CPlayerInterface.cpp 88 KB

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  1. #include "StdInc.h"
  2. #include "../lib/CDefObjInfoHandler.h"
  3. #include "CAdvmapInterface.h"
  4. #include "battle/CBattleInterface.h"
  5. #include "battle/CBattleInterfaceClasses.h"
  6. #include "../CCallback.h"
  7. #include "CCastleInterface.h"
  8. #include "gui/CCursorHandler.h"
  9. #include "CKingdomInterface.h"
  10. #include "CGameInfo.h"
  11. #include "CHeroWindow.h"
  12. #include "CCreatureWindow.h"
  13. #include "CQuestLog.h"
  14. #include "CMessage.h"
  15. #include "CPlayerInterface.h"
  16. //#include "gui/SDL_Extensions.h"
  17. #include "gui/SDL_Extensions.h"
  18. #include "../lib/CConfigHandler.h"
  19. #include "battle/CCreatureAnimation.h"
  20. #include "Graphics.h"
  21. #include "../lib/CArtHandler.h"
  22. #include "../lib/CGeneralTextHandler.h"
  23. #include "../lib/CHeroHandler.h"
  24. #include "../lib/CObjectHandler.h"
  25. #include "../lib/Connection.h"
  26. #include "../lib/CSpellHandler.h"
  27. #include "../lib/CTownHandler.h"
  28. #include "../lib/BattleState.h"
  29. #include "../lib/JsonNode.h"
  30. #include "CMusicHandler.h"
  31. #include "../lib/CondSh.h"
  32. #include "../lib/NetPacks.h"
  33. #include "../lib/mapping/CMap.h"
  34. #include "../lib/VCMIDirs.h"
  35. #include "mapHandler.h"
  36. #include "../lib/CStopWatch.h"
  37. #include "../lib/StartInfo.h"
  38. #include "../lib/CGameState.h"
  39. #include "../lib/GameConstants.h"
  40. #include "gui/CGuiHandler.h"
  41. #include "../lib/UnlockGuard.h"
  42. #ifdef min
  43. #undef min
  44. #endif
  45. #ifdef max
  46. #undef max
  47. #endif
  48. /*
  49. * CPlayerInterface.cpp, part of VCMI engine
  50. *
  51. * Authors: listed in file AUTHORS in main folder
  52. *
  53. * License: GNU General Public License v2.0 or later
  54. * Full text of license available in license.txt file, in main folder
  55. *
  56. */
  57. // The macro below is used to mark functions that are called by client when game state changes.
  58. // They all assume that CPlayerInterface::pim mutex is locked.
  59. #define EVENT_HANDLER_CALLED_BY_CLIENT
  60. // The macro marks functions that are run on a new thread by client.
  61. // They do not own any mutexes intiially.
  62. #define THREAD_CREATED_BY_CLIENT
  63. #define RETURN_IF_QUICK_COMBAT \
  64. if(isAutoFightOn && !battleInt) \
  65. return;
  66. #define BATTLE_EVENT_POSSIBLE_RETURN\
  67. if(LOCPLINT != this) \
  68. return; \
  69. RETURN_IF_QUICK_COMBAT
  70. using namespace boost::assign;
  71. using namespace CSDL_Ext;
  72. void processCommand(const std::string &message, CClient *&client);
  73. extern std::queue<SDL_Event> events;
  74. extern boost::mutex eventsM;
  75. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  76. CondSh<bool> CPlayerInterface::terminate_cond;
  77. CPlayerInterface * LOCPLINT;
  78. CBattleInterface * CPlayerInterface::battleInt;
  79. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  80. CondSh<EMoveState> stillMoveHero; //used during hero movement
  81. int CPlayerInterface::howManyPeople = 0;
  82. struct OCM_HLP_CGIN
  83. {
  84. bool inline operator ()(const std::pair<const CGObjectInstance*,SDL_Rect> & a, const std::pair<const CGObjectInstance*,SDL_Rect> & b) const
  85. {
  86. return (*a.first)<(*b.first);
  87. }
  88. } ocmptwo_cgin ;
  89. CPlayerInterface::CPlayerInterface(PlayerColor Player)
  90. {
  91. logGlobal->traceStream() << "\tHuman player interface for player " << Player << " being constructed";
  92. observerInDuelMode = false;
  93. howManyPeople++;
  94. GH.defActionsDef = 0;
  95. LOCPLINT = this;
  96. curAction = nullptr;
  97. playerID=Player;
  98. human=true;
  99. castleInt = nullptr;
  100. battleInt = nullptr;
  101. //pim = new boost::recursive_mutex;
  102. makingTurn = false;
  103. showingDialog = new CondSh<bool>(false);
  104. cingconsole = new CInGameConsole;
  105. terminate_cond.set(false);
  106. firstCall = 1; //if loading will be overwritten in serialize
  107. autosaveCount = 0;
  108. isAutoFightOn = false;
  109. }
  110. CPlayerInterface::~CPlayerInterface()
  111. {
  112. logGlobal->traceStream() << "\tHuman player interface for player " << playerID << " being destructed";
  113. //howManyPeople--;
  114. //delete pim;
  115. //vstd::clear_pointer(pim);
  116. delete showingDialog;
  117. delete cingconsole;
  118. if(LOCPLINT == this)
  119. LOCPLINT = nullptr;
  120. }
  121. void CPlayerInterface::init(shared_ptr<CCallback> CB)
  122. {
  123. cb = CB;
  124. if(observerInDuelMode)
  125. return;
  126. if(!towns.size() && !wanderingHeroes.size())
  127. initializeHeroTownList();
  128. if(!adventureInt)
  129. adventureInt = new CAdvMapInt();
  130. }
  131. void CPlayerInterface::yourTurn()
  132. {
  133. EVENT_HANDLER_CALLED_BY_CLIENT;
  134. {
  135. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  136. LOCPLINT = this;
  137. GH.curInt = this;
  138. adventureInt->selection = nullptr;
  139. if(firstCall)
  140. {
  141. if(howManyPeople == 1)
  142. adventureInt->setPlayer(playerID);
  143. autosaveCount = getLastIndex("Autosave_");
  144. if(firstCall > 0) //new game, not loaded
  145. {
  146. int index = getLastIndex("Newgame_Autosave_");
  147. index %= SAVES_COUNT;
  148. cb->save("Saves/Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  149. }
  150. firstCall = 0;
  151. }
  152. else
  153. {
  154. LOCPLINT->cb->save("Saves/Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  155. autosaveCount %= 5;
  156. }
  157. if(adventureInt->player != playerID)
  158. adventureInt->setPlayer(playerID);
  159. if(howManyPeople > 1) //hot seat message
  160. {
  161. adventureInt->startHotSeatWait(playerID);
  162. makingTurn = true;
  163. std::string msg = CGI->generaltexth->allTexts[13];
  164. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  165. std::vector<CComponent*> cmp;
  166. cmp.push_back(new CComponent(CComponent::flag, playerID.getNum(), 0));
  167. showInfoDialog(msg, cmp);
  168. }
  169. else
  170. {
  171. makingTurn = true;
  172. adventureInt->startTurn();
  173. }
  174. }
  175. acceptTurn();
  176. }
  177. STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const ObjectInstanceID & hid)
  178. {
  179. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  180. for(auto & elem : hlp.objects)
  181. if(elem.first->id == hid)
  182. {
  183. elem.second = r;
  184. return;
  185. }
  186. }
  187. STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const ObjectInstanceID & hid)
  188. {
  189. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  190. for(int h=0; h<hlp.objects.size(); ++h)
  191. if(hlp.objects[h].first->id == hid)
  192. {
  193. hlp.objects.erase(hlp.objects.begin()+h);
  194. return;
  195. }
  196. }
  197. void CPlayerInterface::heroMoved(const TryMoveHero & details)
  198. {
  199. EVENT_HANDLER_CALLED_BY_CLIENT;
  200. waitWhileDialog();
  201. if(LOCPLINT != this)
  202. return;
  203. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  204. int3 hp = details.start;
  205. if(!hero)
  206. {
  207. //AI hero left the visible area (we can't obtain info)
  208. //TODO very evil workaround -> retrieve pointer to hero so we could animate it
  209. // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
  210. const TerrainTile2 &tile = CGI->mh->ttiles[hp.x-1][hp.y][hp.z];
  211. for(auto & elem : tile.objects)
  212. if(elem.first->id == details.id)
  213. hero = dynamic_cast<const CGHeroInstance *>(elem.first);
  214. if(!hero) //still nothing...
  215. return;
  216. }
  217. adventureInt->centerOn(hero); //actualizing screen pos
  218. adventureInt->minimap.redraw();
  219. adventureInt->heroList.redraw();
  220. bool directlyAttackingCreature =
  221. details.attackedFrom
  222. && adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
  223. && adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
  224. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  225. {
  226. //We may need to change music - select new track, music handler will change it if needed
  227. CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType, true);
  228. if(details.result == TryMoveHero::TELEPORTATION)
  229. {
  230. if(adventureInt->terrain.currentPath)
  231. {
  232. assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
  233. std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
  234. if((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
  235. && (nodesIt-1)->coord == CGHeroInstance::convertPosition(details.end, false))
  236. {
  237. //path was between entrance and exit of teleport -> OK, erase node as usual
  238. removeLastNodeFromPath(hero);
  239. }
  240. else
  241. {
  242. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  243. eraseCurrentPathOf(hero);
  244. }
  245. }
  246. adventureInt->heroList.update(hero);
  247. return; //teleport - no fancy moving animation
  248. //TODO: smooth disappear / appear effect
  249. }
  250. if (hero->pos != details.end //hero didn't change tile but visit succeeded
  251. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  252. {
  253. eraseCurrentPathOf(hero, false);
  254. }
  255. else if(adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
  256. {
  257. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  258. removeLastNodeFromPath(hero);
  259. }
  260. }
  261. if (details.result != TryMoveHero::SUCCESS) //hero failed to move
  262. {
  263. hero->isStanding = true;
  264. stillMoveHero.setn(STOP_MOVE);
  265. GH.totalRedraw();
  266. adventureInt->heroList.update(hero);
  267. return;
  268. }
  269. initMovement(details, hero, hp);
  270. //first initializing done
  271. GH.mainFPSmng->framerateDelay(); // after first move
  272. ui32 speed = settings["adventure"]["heroSpeed"].Float();
  273. //main moving
  274. for(int i=1; i<32; i+=2*speed)
  275. {
  276. movementPxStep(details, i, hp, hero);
  277. adventureInt->updateScreen = true;
  278. adventureInt->show(screen);
  279. CSDL_Ext::update(screen);
  280. GH.mainFPSmng->framerateDelay(); //for animation purposes
  281. } //for(int i=1; i<32; i+=4)
  282. //main moving done
  283. //finishing move
  284. finishMovement(details, hp, hero);
  285. hero->isStanding = true;
  286. //move finished
  287. adventureInt->minimap.redraw();
  288. adventureInt->heroList.update(hero);
  289. //check if user cancelled movement
  290. {
  291. boost::unique_lock<boost::mutex> un(eventsM);
  292. while(!events.empty())
  293. {
  294. SDL_Event ev = events.front();
  295. events.pop();
  296. switch(ev.type)
  297. {
  298. case SDL_MOUSEBUTTONDOWN:
  299. stillMoveHero.setn(STOP_MOVE);
  300. break;
  301. case SDL_KEYDOWN:
  302. if(ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  303. stillMoveHero.setn(STOP_MOVE);
  304. break;
  305. }
  306. }
  307. }
  308. if(stillMoveHero.get() == WAITING_MOVE)
  309. stillMoveHero.setn(DURING_MOVE);
  310. // Hero attacked creature directly, set direction to face it.
  311. if (directlyAttackingCreature) {
  312. // Get direction to attacker.
  313. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  314. static const ui8 dirLookup[3][3] = {
  315. { 1, 2, 3 },
  316. { 8, 0, 4 },
  317. { 7, 6, 5 }
  318. };
  319. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  320. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  321. }
  322. }
  323. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  324. {
  325. EVENT_HANDLER_CALLED_BY_CLIENT;
  326. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID);
  327. const CArmedInstance *newSelection = nullptr;
  328. if (makingTurn)
  329. {
  330. //find new object for selection: either hero
  331. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  332. if (next >= 0)
  333. newSelection = wanderingHeroes[next];
  334. //or town
  335. if (!newSelection || newSelection == hero)
  336. {
  337. if (towns.empty())
  338. newSelection = nullptr;
  339. else
  340. newSelection = towns.front();
  341. }
  342. }
  343. wanderingHeroes -= hero;
  344. if(vstd::contains(paths, hero))
  345. paths.erase(hero);
  346. adventureInt->heroList.update(hero);
  347. if (makingTurn && newSelection)
  348. adventureInt->select(newSelection, true);
  349. else if(adventureInt->selection == hero)
  350. adventureInt->selection = nullptr;
  351. }
  352. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  353. {
  354. EVENT_HANDLER_CALLED_BY_CLIENT;
  355. wanderingHeroes.push_back(hero);
  356. adventureInt->heroList.update(hero);
  357. }
  358. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  359. {
  360. if (castleInt)
  361. castleInt->close();
  362. castleInt = new CCastleInterface(town);
  363. GH.pushInt(castleInt);
  364. }
  365. int3 CPlayerInterface::repairScreenPos(int3 pos)
  366. {
  367. if(pos.x<-CGI->mh->frameW)
  368. pos.x = -CGI->mh->frameW;
  369. if(pos.y<-CGI->mh->frameH)
  370. pos.y = -CGI->mh->frameH;
  371. if(pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
  372. pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
  373. if(pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
  374. pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
  375. return pos;
  376. }
  377. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  378. {
  379. EVENT_HANDLER_CALLED_BY_CLIENT;
  380. if(which == 4)
  381. {
  382. if(CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))
  383. ctw->setExpToLevel();
  384. }
  385. else if(which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  386. updateInfo(hero);
  387. }
  388. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  389. {
  390. EVENT_HANDLER_CALLED_BY_CLIENT;
  391. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt());
  392. if(cuw) //university window is open
  393. {
  394. GH.totalRedraw();
  395. }
  396. }
  397. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  398. {
  399. EVENT_HANDLER_CALLED_BY_CLIENT;
  400. updateInfo(hero);
  401. if(makingTurn && hero->tempOwner == playerID)
  402. adventureInt->heroList.update(hero);
  403. }
  404. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  405. {
  406. EVENT_HANDLER_CALLED_BY_CLIENT;
  407. if(makingTurn && hero->tempOwner == playerID)
  408. adventureInt->heroList.update(hero);
  409. }
  410. void CPlayerInterface::receivedResource(int type, int val)
  411. {
  412. EVENT_HANDLER_CALLED_BY_CLIENT;
  413. if(CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
  414. mw->resourceChanged(type, val);
  415. GH.totalRedraw();
  416. }
  417. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  418. {
  419. EVENT_HANDLER_CALLED_BY_CLIENT;
  420. waitWhileDialog();
  421. CCS->soundh->playSound(soundBase::heroNewLevel);
  422. CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,
  423. [=](ui32 selection){ cb->selectionMade(selection, queryID); });
  424. GH.pushInt(lw);
  425. }
  426. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  427. {
  428. EVENT_HANDLER_CALLED_BY_CLIENT;
  429. waitWhileDialog();
  430. CCS->soundh->playSound(soundBase::heroNewLevel);
  431. CCreatureWindow * cw = new CCreatureWindow(skills, commander,
  432. [=](ui32 selection){ cb->selectionMade(selection, queryID); });
  433. GH.pushInt(cw);
  434. }
  435. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  436. {
  437. EVENT_HANDLER_CALLED_BY_CLIENT;
  438. updateInfo(town);
  439. if(town->garrisonHero && vstd::contains(wanderingHeroes,town->garrisonHero)) //wandering hero moved to the garrison
  440. {
  441. CGI->mh->hideObject(town->garrisonHero);
  442. if (town->garrisonHero->tempOwner == playerID) // our hero
  443. wanderingHeroes -= town->garrisonHero;
  444. }
  445. if(town->visitingHero && !vstd::contains(wanderingHeroes,town->visitingHero)) //hero leaves garrison
  446. {
  447. CGI->mh->printObject(town->visitingHero);
  448. if (town->visitingHero->tempOwner == playerID) // our hero
  449. wanderingHeroes.push_back(town->visitingHero);
  450. }
  451. adventureInt->heroList.update();
  452. adventureInt->updateNextHero(nullptr);
  453. if(CCastleInterface *c = castleInt)
  454. {
  455. c->garr->selectSlot(nullptr);
  456. c->garr->setArmy(town->getUpperArmy(), 0);
  457. c->garr->setArmy(town->visitingHero, 1);
  458. c->garr->recreateSlots();
  459. c->heroes->update();
  460. }
  461. for(IShowActivatable *isa : GH.listInt)
  462. {
  463. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  464. if (ki)
  465. {
  466. ki->townChanged(town);
  467. ki->updateGarrisons();
  468. }
  469. }
  470. GH.totalRedraw();
  471. }
  472. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  473. {
  474. EVENT_HANDLER_CALLED_BY_CLIENT;
  475. if(hero->tempOwner != playerID )
  476. return;
  477. waitWhileDialog();
  478. openTownWindow(town);
  479. }
  480. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  481. {
  482. boost::unique_lock<boost::recursive_mutex> un(*pim);
  483. for(auto object : objs)
  484. updateInfo(object);
  485. for(auto & elem : GH.listInt)
  486. {
  487. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem);
  488. if (cgh)
  489. cgh->updateGarrisons();
  490. if(CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem))
  491. {
  492. if(vstd::contains(objs, cmw->hero))
  493. cmw->garrisonChanged();
  494. }
  495. }
  496. GH.totalRedraw();
  497. }
  498. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  499. {
  500. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  501. }
  502. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  503. {
  504. EVENT_HANDLER_CALLED_BY_CLIENT;
  505. switch (buildingID)
  506. {
  507. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  508. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  509. case BuildingID::RESOURCE_SILO:
  510. updateInfo(town);
  511. break;
  512. }
  513. if(!castleInt)
  514. return;
  515. if(castleInt->town!=town)
  516. return;
  517. switch(what)
  518. {
  519. case 1:
  520. CCS->soundh->playSound(soundBase::newBuilding);
  521. castleInt->addBuilding(buildingID);
  522. break;
  523. case 2:
  524. castleInt->removeBuilding(buildingID);
  525. break;
  526. }
  527. adventureInt->townList.update(town);
  528. castleInt->townlist->update(town);
  529. }
  530. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  531. {
  532. //Don't wait for dialogs when we are non-active hot-seat player
  533. if(LOCPLINT == this)
  534. waitForAllDialogs();
  535. }
  536. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  537. {
  538. EVENT_HANDLER_CALLED_BY_CLIENT;
  539. if(settings["adventure"]["quickCombat"].Bool())
  540. {
  541. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
  542. autofightingAI->init(cb);
  543. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  544. isAutoFightOn = true;
  545. cb->registerBattleInterface(autofightingAI);
  546. }
  547. //Don't wait for dialogs when we are non-active hot-seat player
  548. if(LOCPLINT == this)
  549. waitForAllDialogs();
  550. BATTLE_EVENT_POSSIBLE_RETURN;
  551. }
  552. void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
  553. {
  554. EVENT_HANDLER_CALLED_BY_CLIENT;
  555. BATTLE_EVENT_POSSIBLE_RETURN;
  556. for(auto & healedStack : healedStacks)
  557. {
  558. const CStack * healed = cb->battleGetStackByID(healedStack.first);
  559. if(battleInt->creAnims[healed->ID]->isDead())
  560. {
  561. //stack has been resurrected
  562. battleInt->creAnims[healed->ID]->setType(CCreatureAnim::HOLDING);
  563. }
  564. }
  565. if (lifeDrain)
  566. {
  567. const CStack *attacker = cb->battleGetStackByID(healedStacks[0].first, false);
  568. const CStack *defender = cb->battleGetStackByID(lifeDrainFrom, false);
  569. int textOff = 0;
  570. if (attacker)
  571. {
  572. battleInt->displayEffect(52, attacker->position); //TODO: transparency
  573. if (attacker->count > 1)
  574. {
  575. textOff += 1;
  576. }
  577. CCS->soundh->playSound(soundBase::DRAINLIF);
  578. //print info about life drain
  579. char textBuf[1000];
  580. sprintf(textBuf, CGI->generaltexth->allTexts[361 + textOff].c_str(), attacker->getCreature()->nameSing.c_str(),
  581. healedStacks[0].second, defender->getCreature()->namePl.c_str());
  582. battleInt->console->addText(textBuf);
  583. }
  584. }
  585. if (tentHeal)
  586. {
  587. std::string text = CGI->generaltexth->allTexts[414];
  588. boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(lifeDrainFrom, false)->getCreature()->nameSing);
  589. boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(healedStacks[0].first, false)->getCreature()->nameSing);
  590. boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(healedStacks[0].second));
  591. battleInt->console->addText(text);
  592. }
  593. }
  594. void CPlayerInterface::battleNewStackAppeared(const CStack * stack)
  595. {
  596. EVENT_HANDLER_CALLED_BY_CLIENT;
  597. BATTLE_EVENT_POSSIBLE_RETURN;
  598. battleInt->newStack(stack);
  599. }
  600. void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
  601. {
  602. EVENT_HANDLER_CALLED_BY_CLIENT;
  603. BATTLE_EVENT_POSSIBLE_RETURN;
  604. // for(std::set<si32>::const_iterator it = removedObstacles.begin(); it != removedObstacles.end(); ++it)
  605. // {
  606. // for(std::map< int, CDefHandler * >::iterator itBat = battleInt->idToObstacle.begin(); itBat != battleInt->idToObstacle.end(); ++itBat)
  607. // {
  608. // if(itBat->first == *it) //remove this obstacle
  609. // {
  610. // battleInt->idToObstacle.erase(itBat);
  611. // break;
  612. // }
  613. // }
  614. // }
  615. //update accessible hexes
  616. battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
  617. }
  618. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  619. {
  620. EVENT_HANDLER_CALLED_BY_CLIENT;
  621. BATTLE_EVENT_POSSIBLE_RETURN;
  622. battleInt->stackIsCatapulting(ca);
  623. }
  624. void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
  625. {
  626. EVENT_HANDLER_CALLED_BY_CLIENT;
  627. BATTLE_EVENT_POSSIBLE_RETURN;
  628. for(auto & elem : bsr.stackIDs) //for each removed stack
  629. {
  630. battleInt->stackRemoved(elem);
  631. }
  632. }
  633. 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
  634. {
  635. EVENT_HANDLER_CALLED_BY_CLIENT;
  636. BATTLE_EVENT_POSSIBLE_RETURN;
  637. battleInt->newRound(round);
  638. }
  639. void CPlayerInterface::actionStarted(const BattleAction &action)
  640. {
  641. EVENT_HANDLER_CALLED_BY_CLIENT;
  642. BATTLE_EVENT_POSSIBLE_RETURN;
  643. curAction = new BattleAction(action);
  644. battleInt->startAction(curAction);
  645. }
  646. void CPlayerInterface::actionFinished(const BattleAction &action)
  647. {
  648. EVENT_HANDLER_CALLED_BY_CLIENT;
  649. BATTLE_EVENT_POSSIBLE_RETURN;
  650. battleInt->endAction(curAction);
  651. delete curAction;
  652. curAction = nullptr;
  653. }
  654. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  655. {
  656. THREAD_CREATED_BY_CLIENT;
  657. logGlobal->traceStream() << "Awaiting command for " << stack->nodeName();
  658. if(autofightingAI)
  659. {
  660. if(isAutoFightOn)
  661. {
  662. auto ret = autofightingAI->activeStack(stack);
  663. if(isAutoFightOn)
  664. {
  665. return ret;
  666. }
  667. }
  668. cb->unregisterBattleInterface(autofightingAI);
  669. autofightingAI.reset();
  670. }
  671. CBattleInterface *b = battleInt;
  672. if (b->givenCommand->get())
  673. {
  674. logGlobal->errorStream() << "Command buffer must be clean! (we don't want to use old command)";
  675. vstd::clear_pointer(b->givenCommand->data);
  676. }
  677. {
  678. boost::unique_lock<boost::recursive_mutex> un(*pim);
  679. b->stackActivated(stack);
  680. //Regeneration & mana drain go there
  681. }
  682. //wait till BattleInterface sets its command
  683. boost::unique_lock<boost::mutex> lock(b->givenCommand->mx);
  684. while(!b->givenCommand->data)
  685. {
  686. b->givenCommand->cond.wait(lock);
  687. if(!battleInt) //batle ended while we were waiting for movement (eg. because of spell)
  688. throw boost::thread_interrupted(); //will shut the thread peacefully
  689. }
  690. //tidy up
  691. BattleAction ret = *(b->givenCommand->data);
  692. delete b->givenCommand->data;
  693. b->givenCommand->data = nullptr;
  694. //return command
  695. logGlobal->traceStream() << "Giving command for " << stack->nodeName();
  696. return ret;
  697. }
  698. void CPlayerInterface::battleEnd(const BattleResult *br)
  699. {
  700. EVENT_HANDLER_CALLED_BY_CLIENT;
  701. if(isAutoFightOn)
  702. {
  703. isAutoFightOn = false;
  704. cb->unregisterBattleInterface(autofightingAI);
  705. autofightingAI.reset();
  706. if(!battleInt)
  707. {
  708. SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
  709. auto resWindow = new CBattleResultWindow(*br, temp_rect, *this);
  710. GH.pushInt(resWindow);
  711. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  712. // Otherwise NewTurn causes freeze.
  713. waitWhileDialog();
  714. return;
  715. }
  716. }
  717. BATTLE_EVENT_POSSIBLE_RETURN;
  718. battleInt->battleFinished(*br);
  719. }
  720. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
  721. {
  722. EVENT_HANDLER_CALLED_BY_CLIENT;
  723. BATTLE_EVENT_POSSIBLE_RETURN;
  724. battleInt->stackMoved(stack, dest, distance);
  725. }
  726. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  727. {
  728. EVENT_HANDLER_CALLED_BY_CLIENT;
  729. BATTLE_EVENT_POSSIBLE_RETURN;
  730. battleInt->spellCast(sc);
  731. }
  732. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  733. {
  734. EVENT_HANDLER_CALLED_BY_CLIENT;
  735. BATTLE_EVENT_POSSIBLE_RETURN;
  736. battleInt->battleStacksEffectsSet(sse);
  737. }
  738. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  739. {
  740. EVENT_HANDLER_CALLED_BY_CLIENT;
  741. //TODO why is this different (no return on LOPLINT != this) ?
  742. RETURN_IF_QUICK_COMBAT;
  743. battleInt->battleTriggerEffect(bte);
  744. }
  745. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
  746. {
  747. EVENT_HANDLER_CALLED_BY_CLIENT;
  748. BATTLE_EVENT_POSSIBLE_RETURN;
  749. std::vector<StackAttackedInfo> arg;
  750. for(auto & elem : bsa)
  751. {
  752. const CStack *defender = cb->battleGetStackByID(elem.stackAttacked, false);
  753. const CStack *attacker = cb->battleGetStackByID(elem.attackerID, false);
  754. if(elem.isEffect() && elem.effect != 12) //and not armageddon
  755. {
  756. if (defender && !elem.isSecondary())
  757. battleInt->displayEffect(elem.effect, defender->position);
  758. }
  759. //FIXME: why action is deleted during enchanter cast?
  760. bool remoteAttack = false;
  761. if (LOCPLINT->curAction)
  762. remoteAttack |= LOCPLINT->curAction->actionType != Battle::WALK_AND_ATTACK;
  763. StackAttackedInfo to_put = {defender, elem.damageAmount, elem.killedAmount, attacker, remoteAttack, elem.killed(), elem.willRebirth(), elem.cloneKilled()};
  764. arg.push_back(to_put);
  765. }
  766. if(bsa.begin()->isEffect() && bsa.begin()->effect == 12) //for armageddon - I hope this condition is enough
  767. {
  768. battleInt->displayEffect(bsa.begin()->effect, -1);
  769. }
  770. battleInt->stacksAreAttacked(arg);
  771. }
  772. void CPlayerInterface::battleAttack(const BattleAttack *ba)
  773. {
  774. EVENT_HANDLER_CALLED_BY_CLIENT;
  775. BATTLE_EVENT_POSSIBLE_RETURN;
  776. assert(curAction);
  777. if(ba->lucky()) //lucky hit
  778. {
  779. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  780. std::string hlp = CGI->generaltexth->allTexts[45];
  781. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  782. battleInt->console->addText(hlp);
  783. battleInt->displayEffect(18, stack->position);
  784. CCS->soundh->playSound(soundBase::GOODLUCK);
  785. }
  786. if(ba->unlucky()) //unlucky hit
  787. {
  788. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  789. std::string hlp = CGI->generaltexth->allTexts[44];
  790. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  791. battleInt->console->addText(hlp);
  792. battleInt->displayEffect(48, stack->position);
  793. CCS->soundh->playSound(soundBase::BADLUCK);
  794. }
  795. if (ba->deathBlow())
  796. {
  797. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  798. std::string hlp = CGI->generaltexth->allTexts[(stack->count != 1) ? 366 : 365];
  799. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  800. battleInt->console->addText(hlp);
  801. for (auto & elem : ba->bsa)
  802. {
  803. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  804. battleInt->displayEffect(73, attacked->position);
  805. }
  806. CCS->soundh->playSound(soundBase::deathBlow);
  807. }
  808. const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
  809. if(ba->shot())
  810. {
  811. for(auto & elem : ba->bsa)
  812. {
  813. if (!elem.isSecondary()) //display projectile only for primary target
  814. {
  815. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  816. battleInt->stackAttacking(attacker, attacked->position, attacked, true);
  817. }
  818. }
  819. }
  820. else
  821. {
  822. int shift = 0;
  823. if(ba->counter() && BattleHex::mutualPosition(curAction->destinationTile, attacker->position) < 0)
  824. {
  825. int distp = BattleHex::getDistance(curAction->destinationTile + 1, attacker->position);
  826. int distm = BattleHex::getDistance(curAction->destinationTile - 1, attacker->position);
  827. if( distp < distm )
  828. shift = 1;
  829. else
  830. shift = -1;
  831. }
  832. const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
  833. battleInt->stackAttacking( attacker, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, attacked, false);
  834. }
  835. }
  836. void CPlayerInterface::battleObstaclePlaced(const CObstacleInstance &obstacle)
  837. {
  838. EVENT_HANDLER_CALLED_BY_CLIENT;
  839. BATTLE_EVENT_POSSIBLE_RETURN;
  840. battleInt->obstaclePlaced(obstacle);
  841. }
  842. void CPlayerInterface::yourTacticPhase(int distance)
  843. {
  844. THREAD_CREATED_BY_CLIENT;
  845. while(battleInt && battleInt->tacticsMode)
  846. boost::this_thread::sleep(boost::posix_time::millisec(1));
  847. }
  848. void CPlayerInterface::showComp(const Component &comp, std::string message)
  849. {
  850. EVENT_HANDLER_CALLED_BY_CLIENT;
  851. waitWhileDialog(); //Fix for mantis #98
  852. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  853. adventureInt->infoBar.showComponent(comp, message);
  854. }
  855. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  856. {
  857. EVENT_HANDLER_CALLED_BY_CLIENT;
  858. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  859. {
  860. return;
  861. }
  862. std::vector<CComponent*> intComps;
  863. for(auto & component : components)
  864. intComps.push_back(new CComponent(*component));
  865. showInfoDialog(text,intComps,soundID);
  866. }
  867. void CPlayerInterface::showInfoDialog(const std::string &text, CComponent * component)
  868. {
  869. std::vector<CComponent*> intComps;
  870. intComps.push_back(component);
  871. showInfoDialog(text, intComps, soundBase::sound_todo, true);
  872. }
  873. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<CComponent*> & components, int soundID, bool delComps)
  874. {
  875. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  876. waitWhileDialog();
  877. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  878. {
  879. return;
  880. }
  881. CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);
  882. temp->setDelComps(delComps);
  883. if(makingTurn && GH.listInt.size() && LOCPLINT == this)
  884. {
  885. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  886. showingDialog->set(true);
  887. stopMovement(); // interrupt movement to show dialog
  888. GH.pushInt(temp);
  889. }
  890. else
  891. {
  892. dialogs.push_back(temp);
  893. }
  894. }
  895. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  896. {
  897. EVENT_HANDLER_CALLED_BY_CLIENT;
  898. std::vector<Component*> comps;
  899. for(auto & elem : components)
  900. {
  901. comps.push_back(&elem);
  902. }
  903. std::string str;
  904. text.toString(str);
  905. showInfoDialog(str,comps, 0);
  906. waitWhileDialog();
  907. }
  908. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps, const std::vector<CComponent*> & components)
  909. {
  910. boost::unique_lock<boost::recursive_mutex> un(*pim);
  911. stopMovement();
  912. LOCPLINT->showingDialog->setn(true);
  913. CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);
  914. }
  915. void CPlayerInterface::showOkDialog(std::vector<Component> & components, const MetaString & text, const boost::function<void()> & onOk)
  916. {
  917. boost::unique_lock<boost::recursive_mutex> un(*pim);
  918. std::vector<Component*> comps;
  919. for(auto & elem : components)
  920. {
  921. comps.push_back(&elem);
  922. }
  923. std::string str;
  924. text.toString(str);
  925. stopMovement();
  926. showingDialog->setn(true);
  927. std::vector<CComponent*> intComps;
  928. for(auto & component : comps)
  929. intComps.push_back(new CComponent(*component));
  930. CInfoWindow::showOkDialog(str, &intComps, onOk, true, playerID);
  931. }
  932. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, int soundID, bool selection, bool cancel )
  933. {
  934. EVENT_HANDLER_CALLED_BY_CLIENT;
  935. waitWhileDialog();
  936. stopMovement();
  937. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  938. if(!selection && cancel) //simple yes/no dialog
  939. {
  940. std::vector<CComponent*> intComps;
  941. for(auto & component : components)
  942. intComps.push_back(new CComponent(component)); //will be deleted by close in window
  943. showYesNoDialog(text, [=]{ cb->selectionMade(1, askID); }, [=]{ cb->selectionMade(0, askID); }, true, intComps);
  944. }
  945. else if(selection)
  946. {
  947. std::vector<CSelectableComponent*> intComps;
  948. for(auto & component : components)
  949. intComps.push_back(new CSelectableComponent(component)); //will be deleted by CSelWindow::close
  950. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  951. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  952. if(cancel)
  953. {
  954. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  955. }
  956. int charperline = 35;
  957. if (pom.size() > 1)
  958. charperline = 50;
  959. auto temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);
  960. GH.pushInt(temp);
  961. intComps[0]->clickLeft(true, false);
  962. }
  963. }
  964. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  965. {
  966. EVENT_HANDLER_CALLED_BY_CLIENT;
  967. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  968. for(auto & po : pos)
  969. adventureInt->minimap.showTile(po);
  970. if(!pos.empty())
  971. GH.totalRedraw();
  972. }
  973. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  974. {
  975. EVENT_HANDLER_CALLED_BY_CLIENT;
  976. for(auto & po : pos)
  977. adventureInt->minimap.hideTile(po);
  978. if(!pos.empty())
  979. GH.totalRedraw();
  980. }
  981. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  982. {
  983. boost::unique_lock<boost::recursive_mutex> un(*pim);
  984. GH.pushInt(new CHeroWindow(hero));
  985. }
  986. /*
  987. void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
  988. {
  989. boost::unique_lock<boost::recursive_mutex> un(*pim);
  990. if(adventureInt->heroWindow->curHero && adventureInt->heroWindow->curHero->id == hero->id) //hero window is opened
  991. {
  992. adventureInt->heroWindow->deactivate();
  993. adventureInt->heroWindow->setHero(hero);
  994. adventureInt->heroWindow->activate();
  995. }
  996. else if(CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt())) //exchange window is open
  997. {
  998. cew->deactivate();
  999. for(int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
  1000. {
  1001. if(cew->heroInst[g]->id == hero->id)
  1002. {
  1003. cew->heroInst[g] = hero;
  1004. cew->artifs[g]->updateState = true;
  1005. cew->artifs[g]->setHero(hero);
  1006. cew->artifs[g]->updateState = false;
  1007. }
  1008. }
  1009. cew->prepareBackground();
  1010. cew->activate();
  1011. }
  1012. else if(CTradeWindow *caw = dynamic_cast<CTradeWindow*>(GH.topInt()))
  1013. {
  1014. if(caw->arts)
  1015. {
  1016. caw->deactivate();
  1017. caw->arts->updateState = true;
  1018. caw->arts->setHero(hero);
  1019. caw->arts->updateState = false;
  1020. caw->activate();
  1021. }
  1022. }
  1023. updateInfo(hero);
  1024. }*/
  1025. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1026. {
  1027. EVENT_HANDLER_CALLED_BY_CLIENT;
  1028. if(const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1029. {
  1030. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());
  1031. if(fs)
  1032. fs->creaturesChanged();
  1033. for(IShowActivatable *isa : GH.listInt)
  1034. {
  1035. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  1036. if (ki && townObj)
  1037. ki->townChanged(townObj);
  1038. }
  1039. }
  1040. else if(GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1041. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1042. {
  1043. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
  1044. if(crw && crw->dwelling == town)
  1045. crw->availableCreaturesChanged();
  1046. }
  1047. }
  1048. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1049. {
  1050. EVENT_HANDLER_CALLED_BY_CLIENT;
  1051. if(bonus.type == Bonus::NONE)
  1052. return;
  1053. updateInfo(hero);
  1054. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1055. {
  1056. //recalculate paths because hero has lost bonus influencing pathfinding
  1057. eraseCurrentPathOf(hero, false);
  1058. }
  1059. }
  1060. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1061. {
  1062. h & observerInDuelMode;
  1063. h & wanderingHeroes & towns & sleepingHeroes;
  1064. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  1065. if(h.saving)
  1066. {
  1067. for(auto &p : paths)
  1068. {
  1069. if(p.second.nodes.size())
  1070. pathsMap[p.first] = p.second.endPos();
  1071. else
  1072. logGlobal->errorStream() << p.first->name << " has assigned an empty path! Ignoring it...";
  1073. }
  1074. h & pathsMap;
  1075. }
  1076. else
  1077. {
  1078. h & pathsMap;
  1079. CPathsInfo pathsInfo(cb->getMapSize());
  1080. for(auto &p : pathsMap)
  1081. {
  1082. cb->calculatePaths(p.first, pathsInfo);
  1083. CGPath path;
  1084. pathsInfo.getPath(p.second, path);
  1085. paths[p.first] = path;
  1086. logGlobal->traceStream() << boost::format("Restored path for hero %s leading to %s with %d nodes")
  1087. % p.first->nodeName() % p.second % path.nodes.size();
  1088. }
  1089. }
  1090. h & spellbookSettings;
  1091. }
  1092. void CPlayerInterface::saveGame( COSer<CSaveFile> &h, const int version )
  1093. {
  1094. EVENT_HANDLER_CALLED_BY_CLIENT;
  1095. serializeTempl(h,version);
  1096. }
  1097. void CPlayerInterface::loadGame( CISer<CLoadFile> &h, const int version )
  1098. {
  1099. EVENT_HANDLER_CALLED_BY_CLIENT;
  1100. serializeTempl(h,version);
  1101. firstCall = -1;
  1102. }
  1103. bool CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  1104. {
  1105. logGlobal->traceStream() << __FUNCTION__;
  1106. if(!LOCPLINT->makingTurn)
  1107. return false;
  1108. if (!h)
  1109. return false; //can't find hero
  1110. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1111. if(showingDialog->get() || !dialogs.empty())
  1112. return false;
  1113. if (adventureInt && adventureInt->isHeroSleeping(h))
  1114. {
  1115. adventureInt->sleepWake.clickLeft(true, false);
  1116. adventureInt->sleepWake.clickLeft(false, true);
  1117. //could've just called
  1118. //adventureInt->fsleepWake();
  1119. //but no authentic button click/sound ;-)
  1120. }
  1121. int i = 1;
  1122. bool result = false; //TODO why not set to true anywhere?
  1123. {
  1124. //evil...
  1125. logGlobal->traceStream() << "before [un]locks in " << __FUNCTION__;
  1126. auto unlockEvents = vstd::makeUnlockGuard(eventsM);
  1127. 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
  1128. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1129. logGlobal->traceStream() << "after [un]locks in " << __FUNCTION__;
  1130. //TODO the above combination works... but it should all be atomic (unlock all three or none)
  1131. {
  1132. path.convert(0);
  1133. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1134. stillMoveHero.data = CONTINUE_MOVE;
  1135. ETerrainType currentTerrain = ETerrainType::BORDER; // not init yet
  1136. ETerrainType newTerrain;
  1137. int sh = -1;
  1138. const TerrainTile * curTile = cb->getTile(CGHeroInstance::convertPosition(h->pos, false));
  1139. for(i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || curTile->blocked); i--)
  1140. {
  1141. //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
  1142. if(path.nodes[i-1].coord.z != path.nodes[i].coord.z)
  1143. continue;
  1144. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1145. if(path.nodes[i-1].turns)
  1146. {
  1147. stillMoveHero.data = STOP_MOVE;
  1148. break;
  1149. }
  1150. // Start a new sound for the hero movement or let the existing one carry on.
  1151. #if 0
  1152. // TODO
  1153. if (hero is flying && sh == -1)
  1154. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  1155. #endif
  1156. {
  1157. newTerrain = cb->getTile(CGHeroInstance::convertPosition(path.nodes[i].coord, false))->terType;
  1158. if (newTerrain != currentTerrain)
  1159. {
  1160. CCS->soundh->stopSound(sh);
  1161. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
  1162. currentTerrain = newTerrain;
  1163. }
  1164. }
  1165. stillMoveHero.data = WAITING_MOVE;
  1166. int3 endpos(path.nodes[i-1].coord.x, path.nodes[i-1].coord.y, h->pos.z);
  1167. bool guarded = CGI->mh->map->isInTheMap(cb->guardingCreaturePosition(endpos - int3(1, 0, 0)));
  1168. logGlobal->traceStream() << "Requesting hero movement to " << endpos;
  1169. cb->moveHero(h,endpos);
  1170. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1171. stillMoveHero.cond.wait(un);
  1172. logGlobal->traceStream() << "Resuming " << __FUNCTION__;
  1173. if (guarded || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  1174. break;
  1175. }
  1176. CCS->soundh->stopSound(sh);
  1177. }
  1178. //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
  1179. if(!showingDialog->get())
  1180. GH.fakeMouseMove();
  1181. //RAII unlocks
  1182. }
  1183. if (adventureInt)
  1184. {
  1185. // (i == 0) means hero went through all the path
  1186. adventureInt->updateMoveHero(h, (i != 0));
  1187. adventureInt->updateNextHero(h);
  1188. }
  1189. return result;
  1190. }
  1191. bool CPlayerInterface::shiftPressed() const
  1192. {
  1193. return SDL_GetKeyState(nullptr)[SDLK_LSHIFT] || SDL_GetKeyState(nullptr)[SDLK_RSHIFT];
  1194. }
  1195. bool CPlayerInterface::altPressed() const
  1196. {
  1197. return SDL_GetKeyState(nullptr)[SDLK_LALT] || SDL_GetKeyState(nullptr)[SDLK_RALT];
  1198. }
  1199. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1200. {
  1201. EVENT_HANDLER_CALLED_BY_CLIENT;
  1202. auto onEnd = [=]{ cb->selectionMade(0, queryID); };
  1203. if(stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  1204. {
  1205. onEnd();
  1206. return;
  1207. }
  1208. waitForAllDialogs();
  1209. auto cgw = new CGarrisonWindow(up,down,removableUnits);
  1210. cgw->quit->callback += onEnd;
  1211. GH.pushInt(cgw);
  1212. }
  1213. /**
  1214. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1215. * into a combinational one on an artifact screen. Does not require the combination of
  1216. * artifacts to be legal.
  1217. * @param artifactID ID of a constituent artifact.
  1218. * @param assembleTo ID of artifact to assemble a constituent into, not used when assemble
  1219. * is false.
  1220. * @param assemble True if the artifact is to be assembled, false if it is to be disassembled.
  1221. */
  1222. void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo)
  1223. {
  1224. const CArtifact &artifact = *CGI->arth->artifacts[artifactID];
  1225. std::string text = artifact.Description();
  1226. text += "\n\n";
  1227. std::vector<CComponent*> scs;
  1228. if (assemble) {
  1229. const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo];
  1230. // You possess all of the components to...
  1231. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());
  1232. // Picture of assembled artifact at bottom.
  1233. auto sc = new CComponent(CComponent::artifact, assembledArtifact.id, 0);
  1234. //sc->description = assembledArtifact.Description();
  1235. //sc->subtitle = assembledArtifact.Name();
  1236. scs.push_back(sc);
  1237. } else {
  1238. // Do you wish to disassemble this artifact?
  1239. text += CGI->generaltexth->allTexts[733];
  1240. }
  1241. showYesNoDialog(text, onYes, onNo, true, scs);
  1242. }
  1243. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1244. {
  1245. EVENT_HANDLER_CALLED_BY_CLIENT;
  1246. if(pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE)
  1247. stillMoveHero.setn(CONTINUE_MOVE);
  1248. }
  1249. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1250. {
  1251. EVENT_HANDLER_CALLED_BY_CLIENT;
  1252. GH.pushInt(new CExchangeWindow(hero1, hero2, query));
  1253. }
  1254. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1255. {
  1256. EVENT_HANDLER_CALLED_BY_CLIENT;
  1257. //redraw minimap if owner changed
  1258. if(sop->what == ObjProperty::OWNER)
  1259. {
  1260. const CGObjectInstance * obj = cb->getObj(sop->id);
  1261. std::set<int3> pos = obj->getBlockedPos();
  1262. for(auto & po : pos)
  1263. {
  1264. if(cb->isVisible(po))
  1265. adventureInt->minimap.showTile(po);
  1266. }
  1267. if(obj->ID == Obj::TOWN)
  1268. {
  1269. if(obj->tempOwner == playerID)
  1270. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1271. else
  1272. towns -= obj;
  1273. adventureInt->townList.update();
  1274. }
  1275. assert(cb->getTownsInfo().size() == towns.size());
  1276. }
  1277. }
  1278. void CPlayerInterface::initializeHeroTownList()
  1279. {
  1280. std::vector<const CGHeroInstance*> allHeroes = cb->getHeroesInfo();
  1281. /*
  1282. std::vector <const CGHeroInstance *> newWanderingHeroes;
  1283. //applying current heroes order to new heroes info
  1284. int j;
  1285. for (int i = 0; i < wanderingHeroes.size(); i++)
  1286. if ((j = vstd::find_pos(allHeroes, wanderingHeroes[i])) >= 0)
  1287. if (!allHeroes[j]->inTownGarrison)
  1288. {
  1289. newWanderingHeroes += allHeroes[j];
  1290. allHeroes -= allHeroes[j];
  1291. }
  1292. //all the rest of new heroes go the end of the list
  1293. wanderingHeroes.clear();
  1294. wanderingHeroes = newWanderingHeroes;
  1295. newWanderingHeroes.clear();*/
  1296. for (auto & allHeroe : allHeroes)
  1297. if (!allHeroe->inTownGarrison)
  1298. wanderingHeroes += allHeroe;
  1299. std::vector<const CGTownInstance*> allTowns = cb->getTownsInfo();
  1300. /*
  1301. std::vector<const CGTownInstance*> newTowns;
  1302. for (int i = 0; i < towns.size(); i++)
  1303. if ((j = vstd::find_pos(allTowns, towns[i])) >= 0)
  1304. {
  1305. newTowns += allTowns[j];
  1306. allTowns -= allTowns[j];
  1307. }
  1308. towns.clear();
  1309. towns = newTowns;
  1310. newTowns.clear();*/
  1311. for(auto & allTown : allTowns)
  1312. towns.push_back(allTown);
  1313. if (adventureInt)
  1314. adventureInt->updateNextHero(nullptr);
  1315. }
  1316. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1317. {
  1318. EVENT_HANDLER_CALLED_BY_CLIENT;
  1319. waitWhileDialog();
  1320. auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(dwelling, id, count, -1); };
  1321. CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, recruitCb);
  1322. GH.pushInt(cr);
  1323. }
  1324. void CPlayerInterface::waitWhileDialog(bool unlockPim /*= true*/)
  1325. {
  1326. if(GH.amIGuiThread())
  1327. {
  1328. logGlobal->warnStream() << "Cannot wait for dialogs in gui thread (deadlock risk)!";
  1329. return;
  1330. }
  1331. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1332. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1333. while(showingDialog->data)
  1334. showingDialog->cond.wait(un);
  1335. }
  1336. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1337. {
  1338. EVENT_HANDLER_CALLED_BY_CLIENT;
  1339. auto state = obj->shipyardStatus();
  1340. std::vector<si32> cost;
  1341. obj->getBoatCost(cost);
  1342. CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), [=]{ cb->buildBoat(obj); });
  1343. GH.pushInt(csw);
  1344. }
  1345. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1346. {
  1347. EVENT_HANDLER_CALLED_BY_CLIENT;
  1348. //we might have built a boat in shipyard in opened town screen
  1349. if(obj->ID == Obj::BOAT
  1350. && LOCPLINT->castleInt
  1351. && obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
  1352. {
  1353. CCS->soundh->playSound(soundBase::newBuilding);
  1354. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1355. }
  1356. }
  1357. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1358. {
  1359. EVENT_HANDLER_CALLED_BY_CLIENT;
  1360. waitWhileDialog();
  1361. adventureInt->centerOn (pos);
  1362. if(focusTime)
  1363. {
  1364. GH.totalRedraw();
  1365. CSDL_Ext::update(screen);
  1366. SDL_Delay(focusTime);
  1367. }
  1368. }
  1369. void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
  1370. {
  1371. EVENT_HANDLER_CALLED_BY_CLIENT;
  1372. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1373. {
  1374. const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
  1375. heroKilled(h);
  1376. }
  1377. }
  1378. bool CPlayerInterface::ctrlPressed() const
  1379. {
  1380. return SDL_GetKeyState(nullptr)[SDLK_LCTRL] || SDL_GetKeyState(nullptr)[SDLK_RCTRL];
  1381. }
  1382. void CPlayerInterface::update()
  1383. {
  1384. // Updating GUI requires locking pim mutex (that protects screen and GUI state).
  1385. // When ending the game, the pim mutex might be hold bo other thread,
  1386. // that will notify us about the ending game by setting terminate_cond flag.
  1387. bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
  1388. while(!terminate_cond.get() && !(acquiredTheLockOnPim = pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
  1389. boost::this_thread::sleep(boost::posix_time::milliseconds(15));
  1390. if(!acquiredTheLockOnPim)
  1391. {
  1392. // We broke the while loop above and not because of mutex, so we must be terminating.
  1393. assert(terminate_cond.get());
  1394. return;
  1395. }
  1396. // If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock.
  1397. boost::unique_lock<boost::recursive_mutex> un(*pim, boost::adopt_lock);
  1398. // While mutexes were locked away we may be have stopped being the active interface
  1399. if(LOCPLINT != this)
  1400. return;
  1401. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1402. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  1403. //if there are any waiting dialogs, show them
  1404. if((howManyPeople <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1405. {
  1406. showingDialog->set(true);
  1407. GH.pushInt(dialogs.front());
  1408. dialogs.pop_front();
  1409. }
  1410. //in some conditions we may receive calls before selection is initialized - we must ignore them
  1411. if(adventureInt && !adventureInt->selection && GH.topInt() == adventureInt)
  1412. {
  1413. return;
  1414. }
  1415. // Handles mouse and key input
  1416. GH.updateTime();
  1417. GH.handleEvents();
  1418. if(adventureInt && !adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled
  1419. GH.totalRedraw();
  1420. else
  1421. GH.simpleRedraw();
  1422. if (settings["general"]["showfps"].Bool())
  1423. GH.drawFPSCounter();
  1424. // draw the mouse cursor and update the screen
  1425. CCS->curh->drawWithScreenRestore();
  1426. CSDL_Ext::update(screen);
  1427. CCS->curh->drawRestored();
  1428. }
  1429. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1430. {
  1431. using namespace boost::filesystem;
  1432. using namespace boost::algorithm;
  1433. path gamesDir = VCMIDirs::get().userSavePath();
  1434. std::map<std::time_t, int> dates; //save number => datestamp
  1435. directory_iterator enddir;
  1436. if(!exists(gamesDir))
  1437. create_directory(gamesDir);
  1438. for (directory_iterator dir(gamesDir); dir!=enddir; dir++)
  1439. {
  1440. if(is_regular(dir->status()))
  1441. {
  1442. std::string name = dir->path().leaf().string();
  1443. if(starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1444. {
  1445. char nr = name[namePrefix.size()];
  1446. if(std::isdigit(nr))
  1447. {
  1448. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1449. }
  1450. }
  1451. }
  1452. }
  1453. if(!dates.empty())
  1454. return (--dates.end())->second; //return latest file number
  1455. return 0;
  1456. }
  1457. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1458. {
  1459. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1460. {
  1461. //ho->moveDir = 1;
  1462. ho->isStanding = false;
  1463. CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -31)));
  1464. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, -31)));
  1465. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, -31)));
  1466. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, -31)));
  1467. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 1)));
  1468. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
  1469. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
  1470. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
  1471. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 33)));
  1472. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
  1473. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
  1474. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
  1475. 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);
  1476. 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);
  1477. 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);
  1478. 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);
  1479. 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);
  1480. 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);
  1481. }
  1482. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1483. {
  1484. //ho->moveDir = 2;
  1485. ho->isStanding = false;
  1486. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, -31)));
  1487. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, -31)));
  1488. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, -31)));
  1489. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
  1490. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
  1491. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
  1492. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
  1493. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
  1494. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
  1495. 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);
  1496. 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);
  1497. 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);
  1498. }
  1499. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1500. {
  1501. //ho->moveDir = 3;
  1502. ho->isStanding = false;
  1503. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, -31)));
  1504. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, -31)));
  1505. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, -31)));
  1506. CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -31)));
  1507. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
  1508. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
  1509. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
  1510. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 1)));
  1511. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
  1512. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
  1513. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
  1514. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 33)));
  1515. 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);
  1516. 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);
  1517. 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);
  1518. 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);
  1519. 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);
  1520. 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);
  1521. }
  1522. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1523. {
  1524. //ho->moveDir = 4;
  1525. ho->isStanding = false;
  1526. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
  1527. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
  1528. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
  1529. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 0)));
  1530. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
  1531. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
  1532. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
  1533. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 32)));
  1534. 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);
  1535. 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);
  1536. }
  1537. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1538. {
  1539. //ho->moveDir = 5;
  1540. ho->isStanding = false;
  1541. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
  1542. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
  1543. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
  1544. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -1)));
  1545. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
  1546. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
  1547. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
  1548. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 31)));
  1549. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, 63)));
  1550. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, 63)));
  1551. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, 63)));
  1552. CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 63)));
  1553. 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);
  1554. 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);
  1555. 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);
  1556. 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);
  1557. 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);
  1558. 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);
  1559. }
  1560. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1561. {
  1562. //ho->moveDir = 6;
  1563. ho->isStanding = false;
  1564. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
  1565. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
  1566. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
  1567. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
  1568. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
  1569. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
  1570. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, 63)));
  1571. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, 63)));
  1572. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, 63)));
  1573. 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);
  1574. 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);
  1575. 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);
  1576. }
  1577. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1578. {
  1579. //ho->moveDir = 7;
  1580. ho->isStanding = false;
  1581. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -1)));
  1582. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
  1583. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
  1584. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
  1585. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 31)));
  1586. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
  1587. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
  1588. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
  1589. CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 63)));
  1590. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, 63)));
  1591. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, 63)));
  1592. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, 63)));
  1593. 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);
  1594. 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);
  1595. 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);
  1596. 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);
  1597. 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);
  1598. 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);
  1599. }
  1600. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1601. {
  1602. //ho->moveDir = 8;
  1603. ho->isStanding = false;
  1604. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 0)));
  1605. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
  1606. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
  1607. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
  1608. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 32)));
  1609. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
  1610. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
  1611. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
  1612. 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);
  1613. 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);
  1614. }
  1615. }
  1616. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1617. {
  1618. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1619. {
  1620. //setting advmap shift
  1621. adventureInt->terrain.moveX = i-32;
  1622. adventureInt->terrain.moveY = i-32;
  1623. subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
  1624. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
  1625. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
  1626. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
  1627. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
  1628. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
  1629. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
  1630. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
  1631. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
  1632. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
  1633. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
  1634. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
  1635. }
  1636. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1637. {
  1638. //setting advmap shift
  1639. adventureInt->terrain.moveY = i-32;
  1640. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
  1641. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
  1642. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
  1643. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
  1644. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
  1645. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
  1646. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
  1647. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
  1648. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
  1649. }
  1650. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1651. {
  1652. //setting advmap shift
  1653. adventureInt->terrain.moveX = -i+32;
  1654. adventureInt->terrain.moveY = i-32;
  1655. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
  1656. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
  1657. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
  1658. subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
  1659. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
  1660. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
  1661. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
  1662. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
  1663. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
  1664. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
  1665. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
  1666. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
  1667. }
  1668. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1669. {
  1670. //setting advmap shift
  1671. adventureInt->terrain.moveX = -i+32;
  1672. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
  1673. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
  1674. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
  1675. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
  1676. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
  1677. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
  1678. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
  1679. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
  1680. }
  1681. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1682. {
  1683. //setting advmap shift
  1684. adventureInt->terrain.moveX = -i+32;
  1685. adventureInt->terrain.moveY = -i+32;
  1686. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
  1687. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
  1688. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
  1689. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
  1690. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
  1691. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
  1692. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
  1693. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
  1694. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
  1695. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
  1696. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
  1697. subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
  1698. }
  1699. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1700. {
  1701. //setting advmap shift
  1702. adventureInt->terrain.moveY = -i+32;
  1703. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
  1704. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
  1705. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
  1706. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
  1707. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
  1708. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
  1709. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
  1710. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
  1711. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
  1712. }
  1713. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1714. {
  1715. //setting advmap shift
  1716. adventureInt->terrain.moveX = i-32;
  1717. adventureInt->terrain.moveY = -i+32;
  1718. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
  1719. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
  1720. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
  1721. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
  1722. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
  1723. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
  1724. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
  1725. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
  1726. subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
  1727. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
  1728. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
  1729. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
  1730. }
  1731. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1732. {
  1733. //setting advmap shift
  1734. adventureInt->terrain.moveX = i-32;
  1735. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
  1736. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
  1737. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
  1738. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
  1739. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
  1740. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
  1741. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
  1742. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
  1743. }
  1744. }
  1745. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1746. {
  1747. adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
  1748. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1749. {
  1750. delObjRect(hp.x, hp.y-2, hp.z, ho->id);
  1751. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1752. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1753. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1754. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1755. delObjRect(hp.x-3, hp.y, hp.z, ho->id);
  1756. }
  1757. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1758. {
  1759. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1760. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1761. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1762. }
  1763. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1764. {
  1765. delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
  1766. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1767. delObjRect(hp.x+1, hp.y, hp.z, ho->id);
  1768. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1769. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1770. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1771. }
  1772. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1773. {
  1774. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1775. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1776. }
  1777. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1778. {
  1779. delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
  1780. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1781. delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
  1782. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1783. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1784. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1785. }
  1786. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1787. {
  1788. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1789. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1790. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1791. }
  1792. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1793. {
  1794. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1795. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1796. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1797. delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
  1798. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1799. delObjRect(hp.x, hp.y+1, hp.z, ho->id);
  1800. }
  1801. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1802. {
  1803. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1804. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1805. }
  1806. //restoring good rects
  1807. subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
  1808. subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
  1809. subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
  1810. subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
  1811. subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
  1812. subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
  1813. //restoring good order of objects
  1814. 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);
  1815. 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);
  1816. 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);
  1817. 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);
  1818. 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);
  1819. 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);
  1820. }
  1821. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1822. {
  1823. EVENT_HANDLER_CALLED_BY_CLIENT;
  1824. if(player == playerID)
  1825. {
  1826. if(victoryLossCheckResult.loss())
  1827. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1828. if(LOCPLINT == this)
  1829. {
  1830. GH.curInt = this; //waiting for dialogs requires this to get events
  1831. waitForAllDialogs(); //wait till all dialogs are displayed and closed
  1832. }
  1833. --howManyPeople;
  1834. if(howManyPeople == 0) //all human players eliminated
  1835. {
  1836. if(adventureInt)
  1837. {
  1838. terminate_cond.setn(true);
  1839. adventureInt->deactivate();
  1840. if(GH.topInt() == adventureInt)
  1841. GH.popInt(adventureInt);
  1842. delete adventureInt;
  1843. adventureInt = nullptr;
  1844. }
  1845. }
  1846. if(cb->getStartInfo()->mode == StartInfo::CAMPAIGN)
  1847. {
  1848. // if you lose the campaign go back to the main menu
  1849. // campaign wins are handled in proposeNextMission
  1850. if(victoryLossCheckResult.loss()) requestReturningToMainMenu();
  1851. }
  1852. else
  1853. {
  1854. if(howManyPeople == 0) //all human players eliminated
  1855. {
  1856. requestReturningToMainMenu();
  1857. }
  1858. else if(victoryLossCheckResult.victory() && LOCPLINT == this) // end game if current human player has won
  1859. {
  1860. requestReturningToMainMenu();
  1861. }
  1862. }
  1863. if(GH.curInt == this) GH.curInt = nullptr;
  1864. }
  1865. else
  1866. {
  1867. if(victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1868. {
  1869. std::string str = victoryLossCheckResult.messageToSelf;
  1870. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1871. showInfoDialog(str, std::vector<CComponent*>(1, new CComponent(CComponent::flag, player.getNum(), 0)));
  1872. }
  1873. }
  1874. }
  1875. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1876. {
  1877. EVENT_HANDLER_CALLED_BY_CLIENT;
  1878. }
  1879. void CPlayerInterface::showPuzzleMap()
  1880. {
  1881. EVENT_HANDLER_CALLED_BY_CLIENT;
  1882. waitWhileDialog();
  1883. //TODO: interface should not know the real position of Grail...
  1884. double ratio = 0;
  1885. int3 grailPos = cb->getGrailPos(ratio);
  1886. GH.pushInt(new CPuzzleWindow(grailPos, ratio));
  1887. }
  1888. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1889. {
  1890. EVENT_HANDLER_CALLED_BY_CLIENT;
  1891. if (spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1892. {
  1893. eraseCurrentPathOf(caster, false);
  1894. }
  1895. const CSpell * spell = CGI->spellh->objects[spellID];
  1896. auto castSoundPath = spell->getCastSound();
  1897. if (!castSoundPath.empty())
  1898. CCS->soundh->playSound(castSoundPath);
  1899. }
  1900. void CPlayerInterface::eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath /*= true */ )
  1901. {
  1902. if(checkForExistanceOfPath)
  1903. {
  1904. assert(vstd::contains(paths, ho));
  1905. }
  1906. else if (!vstd::contains(paths, ho))
  1907. {
  1908. return;
  1909. }
  1910. assert(ho == adventureInt->selection);
  1911. paths.erase(ho);
  1912. adventureInt->terrain.currentPath = nullptr;
  1913. adventureInt->updateMoveHero(ho, false);
  1914. }
  1915. void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
  1916. {
  1917. adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
  1918. 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
  1919. eraseCurrentPathOf(ho);
  1920. }
  1921. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1922. {
  1923. if(vstd::contains(paths,h)) //hero has assigned path
  1924. {
  1925. CGPath &path = paths[h];
  1926. if(!path.nodes.size())
  1927. {
  1928. logGlobal->warnStream() << "Warning: empty path found...";
  1929. paths.erase(h);
  1930. }
  1931. else
  1932. {
  1933. assert(h->getPosition(false) == path.startPos());
  1934. //update the hero path in case of something has changed on map
  1935. if(LOCPLINT->cb->getPath2(path.endPos(), path))
  1936. return &path;
  1937. else
  1938. paths.erase(h);
  1939. }
  1940. }
  1941. return nullptr;
  1942. }
  1943. void CPlayerInterface::acceptTurn()
  1944. {
  1945. if(settings["session"]["autoSkip"].Bool())
  1946. {
  1947. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  1948. iw->close();
  1949. }
  1950. waitWhileDialog();
  1951. if(howManyPeople > 1)
  1952. adventureInt->startTurn();
  1953. adventureInt->heroList.update();
  1954. adventureInt->townList.update();
  1955. const CGHeroInstance * heroToSelect = nullptr;
  1956. // find first non-sleeping hero
  1957. for (auto hero : wanderingHeroes)
  1958. {
  1959. if (boost::range::find(sleepingHeroes, hero) == sleepingHeroes.end())
  1960. {
  1961. heroToSelect = hero;
  1962. break;
  1963. }
  1964. }
  1965. //select first hero if available.
  1966. if(heroToSelect != nullptr)
  1967. {
  1968. adventureInt->select(heroToSelect);
  1969. }
  1970. else
  1971. adventureInt->select(towns.front());
  1972. //show new day animation and sound on infobar
  1973. adventureInt->infoBar.showDate();
  1974. adventureInt->updateNextHero(nullptr);
  1975. adventureInt->showAll(screen);
  1976. if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  1977. {
  1978. if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  1979. iw->close();
  1980. adventureInt->endTurn.callback();
  1981. }
  1982. // warn player if he has no town
  1983. if(cb->howManyTowns() == 0)
  1984. {
  1985. auto playerColor = *cb->getPlayerID();
  1986. std::vector<Component> components;
  1987. components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
  1988. MetaString text;
  1989. auto daysWithoutCastle = *cb->getPlayer(playerColor)->daysWithoutCastle;
  1990. if (daysWithoutCastle < 6)
  1991. {
  1992. 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.
  1993. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1994. text.addReplacement(7 - daysWithoutCastle);
  1995. }
  1996. else if(daysWithoutCastle == 6)
  1997. {
  1998. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1999. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  2000. }
  2001. showInfoDialogAndWait(components, text);
  2002. }
  2003. }
  2004. void CPlayerInterface::tryDiggging(const CGHeroInstance *h)
  2005. {
  2006. std::string hlp;
  2007. CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
  2008. int msgToShow = -1;
  2009. CGHeroInstance::ECanDig isDiggingPossible = h->diggingStatus();
  2010. if(hlp.length())
  2011. isDiggingPossible = CGHeroInstance::TILE_OCCUPIED; //TODO integrate with canDig
  2012. switch(isDiggingPossible)
  2013. {
  2014. case CGHeroInstance::CAN_DIG:
  2015. break;
  2016. case CGHeroInstance::LACK_OF_MOVEMENT:
  2017. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  2018. break;
  2019. case CGHeroInstance::TILE_OCCUPIED:
  2020. msgToShow = 97; //Try searching on clear ground.
  2021. break;
  2022. case CGHeroInstance::WRONG_TERRAIN:
  2023. msgToShow = 60; ////Try looking on land!
  2024. break;
  2025. default:
  2026. assert(0);
  2027. }
  2028. if(msgToShow < 0)
  2029. cb->dig(h);
  2030. else
  2031. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  2032. }
  2033. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  2034. {
  2035. adventureInt->infoBar.showSelection();
  2036. }
  2037. void CPlayerInterface::battleNewRoundFirst( int round )
  2038. {
  2039. EVENT_HANDLER_CALLED_BY_CLIENT;
  2040. BATTLE_EVENT_POSSIBLE_RETURN;
  2041. battleInt->newRoundFirst(round);
  2042. }
  2043. void CPlayerInterface::stopMovement()
  2044. {
  2045. if(stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  2046. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  2047. }
  2048. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  2049. {
  2050. EVENT_HANDLER_CALLED_BY_CLIENT;
  2051. if(market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  2052. {
  2053. //EEMarketMode mode = market->availableModes().front();
  2054. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  2055. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::ARTIFACT_EXP));
  2056. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  2057. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::CREATURE_EXP));
  2058. }
  2059. else
  2060. GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front()));
  2061. }
  2062. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  2063. {
  2064. EVENT_HANDLER_CALLED_BY_CLIENT;
  2065. auto cuw = new CUniversityWindow(visitor, market);
  2066. GH.pushInt(cuw);
  2067. }
  2068. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  2069. {
  2070. EVENT_HANDLER_CALLED_BY_CLIENT;
  2071. auto chfw = new CHillFortWindow(visitor, object);
  2072. GH.pushInt(chfw);
  2073. }
  2074. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
  2075. {
  2076. EVENT_HANDLER_CALLED_BY_CLIENT;
  2077. if(CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt()))
  2078. cmw->artifactsChanged(false);
  2079. }
  2080. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  2081. {
  2082. EVENT_HANDLER_CALLED_BY_CLIENT;
  2083. auto tv = new CTavernWindow(townOrTavern);
  2084. GH.pushInt(tv);
  2085. }
  2086. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  2087. {
  2088. EVENT_HANDLER_CALLED_BY_CLIENT;
  2089. auto tgw = new CThievesGuildWindow(obj);
  2090. GH.pushInt(tgw);
  2091. }
  2092. void CPlayerInterface::showQuestLog()
  2093. {
  2094. EVENT_HANDLER_CALLED_BY_CLIENT;
  2095. CQuestLog * ql = new CQuestLog (LOCPLINT->cb->getMyQuests());
  2096. GH.pushInt (ql);
  2097. }
  2098. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  2099. {
  2100. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  2101. {
  2102. MetaString txt;
  2103. obj->getProblemText(txt);
  2104. showInfoDialog(txt.toString());
  2105. }
  2106. else
  2107. showShipyardDialog(obj);
  2108. }
  2109. void CPlayerInterface::requestReturningToMainMenu()
  2110. {
  2111. sendCustomEvent(RETURN_TO_MAIN_MENU);
  2112. cb->unregisterAllInterfaces();
  2113. }
  2114. void CPlayerInterface::requestStoppingClient()
  2115. {
  2116. sendCustomEvent(STOP_CLIENT);
  2117. }
  2118. void CPlayerInterface::sendCustomEvent( int code )
  2119. {
  2120. CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
  2121. }
  2122. void CPlayerInterface::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  2123. {
  2124. EVENT_HANDLER_CALLED_BY_CLIENT;
  2125. garrisonChanged(location.army);
  2126. }
  2127. void CPlayerInterface::stackChangedType(const StackLocation &location, const CCreature &newType)
  2128. {
  2129. EVENT_HANDLER_CALLED_BY_CLIENT;
  2130. garrisonChanged(location.army);
  2131. }
  2132. void CPlayerInterface::stacksErased(const StackLocation &location)
  2133. {
  2134. EVENT_HANDLER_CALLED_BY_CLIENT;
  2135. garrisonChanged(location.army);
  2136. }
  2137. void CPlayerInterface::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  2138. {
  2139. EVENT_HANDLER_CALLED_BY_CLIENT;
  2140. std::vector<const CGObjectInstance *> objects;
  2141. objects.push_back(loc1.army);
  2142. if(loc2.army != loc1.army)
  2143. objects.push_back(loc2.army);
  2144. garrisonsChanged(objects);
  2145. }
  2146. void CPlayerInterface::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  2147. {
  2148. EVENT_HANDLER_CALLED_BY_CLIENT;
  2149. garrisonChanged(location.army);
  2150. }
  2151. void CPlayerInterface::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  2152. {
  2153. EVENT_HANDLER_CALLED_BY_CLIENT;
  2154. std::vector<const CGObjectInstance *> objects;
  2155. objects.push_back(src.army);
  2156. if(src.army != dst.army)
  2157. objects.push_back(dst.army);
  2158. garrisonsChanged(objects);
  2159. }
  2160. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  2161. {
  2162. EVENT_HANDLER_CALLED_BY_CLIENT;
  2163. }
  2164. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  2165. {
  2166. EVENT_HANDLER_CALLED_BY_CLIENT;
  2167. adventureInt->infoBar.showSelection();
  2168. for(IShowActivatable *isa : GH.listInt)
  2169. {
  2170. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2171. if(artWin)
  2172. artWin->artifactRemoved(al);
  2173. }
  2174. }
  2175. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  2176. {
  2177. EVENT_HANDLER_CALLED_BY_CLIENT;
  2178. adventureInt->infoBar.showSelection();
  2179. for(IShowActivatable *isa : GH.listInt)
  2180. {
  2181. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2182. if(artWin)
  2183. artWin->artifactMoved(src, dst);
  2184. }
  2185. }
  2186. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  2187. {
  2188. EVENT_HANDLER_CALLED_BY_CLIENT;
  2189. adventureInt->infoBar.showSelection();
  2190. for(IShowActivatable *isa : GH.listInt)
  2191. {
  2192. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2193. if(artWin)
  2194. artWin->artifactAssembled(al);
  2195. }
  2196. }
  2197. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  2198. {
  2199. EVENT_HANDLER_CALLED_BY_CLIENT;
  2200. adventureInt->infoBar.showSelection();
  2201. for(IShowActivatable *isa : GH.listInt)
  2202. {
  2203. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2204. if(artWin)
  2205. artWin->artifactDisassembled(al);
  2206. }
  2207. }
  2208. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  2209. {
  2210. EVENT_HANDLER_CALLED_BY_CLIENT;
  2211. adventureInt->infoBar.showSelection();
  2212. if (!vstd::contains (GH.listInt, adventureInt))
  2213. {
  2214. GH.popInts (GH.listInt.size()); //after map load - remove everything else
  2215. GH.pushInt (adventureInt);
  2216. }
  2217. else
  2218. {
  2219. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front())) //don't remove dialogs that expect query answer
  2220. GH.popInts(1);
  2221. }
  2222. if(howManyPeople == 1)
  2223. {
  2224. GH.curInt = this;
  2225. adventureInt->startTurn();
  2226. }
  2227. if(player != playerID && this == LOCPLINT)
  2228. {
  2229. waitWhileDialog();
  2230. adventureInt->aiTurnStarted();
  2231. }
  2232. }
  2233. void CPlayerInterface::waitForAllDialogs(bool unlockPim /*= true*/)
  2234. {
  2235. while(!dialogs.empty())
  2236. {
  2237. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  2238. SDL_Delay(5);
  2239. }
  2240. waitWhileDialog(unlockPim);
  2241. }
  2242. void CPlayerInterface::proposeLoadingGame()
  2243. {
  2244. showYesNoDialog(CGI->generaltexth->allTexts[68], [this] { sendCustomEvent(RETURN_TO_MENU_LOAD); }, 0, false);
  2245. }
  2246. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  2247. {
  2248. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  2249. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  2250. }