if(auto obj = cb->getObj(id1))
  607. instances.push_back(obj);
  608. if(id2 != ObjectInstanceID() && id2 != id1)
  609. {
  610. if(auto obj = cb->getObj(id2))
  611. instances.push_back(obj);
  612. }
  613. garrisonsChanged(instances);
  614. }
  615. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  616. {
  617. boost::unique_lock<boost::recursive_mutex> un(*pim);
  618. for (auto object : objs)
  619. updateInfo(object);
  620. for (auto & elem : GH.listInt)
  621. {
  622. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem.get());
  623. if (cgh)
  624. cgh->updateGarrisons();
  625. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
  626. {
  627. if (vstd::contains(objs, cmw->hero))
  628. cmw->garrisonChanged();
  629. }
  630. }
  631. GH.totalRedraw();
  632. }
  633. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  634. {
  635. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  636. }
  637. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  638. {
  639. EVENT_HANDLER_CALLED_BY_CLIENT;
  640. switch (buildingID)
  641. {
  642. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  643. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  644. case BuildingID::RESOURCE_SILO:
  645. updateInfo(town);
  646. break;
  647. }
  648. if (castleInt)
  649. {
  650. castleInt->townlist->update(town);
  651. if (castleInt->town == town)
  652. {
  653. switch(what)
  654. {
  655. case 1:
  656. CCS->soundh->playSound(soundBase::newBuilding);
  657. castleInt->addBuilding(buildingID);
  658. break;
  659. case 2:
  660. castleInt->removeBuilding(buildingID);
  661. break;
  662. }
  663. }
  664. }
  665. adventureInt->townList->update(town);
  666. }
  667. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  668. {
  669. //Don't wait for dialogs when we are non-active hot-seat player
  670. if (LOCPLINT == this)
  671. waitForAllDialogs();
  672. }
  673. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  674. {
  675. EVENT_HANDLER_CALLED_BY_CLIENT;
  676. if (settings["adventure"]["quickCombat"].Bool())
  677. {
  678. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  679. autofightingAI->initBattleInterface(env, cb);
  680. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  681. isAutoFightOn = true;
  682. cb->registerBattleInterface(autofightingAI);
  683. // Player shouldn't be able to move on adventure map if quick combat is going
  684. adventureInt->quickCombatLock();
  685. }
  686. //Don't wait for dialogs when we are non-active hot-seat player
  687. if (LOCPLINT == this)
  688. waitForAllDialogs();
  689. BATTLE_EVENT_POSSIBLE_RETURN;
  690. }
  691. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  692. {
  693. EVENT_HANDLER_CALLED_BY_CLIENT;
  694. BATTLE_EVENT_POSSIBLE_RETURN;
  695. for(auto & info : units)
  696. {
  697. switch(info.operation)
  698. {
  699. case UnitChanges::EOperation::RESET_STATE:
  700. {
  701. const CStack * stack = cb->battleGetStackByID(info.id );
  702. if(!stack)
  703. {
  704. logGlobal->error("Invalid unit ID %d", info.id);
  705. continue;
  706. }
  707. battleInt->stackReset(stack);
  708. }
  709. break;
  710. case UnitChanges::EOperation::REMOVE:
  711. battleInt->stackRemoved(info.id);
  712. break;
  713. case UnitChanges::EOperation::ADD:
  714. {
  715. const CStack * unit = cb->battleGetStackByID(info.id);
  716. if(!unit)
  717. {
  718. logGlobal->error("Invalid unit ID %d", info.id);
  719. continue;
  720. }
  721. battleInt->stackAdded(unit);
  722. }
  723. break;
  724. default:
  725. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  726. break;
  727. }
  728. }
  729. }
  730. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  731. {
  732. EVENT_HANDLER_CALLED_BY_CLIENT;
  733. BATTLE_EVENT_POSSIBLE_RETURN;
  734. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  735. for(auto & change : obstacles)
  736. {
  737. if(change.operation == BattleChanges::EOperation::ADD)
  738. {
  739. auto instance = cb->battleGetObstacleByID(change.id);
  740. if(instance)
  741. newObstacles.push_back(instance);
  742. else
  743. logNetwork->error("Invalid obstacle instance %d", change.id);
  744. }
  745. }
  746. if (!newObstacles.empty())
  747. battleInt->obstaclePlaced(newObstacles);
  748. battleInt->fieldController->redrawBackgroundWithHexes();
  749. }
  750. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  751. {
  752. EVENT_HANDLER_CALLED_BY_CLIENT;
  753. BATTLE_EVENT_POSSIBLE_RETURN;
  754. battleInt->stackIsCatapulting(ca);
  755. }
  756. 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
  757. {
  758. EVENT_HANDLER_CALLED_BY_CLIENT;
  759. BATTLE_EVENT_POSSIBLE_RETURN;
  760. battleInt->newRound(round);
  761. }
  762. void CPlayerInterface::actionStarted(const BattleAction &action)
  763. {
  764. EVENT_HANDLER_CALLED_BY_CLIENT;
  765. BATTLE_EVENT_POSSIBLE_RETURN;
  766. curAction = new BattleAction(action);
  767. battleInt->startAction(curAction);
  768. }
  769. void CPlayerInterface::actionFinished(const BattleAction &action)
  770. {
  771. EVENT_HANDLER_CALLED_BY_CLIENT;
  772. BATTLE_EVENT_POSSIBLE_RETURN;
  773. battleInt->endAction(curAction);
  774. delete curAction;
  775. curAction = nullptr;
  776. }
  777. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  778. {
  779. THREAD_CREATED_BY_CLIENT;
  780. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  781. auto stackId = stack->ID;
  782. auto stackName = stack->nodeName();
  783. if (autofightingAI)
  784. {
  785. if (isAutoFightOn)
  786. {
  787. auto ret = autofightingAI->activeStack(stack);
  788. if(cb->battleIsFinished())
  789. {
  790. return BattleAction::makeDefend(stack); // battle finished with spellcast
  791. }
  792. if (isAutoFightOn)
  793. {
  794. return ret;
  795. }
  796. }
  797. cb->unregisterBattleInterface(autofightingAI);
  798. autofightingAI.reset();
  799. }
  800. assert(battleInt);
  801. if(!battleInt)
  802. {
  803. return BattleAction::makeDefend(stack); // probably battle is finished already
  804. }
  805. if(BattleInterface::givenCommand.get())
  806. {
  807. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  808. vstd::clear_pointer(BattleInterface::givenCommand.data);
  809. }
  810. {
  811. boost::unique_lock<boost::recursive_mutex> un(*pim);
  812. battleInt->stackActivated(stack);
  813. //Regeneration & mana drain go there
  814. }
  815. //wait till BattleInterface sets its command
  816. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  817. while(!BattleInterface::givenCommand.data)
  818. {
  819. BattleInterface::givenCommand.cond.wait(lock);
  820. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  821. throw boost::thread_interrupted(); //will shut the thread peacefully
  822. }
  823. //tidy up
  824. BattleAction ret = *(BattleInterface::givenCommand.data);
  825. vstd::clear_pointer(BattleInterface::givenCommand.data);
  826. if(ret.actionType == EActionType::CANCEL)
  827. {
  828. if(stackId != ret.stackNumber)
  829. logGlobal->error("Not current active stack action canceled");
  830. logGlobal->trace("Canceled command for %s", stackName);
  831. }
  832. else
  833. logGlobal->trace("Giving command for %s", stackName);
  834. return ret;
  835. }
  836. void CPlayerInterface::battleEnd(const BattleResult *br)
  837. {
  838. EVENT_HANDLER_CALLED_BY_CLIENT;
  839. if(isAutoFightOn || autofightingAI)
  840. {
  841. isAutoFightOn = false;
  842. cb->unregisterBattleInterface(autofightingAI);
  843. autofightingAI.reset();
  844. if(!battleInt)
  845. {
  846. GH.pushIntT<BattleResultWindow>(*br, *this);
  847. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  848. // Otherwise NewTurn causes freeze.
  849. waitWhileDialog();
  850. adventureInt->quickCombatUnlock();
  851. return;
  852. }
  853. }
  854. BATTLE_EVENT_POSSIBLE_RETURN;
  855. battleInt->battleFinished(*br);
  856. adventureInt->quickCombatUnlock();
  857. }
  858. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  859. {
  860. EVENT_HANDLER_CALLED_BY_CLIENT;
  861. BATTLE_EVENT_POSSIBLE_RETURN;
  862. battleInt->displayBattleLog(lines);
  863. }
  864. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  865. {
  866. EVENT_HANDLER_CALLED_BY_CLIENT;
  867. BATTLE_EVENT_POSSIBLE_RETURN;
  868. battleInt->stackMoved(stack, dest, distance, teleport);
  869. }
  870. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  871. {
  872. EVENT_HANDLER_CALLED_BY_CLIENT;
  873. BATTLE_EVENT_POSSIBLE_RETURN;
  874. battleInt->spellCast(sc);
  875. }
  876. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  877. {
  878. EVENT_HANDLER_CALLED_BY_CLIENT;
  879. BATTLE_EVENT_POSSIBLE_RETURN;
  880. battleInt->battleStacksEffectsSet(sse);
  881. }
  882. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  883. {
  884. EVENT_HANDLER_CALLED_BY_CLIENT;
  885. //TODO why is this different (no return on LOPLINT != this) ?
  886. RETURN_IF_QUICK_COMBAT;
  887. battleInt->effectsController->battleTriggerEffect(bte);
  888. }
  889. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  890. {
  891. EVENT_HANDLER_CALLED_BY_CLIENT;
  892. BATTLE_EVENT_POSSIBLE_RETURN;
  893. std::vector<StackAttackedInfo> arg;
  894. for(auto & elem : bsa)
  895. {
  896. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  897. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  898. assert(defender);
  899. StackAttackedInfo info;
  900. info.defender = defender;
  901. info.attacker = attacker;
  902. info.damageDealt = elem.damageAmount;
  903. info.amountKilled = elem.killedAmount;
  904. info.spellEffect = SpellID::NONE;
  905. info.indirectAttack = ranged;
  906. info.killed = elem.killed();
  907. info.rebirth = elem.willRebirth();
  908. info.cloneKilled = elem.cloneKilled();
  909. info.fireShield = elem.fireShield();
  910. if (elem.isSpell())
  911. info.spellEffect = elem.spellID;
  912. arg.push_back(info);
  913. }
  914. battleInt->stacksAreAttacked(arg);
  915. }
  916. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  917. {
  918. EVENT_HANDLER_CALLED_BY_CLIENT;
  919. BATTLE_EVENT_POSSIBLE_RETURN;
  920. assert(curAction);
  921. StackAttackInfo info;
  922. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  923. info.defender = nullptr;
  924. info.indirectAttack = ba->shot();
  925. info.lucky = ba->lucky();
  926. info.unlucky = ba->unlucky();
  927. info.deathBlow = ba->deathBlow();
  928. info.lifeDrain = ba->lifeDrain();
  929. info.tile = ba->tile;
  930. info.spellEffect = SpellID::NONE;
  931. if (ba->spellLike())
  932. info.spellEffect = ba->spellID;
  933. for(auto & elem : ba->bsa)
  934. {
  935. if(!elem.isSecondary())
  936. {
  937. assert(info.defender == nullptr);
  938. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  939. }
  940. else
  941. {
  942. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  943. }
  944. }
  945. assert(info.defender != nullptr);
  946. assert(info.attacker != nullptr);
  947. battleInt->stackAttacking(info);
  948. }
  949. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  950. {
  951. EVENT_HANDLER_CALLED_BY_CLIENT;
  952. BATTLE_EVENT_POSSIBLE_RETURN;
  953. battleInt->gateStateChanged(state);
  954. }
  955. void CPlayerInterface::yourTacticPhase(int distance)
  956. {
  957. THREAD_CREATED_BY_CLIENT;
  958. while(battleInt && battleInt->tacticsMode)
  959. boost::this_thread::sleep(boost::posix_time::millisec(1));
  960. }
  961. void CPlayerInterface::showComp(const Component &comp, std::string message)
  962. {
  963. EVENT_HANDLER_CALLED_BY_CLIENT;
  964. waitWhileDialog(); //Fix for mantis #98
  965. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  966. adventureInt->infoBar->showComponent(comp, message);
  967. }
  968. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component> & components, int soundID)
  969. {
  970. EVENT_HANDLER_CALLED_BY_CLIENT;
  971. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  972. {
  973. return;
  974. }
  975. std::vector<std::shared_ptr<CComponent>> intComps;
  976. for (auto & component : components)
  977. intComps.push_back(std::make_shared<CComponent>(component));
  978. showInfoDialog(text,intComps,soundID);
  979. }
  980. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  981. {
  982. std::vector<std::shared_ptr<CComponent>> intComps;
  983. intComps.push_back(component);
  984. showInfoDialog(text, intComps, soundBase::sound_todo);
  985. }
  986. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  987. {
  988. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  989. waitWhileDialog();
  990. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  991. {
  992. return;
  993. }
  994. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  995. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  996. {
  997. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  998. showingDialog->set(true);
  999. stopMovement(); // interrupt movement to show dialog
  1000. GH.pushInt(temp);
  1001. }
  1002. else
  1003. {
  1004. dialogs.push_back(temp);
  1005. }
  1006. }
  1007. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  1008. {
  1009. EVENT_HANDLER_CALLED_BY_CLIENT;
  1010. std::string str;
  1011. text.toString(str);
  1012. showInfoDialog(str, components, 0);
  1013. waitWhileDialog();
  1014. }
  1015. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  1016. {
  1017. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1018. stopMovement();
  1019. LOCPLINT->showingDialog->setn(true);
  1020. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  1021. }
  1022. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  1023. {
  1024. EVENT_HANDLER_CALLED_BY_CLIENT;
  1025. waitWhileDialog();
  1026. stopMovement();
  1027. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  1028. if (!selection && cancel) //simple yes/no dialog
  1029. {
  1030. std::vector<std::shared_ptr<CComponent>> intComps;
  1031. for (auto & component : components)
  1032. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  1033. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  1034. }
  1035. else if (selection)
  1036. {
  1037. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  1038. for (auto & component : components)
  1039. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  1040. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  1041. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  1042. if (cancel)
  1043. {
  1044. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  1045. }
  1046. int charperline = 35;
  1047. if (pom.size() > 1)
  1048. charperline = 50;
  1049. GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  1050. intComps[0]->clickLeft(true, false);
  1051. }
  1052. }
  1053. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  1054. {
  1055. EVENT_HANDLER_CALLED_BY_CLIENT;
  1056. int choosenExit = -1;
  1057. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  1058. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  1059. choosenExit = vstd::find_pos(exits, neededExit);
  1060. cb->selectionMade(choosenExit, askID);
  1061. }
  1062. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  1063. {
  1064. EVENT_HANDLER_CALLED_BY_CLIENT;
  1065. auto selectCallback = [=](int selection)
  1066. {
  1067. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  1068. reply.Integer() = selection;
  1069. cb->sendQueryReply(reply, askID);
  1070. };
  1071. auto cancelCallback = [=]()
  1072. {
  1073. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  1074. cb->sendQueryReply(reply, askID);
  1075. };
  1076. const std::string localTitle = title.toString();
  1077. const std::string localDescription = description.toString();
  1078. std::vector<int> tempList;
  1079. tempList.reserve(objects.size());
  1080. for(auto item : objects)
  1081. tempList.push_back(item.getNum());
  1082. CComponent localIconC(icon);
  1083. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  1084. localIconC.removeChild(localIcon.get(), false);
  1085. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  1086. wnd->onExit = cancelCallback;
  1087. GH.pushInt(wnd);
  1088. }
  1089. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  1090. {
  1091. EVENT_HANDLER_CALLED_BY_CLIENT;
  1092. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1093. for (auto & po : pos)
  1094. adventureInt->minimap->updateTile(po);
  1095. if (!pos.empty())
  1096. GH.totalRedraw();
  1097. }
  1098. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  1099. {
  1100. EVENT_HANDLER_CALLED_BY_CLIENT;
  1101. for (auto & po : pos)
  1102. adventureInt->minimap->updateTile(po);
  1103. if (!pos.empty())
  1104. GH.totalRedraw();
  1105. }
  1106. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1107. {
  1108. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1109. GH.pushIntT<CHeroWindow>(hero);
  1110. }
  1111. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1112. {
  1113. EVENT_HANDLER_CALLED_BY_CLIENT;
  1114. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1115. {
  1116. CFortScreen * fortScreen = dynamic_cast<CFortScreen*>(GH.topInt().get());
  1117. CCastleInterface * castleInterface = dynamic_cast<CCastleInterface*>(GH.topInt().get());
  1118. if (fortScreen)
  1119. fortScreen->creaturesChangedEventHandler();
  1120. else if(castleInterface)
  1121. castleInterface->creaturesChangedEventHandler();
  1122. for(auto isa : GH.listInt)
  1123. {
  1124. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  1125. if (ki && townObj)
  1126. ki->townChanged(townObj);
  1127. }
  1128. }
  1129. else if(town && GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1130. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1131. {
  1132. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
  1133. if (crw && crw->dwelling == town)
  1134. crw->availableCreaturesChanged();
  1135. }
  1136. }
  1137. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1138. {
  1139. EVENT_HANDLER_CALLED_BY_CLIENT;
  1140. if (bonus.type == Bonus::NONE)
  1141. return;
  1142. updateInfo(hero);
  1143. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1144. {
  1145. //recalculate paths because hero has lost bonus influencing pathfinding
  1146. paths.erasePath(hero);
  1147. }
  1148. }
  1149. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1150. {
  1151. h & wanderingHeroes;
  1152. h & towns;
  1153. h & sleepingHeroes;
  1154. h & paths;
  1155. h & spellbookSettings;
  1156. }
  1157. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1158. {
  1159. EVENT_HANDLER_CALLED_BY_CLIENT;
  1160. serializeTempl(h,version);
  1161. }
  1162. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1163. {
  1164. EVENT_HANDLER_CALLED_BY_CLIENT;
  1165. serializeTempl(h,version);
  1166. firstCall = -1;
  1167. }
  1168. void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
  1169. {
  1170. LOG_TRACE(logGlobal);
  1171. if (!LOCPLINT->makingTurn)
  1172. return;
  1173. if (!h)
  1174. return; //can't find hero
  1175. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1176. if (showingDialog->get() || !dialogs.empty())
  1177. return;
  1178. setMovementStatus(true);
  1179. if (adventureInt && adventureInt->isHeroSleeping(h))
  1180. {
  1181. adventureInt->sleepWake->clickLeft(true, false);
  1182. adventureInt->sleepWake->clickLeft(false, true);
  1183. //could've just called
  1184. //adventureInt->fsleepWake();
  1185. //but no authentic button click/sound ;-)
  1186. }
  1187. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1188. }
  1189. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1190. {
  1191. EVENT_HANDLER_CALLED_BY_CLIENT;
  1192. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1193. if (stillMoveHero.get() == DURING_MOVE && paths.hasPath(down) && paths.getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
  1194. {
  1195. onEnd();
  1196. return;
  1197. }
  1198. waitForAllDialogs();
  1199. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1200. cgw->quit->addCallback(onEnd);
  1201. GH.pushInt(cgw);
  1202. }
  1203. /**
  1204. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1205. * into a combinational one on an artifact screen. Does not require the combination of
  1206. * artifacts to be legal.
  1207. */
  1208. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1209. {
  1210. std::string text = artifact->getDescriptionTranslated();
  1211. text += "\n\n";
  1212. std::vector<std::shared_ptr<CComponent>> scs;
  1213. if(assembledArtifact)
  1214. {
  1215. // You possess all of the components to...
  1216. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1217. // Picture of assembled artifact at bottom.
  1218. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1219. scs.push_back(sc);
  1220. }
  1221. else
  1222. {
  1223. // Do you wish to disassemble this artifact?
  1224. text += CGI->generaltexth->allTexts[733];
  1225. }
  1226. showYesNoDialog(text, onYes, nullptr, scs);
  1227. }
  1228. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1229. {
  1230. EVENT_HANDLER_CALLED_BY_CLIENT;
  1231. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1232. && destinationTeleport == ObjectInstanceID())
  1233. stillMoveHero.setn(CONTINUE_MOVE);
  1234. if (destinationTeleport != ObjectInstanceID()
  1235. && pa->packType == typeList.getTypeID<QueryReply>()
  1236. && stillMoveHero.get() == DURING_MOVE)
  1237. { // After teleportation via CGTeleport object is finished
  1238. destinationTeleport = ObjectInstanceID();
  1239. destinationTeleportPos = int3(-1);
  1240. stillMoveHero.setn(CONTINUE_MOVE);
  1241. }
  1242. }
  1243. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1244. {
  1245. EVENT_HANDLER_CALLED_BY_CLIENT;
  1246. GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
  1247. }
  1248. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1249. {
  1250. EVENT_HANDLER_CALLED_BY_CLIENT;
  1251. //redraw minimap if owner changed
  1252. if (sop->what == ObjProperty::OWNER)
  1253. {
  1254. const CGObjectInstance * obj = cb->getObj(sop->id);
  1255. std::set<int3> pos = obj->getBlockedPos();
  1256. for(auto & po : pos)
  1257. {
  1258. if(cb->isVisible(po))
  1259. adventureInt->minimap->updateTile(po);
  1260. }
  1261. if(obj->ID == Obj::TOWN)
  1262. {
  1263. if(obj->tempOwner == playerID)
  1264. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1265. else
  1266. towns -= obj;
  1267. adventureInt->townList->update();
  1268. adventureInt->minimap->update();
  1269. }
  1270. assert(cb->getTownsInfo().size() == towns.size());
  1271. }
  1272. }
  1273. void CPlayerInterface::initializeHeroTownList()
  1274. {
  1275. if(!wanderingHeroes.size())
  1276. {
  1277. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1278. for(auto & hero : heroes)
  1279. {
  1280. if(!hero->inTownGarrison)
  1281. wanderingHeroes.push_back(hero);
  1282. }
  1283. }
  1284. if(!towns.size())
  1285. towns = cb->getTownsInfo();
  1286. if(adventureInt)
  1287. adventureInt->updateNextHero(nullptr);
  1288. }
  1289. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1290. {
  1291. EVENT_HANDLER_CALLED_BY_CLIENT;
  1292. waitWhileDialog();
  1293. auto recruitCb = [=](CreatureID id, int count)
  1294. {
  1295. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1296. };
  1297. GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1298. }
  1299. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1300. {
  1301. if (GH.amIGuiThread())
  1302. {
  1303. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1304. return;
  1305. }
  1306. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1307. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1308. while(showingDialog->data)
  1309. showingDialog->cond.wait(un);
  1310. }
  1311. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1312. {
  1313. EVENT_HANDLER_CALLED_BY_CLIENT;
  1314. auto state = obj->shipyardStatus();
  1315. std::vector<si32> cost;
  1316. obj->getBoatCost(cost);
  1317. GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1318. }
  1319. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1320. {
  1321. EVENT_HANDLER_CALLED_BY_CLIENT;
  1322. //we might have built a boat in shipyard in opened town screen
  1323. if (obj->ID == Obj::BOAT
  1324. && LOCPLINT->castleInt
  1325. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1326. {
  1327. CCS->soundh->playSound(soundBase::newBuilding);
  1328. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1329. }
  1330. }
  1331. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1332. {
  1333. EVENT_HANDLER_CALLED_BY_CLIENT;
  1334. waitWhileDialog();
  1335. CCS->curh->hide();
  1336. adventureInt->centerOn (pos);
  1337. if (focusTime)
  1338. {
  1339. GH.totalRedraw();
  1340. {
  1341. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1342. IgnoreEvents ignore(*this);
  1343. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1344. }
  1345. }
  1346. CCS->curh->show();
  1347. }
  1348. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1349. {
  1350. EVENT_HANDLER_CALLED_BY_CLIENT;
  1351. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1352. {
  1353. waitWhileDialog();
  1354. CCS->soundh->playSound(obj->getRemovalSound().get());
  1355. }
  1356. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1357. {
  1358. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1359. heroKilled(h);
  1360. }
  1361. }
  1362. void CPlayerInterface::objectRemovedAfter()
  1363. {
  1364. EVENT_HANDLER_CALLED_BY_CLIENT;
  1365. adventureInt->minimap->update();
  1366. }
  1367. void CPlayerInterface::playerBlocked(int reason, bool start)
  1368. {
  1369. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1370. {
  1371. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1372. {
  1373. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1374. boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
  1375. LOCPLINT = this;
  1376. GH.curInt = this;
  1377. adventureInt->selection = nullptr;
  1378. adventureInt->setPlayer(playerID);
  1379. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1380. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1381. std::vector<std::shared_ptr<CComponent>> cmp;
  1382. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1383. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1384. showInfoDialog(msg, cmp);
  1385. makingTurn = false;
  1386. }
  1387. }
  1388. }
  1389. const CArmedInstance * CPlayerInterface::getSelection()
  1390. {
  1391. return currentSelection;
  1392. }
  1393. void CPlayerInterface::setSelection(const CArmedInstance * obj)
  1394. {
  1395. currentSelection = obj;
  1396. updateAmbientSounds(true);
  1397. }
  1398. void CPlayerInterface::update()
  1399. {
  1400. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1401. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1402. // While mutexes were locked away we may be have stopped being the active interface
  1403. if (LOCPLINT != this)
  1404. return;
  1405. //if there are any waiting dialogs, show them
  1406. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1407. {
  1408. showingDialog->set(true);
  1409. GH.pushInt(dialogs.front());
  1410. dialogs.pop_front();
  1411. }
  1412. assert(adventureInt);
  1413. assert(adventureInt->selection);
  1414. // Handles mouse and key input
  1415. GH.updateTime();
  1416. GH.handleEvents();
  1417. GH.simpleRedraw();
  1418. }
  1419. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1420. {
  1421. using namespace boost::filesystem;
  1422. using namespace boost::algorithm;
  1423. path gamesDir = VCMIDirs::get().userSavePath();
  1424. std::map<std::time_t, int> dates; //save number => datestamp
  1425. const directory_iterator enddir;
  1426. if (!exists(gamesDir))
  1427. create_directory(gamesDir);
  1428. else
  1429. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1430. {
  1431. if (is_regular_file(dir->status()))
  1432. {
  1433. std::string name = dir->path().filename().string();
  1434. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1435. {
  1436. char nr = name[namePrefix.size()];
  1437. if (std::isdigit(nr))
  1438. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1439. }
  1440. }
  1441. }
  1442. if (!dates.empty())
  1443. return (--dates.end())->second; //return latest file number
  1444. return 0;
  1445. }
  1446. /*
  1447. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1448. {
  1449. auto subArr = (CGI->mh->ttiles)[hp.z];
  1450. ho->isStanding = false;
  1451. int heroWidth = ho->appearance->getWidth();
  1452. int heroHeight = ho->appearance->getHeight();
  1453. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1454. int tileMaxX = std::max(details.start.x, details.end.x);
  1455. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1456. int tileMaxY = std::max(details.start.y, details.end.y);
  1457. // determine tiles on which hero will be visible during movement and add hero as visible object on these tiles where necessary
  1458. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1459. {
  1460. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1461. {
  1462. bool heroVisibleHere = false;
  1463. auto & tile = subArr[tileX][tileY];
  1464. for(const auto & obj : tile.objects)
  1465. {
  1466. if (obj.obj == ho)
  1467. {
  1468. heroVisibleHere = true;
  1469. break;
  1470. }
  1471. }
  1472. if ( !heroVisibleHere)
  1473. {
  1474. tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
  1475. std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
  1476. }
  1477. }
  1478. }
  1479. }
  1480. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1481. {
  1482. auto subArr = (CGI->mh->ttiles)[hp.z];
  1483. int heroWidth = ho->appearance->getWidth();
  1484. int heroHeight = ho->appearance->getHeight();
  1485. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1486. int tileMaxX = std::max(details.start.x, details.end.x);
  1487. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1488. int tileMaxY = std::max(details.start.y, details.end.y);
  1489. std::shared_ptr<CAnimation> animation = graphics->getAnimation(ho);
  1490. assert(animation);
  1491. assert(animation->size(0) != 0);
  1492. auto image = animation->getImage(0,0);
  1493. int heroImageOldX = details.start.x * 32;
  1494. int heroImageOldY = details.start.y * 32;
  1495. int heroImageNewX = details.end.x * 32;
  1496. int heroImageNewY = details.end.y * 32;
  1497. int heroImageCurrX = heroImageOldX + i*(heroImageNewX - heroImageOldX)/32;
  1498. int heroImageCurrY = heroImageOldY + i*(heroImageNewY - heroImageOldY)/32;
  1499. // recompute which part of hero sprite will be visible on each tile at this point of movement animation
  1500. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1501. {
  1502. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1503. {
  1504. auto & tile = subArr[tileX][tileY];
  1505. for ( auto & obj : tile.objects)
  1506. {
  1507. if (obj.obj == ho)
  1508. {
  1509. int tilePosX = tileX * 32;
  1510. int tilePosY = tileY * 32;
  1511. obj.rect.x = tilePosX - heroImageCurrX + image->width() - 32;
  1512. obj.rect.y = tilePosY - heroImageCurrY + image->height() - 32;
  1513. }
  1514. }
  1515. }
  1516. }
  1517. //adventureInt->terrain->moveX = (32 - i) * (heroImageNewX - heroImageOldX) / 32;
  1518. //adventureInt->terrain->moveY = (32 - i) * (heroImageNewY - heroImageOldY) / 32;
  1519. }
  1520. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1521. {
  1522. auto subArr = (CGI->mh->ttiles)[hp.z];
  1523. int heroWidth = ho->appearance->getWidth();
  1524. int heroHeight = ho->appearance->getHeight();
  1525. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1526. int tileMaxX = std::max(details.start.x, details.end.x);
  1527. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1528. int tileMaxY = std::max(details.start.y, details.end.y);
  1529. // erase hero from all tiles on which he is currently visible
  1530. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1531. {
  1532. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1533. {
  1534. auto & tile = subArr[tileX][tileY];
  1535. for (size_t i = 0; i < tile.objects.size(); ++i)
  1536. {
  1537. if ( tile.objects[i].obj == ho)
  1538. {
  1539. tile.objects.erase(tile.objects.begin() + i);
  1540. break;
  1541. }
  1542. }
  1543. }
  1544. }
  1545. // re-add hero to all tiles on which he will still be visible after animation is over
  1546. for ( int tileX = details.end.x - heroWidth + 1; tileX <= details.end.x; ++tileX)
  1547. {
  1548. for ( int tileY = details.end.y - heroHeight + 1; tileY <= details.end.y; ++tileY)
  1549. {
  1550. auto & tile = subArr[tileX][tileY];
  1551. tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
  1552. }
  1553. }
  1554. // update object list on all tiles that were affected during previous operations
  1555. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1556. {
  1557. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1558. {
  1559. auto & tile = subArr[tileX][tileY];
  1560. std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
  1561. }
  1562. }
  1563. //recompute hero sprite positioning using hero's final position
  1564. movementPxStep(details, 32, hp, ho);
  1565. }
  1566. */
  1567. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1568. {
  1569. EVENT_HANDLER_CALLED_BY_CLIENT;
  1570. if (player == playerID)
  1571. {
  1572. if (victoryLossCheckResult.loss())
  1573. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1574. //we assume GH.curInt == LOCPLINT
  1575. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1576. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1577. GH.curInt = this; //waiting for dialogs requires this to get events
  1578. if(!makingTurn)
  1579. {
  1580. makingTurn = true; //also needed for dialog to show with current implementation
  1581. waitForAllDialogs();
  1582. makingTurn = false;
  1583. }
  1584. else
  1585. waitForAllDialogs();
  1586. GH.curInt = previousInterface;
  1587. LOCPLINT = previousInterface;
  1588. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1589. {
  1590. if(adventureInt)
  1591. {
  1592. GH.terminate_cond->setn(true);
  1593. adventureInt->deactivate();
  1594. if (GH.topInt() == adventureInt)
  1595. GH.popInt(adventureInt);
  1596. adventureInt.reset();
  1597. }
  1598. }
  1599. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1600. {
  1601. // end game if current human player has won
  1602. CSH->sendClientDisconnecting();
  1603. requestReturningToMainMenu(true);
  1604. }
  1605. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1606. {
  1607. //all human players eliminated
  1608. CSH->sendClientDisconnecting();
  1609. requestReturningToMainMenu(false);
  1610. }
  1611. if (GH.curInt == this) GH.curInt = nullptr;
  1612. }
  1613. else
  1614. {
  1615. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1616. {
  1617. std::string str = victoryLossCheckResult.messageToSelf;
  1618. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1619. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1620. }
  1621. }
  1622. }
  1623. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1624. {
  1625. EVENT_HANDLER_CALLED_BY_CLIENT;
  1626. }
  1627. void CPlayerInterface::showPuzzleMap()
  1628. {
  1629. EVENT_HANDLER_CALLED_BY_CLIENT;
  1630. waitWhileDialog();
  1631. //TODO: interface should not know the real position of Grail...
  1632. double ratio = 0;
  1633. int3 grailPos = cb->getGrailPos(&ratio);
  1634. GH.pushIntT<CPuzzleWindow>(grailPos, ratio);
  1635. }
  1636. void CPlayerInterface::viewWorldMap()
  1637. {
  1638. adventureInt->changeMode(EAdvMapMode::WORLD_VIEW);
  1639. }
  1640. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1641. {
  1642. EVENT_HANDLER_CALLED_BY_CLIENT;
  1643. if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
  1644. GH.popInts(1);
  1645. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1646. paths.erasePath(caster);
  1647. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1648. if(spellID == SpellID::VIEW_EARTH)
  1649. {
  1650. //TODO: implement on server side
  1651. const auto level = caster->getSpellSchoolLevel(spell);
  1652. adventureInt->worldViewOptions.showAllTerrain = (level > 2);
  1653. }
  1654. auto castSoundPath = spell->getCastSound();
  1655. if(!castSoundPath.empty())
  1656. CCS->soundh->playSound(castSoundPath);
  1657. }
  1658. void CPlayerInterface::acceptTurn()
  1659. {
  1660. if (settings["session"]["autoSkip"].Bool())
  1661. {
  1662. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  1663. iw->close();
  1664. }
  1665. if(CSH->howManyPlayerInterfaces() > 1)
  1666. {
  1667. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  1668. adventureInt->startTurn();
  1669. }
  1670. adventureInt->initializeNewTurn();
  1671. // warn player if he has no town
  1672. if (cb->howManyTowns() == 0)
  1673. {
  1674. auto playerColor = *cb->getPlayerID();
  1675. std::vector<Component> components;
  1676. components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
  1677. MetaString text;
  1678. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  1679. if(optDaysWithoutCastle)
  1680. {
  1681. auto daysWithoutCastle = optDaysWithoutCastle.get();
  1682. if (daysWithoutCastle < 6)
  1683. {
  1684. text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
  1685. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1686. text.addReplacement(7 - daysWithoutCastle);
  1687. }
  1688. else if (daysWithoutCastle == 6)
  1689. {
  1690. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1691. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1692. }
  1693. showInfoDialogAndWait(components, text);
  1694. }
  1695. else
  1696. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  1697. }
  1698. }
  1699. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1700. {
  1701. int msgToShow = -1;
  1702. const bool isBlocked = CGI->mh->hasObjectHole(h->visitablePos()); // Don't dig in the pit.
  1703. const auto diggingStatus = isBlocked
  1704. ? EDiggingStatus::TILE_OCCUPIED
  1705. : h->diggingStatus().num;
  1706. switch(diggingStatus)
  1707. {
  1708. case EDiggingStatus::CAN_DIG:
  1709. break;
  1710. case EDiggingStatus::LACK_OF_MOVEMENT:
  1711. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1712. break;
  1713. case EDiggingStatus::TILE_OCCUPIED:
  1714. msgToShow = 97; //Try searching on clear ground.
  1715. break;
  1716. case EDiggingStatus::WRONG_TERRAIN:
  1717. msgToShow = 60; ////Try looking on land!
  1718. break;
  1719. default:
  1720. assert(0);
  1721. }
  1722. if(msgToShow < 0)
  1723. cb->dig(h);
  1724. else
  1725. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1726. }
  1727. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1728. {
  1729. adventureInt->infoBar->showSelection();
  1730. }
  1731. void CPlayerInterface::battleNewRoundFirst( int round )
  1732. {
  1733. EVENT_HANDLER_CALLED_BY_CLIENT;
  1734. BATTLE_EVENT_POSSIBLE_RETURN;
  1735. battleInt->newRoundFirst(round);
  1736. }
  1737. void CPlayerInterface::stopMovement()
  1738. {
  1739. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1740. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1741. }
  1742. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1743. {
  1744. EVENT_HANDLER_CALLED_BY_CLIENT;
  1745. if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  1746. {
  1747. //EEMarketMode mode = market->availableModes().front();
  1748. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1749. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1750. else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1751. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1752. }
  1753. else
  1754. {
  1755. GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1756. }
  1757. }
  1758. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1759. {
  1760. EVENT_HANDLER_CALLED_BY_CLIENT;
  1761. GH.pushIntT<CUniversityWindow>(visitor, market);
  1762. }
  1763. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1764. {
  1765. EVENT_HANDLER_CALLED_BY_CLIENT;
  1766. GH.pushIntT<CHillFortWindow>(visitor, object);
  1767. }
  1768. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1769. {
  1770. EVENT_HANDLER_CALLED_BY_CLIENT;
  1771. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
  1772. cmw->artifactsChanged(false);
  1773. }
  1774. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1775. {
  1776. EVENT_HANDLER_CALLED_BY_CLIENT;
  1777. GH.pushIntT<CTavernWindow>(townOrTavern);
  1778. }
  1779. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1780. {
  1781. EVENT_HANDLER_CALLED_BY_CLIENT;
  1782. GH.pushIntT<CThievesGuildWindow>(obj);
  1783. }
  1784. void CPlayerInterface::showQuestLog()
  1785. {
  1786. EVENT_HANDLER_CALLED_BY_CLIENT;
  1787. GH.pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1788. }
  1789. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1790. {
  1791. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1792. {
  1793. MetaString txt;
  1794. obj->getProblemText(txt);
  1795. showInfoDialog(txt.toString());
  1796. }
  1797. else
  1798. showShipyardDialog(obj);
  1799. }
  1800. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1801. {
  1802. CCS->soundh->ambientStopAllChannels();
  1803. if(won && cb->getStartInfo()->campState)
  1804. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1805. else
  1806. GH.pushUserEvent(EUserEvent::RETURN_TO_MAIN_MENU);
  1807. }
  1808. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1809. {
  1810. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1811. if(hero)
  1812. {
  1813. auto art = hero->getArt(al.slot);
  1814. if(art == nullptr)
  1815. {
  1816. logGlobal->error("artifact location %d points to nothing",
  1817. al.slot.num);
  1818. return;
  1819. }
  1820. CHeroArtPlace::askToAssemble(art, al.slot, hero);
  1821. }
  1822. }
  1823. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1824. {
  1825. EVENT_HANDLER_CALLED_BY_CLIENT;
  1826. adventureInt->infoBar->showSelection();
  1827. askToAssembleArtifact(al);
  1828. }
  1829. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1830. {
  1831. EVENT_HANDLER_CALLED_BY_CLIENT;
  1832. adventureInt->infoBar->showSelection();
  1833. for(auto isa : GH.listInt)
  1834. {
  1835. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1836. if (artWin)
  1837. artWin->artifactRemoved(al);
  1838. }
  1839. waitWhileDialog();
  1840. }
  1841. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1842. {
  1843. EVENT_HANDLER_CALLED_BY_CLIENT;
  1844. adventureInt->infoBar->showSelection();
  1845. bool redraw = true;
  1846. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1847. if(numOfMovedArts != 0)
  1848. {
  1849. numOfMovedArts--;
  1850. if(numOfMovedArts != 0)
  1851. redraw = false;
  1852. }
  1853. for(auto isa : GH.listInt)
  1854. {
  1855. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1856. if (artWin)
  1857. artWin->artifactMoved(src, dst, redraw);
  1858. }
  1859. waitWhileDialog();
  1860. }
  1861. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1862. {
  1863. numOfMovedArts = numOfArts;
  1864. }
  1865. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1866. {
  1867. EVENT_HANDLER_CALLED_BY_CLIENT;
  1868. adventureInt->infoBar->showSelection();
  1869. for(auto isa : GH.listInt)
  1870. {
  1871. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1872. if (artWin)
  1873. artWin->artifactAssembled(al);
  1874. }
  1875. }
  1876. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1877. {
  1878. EVENT_HANDLER_CALLED_BY_CLIENT;
  1879. adventureInt->infoBar->showSelection();
  1880. for(auto isa : GH.listInt)
  1881. {
  1882. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1883. if (artWin)
  1884. artWin->artifactDisassembled(al);
  1885. }
  1886. }
  1887. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  1888. {
  1889. EVENT_HANDLER_CALLED_BY_CLIENT;
  1890. if (!vstd::contains (GH.listInt, adventureInt))
  1891. {
  1892. GH.popInts ((int)GH.listInt.size()); //after map load - remove everything else
  1893. GH.pushInt (adventureInt);
  1894. }
  1895. else
  1896. {
  1897. adventureInt->infoBar->showSelection();
  1898. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get())) //don't remove dialogs that expect query answer
  1899. GH.popInts(1);
  1900. }
  1901. if(CSH->howManyPlayerInterfaces() == 1)
  1902. {
  1903. GH.curInt = this;
  1904. adventureInt->startTurn();
  1905. }
  1906. if (player != playerID && this == LOCPLINT)
  1907. {
  1908. waitWhileDialog();
  1909. adventureInt->aiTurnStarted();
  1910. }
  1911. }
  1912. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1913. {
  1914. while(!dialogs.empty())
  1915. {
  1916. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1917. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1918. }
  1919. waitWhileDialog(unlockPim);
  1920. }
  1921. void CPlayerInterface::proposeLoadingGame()
  1922. {
  1923. showYesNoDialog(CGI->generaltexth->allTexts[68], [](){ GH.pushUserEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
  1924. }
  1925. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  1926. {
  1927. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  1928. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  1929. }
  1930. bool CPlayerInterface::capturedAllEvents()
  1931. {
  1932. if (duringMovement)
  1933. {
  1934. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1935. return true;
  1936. }
  1937. if (ignoreEvents)
  1938. {
  1939. boost::unique_lock<boost::mutex> un(eventsM);
  1940. while(!SDLEventsQueue.empty())
  1941. {
  1942. SDLEventsQueue.pop();
  1943. }
  1944. return true;
  1945. }
  1946. return false;
  1947. }
  1948. void CPlayerInterface::setMovementStatus(bool value)
  1949. {
  1950. duringMovement = value;
  1951. if (value)
  1952. {
  1953. CCS->curh->hide();
  1954. }
  1955. else
  1956. {
  1957. CCS->curh->show();
  1958. }
  1959. }
  1960. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1961. {
  1962. int i = 1;
  1963. auto getObj = [&](int3 coord, bool ignoreHero)
  1964. {
  1965. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1966. };
  1967. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  1968. {
  1969. if (action != CGPathNode::TELEPORT_NORMAL &&
  1970. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  1971. action != CGPathNode::TELEPORT_BATTLE)
  1972. {
  1973. return false;
  1974. }
  1975. return true;
  1976. };
  1977. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1978. {
  1979. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1980. return nextObjectTop;
  1981. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1982. CGTeleport::isConnected(currentObject, nextObject))
  1983. {
  1984. return nextObject;
  1985. }
  1986. return nullptr;
  1987. };
  1988. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1989. stillMoveHero.data = CONTINUE_MOVE;
  1990. auto doMovement = [&](int3 dst, bool transit)
  1991. {
  1992. stillMoveHero.data = WAITING_MOVE;
  1993. cb->moveHero(h, dst, transit);
  1994. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1995. stillMoveHero.cond.wait(un);
  1996. };
  1997. {
  1998. for (auto & elem : path.nodes)
  1999. elem.coord = h->convertFromVisitablePos(elem.coord);
  2000. TerrainId currentTerrain = ETerrainId::NONE;
  2001. TerrainId newTerrain;
  2002. bool wasOnRoad = true;
  2003. int sh = -1;
  2004. auto canStop = [&](CGPathNode * node) -> bool
  2005. {
  2006. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  2007. return true;
  2008. if (node->accessible == CGPathNode::ACCESSIBLE)
  2009. return true;
  2010. return false;
  2011. };
  2012. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  2013. {
  2014. int3 prevCoord = path.nodes[i].coord;
  2015. int3 nextCoord = path.nodes[i-1].coord;
  2016. auto prevRoad = cb->getTile(h->convertToVisitablePos(prevCoord))->roadType;
  2017. auto nextRoad = cb->getTile(h->convertToVisitablePos(nextCoord))->roadType;
  2018. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  2019. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  2020. auto nextObjectTop = getObj(nextCoord, false);
  2021. auto nextObject = getObj(nextCoord, true);
  2022. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  2023. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  2024. {
  2025. CCS->soundh->stopSound(sh);
  2026. destinationTeleport = destTeleportObj->id;
  2027. destinationTeleportPos = nextCoord;
  2028. doMovement(h->pos, false);
  2029. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
  2030. || path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
  2031. {
  2032. destinationTeleport = ObjectInstanceID();
  2033. destinationTeleportPos = int3(-1);
  2034. }
  2035. if(i != path.nodes.size() - 1)
  2036. {
  2037. if (movingOnRoad)
  2038. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSound, -1);
  2039. else
  2040. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSoundPenalty, -1);
  2041. }
  2042. continue;
  2043. }
  2044. if (path.nodes[i-1].turns)
  2045. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  2046. stillMoveHero.data = STOP_MOVE;
  2047. break;
  2048. }
  2049. // Start a new sound for the hero movement or let the existing one carry on.
  2050. #if 0
  2051. // TODO
  2052. if (hero is flying && sh == -1)
  2053. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  2054. #endif
  2055. {
  2056. newTerrain = cb->getTile(h->convertToVisitablePos(prevCoord))->terType->getId();
  2057. if(newTerrain != currentTerrain || wasOnRoad != movingOnRoad)
  2058. {
  2059. CCS->soundh->stopSound(sh);
  2060. if (movingOnRoad)
  2061. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSound, -1);
  2062. else
  2063. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSoundPenalty, -1);
  2064. currentTerrain = newTerrain;
  2065. wasOnRoad = movingOnRoad;
  2066. }
  2067. }
  2068. assert(h->pos.z == nextCoord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all
  2069. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  2070. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  2071. bool useTransit = false;
  2072. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  2073. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  2074. || CGTeleport::isTeleport(nextObjectTop)))
  2075. { // Hero should be able to go through object if it's allow transit
  2076. useTransit = true;
  2077. }
  2078. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  2079. useTransit = true;
  2080. doMovement(endpos, useTransit);
  2081. logGlobal->trace("Resuming %s", __FUNCTION__);
  2082. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  2083. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  2084. break;
  2085. }
  2086. CCS->soundh->stopSound(sh);
  2087. }
  2088. //Update cursor so icon can change if needed when it reappears; doesn;'t apply if a dialog box pops up at the end of the movement
  2089. if (!showingDialog->get())
  2090. GH.fakeMouseMove();
  2091. //todo: this should be in main thread
  2092. if (adventureInt)
  2093. {
  2094. // (i == 0) means hero went through all the path
  2095. adventureInt->updateMoveHero(h, (i != 0));
  2096. adventureInt->updateNextHero(h);
  2097. }
  2098. setMovementStatus(false);
  2099. }
  2100. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
  2101. {
  2102. EVENT_HANDLER_CALLED_BY_CLIENT;
  2103. //TODO: showWorldViewEx
  2104. std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));
  2105. viewWorldMap();
  2106. }
  2107. void CPlayerInterface::updateAmbientSounds(bool resetAll)
  2108. {
  2109. if(castleInt || battleInt || !makingTurn || !currentSelection)
  2110. {
  2111. CCS->soundh->ambientStopAllChannels();
  2112. return;
  2113. }
  2114. else if(!dynamic_cast<CAdvMapInt *>(GH.topInt().get()))
  2115. {
  2116. return;
  2117. }
  2118. if(resetAll)
  2119. CCS->soundh->ambientStopAllChannels();
  2120. std::map<std::string, int> currentSounds;
  2121. auto updateSounds = [&](std::string soundId, int distance) -> void
  2122. {
  2123. if(vstd::contains(currentSounds, soundId))
  2124. currentSounds[soundId] = std::max(currentSounds[soundId], distance);
  2125. else
  2126. currentSounds.insert(std::make_pair(soundId, distance));
  2127. };
  2128. int3 pos = currentSelection->getSightCenter();
  2129. std::unordered_set<int3, ShashInt3> tiles;
  2130. cb->getVisibleTilesInRange(tiles, pos, CCS->soundh->ambientGetRange(), int3::DIST_CHEBYSHEV);
  2131. for(int3 tile : tiles)
  2132. {
  2133. int dist = pos.dist(tile, int3::DIST_CHEBYSHEV);
  2134. // We want sound for every special terrain on tile and not just one on top
  2135. for(auto & soundName : CGI->mh->getAmbientSounds(tile))
  2136. updateSounds(soundName, dist);
  2137. }
  2138. CCS->soundh->ambientUpdateChannels(currentSounds);
  2139. }