CPlayerInterface.cpp 73 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include <vcmi/Artifact.h>
  12. #include "adventureMap/CAdvMapInt.h"
  13. #include "adventureMap/mapHandler.h"
  14. #include "adventureMap/CList.h"
  15. #include "adventureMap/CTerrainRect.h"
  16. #include "adventureMap/CInfoBar.h"
  17. #include "adventureMap/CMinimap.h"
  18. #include "battle/BattleInterface.h"
  19. #include "battle/BattleEffectsController.h"
  20. #include "battle/BattleFieldController.h"
  21. #include "battle/BattleInterfaceClasses.h"
  22. #include "battle/BattleWindow.h"
  23. #include "../CCallback.h"
  24. #include "windows/CCastleInterface.h"
  25. #include "gui/CursorHandler.h"
  26. #include "windows/CKingdomInterface.h"
  27. #include "CGameInfo.h"
  28. #include "CMT.h"
  29. #include "windows/CHeroWindow.h"
  30. #include "windows/CCreatureWindow.h"
  31. #include "windows/CQuestLog.h"
  32. #include "CPlayerInterface.h"
  33. #include "widgets/CComponent.h"
  34. #include "widgets/Buttons.h"
  35. #include "windows/CTradeWindow.h"
  36. #include "windows/CSpellWindow.h"
  37. #include "../lib/CConfigHandler.h"
  38. #include "windows/GUIClasses.h"
  39. #include "render/CAnimation.h"
  40. #include "render/IImage.h"
  41. #include "../lib/CArtHandler.h"
  42. #include "../lib/CGeneralTextHandler.h"
  43. #include "../lib/CHeroHandler.h"
  44. #include "../lib/serializer/CTypeList.h"
  45. #include "../lib/serializer/BinaryDeserializer.h"
  46. #include "../lib/serializer/BinarySerializer.h"
  47. #include "../lib/spells/CSpellHandler.h"
  48. #include "../lib/CTownHandler.h"
  49. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  50. #include "../lib/CStack.h"
  51. #include "../lib/JsonNode.h"
  52. #include "CMusicHandler.h"
  53. #include "../lib/CondSh.h"
  54. #include "../lib/NetPacksBase.h"
  55. #include "../lib/NetPacks.h"//todo: remove
  56. #include "../lib/mapping/CMap.h"
  57. #include "../lib/VCMIDirs.h"
  58. #include "../lib/CStopWatch.h"
  59. #include "../lib/StartInfo.h"
  60. #include "../lib/CPlayerState.h"
  61. #include "../lib/GameConstants.h"
  62. #include "gui/CGuiHandler.h"
  63. #include "windows/InfoWindows.h"
  64. #include "../lib/UnlockGuard.h"
  65. #include "../lib/CPathfinder.h"
  66. #include "../lib/RoadHandler.h"
  67. #include "../lib/TerrainHandler.h"
  68. #include "CServerHandler.h"
  69. // FIXME: only needed for CGameState::mutex
  70. #include "../lib/CGameState.h"
  71. #include "gui/NotificationHandler.h"
  72. #include "adventureMap/CInGameConsole.h"
  73. #include <SDL_events.h>
  74. // The macro below is used to mark functions that are called by client when game state changes.
  75. // They all assume that CPlayerInterface::pim mutex is locked.
  76. #define EVENT_HANDLER_CALLED_BY_CLIENT
  77. // The macro marks functions that are run on a new thread by client.
  78. // They do not own any mutexes intiially.
  79. #define THREAD_CREATED_BY_CLIENT
  80. #define RETURN_IF_QUICK_COMBAT \
  81. if (isAutoFightOn && !battleInt) \
  82. return;
  83. #define BATTLE_EVENT_POSSIBLE_RETURN\
  84. if (LOCPLINT != this) \
  85. return; \
  86. RETURN_IF_QUICK_COMBAT
  87. extern std::queue<SDL_Event> SDLEventsQueue;
  88. extern boost::mutex eventsM;
  89. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  90. CPlayerInterface * LOCPLINT;
  91. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  92. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  93. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  94. static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
  95. {
  96. return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
  97. }
  98. struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
  99. {
  100. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  101. {
  102. return h;
  103. }
  104. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  105. {
  106. return nullptr;
  107. }
  108. };
  109. CPlayerInterface::CPlayerInterface(PlayerColor Player)
  110. {
  111. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  112. destinationTeleport = ObjectInstanceID();
  113. destinationTeleportPos = int3(-1);
  114. GH.defActionsDef = 0;
  115. LOCPLINT = this;
  116. curAction = nullptr;
  117. playerID=Player;
  118. human=true;
  119. currentSelection = nullptr;
  120. battleInt = nullptr;
  121. castleInt = nullptr;
  122. makingTurn = false;
  123. showingDialog = new CondSh<bool>(false);
  124. cingconsole = new CInGameConsole();
  125. GH.terminate_cond->set(false);
  126. firstCall = 1; //if loading will be overwritten in serialize
  127. autosaveCount = 0;
  128. isAutoFightOn = false;
  129. duringMovement = false;
  130. ignoreEvents = false;
  131. numOfMovedArts = 0;
  132. }
  133. CPlayerInterface::~CPlayerInterface()
  134. {
  135. if(CCS && CCS->soundh)
  136. CCS->soundh->ambientStopAllChannels();
  137. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  138. delete showingDialog;
  139. delete cingconsole;
  140. if (LOCPLINT == this)
  141. LOCPLINT = nullptr;
  142. }
  143. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  144. {
  145. cb = CB;
  146. env = ENV;
  147. CCS->musich->loadTerrainMusicThemes();
  148. initializeHeroTownList();
  149. // always recreate advmap interface to avoid possible memory-corruption bugs
  150. adventureInt.reset(new CAdvMapInt());
  151. }
  152. void CPlayerInterface::yourTurn()
  153. {
  154. EVENT_HANDLER_CALLED_BY_CLIENT;
  155. {
  156. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  157. LOCPLINT = this;
  158. GH.curInt = this;
  159. adventureInt->selection = nullptr;
  160. NotificationHandler::notify("Your turn");
  161. std::string prefix = settings["session"]["saveprefix"].String();
  162. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  163. if (firstCall)
  164. {
  165. if(CSH->howManyPlayerInterfaces() == 1)
  166. adventureInt->setPlayer(playerID);
  167. autosaveCount = getLastIndex(prefix + "Autosave_");
  168. if (firstCall > 0) //new game, not loaded
  169. {
  170. int index = getLastIndex(prefix + "Newgame_");
  171. index %= SAVES_COUNT;
  172. cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  173. }
  174. firstCall = 0;
  175. }
  176. else if(frequency > 0 && cb->getDate() % frequency == 0)
  177. {
  178. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  179. autosaveCount %= 5;
  180. }
  181. adventureInt->setPlayer(playerID);
  182. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  183. {
  184. adventureInt->startHotSeatWait(playerID);
  185. makingTurn = true;
  186. std::string msg = CGI->generaltexth->allTexts[13];
  187. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  188. std::vector<std::shared_ptr<CComponent>> cmp;
  189. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  190. showInfoDialog(msg, cmp);
  191. }
  192. else
  193. {
  194. makingTurn = true;
  195. adventureInt->startTurn();
  196. }
  197. }
  198. acceptTurn();
  199. }
  200. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  201. {
  202. EVENT_HANDLER_CALLED_BY_CLIENT;
  203. waitWhileDialog();
  204. if(LOCPLINT != this)
  205. return;
  206. //FIXME: read once and store
  207. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  208. return;
  209. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  210. int3 hp = details.start;
  211. if(!hero)
  212. {
  213. //AI hero left the visible area (we can't obtain info)
  214. //TODO very evil workaround -> retrieve pointer to hero so we could animate it
  215. // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
  216. const TerrainTile2 & tile = CGI->mh->ttiles[hp.z][hp.x - 1][hp.y];
  217. for(auto & elem : tile.objects)
  218. if(elem.obj && elem.obj->id == details.id)
  219. hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
  220. if(!hero) //still nothing...
  221. return;
  222. }
  223. adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.start));
  224. adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.end));
  225. bool directlyAttackingCreature =
  226. details.attackedFrom
  227. && adventureInt->terrain->currentPath //in case if movement has been canceled in the meantime and path was already erased
  228. && adventureInt->terrain->currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
  229. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  230. {
  231. updateAmbientSounds();
  232. //We may need to change music - select new track, music handler will change it if needed
  233. CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType->getJsonKey(), true, false);
  234. if(details.result == TryMoveHero::TELEPORTATION)
  235. {
  236. if(adventureInt->terrain->currentPath)
  237. {
  238. assert(adventureInt->terrain->currentPath->nodes.size() >= 2);
  239. std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain->currentPath->nodes.end() - 1;
  240. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  241. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  242. {
  243. //path was between entrance and exit of teleport -> OK, erase node as usual
  244. removeLastNodeFromPath(hero);
  245. }
  246. else
  247. {
  248. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  249. eraseCurrentPathOf(hero);
  250. }
  251. }
  252. adventureInt->centerOn(hero, true); //actualizing screen pos
  253. adventureInt->minimap->redraw();
  254. adventureInt->heroList->update(hero);
  255. return; //teleport - no fancy moving animation
  256. //TODO: smooth disappear / appear effect
  257. }
  258. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  259. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  260. {
  261. eraseCurrentPathOf(hero, false);
  262. }
  263. else if(adventureInt->terrain->currentPath && hero->pos == details.end) //&& hero is moving
  264. {
  265. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  266. removeLastNodeFromPath(hero);
  267. }
  268. }
  269. if(details.stopMovement()) //hero failed to move
  270. {
  271. hero->isStanding = true;
  272. stillMoveHero.setn(STOP_MOVE);
  273. GH.totalRedraw();
  274. adventureInt->heroList->update(hero);
  275. return;
  276. }
  277. ui32 speed = 0;
  278. if(settings["session"]["spectate"].Bool())
  279. {
  280. if(!settings["session"]["spectate-hero-speed"].isNull())
  281. speed = static_cast<ui32>(settings["session"]["spectate-hero-speed"].Integer());
  282. }
  283. else if(makingTurn) // our turn, our hero moves
  284. speed = static_cast<ui32>(settings["adventure"]["heroSpeed"].Float());
  285. else
  286. speed = static_cast<ui32>(settings["adventure"]["enemySpeed"].Float());
  287. if(speed == 0)
  288. {
  289. //FIXME: is this a proper solution?
  290. CGI->mh->hideObject(hero);
  291. CGI->mh->printObject(hero);
  292. return; // no animation
  293. }
  294. adventureInt->centerOn(hero); //actualizing screen pos
  295. adventureInt->minimap->redraw();
  296. adventureInt->heroList->redraw();
  297. initMovement(details, hero, hp);
  298. auto waitFrame = [&]()
  299. {
  300. int frameNumber = GH.mainFPSmng->getFrameNumber();
  301. auto unlockPim = vstd::makeUnlockGuard(*pim);
  302. while(frameNumber == GH.mainFPSmng->getFrameNumber())
  303. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  304. };
  305. //first initializing done
  306. //main moving
  307. for(int i = 1; i < 32; i += 2 * speed)
  308. {
  309. movementPxStep(details, i, hp, hero);
  310. #ifndef VCMI_ANDROID
  311. // currently android doesn't seem to be able to handle all these full redraws here, so let's disable it so at least it looks less choppy;
  312. // most likely this is connected with the way that this manual animation+framerate handling is solved
  313. adventureInt->requestRedrawMapOnNextFrame();
  314. #endif
  315. //evil returns here ...
  316. //todo: get rid of it
  317. waitFrame(); //for animation purposes
  318. }
  319. //main moving done
  320. //finishing move
  321. finishMovement(details, hp, hero);
  322. hero->isStanding = true;
  323. //move finished
  324. adventureInt->minimap->redraw();
  325. adventureInt->heroList->update(hero);
  326. //check if user cancelled movement
  327. {
  328. boost::unique_lock<boost::mutex> un(eventsM);
  329. while(!SDLEventsQueue.empty())
  330. {
  331. SDL_Event ev = SDLEventsQueue.front();
  332. SDLEventsQueue.pop();
  333. switch(ev.type)
  334. {
  335. case SDL_MOUSEBUTTONDOWN:
  336. stillMoveHero.setn(STOP_MOVE);
  337. break;
  338. case SDL_KEYDOWN:
  339. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  340. stillMoveHero.setn(STOP_MOVE);
  341. break;
  342. }
  343. }
  344. }
  345. if (stillMoveHero.get() == WAITING_MOVE)
  346. stillMoveHero.setn(DURING_MOVE);
  347. // Hero attacked creature directly, set direction to face it.
  348. if (directlyAttackingCreature) {
  349. // Get direction to attacker.
  350. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  351. static const ui8 dirLookup[3][3] = {
  352. { 1, 2, 3 },
  353. { 8, 0, 4 },
  354. { 7, 6, 5 }
  355. };
  356. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  357. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  358. }
  359. }
  360. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  361. {
  362. EVENT_HANDLER_CALLED_BY_CLIENT;
  363. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
  364. const CArmedInstance *newSelection = nullptr;
  365. if (makingTurn)
  366. {
  367. //find new object for selection: either hero
  368. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  369. if (next >= 0)
  370. newSelection = wanderingHeroes[next];
  371. //or town
  372. if (!newSelection || newSelection == hero)
  373. {
  374. if (towns.empty())
  375. newSelection = nullptr;
  376. else
  377. newSelection = towns.front();
  378. }
  379. }
  380. wanderingHeroes -= hero;
  381. adventureInt->heroList->update(hero);
  382. if (makingTurn && newSelection)
  383. adventureInt->select(newSelection, true);
  384. else if (adventureInt->selection == hero)
  385. adventureInt->selection = nullptr;
  386. if (vstd::contains(paths, hero))
  387. paths.erase(hero);
  388. }
  389. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  390. {
  391. EVENT_HANDLER_CALLED_BY_CLIENT;
  392. if(start && visitedObj)
  393. {
  394. if(visitedObj->getVisitSound())
  395. CCS->soundh->playSound(visitedObj->getVisitSound().get());
  396. }
  397. }
  398. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  399. {
  400. EVENT_HANDLER_CALLED_BY_CLIENT;
  401. wanderingHeroes.push_back(hero);
  402. adventureInt->heroList->update(hero);
  403. }
  404. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  405. {
  406. if(castleInt)
  407. castleInt->close();
  408. castleInt = nullptr;
  409. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  410. GH.pushInt(newCastleInt);
  411. }
  412. int3 CPlayerInterface::repairScreenPos(int3 pos)
  413. {
  414. if (pos.x<-CGI->mh->frameW)
  415. pos.x = -CGI->mh->frameW;
  416. if (pos.y<-CGI->mh->frameH)
  417. pos.y = -CGI->mh->frameH;
  418. if (pos.x>CGI->mh->sizes.x - adventureInt->terrain->tilesw + CGI->mh->frameW)
  419. pos.x = CGI->mh->sizes.x - adventureInt->terrain->tilesw + CGI->mh->frameW;
  420. if (pos.y>CGI->mh->sizes.y - adventureInt->terrain->tilesh + CGI->mh->frameH)
  421. pos.y = CGI->mh->sizes.y - adventureInt->terrain->tilesh + CGI->mh->frameH;
  422. return pos;
  423. }
  424. void CPlayerInterface::activateForSpectator()
  425. {
  426. adventureInt->state = CAdvMapInt::INGAME;
  427. adventureInt->activate();
  428. adventureInt->minimap->activate();
  429. }
  430. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  431. {
  432. EVENT_HANDLER_CALLED_BY_CLIENT;
  433. if (which == 4)
  434. {
  435. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
  436. ctw->setExpToLevel();
  437. }
  438. else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  439. updateInfo(hero);
  440. }
  441. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  442. {
  443. EVENT_HANDLER_CALLED_BY_CLIENT;
  444. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt().get());
  445. if (cuw) //university window is open
  446. {
  447. GH.totalRedraw();
  448. }
  449. }
  450. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  451. {
  452. EVENT_HANDLER_CALLED_BY_CLIENT;
  453. updateInfo(hero);
  454. if (makingTurn && hero->tempOwner == playerID)
  455. adventureInt->heroList->update(hero);
  456. }
  457. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  458. {
  459. EVENT_HANDLER_CALLED_BY_CLIENT;
  460. if (makingTurn && hero->tempOwner == playerID)
  461. adventureInt->heroList->update(hero);
  462. }
  463. void CPlayerInterface::receivedResource()
  464. {
  465. EVENT_HANDLER_CALLED_BY_CLIENT;
  466. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
  467. mw->resourceChanged();
  468. GH.totalRedraw();
  469. }
  470. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  471. {
  472. EVENT_HANDLER_CALLED_BY_CLIENT;
  473. waitWhileDialog();
  474. CCS->soundh->playSound(soundBase::heroNewLevel);
  475. GH.pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  476. {
  477. cb->selectionMade(selection, queryID);
  478. });
  479. }
  480. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  481. {
  482. EVENT_HANDLER_CALLED_BY_CLIENT;
  483. waitWhileDialog();
  484. CCS->soundh->playSound(soundBase::heroNewLevel);
  485. GH.pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
  486. {
  487. cb->selectionMade(selection, queryID);
  488. });
  489. }
  490. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  491. {
  492. EVENT_HANDLER_CALLED_BY_CLIENT;
  493. updateInfo(town);
  494. if (town->garrisonHero) //wandering hero moved to the garrison
  495. {
  496. CGI->mh->hideObject(town->garrisonHero);
  497. if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
  498. wanderingHeroes -= town->garrisonHero;
  499. }
  500. if (town->visitingHero) //hero leaves garrison
  501. {
  502. CGI->mh->printObject(town->visitingHero);
  503. if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
  504. wanderingHeroes.push_back(town->visitingHero);
  505. }
  506. adventureInt->heroList->update();
  507. adventureInt->updateNextHero(nullptr);
  508. if(castleInt)
  509. {
  510. castleInt->garr->selectSlot(nullptr);
  511. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  512. castleInt->garr->setArmy(town->visitingHero, 1);
  513. castleInt->garr->recreateSlots();
  514. castleInt->heroes->update();
  515. }
  516. for (auto isa : GH.listInt)
  517. {
  518. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  519. if (ki)
  520. {
  521. ki->townChanged(town);
  522. ki->updateGarrisons();
  523. }
  524. }
  525. GH.totalRedraw();
  526. }
  527. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  528. {
  529. EVENT_HANDLER_CALLED_BY_CLIENT;
  530. if (hero->tempOwner != playerID )
  531. return;
  532. waitWhileDialog();
  533. openTownWindow(town);
  534. }
  535. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  536. {
  537. std::vector<const CGObjectInstance *> instances;
  538. if(auto obj = cb->getObj(id1))
  539. instances.push_back(obj);
  540. if(id2 != ObjectInstanceID() && id2 != id1)
  541. {
  542. if(auto obj = cb->getObj(id2))
  543. instances.push_back(obj);
  544. }
  545. garrisonsChanged(instances);
  546. }
  547. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  548. {
  549. boost::unique_lock<boost::recursive_mutex> un(*pim);
  550. for (auto object : objs)
  551. updateInfo(object);
  552. for (auto & elem : GH.listInt)
  553. {
  554. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem.get());
  555. if (cgh)
  556. cgh->updateGarrisons();
  557. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
  558. {
  559. if (vstd::contains(objs, cmw->hero))
  560. cmw->garrisonChanged();
  561. }
  562. }
  563. GH.totalRedraw();
  564. }
  565. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  566. {
  567. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  568. }
  569. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  570. {
  571. EVENT_HANDLER_CALLED_BY_CLIENT;
  572. switch (buildingID)
  573. {
  574. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  575. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  576. case BuildingID::RESOURCE_SILO:
  577. updateInfo(town);
  578. break;
  579. }
  580. if (castleInt)
  581. {
  582. castleInt->townlist->update(town);
  583. if (castleInt->town == town)
  584. {
  585. switch(what)
  586. {
  587. case 1:
  588. CCS->soundh->playSound(soundBase::newBuilding);
  589. castleInt->addBuilding(buildingID);
  590. break;
  591. case 2:
  592. castleInt->removeBuilding(buildingID);
  593. break;
  594. }
  595. }
  596. }
  597. adventureInt->townList->update(town);
  598. }
  599. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  600. {
  601. //Don't wait for dialogs when we are non-active hot-seat player
  602. if (LOCPLINT == this)
  603. waitForAllDialogs();
  604. }
  605. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  606. {
  607. EVENT_HANDLER_CALLED_BY_CLIENT;
  608. if (settings["adventure"]["quickCombat"].Bool())
  609. {
  610. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  611. autofightingAI->initBattleInterface(env, cb);
  612. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  613. isAutoFightOn = true;
  614. cb->registerBattleInterface(autofightingAI);
  615. // Player shouldn't be able to move on adventure map if quick combat is going
  616. adventureInt->quickCombatLock();
  617. }
  618. //Don't wait for dialogs when we are non-active hot-seat player
  619. if (LOCPLINT == this)
  620. waitForAllDialogs();
  621. BATTLE_EVENT_POSSIBLE_RETURN;
  622. }
  623. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  624. {
  625. EVENT_HANDLER_CALLED_BY_CLIENT;
  626. BATTLE_EVENT_POSSIBLE_RETURN;
  627. for(auto & info : units)
  628. {
  629. switch(info.operation)
  630. {
  631. case UnitChanges::EOperation::RESET_STATE:
  632. {
  633. const CStack * stack = cb->battleGetStackByID(info.id );
  634. if(!stack)
  635. {
  636. logGlobal->error("Invalid unit ID %d", info.id);
  637. continue;
  638. }
  639. battleInt->stackReset(stack);
  640. }
  641. break;
  642. case UnitChanges::EOperation::REMOVE:
  643. battleInt->stackRemoved(info.id);
  644. break;
  645. case UnitChanges::EOperation::ADD:
  646. {
  647. const CStack * unit = cb->battleGetStackByID(info.id);
  648. if(!unit)
  649. {
  650. logGlobal->error("Invalid unit ID %d", info.id);
  651. continue;
  652. }
  653. battleInt->stackAdded(unit);
  654. }
  655. break;
  656. default:
  657. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  658. break;
  659. }
  660. }
  661. }
  662. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  663. {
  664. EVENT_HANDLER_CALLED_BY_CLIENT;
  665. BATTLE_EVENT_POSSIBLE_RETURN;
  666. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  667. for(auto & change : obstacles)
  668. {
  669. if(change.operation == BattleChanges::EOperation::ADD)
  670. {
  671. auto instance = cb->battleGetObstacleByID(change.id);
  672. if(instance)
  673. newObstacles.push_back(instance);
  674. else
  675. logNetwork->error("Invalid obstacle instance %d", change.id);
  676. }
  677. }
  678. if (!newObstacles.empty())
  679. battleInt->obstaclePlaced(newObstacles);
  680. battleInt->fieldController->redrawBackgroundWithHexes();
  681. }
  682. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  683. {
  684. EVENT_HANDLER_CALLED_BY_CLIENT;
  685. BATTLE_EVENT_POSSIBLE_RETURN;
  686. battleInt->stackIsCatapulting(ca);
  687. }
  688. 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
  689. {
  690. EVENT_HANDLER_CALLED_BY_CLIENT;
  691. BATTLE_EVENT_POSSIBLE_RETURN;
  692. battleInt->newRound(round);
  693. }
  694. void CPlayerInterface::actionStarted(const BattleAction &action)
  695. {
  696. EVENT_HANDLER_CALLED_BY_CLIENT;
  697. BATTLE_EVENT_POSSIBLE_RETURN;
  698. curAction = new BattleAction(action);
  699. battleInt->startAction(curAction);
  700. }
  701. void CPlayerInterface::actionFinished(const BattleAction &action)
  702. {
  703. EVENT_HANDLER_CALLED_BY_CLIENT;
  704. BATTLE_EVENT_POSSIBLE_RETURN;
  705. battleInt->endAction(curAction);
  706. delete curAction;
  707. curAction = nullptr;
  708. }
  709. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  710. {
  711. THREAD_CREATED_BY_CLIENT;
  712. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  713. auto stackId = stack->ID;
  714. auto stackName = stack->nodeName();
  715. if (autofightingAI)
  716. {
  717. if (isAutoFightOn)
  718. {
  719. auto ret = autofightingAI->activeStack(stack);
  720. if(cb->battleIsFinished())
  721. {
  722. return BattleAction::makeDefend(stack); // battle finished with spellcast
  723. }
  724. if (isAutoFightOn)
  725. {
  726. return ret;
  727. }
  728. }
  729. cb->unregisterBattleInterface(autofightingAI);
  730. autofightingAI.reset();
  731. }
  732. assert(battleInt);
  733. if(!battleInt)
  734. {
  735. return BattleAction::makeDefend(stack); // probably battle is finished already
  736. }
  737. if(BattleInterface::givenCommand.get())
  738. {
  739. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  740. vstd::clear_pointer(BattleInterface::givenCommand.data);
  741. }
  742. {
  743. boost::unique_lock<boost::recursive_mutex> un(*pim);
  744. battleInt->stackActivated(stack);
  745. //Regeneration & mana drain go there
  746. }
  747. //wait till BattleInterface sets its command
  748. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  749. while(!BattleInterface::givenCommand.data)
  750. {
  751. BattleInterface::givenCommand.cond.wait(lock);
  752. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  753. throw boost::thread_interrupted(); //will shut the thread peacefully
  754. }
  755. //tidy up
  756. BattleAction ret = *(BattleInterface::givenCommand.data);
  757. vstd::clear_pointer(BattleInterface::givenCommand.data);
  758. if(ret.actionType == EActionType::CANCEL)
  759. {
  760. if(stackId != ret.stackNumber)
  761. logGlobal->error("Not current active stack action canceled");
  762. logGlobal->trace("Canceled command for %s", stackName);
  763. }
  764. else
  765. logGlobal->trace("Giving command for %s", stackName);
  766. return ret;
  767. }
  768. void CPlayerInterface::battleEnd(const BattleResult *br)
  769. {
  770. EVENT_HANDLER_CALLED_BY_CLIENT;
  771. if(isAutoFightOn || autofightingAI)
  772. {
  773. isAutoFightOn = false;
  774. cb->unregisterBattleInterface(autofightingAI);
  775. autofightingAI.reset();
  776. if(!battleInt)
  777. {
  778. GH.pushIntT<BattleResultWindow>(*br, *this);
  779. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  780. // Otherwise NewTurn causes freeze.
  781. waitWhileDialog();
  782. adventureInt->quickCombatUnlock();
  783. return;
  784. }
  785. }
  786. BATTLE_EVENT_POSSIBLE_RETURN;
  787. battleInt->battleFinished(*br);
  788. adventureInt->quickCombatUnlock();
  789. }
  790. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  791. {
  792. EVENT_HANDLER_CALLED_BY_CLIENT;
  793. BATTLE_EVENT_POSSIBLE_RETURN;
  794. battleInt->displayBattleLog(lines);
  795. }
  796. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  797. {
  798. EVENT_HANDLER_CALLED_BY_CLIENT;
  799. BATTLE_EVENT_POSSIBLE_RETURN;
  800. battleInt->stackMoved(stack, dest, distance, teleport);
  801. }
  802. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  803. {
  804. EVENT_HANDLER_CALLED_BY_CLIENT;
  805. BATTLE_EVENT_POSSIBLE_RETURN;
  806. battleInt->spellCast(sc);
  807. }
  808. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  809. {
  810. EVENT_HANDLER_CALLED_BY_CLIENT;
  811. BATTLE_EVENT_POSSIBLE_RETURN;
  812. battleInt->battleStacksEffectsSet(sse);
  813. }
  814. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  815. {
  816. EVENT_HANDLER_CALLED_BY_CLIENT;
  817. //TODO why is this different (no return on LOPLINT != this) ?
  818. RETURN_IF_QUICK_COMBAT;
  819. battleInt->effectsController->battleTriggerEffect(bte);
  820. }
  821. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  822. {
  823. EVENT_HANDLER_CALLED_BY_CLIENT;
  824. BATTLE_EVENT_POSSIBLE_RETURN;
  825. std::vector<StackAttackedInfo> arg;
  826. for(auto & elem : bsa)
  827. {
  828. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  829. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  830. assert(defender);
  831. StackAttackedInfo info;
  832. info.defender = defender;
  833. info.attacker = attacker;
  834. info.damageDealt = elem.damageAmount;
  835. info.amountKilled = elem.killedAmount;
  836. info.spellEffect = SpellID::NONE;
  837. info.indirectAttack = ranged;
  838. info.killed = elem.killed();
  839. info.rebirth = elem.willRebirth();
  840. info.cloneKilled = elem.cloneKilled();
  841. info.fireShield = elem.fireShield();
  842. if (elem.isSpell())
  843. info.spellEffect = elem.spellID;
  844. arg.push_back(info);
  845. }
  846. battleInt->stacksAreAttacked(arg);
  847. }
  848. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  849. {
  850. EVENT_HANDLER_CALLED_BY_CLIENT;
  851. BATTLE_EVENT_POSSIBLE_RETURN;
  852. assert(curAction);
  853. StackAttackInfo info;
  854. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  855. info.defender = nullptr;
  856. info.indirectAttack = ba->shot();
  857. info.lucky = ba->lucky();
  858. info.unlucky = ba->unlucky();
  859. info.deathBlow = ba->deathBlow();
  860. info.lifeDrain = ba->lifeDrain();
  861. info.tile = ba->tile;
  862. info.spellEffect = SpellID::NONE;
  863. if (ba->spellLike())
  864. info.spellEffect = ba->spellID;
  865. for(auto & elem : ba->bsa)
  866. {
  867. if(!elem.isSecondary())
  868. {
  869. assert(info.defender == nullptr);
  870. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  871. }
  872. else
  873. {
  874. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  875. }
  876. }
  877. assert(info.defender != nullptr);
  878. assert(info.attacker != nullptr);
  879. battleInt->stackAttacking(info);
  880. }
  881. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  882. {
  883. EVENT_HANDLER_CALLED_BY_CLIENT;
  884. BATTLE_EVENT_POSSIBLE_RETURN;
  885. battleInt->gateStateChanged(state);
  886. }
  887. void CPlayerInterface::yourTacticPhase(int distance)
  888. {
  889. THREAD_CREATED_BY_CLIENT;
  890. while(battleInt && battleInt->tacticsMode)
  891. boost::this_thread::sleep(boost::posix_time::millisec(1));
  892. }
  893. void CPlayerInterface::showComp(const Component &comp, std::string message)
  894. {
  895. EVENT_HANDLER_CALLED_BY_CLIENT;
  896. waitWhileDialog(); //Fix for mantis #98
  897. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  898. adventureInt->infoBar->showComponent(comp, message);
  899. }
  900. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component> & components, int soundID)
  901. {
  902. EVENT_HANDLER_CALLED_BY_CLIENT;
  903. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  904. {
  905. return;
  906. }
  907. std::vector<std::shared_ptr<CComponent>> intComps;
  908. for (auto & component : components)
  909. intComps.push_back(std::make_shared<CComponent>(component));
  910. showInfoDialog(text,intComps,soundID);
  911. }
  912. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  913. {
  914. std::vector<std::shared_ptr<CComponent>> intComps;
  915. intComps.push_back(component);
  916. showInfoDialog(text, intComps, soundBase::sound_todo);
  917. }
  918. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  919. {
  920. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  921. waitWhileDialog();
  922. if (settings["session"]["autoSkip"].Bool() && !GH.isKeyboardShiftDown())
  923. {
  924. return;
  925. }
  926. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  927. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  928. {
  929. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  930. showingDialog->set(true);
  931. stopMovement(); // interrupt movement to show dialog
  932. GH.pushInt(temp);
  933. }
  934. else
  935. {
  936. dialogs.push_back(temp);
  937. }
  938. }
  939. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  940. {
  941. EVENT_HANDLER_CALLED_BY_CLIENT;
  942. std::string str;
  943. text.toString(str);
  944. showInfoDialog(str, components, 0);
  945. waitWhileDialog();
  946. }
  947. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  948. {
  949. boost::unique_lock<boost::recursive_mutex> un(*pim);
  950. stopMovement();
  951. LOCPLINT->showingDialog->setn(true);
  952. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  953. }
  954. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  955. {
  956. EVENT_HANDLER_CALLED_BY_CLIENT;
  957. waitWhileDialog();
  958. stopMovement();
  959. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  960. if (!selection && cancel) //simple yes/no dialog
  961. {
  962. std::vector<std::shared_ptr<CComponent>> intComps;
  963. for (auto & component : components)
  964. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  965. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  966. }
  967. else if (selection)
  968. {
  969. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  970. for (auto & component : components)
  971. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  972. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  973. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  974. if (cancel)
  975. {
  976. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  977. }
  978. int charperline = 35;
  979. if (pom.size() > 1)
  980. charperline = 50;
  981. GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  982. intComps[0]->clickLeft(true, false);
  983. }
  984. }
  985. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  986. {
  987. EVENT_HANDLER_CALLED_BY_CLIENT;
  988. int choosenExit = -1;
  989. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  990. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  991. choosenExit = vstd::find_pos(exits, neededExit);
  992. cb->selectionMade(choosenExit, askID);
  993. }
  994. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  995. {
  996. EVENT_HANDLER_CALLED_BY_CLIENT;
  997. auto selectCallback = [=](int selection)
  998. {
  999. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  1000. reply.Integer() = selection;
  1001. cb->sendQueryReply(reply, askID);
  1002. };
  1003. auto cancelCallback = [=]()
  1004. {
  1005. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  1006. cb->sendQueryReply(reply, askID);
  1007. };
  1008. const std::string localTitle = title.toString();
  1009. const std::string localDescription = description.toString();
  1010. std::vector<int> tempList;
  1011. tempList.reserve(objects.size());
  1012. for(auto item : objects)
  1013. tempList.push_back(item.getNum());
  1014. CComponent localIconC(icon);
  1015. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  1016. localIconC.removeChild(localIcon.get(), false);
  1017. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  1018. wnd->onExit = cancelCallback;
  1019. GH.pushInt(wnd);
  1020. }
  1021. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  1022. {
  1023. EVENT_HANDLER_CALLED_BY_CLIENT;
  1024. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1025. for (auto & po : pos)
  1026. adventureInt->minimap->updateTile(po);
  1027. if (!pos.empty())
  1028. GH.totalRedraw();
  1029. }
  1030. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  1031. {
  1032. EVENT_HANDLER_CALLED_BY_CLIENT;
  1033. for (auto & po : pos)
  1034. adventureInt->minimap->updateTile(po);
  1035. if (!pos.empty())
  1036. GH.totalRedraw();
  1037. }
  1038. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1039. {
  1040. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1041. GH.pushIntT<CHeroWindow>(hero);
  1042. }
  1043. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1044. {
  1045. EVENT_HANDLER_CALLED_BY_CLIENT;
  1046. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1047. {
  1048. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt().get());
  1049. if (fs)
  1050. fs->creaturesChanged();
  1051. for(auto isa : GH.listInt)
  1052. {
  1053. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  1054. if (ki && townObj)
  1055. ki->townChanged(townObj);
  1056. }
  1057. }
  1058. else if(town && GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1059. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1060. {
  1061. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
  1062. if (crw && crw->dwelling == town)
  1063. crw->availableCreaturesChanged();
  1064. }
  1065. }
  1066. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1067. {
  1068. EVENT_HANDLER_CALLED_BY_CLIENT;
  1069. if (bonus.type == Bonus::NONE)
  1070. return;
  1071. updateInfo(hero);
  1072. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1073. {
  1074. //recalculate paths because hero has lost bonus influencing pathfinding
  1075. eraseCurrentPathOf(hero, false);
  1076. }
  1077. }
  1078. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1079. {
  1080. h & wanderingHeroes;
  1081. h & towns;
  1082. h & sleepingHeroes;
  1083. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  1084. if (h.saving)
  1085. {
  1086. for (auto &p : paths)
  1087. {
  1088. if (p.second.nodes.size())
  1089. pathsMap[p.first] = p.second.endPos();
  1090. else
  1091. logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->getNameTranslated());
  1092. }
  1093. h & pathsMap;
  1094. }
  1095. else
  1096. {
  1097. h & pathsMap;
  1098. if (cb)
  1099. for (auto &p : pathsMap)
  1100. {
  1101. CGPath path;
  1102. cb->getPathsInfo(p.first)->getPath(path, p.second);
  1103. paths[p.first] = path;
  1104. logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
  1105. }
  1106. }
  1107. h & spellbookSettings;
  1108. }
  1109. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1110. {
  1111. EVENT_HANDLER_CALLED_BY_CLIENT;
  1112. serializeTempl(h,version);
  1113. }
  1114. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1115. {
  1116. EVENT_HANDLER_CALLED_BY_CLIENT;
  1117. serializeTempl(h,version);
  1118. firstCall = -1;
  1119. }
  1120. void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  1121. {
  1122. LOG_TRACE(logGlobal);
  1123. if (!LOCPLINT->makingTurn)
  1124. return;
  1125. if (!h)
  1126. return; //can't find hero
  1127. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1128. if (showingDialog->get() || !dialogs.empty())
  1129. return;
  1130. setMovementStatus(true);
  1131. if (adventureInt && adventureInt->isHeroSleeping(h))
  1132. {
  1133. adventureInt->sleepWake->clickLeft(true, false);
  1134. adventureInt->sleepWake->clickLeft(false, true);
  1135. //could've just called
  1136. //adventureInt->fsleepWake();
  1137. //but no authentic button click/sound ;-)
  1138. }
  1139. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1140. }
  1141. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1142. {
  1143. EVENT_HANDLER_CALLED_BY_CLIENT;
  1144. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1145. if (stillMoveHero.get() == DURING_MOVE && adventureInt->terrain->currentPath && adventureInt->terrain->currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  1146. {
  1147. onEnd();
  1148. return;
  1149. }
  1150. waitForAllDialogs();
  1151. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1152. cgw->quit->addCallback(onEnd);
  1153. GH.pushInt(cgw);
  1154. }
  1155. /**
  1156. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1157. * into a combinational one on an artifact screen. Does not require the combination of
  1158. * artifacts to be legal.
  1159. */
  1160. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1161. {
  1162. std::string text = artifact->getDescriptionTranslated();
  1163. text += "\n\n";
  1164. std::vector<std::shared_ptr<CComponent>> scs;
  1165. if(assembledArtifact)
  1166. {
  1167. // You possess all of the components to...
  1168. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getNameTranslated());
  1169. // Picture of assembled artifact at bottom.
  1170. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1171. scs.push_back(sc);
  1172. }
  1173. else
  1174. {
  1175. // Do you wish to disassemble this artifact?
  1176. text += CGI->generaltexth->allTexts[733];
  1177. }
  1178. showYesNoDialog(text, onYes, nullptr, scs);
  1179. }
  1180. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1181. {
  1182. EVENT_HANDLER_CALLED_BY_CLIENT;
  1183. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1184. && destinationTeleport == ObjectInstanceID())
  1185. stillMoveHero.setn(CONTINUE_MOVE);
  1186. if (destinationTeleport != ObjectInstanceID()
  1187. && pa->packType == typeList.getTypeID<QueryReply>()
  1188. && stillMoveHero.get() == DURING_MOVE)
  1189. { // After teleportation via CGTeleport object is finished
  1190. destinationTeleport = ObjectInstanceID();
  1191. destinationTeleportPos = int3(-1);
  1192. stillMoveHero.setn(CONTINUE_MOVE);
  1193. }
  1194. }
  1195. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1196. {
  1197. EVENT_HANDLER_CALLED_BY_CLIENT;
  1198. GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
  1199. }
  1200. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1201. {
  1202. EVENT_HANDLER_CALLED_BY_CLIENT;
  1203. //redraw minimap if owner changed
  1204. if (sop->what == ObjProperty::OWNER)
  1205. {
  1206. const CGObjectInstance * obj = cb->getObj(sop->id);
  1207. std::set<int3> pos = obj->getBlockedPos();
  1208. for(auto & po : pos)
  1209. {
  1210. if(cb->isVisible(po))
  1211. adventureInt->minimap->updateTile(po);
  1212. }
  1213. if(obj->ID == Obj::TOWN)
  1214. {
  1215. if(obj->tempOwner == playerID)
  1216. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1217. else
  1218. towns -= obj;
  1219. adventureInt->townList->update();
  1220. adventureInt->minimap->update();
  1221. }
  1222. assert(cb->getTownsInfo().size() == towns.size());
  1223. }
  1224. }
  1225. void CPlayerInterface::initializeHeroTownList()
  1226. {
  1227. if(!wanderingHeroes.size())
  1228. {
  1229. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1230. for(auto & hero : heroes)
  1231. {
  1232. if(!hero->inTownGarrison)
  1233. wanderingHeroes.push_back(hero);
  1234. }
  1235. }
  1236. if(!towns.size())
  1237. towns = cb->getTownsInfo();
  1238. if(adventureInt)
  1239. adventureInt->updateNextHero(nullptr);
  1240. }
  1241. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1242. {
  1243. EVENT_HANDLER_CALLED_BY_CLIENT;
  1244. waitWhileDialog();
  1245. auto recruitCb = [=](CreatureID id, int count)
  1246. {
  1247. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1248. };
  1249. GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1250. }
  1251. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1252. {
  1253. if (GH.amIGuiThread())
  1254. {
  1255. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1256. return;
  1257. }
  1258. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1259. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1260. while(showingDialog->data)
  1261. showingDialog->cond.wait(un);
  1262. }
  1263. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1264. {
  1265. EVENT_HANDLER_CALLED_BY_CLIENT;
  1266. auto state = obj->shipyardStatus();
  1267. std::vector<si32> cost;
  1268. obj->getBoatCost(cost);
  1269. GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1270. }
  1271. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1272. {
  1273. EVENT_HANDLER_CALLED_BY_CLIENT;
  1274. //we might have built a boat in shipyard in opened town screen
  1275. if (obj->ID == Obj::BOAT
  1276. && LOCPLINT->castleInt
  1277. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1278. {
  1279. CCS->soundh->playSound(soundBase::newBuilding);
  1280. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1281. }
  1282. }
  1283. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1284. {
  1285. EVENT_HANDLER_CALLED_BY_CLIENT;
  1286. waitWhileDialog();
  1287. CCS->curh->hide();
  1288. adventureInt->centerOn (pos);
  1289. if (focusTime)
  1290. {
  1291. GH.totalRedraw();
  1292. {
  1293. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1294. IgnoreEvents ignore(*this);
  1295. boost::this_thread::sleep(boost::posix_time::milliseconds(focusTime));
  1296. }
  1297. }
  1298. CCS->curh->show();
  1299. }
  1300. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1301. {
  1302. EVENT_HANDLER_CALLED_BY_CLIENT;
  1303. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1304. {
  1305. waitWhileDialog();
  1306. CCS->soundh->playSound(obj->getRemovalSound().get());
  1307. }
  1308. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1309. {
  1310. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1311. heroKilled(h);
  1312. }
  1313. }
  1314. void CPlayerInterface::objectRemovedAfter()
  1315. {
  1316. EVENT_HANDLER_CALLED_BY_CLIENT;
  1317. adventureInt->minimap->update();
  1318. }
  1319. void CPlayerInterface::playerBlocked(int reason, bool start)
  1320. {
  1321. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1322. {
  1323. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1324. {
  1325. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1326. boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
  1327. LOCPLINT = this;
  1328. GH.curInt = this;
  1329. adventureInt->selection = nullptr;
  1330. adventureInt->setPlayer(playerID);
  1331. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1332. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1333. std::vector<std::shared_ptr<CComponent>> cmp;
  1334. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1335. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1336. showInfoDialog(msg, cmp);
  1337. makingTurn = false;
  1338. }
  1339. }
  1340. }
  1341. const CArmedInstance * CPlayerInterface::getSelection()
  1342. {
  1343. return currentSelection;
  1344. }
  1345. void CPlayerInterface::setSelection(const CArmedInstance * obj)
  1346. {
  1347. currentSelection = obj;
  1348. updateAmbientSounds(true);
  1349. }
  1350. void CPlayerInterface::update()
  1351. {
  1352. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1353. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1354. // While mutexes were locked away we may be have stopped being the active interface
  1355. if (LOCPLINT != this)
  1356. return;
  1357. //if there are any waiting dialogs, show them
  1358. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1359. {
  1360. showingDialog->set(true);
  1361. GH.pushInt(dialogs.front());
  1362. dialogs.pop_front();
  1363. }
  1364. assert(adventureInt);
  1365. assert(adventureInt->selection);
  1366. // Handles mouse and key input
  1367. GH.updateTime();
  1368. GH.handleEvents();
  1369. GH.simpleRedraw();
  1370. }
  1371. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1372. {
  1373. using namespace boost::filesystem;
  1374. using namespace boost::algorithm;
  1375. path gamesDir = VCMIDirs::get().userSavePath();
  1376. std::map<std::time_t, int> dates; //save number => datestamp
  1377. const directory_iterator enddir;
  1378. if (!exists(gamesDir))
  1379. create_directory(gamesDir);
  1380. else
  1381. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1382. {
  1383. if (is_regular_file(dir->status()))
  1384. {
  1385. std::string name = dir->path().filename().string();
  1386. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1387. {
  1388. char nr = name[namePrefix.size()];
  1389. if (std::isdigit(nr))
  1390. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1391. }
  1392. }
  1393. }
  1394. if (!dates.empty())
  1395. return (--dates.end())->second; //return latest file number
  1396. return 0;
  1397. }
  1398. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1399. {
  1400. auto subArr = (CGI->mh->ttiles)[hp.z];
  1401. ho->isStanding = false;
  1402. int heroWidth = ho->appearance->getWidth();
  1403. int heroHeight = ho->appearance->getHeight();
  1404. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1405. int tileMaxX = std::max(details.start.x, details.end.x);
  1406. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1407. int tileMaxY = std::max(details.start.y, details.end.y);
  1408. // determine tiles on which hero will be visible during movement and add hero as visible object on these tiles where necessary
  1409. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1410. {
  1411. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1412. {
  1413. bool heroVisibleHere = false;
  1414. auto & tile = subArr[tileX][tileY];
  1415. for ( auto const & obj : tile.objects)
  1416. {
  1417. if (obj.obj == ho)
  1418. {
  1419. heroVisibleHere = true;
  1420. break;
  1421. }
  1422. }
  1423. if ( !heroVisibleHere)
  1424. {
  1425. tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
  1426. std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
  1427. }
  1428. }
  1429. }
  1430. }
  1431. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1432. {
  1433. auto subArr = (CGI->mh->ttiles)[hp.z];
  1434. int heroWidth = ho->appearance->getWidth();
  1435. int heroHeight = ho->appearance->getHeight();
  1436. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1437. int tileMaxX = std::max(details.start.x, details.end.x);
  1438. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1439. int tileMaxY = std::max(details.start.y, details.end.y);
  1440. std::shared_ptr<CAnimation> animation = graphics->getAnimation(ho);
  1441. assert(animation);
  1442. assert(animation->size(0) != 0);
  1443. auto image = animation->getImage(0,0);
  1444. int heroImageOldX = details.start.x * 32;
  1445. int heroImageOldY = details.start.y * 32;
  1446. int heroImageNewX = details.end.x * 32;
  1447. int heroImageNewY = details.end.y * 32;
  1448. int heroImageCurrX = heroImageOldX + i*(heroImageNewX - heroImageOldX)/32;
  1449. int heroImageCurrY = heroImageOldY + i*(heroImageNewY - heroImageOldY)/32;
  1450. // recompute which part of hero sprite will be visible on each tile at this point of movement animation
  1451. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1452. {
  1453. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1454. {
  1455. auto & tile = subArr[tileX][tileY];
  1456. for ( auto & obj : tile.objects)
  1457. {
  1458. if (obj.obj == ho)
  1459. {
  1460. int tilePosX = tileX * 32;
  1461. int tilePosY = tileY * 32;
  1462. obj.rect.x = tilePosX - heroImageCurrX + image->width() - 32;
  1463. obj.rect.y = tilePosY - heroImageCurrY + image->height() - 32;
  1464. }
  1465. }
  1466. }
  1467. }
  1468. adventureInt->terrain->moveX = (32 - i) * (heroImageNewX - heroImageOldX) / 32;
  1469. adventureInt->terrain->moveY = (32 - i) * (heroImageNewY - heroImageOldY) / 32;
  1470. }
  1471. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1472. {
  1473. auto subArr = (CGI->mh->ttiles)[hp.z];
  1474. int heroWidth = ho->appearance->getWidth();
  1475. int heroHeight = ho->appearance->getHeight();
  1476. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1477. int tileMaxX = std::max(details.start.x, details.end.x);
  1478. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1479. int tileMaxY = std::max(details.start.y, details.end.y);
  1480. // erase hero from all tiles on which he is currently visible
  1481. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1482. {
  1483. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1484. {
  1485. auto & tile = subArr[tileX][tileY];
  1486. for (size_t i = 0; i < tile.objects.size(); ++i)
  1487. {
  1488. if ( tile.objects[i].obj == ho)
  1489. {
  1490. tile.objects.erase(tile.objects.begin() + i);
  1491. break;
  1492. }
  1493. }
  1494. }
  1495. }
  1496. // re-add hero to all tiles on which he will still be visible after animation is over
  1497. for ( int tileX = details.end.x - heroWidth + 1; tileX <= details.end.x; ++tileX)
  1498. {
  1499. for ( int tileY = details.end.y - heroHeight + 1; tileY <= details.end.y; ++tileY)
  1500. {
  1501. auto & tile = subArr[tileX][tileY];
  1502. tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
  1503. }
  1504. }
  1505. // update object list on all tiles that were affected during previous operations
  1506. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1507. {
  1508. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1509. {
  1510. auto & tile = subArr[tileX][tileY];
  1511. std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
  1512. }
  1513. }
  1514. //recompute hero sprite positioning using hero's final position
  1515. movementPxStep(details, 32, hp, ho);
  1516. }
  1517. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1518. {
  1519. EVENT_HANDLER_CALLED_BY_CLIENT;
  1520. if (player == playerID)
  1521. {
  1522. if (victoryLossCheckResult.loss())
  1523. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1524. //we assume GH.curInt == LOCPLINT
  1525. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1526. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1527. GH.curInt = this; //waiting for dialogs requires this to get events
  1528. if(!makingTurn)
  1529. {
  1530. makingTurn = true; //also needed for dialog to show with current implementation
  1531. waitForAllDialogs();
  1532. makingTurn = false;
  1533. }
  1534. else
  1535. waitForAllDialogs();
  1536. GH.curInt = previousInterface;
  1537. LOCPLINT = previousInterface;
  1538. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1539. {
  1540. if(adventureInt)
  1541. {
  1542. GH.terminate_cond->setn(true);
  1543. adventureInt->deactivate();
  1544. if (GH.topInt() == adventureInt)
  1545. GH.popInt(adventureInt);
  1546. adventureInt.reset();
  1547. }
  1548. }
  1549. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1550. {
  1551. // end game if current human player has won
  1552. CSH->sendClientDisconnecting();
  1553. requestReturningToMainMenu(true);
  1554. }
  1555. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1556. {
  1557. //all human players eliminated
  1558. CSH->sendClientDisconnecting();
  1559. requestReturningToMainMenu(false);
  1560. }
  1561. if (GH.curInt == this) GH.curInt = nullptr;
  1562. }
  1563. else
  1564. {
  1565. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1566. {
  1567. std::string str = victoryLossCheckResult.messageToSelf;
  1568. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1569. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1570. }
  1571. }
  1572. }
  1573. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1574. {
  1575. EVENT_HANDLER_CALLED_BY_CLIENT;
  1576. }
  1577. void CPlayerInterface::showPuzzleMap()
  1578. {
  1579. EVENT_HANDLER_CALLED_BY_CLIENT;
  1580. waitWhileDialog();
  1581. //TODO: interface should not know the real position of Grail...
  1582. double ratio = 0;
  1583. int3 grailPos = cb->getGrailPos(&ratio);
  1584. GH.pushIntT<CPuzzleWindow>(grailPos, ratio);
  1585. }
  1586. void CPlayerInterface::viewWorldMap()
  1587. {
  1588. adventureInt->changeMode(EAdvMapMode::WORLD_VIEW, 0.36F);
  1589. }
  1590. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1591. {
  1592. EVENT_HANDLER_CALLED_BY_CLIENT;
  1593. if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
  1594. GH.popInts(1);
  1595. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1596. eraseCurrentPathOf(caster, false);
  1597. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1598. if(spellID == SpellID::VIEW_EARTH)
  1599. {
  1600. //TODO: implement on server side
  1601. const auto level = caster->getSpellSchoolLevel(spell);
  1602. adventureInt->worldViewOptions.showAllTerrain = (level > 2);
  1603. }
  1604. auto castSoundPath = spell->getCastSound();
  1605. if(!castSoundPath.empty())
  1606. CCS->soundh->playSound(castSoundPath);
  1607. }
  1608. void CPlayerInterface::eraseCurrentPathOf(const CGHeroInstance * ho, bool checkForExistanceOfPath)
  1609. {
  1610. if (checkForExistanceOfPath)
  1611. {
  1612. assert(vstd::contains(paths, ho));
  1613. }
  1614. else if (!vstd::contains(paths, ho))
  1615. {
  1616. return;
  1617. }
  1618. assert(ho == adventureInt->selection);
  1619. paths.erase(ho);
  1620. adventureInt->terrain->currentPath = nullptr;
  1621. adventureInt->updateMoveHero(ho, false);
  1622. }
  1623. void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
  1624. {
  1625. adventureInt->terrain->currentPath->nodes.erase(adventureInt->terrain->currentPath->nodes.end()-1);
  1626. 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
  1627. eraseCurrentPathOf(ho);
  1628. }
  1629. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1630. {
  1631. if (vstd::contains(paths,h)) //hero has assigned path
  1632. {
  1633. CGPath &path = paths[h];
  1634. if (!path.nodes.size())
  1635. {
  1636. logGlobal->warn("Warning: empty path found...");
  1637. paths.erase(h);
  1638. }
  1639. else
  1640. {
  1641. assert(h->visitablePos() == path.startPos());
  1642. //update the hero path in case of something has changed on map
  1643. if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
  1644. return &path;
  1645. else
  1646. paths.erase(h);
  1647. }
  1648. }
  1649. return nullptr;
  1650. }
  1651. void CPlayerInterface::acceptTurn()
  1652. {
  1653. if (settings["session"]["autoSkip"].Bool())
  1654. {
  1655. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  1656. iw->close();
  1657. }
  1658. if(CSH->howManyPlayerInterfaces() > 1)
  1659. {
  1660. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  1661. adventureInt->startTurn();
  1662. }
  1663. adventureInt->initializeNewTurn();
  1664. // warn player if he has no town
  1665. if (cb->howManyTowns() == 0)
  1666. {
  1667. auto playerColor = *cb->getPlayerID();
  1668. std::vector<Component> components;
  1669. components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
  1670. MetaString text;
  1671. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  1672. if(optDaysWithoutCastle)
  1673. {
  1674. auto daysWithoutCastle = optDaysWithoutCastle.get();
  1675. if (daysWithoutCastle < 6)
  1676. {
  1677. 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.
  1678. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1679. text.addReplacement(7 - daysWithoutCastle);
  1680. }
  1681. else if (daysWithoutCastle == 6)
  1682. {
  1683. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1684. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1685. }
  1686. showInfoDialogAndWait(components, text);
  1687. }
  1688. else
  1689. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  1690. }
  1691. }
  1692. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1693. {
  1694. int msgToShow = -1;
  1695. const bool isBlocked = CGI->mh->hasObjectHole(h->visitablePos()); // Don't dig in the pit.
  1696. const auto diggingStatus = isBlocked
  1697. ? EDiggingStatus::TILE_OCCUPIED
  1698. : h->diggingStatus().num;
  1699. switch(diggingStatus)
  1700. {
  1701. case EDiggingStatus::CAN_DIG:
  1702. break;
  1703. case EDiggingStatus::LACK_OF_MOVEMENT:
  1704. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1705. break;
  1706. case EDiggingStatus::TILE_OCCUPIED:
  1707. msgToShow = 97; //Try searching on clear ground.
  1708. break;
  1709. case EDiggingStatus::WRONG_TERRAIN:
  1710. msgToShow = 60; ////Try looking on land!
  1711. break;
  1712. default:
  1713. assert(0);
  1714. }
  1715. if(msgToShow < 0)
  1716. cb->dig(h);
  1717. else
  1718. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1719. }
  1720. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1721. {
  1722. adventureInt->infoBar->showSelection();
  1723. }
  1724. void CPlayerInterface::battleNewRoundFirst( int round )
  1725. {
  1726. EVENT_HANDLER_CALLED_BY_CLIENT;
  1727. BATTLE_EVENT_POSSIBLE_RETURN;
  1728. battleInt->newRoundFirst(round);
  1729. }
  1730. void CPlayerInterface::stopMovement()
  1731. {
  1732. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1733. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1734. }
  1735. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1736. {
  1737. EVENT_HANDLER_CALLED_BY_CLIENT;
  1738. if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  1739. {
  1740. //EEMarketMode mode = market->availableModes().front();
  1741. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1742. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1743. else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1744. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1745. }
  1746. else
  1747. {
  1748. GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1749. }
  1750. }
  1751. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1752. {
  1753. EVENT_HANDLER_CALLED_BY_CLIENT;
  1754. GH.pushIntT<CUniversityWindow>(visitor, market);
  1755. }
  1756. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1757. {
  1758. EVENT_HANDLER_CALLED_BY_CLIENT;
  1759. GH.pushIntT<CHillFortWindow>(visitor, object);
  1760. }
  1761. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1762. {
  1763. EVENT_HANDLER_CALLED_BY_CLIENT;
  1764. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
  1765. cmw->artifactsChanged(false);
  1766. }
  1767. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1768. {
  1769. EVENT_HANDLER_CALLED_BY_CLIENT;
  1770. GH.pushIntT<CTavernWindow>(townOrTavern);
  1771. }
  1772. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1773. {
  1774. EVENT_HANDLER_CALLED_BY_CLIENT;
  1775. GH.pushIntT<CThievesGuildWindow>(obj);
  1776. }
  1777. void CPlayerInterface::showQuestLog()
  1778. {
  1779. EVENT_HANDLER_CALLED_BY_CLIENT;
  1780. GH.pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1781. }
  1782. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1783. {
  1784. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1785. {
  1786. MetaString txt;
  1787. obj->getProblemText(txt);
  1788. showInfoDialog(txt.toString());
  1789. }
  1790. else
  1791. showShipyardDialog(obj);
  1792. }
  1793. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1794. {
  1795. CCS->soundh->ambientStopAllChannels();
  1796. if(won && cb->getStartInfo()->campState)
  1797. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1798. else
  1799. GH.pushUserEvent(EUserEvent::RETURN_TO_MAIN_MENU);
  1800. }
  1801. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1802. {
  1803. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1804. if(hero)
  1805. {
  1806. auto art = hero->getArt(al.slot);
  1807. if(art == nullptr)
  1808. {
  1809. logGlobal->error("artifact location %d points to nothing",
  1810. al.slot.num);
  1811. return;
  1812. }
  1813. CHeroArtPlace::askToAssemble(art, al.slot, hero);
  1814. }
  1815. }
  1816. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1817. {
  1818. EVENT_HANDLER_CALLED_BY_CLIENT;
  1819. adventureInt->infoBar->showSelection();
  1820. askToAssembleArtifact(al);
  1821. }
  1822. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1823. {
  1824. EVENT_HANDLER_CALLED_BY_CLIENT;
  1825. adventureInt->infoBar->showSelection();
  1826. for(auto isa : GH.listInt)
  1827. {
  1828. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1829. if (artWin)
  1830. artWin->artifactRemoved(al);
  1831. }
  1832. waitWhileDialog();
  1833. }
  1834. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1835. {
  1836. EVENT_HANDLER_CALLED_BY_CLIENT;
  1837. adventureInt->infoBar->showSelection();
  1838. bool redraw = true;
  1839. // If a bulk transfer has arrived, then redrawing only the last art movement.
  1840. if(numOfMovedArts != 0)
  1841. {
  1842. numOfMovedArts--;
  1843. if(numOfMovedArts != 0)
  1844. redraw = false;
  1845. }
  1846. for(auto isa : GH.listInt)
  1847. {
  1848. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1849. if (artWin)
  1850. artWin->artifactMoved(src, dst, redraw);
  1851. }
  1852. waitWhileDialog();
  1853. }
  1854. void CPlayerInterface::bulkArtMovementStart(size_t numOfArts)
  1855. {
  1856. numOfMovedArts = numOfArts;
  1857. }
  1858. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1859. {
  1860. EVENT_HANDLER_CALLED_BY_CLIENT;
  1861. adventureInt->infoBar->showSelection();
  1862. for(auto isa : GH.listInt)
  1863. {
  1864. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1865. if (artWin)
  1866. artWin->artifactAssembled(al);
  1867. }
  1868. }
  1869. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1870. {
  1871. EVENT_HANDLER_CALLED_BY_CLIENT;
  1872. adventureInt->infoBar->showSelection();
  1873. for(auto isa : GH.listInt)
  1874. {
  1875. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1876. if (artWin)
  1877. artWin->artifactDisassembled(al);
  1878. }
  1879. }
  1880. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  1881. {
  1882. EVENT_HANDLER_CALLED_BY_CLIENT;
  1883. if (!vstd::contains (GH.listInt, adventureInt))
  1884. {
  1885. GH.popInts ((int)GH.listInt.size()); //after map load - remove everything else
  1886. GH.pushInt (adventureInt);
  1887. }
  1888. else
  1889. {
  1890. adventureInt->infoBar->showSelection();
  1891. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get())) //don't remove dialogs that expect query answer
  1892. GH.popInts(1);
  1893. }
  1894. if(CSH->howManyPlayerInterfaces() == 1)
  1895. {
  1896. GH.curInt = this;
  1897. adventureInt->startTurn();
  1898. }
  1899. if (player != playerID && this == LOCPLINT)
  1900. {
  1901. waitWhileDialog();
  1902. adventureInt->aiTurnStarted();
  1903. }
  1904. }
  1905. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1906. {
  1907. while(!dialogs.empty())
  1908. {
  1909. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1910. boost::this_thread::sleep(boost::posix_time::milliseconds(5));
  1911. }
  1912. waitWhileDialog(unlockPim);
  1913. }
  1914. void CPlayerInterface::proposeLoadingGame()
  1915. {
  1916. showYesNoDialog(CGI->generaltexth->allTexts[68], [](){ GH.pushUserEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
  1917. }
  1918. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  1919. {
  1920. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  1921. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  1922. }
  1923. bool CPlayerInterface::capturedAllEvents()
  1924. {
  1925. if (duringMovement)
  1926. {
  1927. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1928. return true;
  1929. }
  1930. if (ignoreEvents)
  1931. {
  1932. boost::unique_lock<boost::mutex> un(eventsM);
  1933. while(!SDLEventsQueue.empty())
  1934. {
  1935. SDLEventsQueue.pop();
  1936. }
  1937. return true;
  1938. }
  1939. return false;
  1940. }
  1941. void CPlayerInterface::setMovementStatus(bool value)
  1942. {
  1943. duringMovement = value;
  1944. if (value)
  1945. {
  1946. CCS->curh->hide();
  1947. }
  1948. else
  1949. {
  1950. CCS->curh->show();
  1951. }
  1952. }
  1953. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1954. {
  1955. int i = 1;
  1956. auto getObj = [&](int3 coord, bool ignoreHero)
  1957. {
  1958. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1959. };
  1960. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  1961. {
  1962. if (action != CGPathNode::TELEPORT_NORMAL &&
  1963. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  1964. action != CGPathNode::TELEPORT_BATTLE)
  1965. {
  1966. return false;
  1967. }
  1968. return true;
  1969. };
  1970. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1971. {
  1972. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  1973. return nextObjectTop;
  1974. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1975. CGTeleport::isConnected(currentObject, nextObject))
  1976. {
  1977. return nextObject;
  1978. }
  1979. return nullptr;
  1980. };
  1981. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  1982. stillMoveHero.data = CONTINUE_MOVE;
  1983. auto doMovement = [&](int3 dst, bool transit)
  1984. {
  1985. stillMoveHero.data = WAITING_MOVE;
  1986. cb->moveHero(h, dst, transit);
  1987. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  1988. stillMoveHero.cond.wait(un);
  1989. };
  1990. {
  1991. for (auto & elem : path.nodes)
  1992. elem.coord = h->convertFromVisitablePos(elem.coord);
  1993. TerrainId currentTerrain = ETerrainId::NONE;
  1994. TerrainId newTerrain;
  1995. bool wasOnRoad = true;
  1996. int sh = -1;
  1997. auto canStop = [&](CGPathNode * node) -> bool
  1998. {
  1999. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  2000. return true;
  2001. if (node->accessible == CGPathNode::ACCESSIBLE)
  2002. return true;
  2003. return false;
  2004. };
  2005. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  2006. {
  2007. int3 prevCoord = path.nodes[i].coord;
  2008. int3 nextCoord = path.nodes[i-1].coord;
  2009. auto prevRoad = cb->getTile(h->convertToVisitablePos(prevCoord))->roadType;
  2010. auto nextRoad = cb->getTile(h->convertToVisitablePos(nextCoord))->roadType;
  2011. bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
  2012. auto prevObject = getObj(prevCoord, prevCoord == h->pos);
  2013. auto nextObjectTop = getObj(nextCoord, false);
  2014. auto nextObject = getObj(nextCoord, true);
  2015. auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
  2016. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  2017. {
  2018. CCS->soundh->stopSound(sh);
  2019. destinationTeleport = destTeleportObj->id;
  2020. destinationTeleportPos = nextCoord;
  2021. doMovement(h->pos, false);
  2022. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
  2023. || path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
  2024. {
  2025. destinationTeleport = ObjectInstanceID();
  2026. destinationTeleportPos = int3(-1);
  2027. }
  2028. if(i != path.nodes.size() - 1)
  2029. {
  2030. if (movingOnRoad)
  2031. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSound, -1);
  2032. else
  2033. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(currentTerrain)->horseSoundPenalty, -1);
  2034. }
  2035. continue;
  2036. }
  2037. if (path.nodes[i-1].turns)
  2038. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  2039. stillMoveHero.data = STOP_MOVE;
  2040. break;
  2041. }
  2042. // Start a new sound for the hero movement or let the existing one carry on.
  2043. #if 0
  2044. // TODO
  2045. if (hero is flying && sh == -1)
  2046. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  2047. #endif
  2048. {
  2049. newTerrain = cb->getTile(h->convertToVisitablePos(prevCoord))->terType->getId();
  2050. if(newTerrain != currentTerrain || wasOnRoad != movingOnRoad)
  2051. {
  2052. CCS->soundh->stopSound(sh);
  2053. if (movingOnRoad)
  2054. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSound, -1);
  2055. else
  2056. sh = CCS->soundh->playSound(VLC->terrainTypeHandler->getById(newTerrain)->horseSoundPenalty, -1);
  2057. currentTerrain = newTerrain;
  2058. wasOnRoad = movingOnRoad;
  2059. }
  2060. }
  2061. assert(h->pos.z == nextCoord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all
  2062. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  2063. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  2064. bool useTransit = false;
  2065. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  2066. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  2067. || CGTeleport::isTeleport(nextObjectTop)))
  2068. { // Hero should be able to go through object if it's allow transit
  2069. useTransit = true;
  2070. }
  2071. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  2072. useTransit = true;
  2073. doMovement(endpos, useTransit);
  2074. logGlobal->trace("Resuming %s", __FUNCTION__);
  2075. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  2076. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  2077. break;
  2078. }
  2079. CCS->soundh->stopSound(sh);
  2080. }
  2081. //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
  2082. if (!showingDialog->get())
  2083. GH.fakeMouseMove();
  2084. //todo: this should be in main thread
  2085. if (adventureInt)
  2086. {
  2087. // (i == 0) means hero went through all the path
  2088. adventureInt->updateMoveHero(h, (i != 0));
  2089. adventureInt->updateNextHero(h);
  2090. // ugly workaround to force instant update of adventure map
  2091. adventureInt->animValHitCount = 8;
  2092. }
  2093. setMovementStatus(false);
  2094. }
  2095. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
  2096. {
  2097. EVENT_HANDLER_CALLED_BY_CLIENT;
  2098. //TODO: showWorldViewEx
  2099. std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));
  2100. viewWorldMap();
  2101. }
  2102. void CPlayerInterface::updateAmbientSounds(bool resetAll)
  2103. {
  2104. if(castleInt || battleInt || !makingTurn || !currentSelection)
  2105. {
  2106. CCS->soundh->ambientStopAllChannels();
  2107. return;
  2108. }
  2109. else if(!dynamic_cast<CAdvMapInt *>(GH.topInt().get()))
  2110. {
  2111. return;
  2112. }
  2113. if(resetAll)
  2114. CCS->soundh->ambientStopAllChannels();
  2115. std::map<std::string, int> currentSounds;
  2116. auto updateSounds = [&](std::string soundId, int distance) -> void
  2117. {
  2118. if(vstd::contains(currentSounds, soundId))
  2119. currentSounds[soundId] = std::max(currentSounds[soundId], distance);
  2120. else
  2121. currentSounds.insert(std::make_pair(soundId, distance));
  2122. };
  2123. int3 pos = currentSelection->getSightCenter();
  2124. std::unordered_set<int3, ShashInt3> tiles;
  2125. cb->getVisibleTilesInRange(tiles, pos, CCS->soundh->ambientGetRange(), int3::DIST_CHEBYSHEV);
  2126. for(int3 tile : tiles)
  2127. {
  2128. int dist = pos.dist(tile, int3::DIST_CHEBYSHEV);
  2129. // We want sound for every special terrain on tile and not just one on top
  2130. for(auto & ttObj : CGI->mh->ttiles[tile.z][tile.x][tile.y].objects)
  2131. {
  2132. if(ttObj.ambientSound)
  2133. updateSounds(ttObj.ambientSound.get(), dist);
  2134. }
  2135. if(CGI->mh->map->isCoastalTile(tile))
  2136. updateSounds("LOOPOCEA", dist);
  2137. }
  2138. CCS->soundh->ambientUpdateChannels(currentSounds);
  2139. }