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- #include "StdInc.h"
- #include "windows/CAdvmapInterface.h"
- #include "battle/CBattleInterface.h"
- #include "battle/CBattleInterfaceClasses.h"
- #include "../CCallback.h"
- #include "windows/CCastleInterface.h"
- #include "gui/CCursorHandler.h"
- #include "windows/CKingdomInterface.h"
- #include "CGameInfo.h"
- #include "windows/CHeroWindow.h"
- #include "windows/CCreatureWindow.h"
- #include "windows/CQuestLog.h"
- #include "CMessage.h"
- #include "CPlayerInterface.h"
- #include "gui/SDL_Extensions.h"
- #include "widgets/CComponent.h"
- #include "windows/CTradeWindow.h"
- #include "../lib/CConfigHandler.h"
- #include "battle/CCreatureAnimation.h"
- #include "Graphics.h"
- #include "windows/GUIClasses.h"
- #include "../lib/CArtHandler.h"
- #include "../lib/CGeneralTextHandler.h"
- #include "../lib/CHeroHandler.h"
- #include "../lib/serializer/CTypeList.h"
- #include "../lib/serializer/BinaryDeserializer.h"
- #include "../lib/serializer/BinarySerializer.h"
- #include "../lib/spells/CSpellHandler.h"
- #include "../lib/CTownHandler.h"
- #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
- #include "../lib/CStack.h"
- #include "../lib/JsonNode.h"
- #include "CMusicHandler.h"
- #include "../lib/CondSh.h"
- #include "../lib/NetPacks.h"
- #include "../lib/mapping/CMap.h"
- #include "../lib/VCMIDirs.h"
- #include "mapHandler.h"
- #include "../lib/CStopWatch.h"
- #include "../lib/StartInfo.h"
- #include "../lib/CGameState.h"
- #include "../lib/CPlayerState.h"
- #include "../lib/GameConstants.h"
- #include "gui/CGuiHandler.h"
- #include "windows/InfoWindows.h"
- #include "../lib/UnlockGuard.h"
- #include <SDL.h>
- /*
- * CPlayerInterface.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- // The macro below is used to mark functions that are called by client when game state changes.
- // They all assume that CPlayerInterface::pim mutex is locked.
- #define EVENT_HANDLER_CALLED_BY_CLIENT
- // The macro marks functions that are run on a new thread by client.
- // They do not own any mutexes intiially.
- #define THREAD_CREATED_BY_CLIENT
- #define RETURN_IF_QUICK_COMBAT \
- if (isAutoFightOn && !battleInt) \
- return;
- #define BATTLE_EVENT_POSSIBLE_RETURN\
- if (LOCPLINT != this) \
- return; \
- RETURN_IF_QUICK_COMBAT
- using namespace CSDL_Ext;
- void processCommand(const std::string &message, CClient *&client);
- extern std::queue<SDL_Event> events;
- extern boost::mutex eventsM;
- boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
- CPlayerInterface * LOCPLINT;
- CBattleInterface * CPlayerInterface::battleInt;
- enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
- CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
- int CPlayerInterface::howManyPeople = 0;
- static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
- {
- return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
- }
- struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
- {
- const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
- {
- return h;
- }
- const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
- {
- return nullptr;
- }
- };
- CPlayerInterface::CPlayerInterface(PlayerColor Player)
- {
- logGlobal->traceStream() << "\tHuman player interface for player " << Player << " being constructed";
- destinationTeleport = ObjectInstanceID();
- destinationTeleportPos = int3(-1);
- howManyPeople++;
- GH.defActionsDef = 0;
- LOCPLINT = this;
- curAction = nullptr;
- playerID=Player;
- human=true;
- currentSelection = nullptr;
- castleInt = nullptr;
- battleInt = nullptr;
- makingTurn = false;
- showingDialog = new CondSh<bool>(false);
- cingconsole = new CInGameConsole;
- GH.terminate_cond.set(false);
- firstCall = 1; //if loading will be overwritten in serialize
- autosaveCount = 0;
- isAutoFightOn = false;
- duringMovement = false;
- ignoreEvents = false;
- }
- CPlayerInterface::~CPlayerInterface()
- {
- logGlobal->traceStream() << "\tHuman player interface for player " << playerID << " being destructed";
- //howManyPeople--;
- delete showingDialog;
- delete cingconsole;
- if (LOCPLINT == this)
- LOCPLINT = nullptr;
- }
- void CPlayerInterface::init(std::shared_ptr<CCallback> CB)
- {
- cb = CB;
- if (!towns.size() && !wanderingHeroes.size())
- initializeHeroTownList();
- // always recreate advmap interface to avoid possible memory-corruption bugs
- if (adventureInt)
- delete adventureInt;
- adventureInt = new CAdvMapInt();
- }
- void CPlayerInterface::yourTurn()
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- {
- boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
- LOCPLINT = this;
- GH.curInt = this;
- adventureInt->selection = nullptr;
- std::string prefix = settings["session"]["saveprefix"].String();
- if (firstCall)
- {
- if (howManyPeople == 1)
- adventureInt->setPlayer(playerID);
- autosaveCount = getLastIndex(prefix + "Autosave_");
- if (firstCall > 0) //new game, not loaded
- {
- int index = getLastIndex(prefix + "Newgame_");
- index %= SAVES_COUNT;
- cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
- }
- firstCall = 0;
- }
- else if (cb->getDate() % static_cast<int>(settings["session"]["savefrequency"].Integer()) == 0)
- {
- LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
- autosaveCount %= 5;
- }
- if (adventureInt->player != playerID)
- adventureInt->setPlayer(playerID);
- if (howManyPeople > 1) //hot seat message
- {
- adventureInt->startHotSeatWait(playerID);
- makingTurn = true;
- std::string msg = CGI->generaltexth->allTexts[13];
- boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
- std::vector<CComponent*> cmp;
- cmp.push_back(new CComponent(CComponent::flag, playerID.getNum(), 0));
- showInfoDialog(msg, cmp);
- }
- else
- {
- makingTurn = true;
- adventureInt->startTurn();
- }
- }
- acceptTurn();
- }
- STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const ObjectInstanceID & hid)
- {
- TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
- for (auto & elem : hlp.objects)
- if (elem.obj && elem.obj->id == hid)
- {
- elem.rect = r;
- return;
- }
- }
- STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const ObjectInstanceID & hid)
- {
- TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
- for (int h=0; h<hlp.objects.size(); ++h)
- if (hlp.objects[h].obj && hlp.objects[h].obj->id == hid)
- {
- hlp.objects.erase(hlp.objects.begin()+h);
- return;
- }
- }
- void CPlayerInterface::heroMoved(const TryMoveHero & details)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- if (LOCPLINT != this)
- return;
- if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
- return;
- const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
- int3 hp = details.start;
- if (!hero)
- {
- //AI hero left the visible area (we can't obtain info)
- //TODO very evil workaround -> retrieve pointer to hero so we could animate it
- // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
- const TerrainTile2 &tile = CGI->mh->ttiles[hp.x-1][hp.y][hp.z];
- for (auto & elem : tile.objects)
- if (elem.obj && elem.obj->id == details.id)
- hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
- if (!hero) //still nothing...
- return;
- }
- bool directlyAttackingCreature =
- details.attackedFrom
- && adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
- && adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
- if (makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
- {
- //We may need to change music - select new track, music handler will change it if needed
- CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType, true);
- if (details.result == TryMoveHero::TELEPORTATION)
- {
- if (adventureInt->terrain.currentPath)
- {
- assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
- std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
- if ((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
- && (nodesIt-1)->coord == CGHeroInstance::convertPosition(details.end, false))
- {
- //path was between entrance and exit of teleport -> OK, erase node as usual
- removeLastNodeFromPath(hero);
- }
- else
- {
- //teleport was not along current path, it'll now be invalid (hero is somewhere else)
- eraseCurrentPathOf(hero);
- }
- }
- adventureInt->centerOn(hero, true); //actualizing screen pos
- adventureInt->minimap.redraw();
- adventureInt->heroList.update(hero);
- return; //teleport - no fancy moving animation
- //TODO: smooth disappear / appear effect
- }
- if (hero->pos != details.end //hero didn't change tile but visit succeeded
- || directlyAttackingCreature) // or creature was attacked from endangering tile.
- {
- eraseCurrentPathOf(hero, false);
- }
- else if (adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
- {
- if (details.start != details.end) //so we don't touch path when revisiting with spacebar
- removeLastNodeFromPath(hero);
- }
- }
- if (details.result != TryMoveHero::SUCCESS) //hero failed to move
- {
- hero->isStanding = true;
- stillMoveHero.setn(STOP_MOVE);
- GH.totalRedraw();
- adventureInt->heroList.update(hero);
- return;
- }
- ui32 speed;
- if(settings["session"]["spectate"].Bool())
- {
- if(!settings["session"]["spectate-hero-speed"].isNull())
- speed = settings["session"]["spectate-hero-speed"].Integer();
- }
- else if (makingTurn) // our turn, our hero moves
- speed = settings["adventure"]["heroSpeed"].Float();
- else
- speed = settings["adventure"]["enemySpeed"].Float();
- if (speed == 0)
- {
- //FIXME: is this a proper solution?
- CGI->mh->hideObject(hero);
- CGI->mh->printObject(hero);
- return; // no animation
- }
- adventureInt->centerOn(hero); //actualizing screen pos
- adventureInt->minimap.redraw();
- adventureInt->heroList.redraw();
- initMovement(details, hero, hp);
- //first initializing done
- GH.mainFPSmng->framerateDelay(); // after first move
- //main moving
- for (int i=1; i<32; i+=2*speed)
- {
- movementPxStep(details, i, hp, hero);
- #ifndef VCMI_ANDROID
- // 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;
- // most likely this is connected with the way that this manual animation+framerate handling is solved
- adventureInt->updateScreen = true;
- #endif
- adventureInt->show(screen);
- {
- //evil returns here ...
- //todo: get rid of it
- logGlobal->traceStream() << "before [un]locks in " << __FUNCTION__;
- auto unlockPim = vstd::makeUnlockGuard(*pim); //let frame to be rendered
- GH.mainFPSmng->framerateDelay(); //for animation purposes
- logGlobal->traceStream() << "after [un]locks in " << __FUNCTION__;
- }
- //CSDL_Ext::update(screen);
- } //for (int i=1; i<32; i+=4)
- //main moving done
- //finishing move
- finishMovement(details, hp, hero);
- hero->isStanding = true;
- //move finished
- adventureInt->minimap.redraw();
- adventureInt->heroList.update(hero);
- //check if user cancelled movement
- {
- boost::unique_lock<boost::mutex> un(eventsM);
- while(!events.empty())
- {
- SDL_Event ev = events.front();
- events.pop();
- switch(ev.type)
- {
- case SDL_MOUSEBUTTONDOWN:
- stillMoveHero.setn(STOP_MOVE);
- break;
- case SDL_KEYDOWN:
- if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
- stillMoveHero.setn(STOP_MOVE);
- break;
- }
- }
- }
- if (stillMoveHero.get() == WAITING_MOVE)
- stillMoveHero.setn(DURING_MOVE);
- // Hero attacked creature directly, set direction to face it.
- if (directlyAttackingCreature) {
- // Get direction to attacker.
- int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
- static const ui8 dirLookup[3][3] = {
- { 1, 2, 3 },
- { 8, 0, 4 },
- { 7, 6, 5 }
- };
- // FIXME: Avoid const_cast, make moveDir mutable in some other way?
- const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
- }
- }
- void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID);
- const CArmedInstance *newSelection = nullptr;
- if (makingTurn)
- {
- //find new object for selection: either hero
- int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
- if (next >= 0)
- newSelection = wanderingHeroes[next];
- //or town
- if (!newSelection || newSelection == hero)
- {
- if (towns.empty())
- newSelection = nullptr;
- else
- newSelection = towns.front();
- }
- }
- wanderingHeroes -= hero;
- if (vstd::contains(paths, hero))
- paths.erase(hero);
- adventureInt->heroList.update(hero);
- if (makingTurn && newSelection)
- adventureInt->select(newSelection, true);
- else if (adventureInt->selection == hero)
- adventureInt->selection = nullptr;
- }
- void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- wanderingHeroes.push_back(hero);
- adventureInt->heroList.update(hero);
- }
- void CPlayerInterface::openTownWindow(const CGTownInstance * town)
- {
- if (castleInt)
- castleInt->close();
- castleInt = new CCastleInterface(town);
- GH.pushInt(castleInt);
- }
- int3 CPlayerInterface::repairScreenPos(int3 pos)
- {
- if (pos.x<-CGI->mh->frameW)
- pos.x = -CGI->mh->frameW;
- if (pos.y<-CGI->mh->frameH)
- pos.y = -CGI->mh->frameH;
- if (pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
- pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
- if (pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
- pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
- return pos;
- }
- void CPlayerInterface::activateForSpectator()
- {
- adventureInt->state = CAdvMapInt::INGAME;
- adventureInt->activate();
- adventureInt->minimap.activate();
- }
- void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (which == 4)
- {
- if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))
- ctw->setExpToLevel();
- }
- else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
- updateInfo(hero);
- }
- void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt());
- if (cuw) //university window is open
- {
- GH.totalRedraw();
- }
- }
- void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- updateInfo(hero);
- if (makingTurn && hero->tempOwner == playerID)
- adventureInt->heroList.update(hero);
- }
- void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (makingTurn && hero->tempOwner == playerID)
- adventureInt->heroList.update(hero);
- }
- void CPlayerInterface::receivedResource()
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
- mw->resourceChanged();
- GH.totalRedraw();
- }
- void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- CCS->soundh->playSound(soundBase::heroNewLevel);
- CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,
- [=](ui32 selection){ cb->selectionMade(selection, queryID); });
- GH.pushInt(lw);
- }
- void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- CCS->soundh->playSound(soundBase::heroNewLevel);
- GH.pushInt(new CStackWindow(commander, skills, [=](ui32 selection)
- {
- cb->selectionMade(selection, queryID);
- }));
- }
- void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- updateInfo(town);
- if (town->garrisonHero) //wandering hero moved to the garrison
- {
- CGI->mh->hideObject(town->garrisonHero);
- if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
- wanderingHeroes -= town->garrisonHero;
- }
- if (town->visitingHero) //hero leaves garrison
- {
- CGI->mh->printObject(town->visitingHero);
- if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
- wanderingHeroes.push_back(town->visitingHero);
- }
- adventureInt->heroList.update();
- adventureInt->updateNextHero(nullptr);
- if (CCastleInterface *c = castleInt)
- {
- c->garr->selectSlot(nullptr);
- c->garr->setArmy(town->getUpperArmy(), 0);
- c->garr->setArmy(town->visitingHero, 1);
- c->garr->recreateSlots();
- c->heroes->update();
- }
- for (IShowActivatable *isa : GH.listInt)
- {
- CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
- if (ki)
- {
- ki->townChanged(town);
- ki->updateGarrisons();
- }
- }
- GH.totalRedraw();
- }
- void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (hero->tempOwner != playerID )
- return;
- waitWhileDialog();
- openTownWindow(town);
- }
- void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
- {
- boost::unique_lock<boost::recursive_mutex> un(*pim);
- for (auto object : objs)
- updateInfo(object);
- for (auto & elem : GH.listInt)
- {
- CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem);
- if (cgh)
- cgh->updateGarrisons();
- if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem))
- {
- if (vstd::contains(objs, cmw->hero))
- cmw->garrisonChanged();
- }
- }
- GH.totalRedraw();
- }
- void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
- {
- garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
- }
- void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- switch (buildingID)
- {
- case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
- case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
- case BuildingID::RESOURCE_SILO:
- updateInfo(town);
- break;
- }
- if (castleInt)
- {
- castleInt->townlist->update(town);
- if (castleInt->town == town)
- {
- switch(what)
- {
- case 1:
- CCS->soundh->playSound(soundBase::newBuilding);
- castleInt->addBuilding(buildingID);
- break;
- case 2:
- castleInt->removeBuilding(buildingID);
- break;
- }
- }
- }
- adventureInt->townList.update(town);
- }
- void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
- {
- //Don't wait for dialogs when we are non-active hot-seat player
- if (LOCPLINT == this)
- waitForAllDialogs();
- }
- void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (settings["adventure"]["quickCombat"].Bool())
- {
- autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
- autofightingAI->init(cb);
- autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
- isAutoFightOn = true;
- cb->registerBattleInterface(autofightingAI);
- // Player shouldn't be able to move on adventure map if quick combat is going
- adventureInt->quickCombatLock();
- }
- //Don't wait for dialogs when we are non-active hot-seat player
- if (LOCPLINT == this)
- waitForAllDialogs();
- BATTLE_EVENT_POSSIBLE_RETURN;
- }
- void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- for (auto & healedStack : healedStacks)
- {
- const CStack * healed = cb->battleGetStackByID(healedStack.first);
- if (battleInt->creAnims[healed->ID]->isDead())
- {
- //stack has been resurrected
- battleInt->creAnims[healed->ID]->setType(CCreatureAnim::HOLDING);
- }
- }
- if (lifeDrain)
- {
- const CStack *attacker = cb->battleGetStackByID(healedStacks[0].first, false);
- const CStack *defender = cb->battleGetStackByID(lifeDrainFrom, false);
- int textOff = 0;
- if (attacker)
- {
- battleInt->displayEffect(52, attacker->position); //TODO: transparency
- if (attacker->count > 1)
- {
- textOff += 1;
- }
- CCS->soundh->playSound(soundBase::DRAINLIF);
- //print info about life drain
- auto txt = boost::format (CGI->generaltexth->allTexts[361 + textOff]) % attacker->getCreature()->nameSing % healedStacks[0].second % defender->getCreature()->namePl;
- battleInt->console->addText(boost::to_string(txt));
- }
- }
- if (tentHeal)
- {
- std::string text = CGI->generaltexth->allTexts[414];
- boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(lifeDrainFrom, false)->getCreature()->nameSing);
- boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(healedStacks[0].first, false)->getCreature()->nameSing);
- boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(healedStacks[0].second));
- battleInt->console->addText(text);
- }
- }
- void CPlayerInterface::battleNewStackAppeared(const CStack * stack)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->newStack(stack);
- }
- void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- //update accessible hexes
- battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
- }
- void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->stackIsCatapulting(ca);
- }
- void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- for (auto & elem : bsr.stackIDs) //for each removed stack
- {
- battleInt->stackRemoved(elem);
- }
- }
- 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
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->newRound(round);
- }
- void CPlayerInterface::actionStarted(const BattleAction &action)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- curAction = new BattleAction(action);
- battleInt->startAction(curAction);
- }
- void CPlayerInterface::actionFinished(const BattleAction &action)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->endAction(curAction);
- delete curAction;
- curAction = nullptr;
- }
- BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
- {
- THREAD_CREATED_BY_CLIENT;
- logGlobal->traceStream() << "Awaiting command for " << stack->nodeName();
- auto stackId = stack->ID;
- auto stackName = stack->nodeName();
- if (autofightingAI)
- {
- if (isAutoFightOn)
- {
- auto ret = autofightingAI->activeStack(stack);
- if (isAutoFightOn)
- {
- return ret;
- }
- }
- cb->unregisterBattleInterface(autofightingAI);
- autofightingAI.reset();
- }
- CBattleInterface *b = battleInt;
- if(CBattleInterface::givenCommand.get())
- {
- logGlobal->errorStream() << "Command buffer must be clean! (we don't want to use old command)";
- vstd::clear_pointer(CBattleInterface::givenCommand.data);
- }
- {
- boost::unique_lock<boost::recursive_mutex> un(*pim);
- b->stackActivated(stack);
- //Regeneration & mana drain go there
- }
- //wait till BattleInterface sets its command
- boost::unique_lock<boost::mutex> lock(CBattleInterface::givenCommand.mx);
- while(!CBattleInterface::givenCommand.data)
- {
- CBattleInterface::givenCommand.cond.wait(lock);
- if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
- throw boost::thread_interrupted(); //will shut the thread peacefully
- }
- //tidy up
- BattleAction ret = *(CBattleInterface::givenCommand.data);
- vstd::clear_pointer(CBattleInterface::givenCommand.data);
- if (ret.actionType == Battle::CANCEL)
- {
- if (stackId != ret.stackNumber)
- logGlobal->error("Not current active stack action canceled");
- logGlobal->traceStream() << "Canceled command for " << stackName;
- }
- else
- logGlobal->traceStream() << "Giving command for " << stackName;
- return ret;
- }
- void CPlayerInterface::battleEnd(const BattleResult *br)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (isAutoFightOn)
- {
- isAutoFightOn = false;
- cb->unregisterBattleInterface(autofightingAI);
- autofightingAI.reset();
- adventureInt->quickCombatUnlock();
- if (!battleInt)
- {
- SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
- auto resWindow = new CBattleResultWindow(*br, temp_rect, *this);
- GH.pushInt(resWindow);
- // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
- // Otherwise NewTurn causes freeze.
- waitWhileDialog();
- return;
- }
- }
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->battleFinished(*br);
- }
- void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->stackMoved(stack, dest, distance);
- }
- void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->spellCast(sc);
- }
- void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->battleStacksEffectsSet(sse);
- }
- void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- //TODO why is this different (no return on LOPLINT != this) ?
- RETURN_IF_QUICK_COMBAT;
- battleInt->battleTriggerEffect(bte);
- }
- void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- std::vector<StackAttackedInfo> arg;
- for (auto & elem : bsa)
- {
- const CStack *defender = cb->battleGetStackByID(elem.stackAttacked, false);
- const CStack *attacker = cb->battleGetStackByID(elem.attackerID, false);
- if (elem.isEffect())
- {
- if (defender && !elem.isSecondary())
- battleInt->displayEffect(elem.effect, defender->position);
- }
- if (elem.isSpell())
- {
- if (defender)
- battleInt->displaySpellEffect(elem.spellID, defender->position);
- }
- //FIXME: why action is deleted during enchanter cast?
- bool remoteAttack = false;
- if (LOCPLINT->curAction)
- remoteAttack |= LOCPLINT->curAction->actionType != Battle::WALK_AND_ATTACK;
- StackAttackedInfo to_put = {defender, elem.damageAmount, elem.killedAmount, attacker, remoteAttack, elem.killed(), elem.willRebirth(), elem.cloneKilled()};
- arg.push_back(to_put);
- }
- battleInt->stacksAreAttacked(arg);
- }
- void CPlayerInterface::battleAttack(const BattleAttack *ba)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- assert(curAction);
- if (ba->lucky()) //lucky hit
- {
- const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
- std::string hlp = CGI->generaltexth->allTexts[45];
- boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
- battleInt->console->addText(hlp);
- battleInt->displayEffect(18, stack->position);
- CCS->soundh->playSound(soundBase::GOODLUCK);
- }
- if (ba->unlucky()) //unlucky hit
- {
- const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
- std::string hlp = CGI->generaltexth->allTexts[44];
- boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
- battleInt->console->addText(hlp);
- battleInt->displayEffect(48, stack->position);
- CCS->soundh->playSound(soundBase::BADLUCK);
- }
- if (ba->deathBlow())
- {
- const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
- std::string hlp = CGI->generaltexth->allTexts[(stack->count != 1) ? 366 : 365];
- boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
- battleInt->console->addText(hlp);
- for (auto & elem : ba->bsa)
- {
- const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
- battleInt->displayEffect(73, attacked->position);
- }
- CCS->soundh->playSound(soundBase::deathBlow);
- }
- battleInt->waitForAnims();
- const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
- if (ba->shot())
- {
- for (auto & elem : ba->bsa)
- {
- if (!elem.isSecondary()) //display projectile only for primary target
- {
- const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
- battleInt->stackAttacking(attacker, attacked->position, attacked, true);
- }
- }
- }
- else
- {
- int shift = 0;
- if (ba->counter() && BattleHex::mutualPosition(curAction->destinationTile, attacker->position) < 0)
- {
- int distp = BattleHex::getDistance(curAction->destinationTile + 1, attacker->position);
- int distm = BattleHex::getDistance(curAction->destinationTile - 1, attacker->position);
- if ( distp < distm )
- shift = 1;
- else
- shift = -1;
- }
- const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
- battleInt->stackAttacking( attacker, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, attacked, false);
- }
- //battleInt->waitForAnims(); //FIXME: freeze
- if (ba->spellLike())
- {
- //display hit animation
- SpellID spellID = ba->spellID;
- battleInt->displaySpellHit(spellID,curAction->destinationTile);
- }
- }
- void CPlayerInterface::battleObstaclePlaced(const CObstacleInstance &obstacle)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->obstaclePlaced(obstacle);
- }
- void CPlayerInterface::battleGateStateChanged(const EGateState state)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->gateStateChanged(state);
- }
- void CPlayerInterface::yourTacticPhase(int distance)
- {
- THREAD_CREATED_BY_CLIENT;
- while(battleInt && battleInt->tacticsMode)
- boost::this_thread::sleep(boost::posix_time::millisec(1));
- }
- void CPlayerInterface::showComp(const Component &comp, std::string message)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog(); //Fix for mantis #98
- CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
- adventureInt->infoBar.showComponent(comp, message);
- }
- void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
- {
- return;
- }
- std::vector<CComponent*> intComps;
- for (auto & component : components)
- intComps.push_back(new CComponent(*component));
- showInfoDialog(text,intComps,soundID);
- }
- void CPlayerInterface::showInfoDialog(const std::string &text, CComponent * component)
- {
- std::vector<CComponent*> intComps;
- intComps.push_back(component);
- showInfoDialog(text, intComps, soundBase::sound_todo, true);
- }
- void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<CComponent*> & components, int soundID, bool delComps)
- {
- LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
- waitWhileDialog();
- if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
- {
- return;
- }
- CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);
- temp->setDelComps(delComps);
- if (makingTurn && GH.listInt.size() && LOCPLINT == this)
- {
- CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
- showingDialog->set(true);
- stopMovement(); // interrupt movement to show dialog
- GH.pushInt(temp);
- }
- else
- {
- dialogs.push_back(temp);
- }
- }
- void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- std::vector<Component*> comps;
- for (auto & elem : components)
- {
- comps.push_back(&elem);
- }
- std::string str;
- text.toString(str);
- showInfoDialog(str,comps, 0);
- waitWhileDialog();
- }
- void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps, const std::vector<CComponent*> & components)
- {
- boost::unique_lock<boost::recursive_mutex> un(*pim);
- stopMovement();
- LOCPLINT->showingDialog->setn(true);
- CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);
- }
- void CPlayerInterface::showOkDialog(std::vector<Component> & components, const MetaString & text, const std::function<void()> & onOk)
- {
- boost::unique_lock<boost::recursive_mutex> un(*pim);
- std::vector<Component*> comps;
- for (auto & elem : components)
- {
- comps.push_back(&elem);
- }
- std::string str;
- text.toString(str);
- stopMovement();
- showingDialog->setn(true);
- std::vector<CComponent*> intComps;
- for (auto & component : comps)
- intComps.push_back(new CComponent(*component));
- CInfoWindow::showOkDialog(str, &intComps, onOk, true, playerID);
- }
- void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- stopMovement();
- CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
- if (!selection && cancel) //simple yes/no dialog
- {
- std::vector<CComponent*> intComps;
- for (auto & component : components)
- intComps.push_back(new CComponent(component)); //will be deleted by close in window
- showYesNoDialog(text, [=]{ cb->selectionMade(1, askID); }, [=]{ cb->selectionMade(0, askID); }, true, intComps);
- }
- else if (selection)
- {
- std::vector<CSelectableComponent*> intComps;
- for (auto & component : components)
- intComps.push_back(new CSelectableComponent(component)); //will be deleted by CSelWindow::close
- std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
- pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
- if (cancel)
- {
- pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
- }
- int charperline = 35;
- if (pom.size() > 1)
- charperline = 50;
- auto temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);
- GH.pushInt(temp);
- intComps[0]->clickLeft(true, false);
- }
- }
- void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- int choosenExit = -1;
- auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
- if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
- choosenExit = vstd::find_pos(exits, neededExit);
- cb->selectionMade(choosenExit, askID);
- }
- void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- auto selectCallback = [=](int selection)
- {
- JsonNode reply(JsonNode::DATA_INTEGER);
- reply.Integer() = selection;
- cb->sendQueryReply(reply, askID);
- };
- auto cancelCallback = [=]()
- {
- JsonNode reply(JsonNode::DATA_NULL);
- cb->sendQueryReply(reply, askID);
- };
- const std::string localTitle = title.toString();
- const std::string localDescription = description.toString();
- std::vector<int> tempList;
- tempList.reserve(objects.size());
- for(auto item : objects)
- tempList.push_back(item.getNum());
- CObjectListWindow * wnd = new CObjectListWindow(tempList, icon, localTitle, localDescription, selectCallback);
- wnd->onExit = cancelCallback;
- GH.pushInt(wnd);
- }
- void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
- for (auto & po : pos)
- adventureInt->minimap.showTile(po);
- if (!pos.empty())
- GH.totalRedraw();
- }
- void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- for (auto & po : pos)
- adventureInt->minimap.hideTile(po);
- if (!pos.empty())
- GH.totalRedraw();
- }
- void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
- {
- boost::unique_lock<boost::recursive_mutex> un(*pim);
- GH.pushInt(new CHeroWindow(hero));
- }
- /*
- void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
- {
- boost::unique_lock<boost::recursive_mutex> un(*pim);
- if (adventureInt->heroWindow->curHero && adventureInt->heroWindow->curHero->id == hero->id) //hero window is opened
- {
- adventureInt->heroWindow->deactivate();
- adventureInt->heroWindow->setHero(hero);
- adventureInt->heroWindow->activate();
- }
- else if (CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt())) //exchange window is open
- {
- cew->deactivate();
- for (int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
- {
- if (cew->heroInst[g]->id == hero->id)
- {
- cew->heroInst[g] = hero;
- cew->artifs[g]->updateState = true;
- cew->artifs[g]->setHero(hero);
- cew->artifs[g]->updateState = false;
- }
- }
- cew->prepareBackground();
- cew->activate();
- }
- else if (CTradeWindow *caw = dynamic_cast<CTradeWindow*>(GH.topInt()))
- {
- if (caw->arts)
- {
- caw->deactivate();
- caw->arts->updateState = true;
- caw->arts->setHero(hero);
- caw->arts->updateState = false;
- caw->activate();
- }
- }
- updateInfo(hero);
- }*/
- void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
- {
- CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());
- if (fs)
- fs->creaturesChanged();
- for (IShowActivatable *isa : GH.listInt)
- {
- CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
- if (ki && townObj)
- ki->townChanged(townObj);
- }
- }
- else if (GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
- || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
- {
- CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
- if (crw && crw->dwelling == town)
- crw->availableCreaturesChanged();
- }
- }
- void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (bonus.type == Bonus::NONE)
- return;
- updateInfo(hero);
- if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
- {
- //recalculate paths because hero has lost bonus influencing pathfinding
- eraseCurrentPathOf(hero, false);
- }
- }
- template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
- {
- if(version < 774 && !h.saving)
- {
- bool observerInDuelMode;
- h & observerInDuelMode;
- }
- h & wanderingHeroes & towns & sleepingHeroes;
- std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
- if (h.saving)
- {
- for (auto &p : paths)
- {
- if (p.second.nodes.size())
- pathsMap[p.first] = p.second.endPos();
- else
- logGlobal->errorStream() << p.first->name << " has assigned an empty path! Ignoring it...";
- }
- h & pathsMap;
- }
- else
- {
- h & pathsMap;
- if (cb)
- for (auto &p : pathsMap)
- {
- CGPath path;
- cb->getPathsInfo(p.first)->getPath(path, p.second);
- paths[p.first] = path;
- logGlobal->traceStream() << boost::format("Restored path for hero %s leading to %s with %d nodes")
- % p.first->nodeName() % p.second % path.nodes.size();
- }
- }
- h & spellbookSettings;
- }
- void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- serializeTempl(h,version);
- }
- void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- serializeTempl(h,version);
- firstCall = -1;
- }
- void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
- {
- logGlobal->traceStream() << __FUNCTION__;
- if (!LOCPLINT->makingTurn)
- return;
- if (!h)
- return; //can't find hero
- //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
- if (showingDialog->get() || !dialogs.empty())
- return;
- setMovementStatus(true);
- if (adventureInt && adventureInt->isHeroSleeping(h))
- {
- adventureInt->sleepWake->clickLeft(true, false);
- adventureInt->sleepWake->clickLeft(false, true);
- //could've just called
- //adventureInt->fsleepWake();
- //but no authentic button click/sound ;-)
- }
- boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
- }
- bool CPlayerInterface::shiftPressed() const
- {
- return isShiftKeyDown();
- }
- bool CPlayerInterface::altPressed() const
- {
- return isAltKeyDown();
- }
- void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- auto onEnd = [=]{ cb->selectionMade(0, queryID); };
- if (stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
- {
- onEnd();
- return;
- }
- waitForAllDialogs();
- auto cgw = new CGarrisonWindow(up,down,removableUnits);
- cgw->quit->addCallback(onEnd);
- GH.pushInt(cgw);
- }
- /**
- * Shows the dialog that appears when right-clicking an artifact that can be assembled
- * into a combinational one on an artifact screen. Does not require the combination of
- * artifacts to be legal.
- * @param artifactID ID of a constituent artifact.
- * @param assembleTo ID of artifact to assemble a constituent into, not used when assemble
- * is false.
- * @param assemble True if the artifact is to be assembled, false if it is to be disassembled.
- */
- void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<bool()> onYes, CFunctionList<bool()> onNo)
- {
- const CArtifact &artifact = *CGI->arth->artifacts[artifactID];
- std::string text = artifact.Description();
- text += "\n\n";
- std::vector<CComponent*> scs;
- if (assemble) {
- const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo];
- // You possess all of the components to...
- text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());
- // Picture of assembled artifact at bottom.
- auto sc = new CComponent(CComponent::artifact, assembledArtifact.id, 0);
- //sc->description = assembledArtifact.Description();
- //sc->subtitle = assembledArtifact.Name();
- scs.push_back(sc);
- } else {
- // Do you wish to disassemble this artifact?
- text += CGI->generaltexth->allTexts[733];
- }
- showYesNoDialog(text, onYes, onNo, true, scs);
- }
- void CPlayerInterface::requestRealized( PackageApplied *pa )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
- && destinationTeleport == ObjectInstanceID())
- stillMoveHero.setn(CONTINUE_MOVE);
- if (destinationTeleport != ObjectInstanceID()
- && pa->packType == typeList.getTypeID<QueryReply>()
- && stillMoveHero.get() == DURING_MOVE)
- { // After teleportation via CGTeleport object is finished
- destinationTeleport = ObjectInstanceID();
- destinationTeleportPos = int3(-1);
- stillMoveHero.setn(CONTINUE_MOVE);
- }
- }
- void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- GH.pushInt(new CExchangeWindow(hero1, hero2, query));
- }
- void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- //redraw minimap if owner changed
- if (sop->what == ObjProperty::OWNER)
- {
- const CGObjectInstance * obj = cb->getObj(sop->id);
- std::set<int3> pos = obj->getBlockedPos();
- for (auto & po : pos)
- {
- if (cb->isVisible(po))
- adventureInt->minimap.showTile(po);
- }
- if (obj->ID == Obj::TOWN)
- {
- if (obj->tempOwner == playerID)
- towns.push_back(static_cast<const CGTownInstance *>(obj));
- else
- towns -= obj;
- adventureInt->townList.update();
- }
- assert(cb->getTownsInfo().size() == towns.size());
- }
- }
- void CPlayerInterface::initializeHeroTownList()
- {
- std::vector<const CGHeroInstance*> allHeroes = cb->getHeroesInfo();
- /*
- std::vector <const CGHeroInstance *> newWanderingHeroes;
- //applying current heroes order to new heroes info
- int j;
- for (int i = 0; i < wanderingHeroes.size(); i++)
- if ((j = vstd::find_pos(allHeroes, wanderingHeroes[i])) >= 0)
- if (!allHeroes[j]->inTownGarrison)
- {
- newWanderingHeroes += allHeroes[j];
- allHeroes -= allHeroes[j];
- }
- //all the rest of new heroes go the end of the list
- wanderingHeroes.clear();
- wanderingHeroes = newWanderingHeroes;
- newWanderingHeroes.clear();*/
- for (auto & allHeroe : allHeroes)
- if (!allHeroe->inTownGarrison)
- wanderingHeroes.push_back(allHeroe);
- std::vector<const CGTownInstance*> allTowns = cb->getTownsInfo();
- /*
- std::vector<const CGTownInstance*> newTowns;
- for (int i = 0; i < towns.size(); i++)
- if ((j = vstd::find_pos(allTowns, towns[i])) >= 0)
- {
- newTowns += allTowns[j];
- allTowns -= allTowns[j];
- }
- towns.clear();
- towns = newTowns;
- newTowns.clear();*/
- for (auto & allTown : allTowns)
- towns.push_back(allTown);
- if (adventureInt)
- adventureInt->updateNextHero(nullptr);
- }
- void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1); };
- CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, recruitCb);
- GH.pushInt(cr);
- }
- void CPlayerInterface::waitWhileDialog(bool unlockPim /*= true*/)
- {
- if (GH.amIGuiThread())
- {
- logGlobal->warnStream() << "Cannot wait for dialogs in gui thread (deadlock risk)!";
- return;
- }
- auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
- boost::unique_lock<boost::mutex> un(showingDialog->mx);
- while(showingDialog->data)
- showingDialog->cond.wait(un);
- }
- void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- auto state = obj->shipyardStatus();
- std::vector<si32> cost;
- obj->getBoatCost(cost);
- CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), [=]{ cb->buildBoat(obj); });
- GH.pushInt(csw);
- }
- void CPlayerInterface::newObject( const CGObjectInstance * obj )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- //we might have built a boat in shipyard in opened town screen
- if (obj->ID == Obj::BOAT
- && LOCPLINT->castleInt
- && obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
- {
- CCS->soundh->playSound(soundBase::newBuilding);
- LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
- }
- }
- void CPlayerInterface::centerView (int3 pos, int focusTime)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- CCS->curh->hide();
- adventureInt->centerOn (pos);
- if (focusTime)
- {
- GH.totalRedraw();
- {
- auto unlockPim = vstd::makeUnlockGuard(*pim);
- IgnoreEvents ignore(*this);
- SDL_Delay(focusTime);
- }
- }
- CCS->curh->show();
- }
- void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (LOCPLINT->cb->getCurrentPlayer() == playerID) {
- std::string handlerName = VLC->objtypeh->getObjectHandlerName(obj->ID);
- if ((handlerName == "pickable") || (handlerName == "scholar") || (handlerName== "artifact") || (handlerName == "pandora")) {
- waitWhileDialog();
- CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
- } else if ((handlerName == "monster") || (handlerName == "hero")) {
- waitWhileDialog();
- CCS->soundh->playSound(soundBase::KillFade);
- }
- }
- if (obj->ID == Obj::HERO && obj->tempOwner == playerID)
- {
- const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
- heroKilled(h);
- }
- }
- bool CPlayerInterface::ctrlPressed() const
- {
- return isCtrlKeyDown();
- }
- const CArmedInstance * CPlayerInterface::getSelection()
- {
- return currentSelection;
- }
- void CPlayerInterface::setSelection(const CArmedInstance * obj)
- {
- currentSelection = obj;
- }
- void CPlayerInterface::update()
- {
- // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
- boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
- // While mutexes were locked away we may be have stopped being the active interface
- if (LOCPLINT != this)
- return;
- //if there are any waiting dialogs, show them
- if ((howManyPeople <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
- {
- showingDialog->set(true);
- GH.pushInt(dialogs.front());
- dialogs.pop_front();
- }
- //in some conditions we may receive calls before selection is initialized - we must ignore them
- if(adventureInt && GH.topInt() == adventureInt
- && (!adventureInt->selection && !settings["session"]["spectate"].Bool()))
- {
- return;
- }
- // Handles mouse and key input
- GH.updateTime();
- GH.handleEvents();
- #ifdef VCMI_ANDROID
- if (adventureInt && !adventureInt->isActive() && (adventureInt->swipeTargetPosition.x >= 0 || adventureInt->swipeTargetPosition.y >= 0))
- #else // !VCMI_ANDROID
- if (adventureInt && !adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled
- #endif // !VCMI_ANDROID
- GH.totalRedraw();
- else
- GH.simpleRedraw();
- }
- int CPlayerInterface::getLastIndex( std::string namePrefix)
- {
- using namespace boost::filesystem;
- using namespace boost::algorithm;
- path gamesDir = VCMIDirs::get().userSavePath();
- std::map<std::time_t, int> dates; //save number => datestamp
- const directory_iterator enddir;
- if (!exists(gamesDir))
- create_directory(gamesDir);
- else
- for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
- {
- if (is_regular(dir->status()))
- {
- std::string name = dir->path().filename().string();
- if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
- {
- char nr = name[namePrefix.size()];
- if (std::isdigit(nr))
- dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
- }
- }
- }
- if (!dates.empty())
- return (--dates.end())->second; //return latest file number
- return 0;
- }
- void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
- {
- if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
- {
- //ho->moveDir = 1;
- ho->isStanding = false;
- CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -31)));
- CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, -31)));
- CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, -31)));
- CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, -31)));
- CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 1)));
- subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
- subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
- subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
- CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 33)));
- subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
- subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
- subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- }
- else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
- {
- //ho->moveDir = 2;
- ho->isStanding = false;
- CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, -31)));
- CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, -31)));
- CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, -31)));
- subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
- subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
- subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
- subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
- subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
- subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- }
- else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
- {
- //ho->moveDir = 3;
- ho->isStanding = false;
- CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, -31)));
- CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, -31)));
- CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, -31)));
- CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -31)));
- subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
- subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
- subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
- CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 1)));
- subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
- subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
- subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
- CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 33)));
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- }
- else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
- {
- //ho->moveDir = 4;
- ho->isStanding = false;
- subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
- subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
- subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
- CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 0)));
- subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
- subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
- subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
- CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 32)));
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- }
- else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
- {
- //ho->moveDir = 5;
- ho->isStanding = false;
- subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
- subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
- subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
- CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -1)));
- subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
- subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
- subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
- CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 31)));
- CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, 63)));
- CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, 63)));
- CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, 63)));
- CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 63)));
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- }
- else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
- {
- //ho->moveDir = 6;
- ho->isStanding = false;
- subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
- subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
- subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
- subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
- subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
- subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
- CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, 63)));
- CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, 63)));
- CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, 63)));
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- }
- else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
- {
- //ho->moveDir = 7;
- ho->isStanding = false;
- CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -1)));
- subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
- subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
- subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
- CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 31)));
- subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
- subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
- subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
- CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 63)));
- CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, 63)));
- CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, 63)));
- CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, 63)));
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- }
- else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
- {
- //ho->moveDir = 8;
- ho->isStanding = false;
- CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 0)));
- subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
- subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
- subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
- CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 32)));
- subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
- subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
- subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- }
- }
- void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
- {
- if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
- {
- //setting advmap shift
- adventureInt->terrain.moveX = i-32;
- adventureInt->terrain.moveY = i-32;
- subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
- subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
- subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
- subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
- subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
- subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
- subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
- subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
- subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
- subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
- subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
- subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
- }
- else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
- {
- //setting advmap shift
- adventureInt->terrain.moveY = i-32;
- subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
- subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
- subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
- subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
- subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
- subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
- subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
- subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
- subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
- }
- else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
- {
- //setting advmap shift
- adventureInt->terrain.moveX = -i+32;
- adventureInt->terrain.moveY = i-32;
- subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
- subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
- subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
- subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
- subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
- subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
- subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
- subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
- subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
- subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
- subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
- subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
- }
- else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
- {
- //setting advmap shift
- adventureInt->terrain.moveX = -i+32;
- subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
- subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
- subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
- subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
- subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
- subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
- subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
- subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
- }
- else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
- {
- //setting advmap shift
- adventureInt->terrain.moveX = -i+32;
- adventureInt->terrain.moveY = -i+32;
- subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
- subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
- subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
- subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
- subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
- subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
- subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
- subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
- subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
- subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
- subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
- subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
- }
- else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
- {
- //setting advmap shift
- adventureInt->terrain.moveY = -i+32;
- subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
- subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
- subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
- subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
- subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
- subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
- subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
- subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
- subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
- }
- else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
- {
- //setting advmap shift
- adventureInt->terrain.moveX = i-32;
- adventureInt->terrain.moveY = -i+32;
- subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
- subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
- subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
- subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
- subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
- subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
- subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
- subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
- subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
- subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
- subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
- subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
- }
- else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
- {
- //setting advmap shift
- adventureInt->terrain.moveX = i-32;
- subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
- subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
- subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
- subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
- subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
- subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
- subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
- subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
- }
- }
- void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
- {
- adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
- if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
- {
- delObjRect(hp.x, hp.y-2, hp.z, ho->id);
- delObjRect(hp.x, hp.y-1, hp.z, ho->id);
- delObjRect(hp.x, hp.y, hp.z, ho->id);
- delObjRect(hp.x-1, hp.y, hp.z, ho->id);
- delObjRect(hp.x-2, hp.y, hp.z, ho->id);
- delObjRect(hp.x-3, hp.y, hp.z, ho->id);
- }
- else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
- {
- delObjRect(hp.x, hp.y, hp.z, ho->id);
- delObjRect(hp.x-1, hp.y, hp.z, ho->id);
- delObjRect(hp.x-2, hp.y, hp.z, ho->id);
- }
- else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
- {
- delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
- delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
- delObjRect(hp.x+1, hp.y, hp.z, ho->id);
- delObjRect(hp.x, hp.y, hp.z, ho->id);
- delObjRect(hp.x-1, hp.y, hp.z, ho->id);
- delObjRect(hp.x-2, hp.y, hp.z, ho->id);
- }
- else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
- {
- delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
- delObjRect(hp.x-2, hp.y, hp.z, ho->id);
- }
- else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
- {
- delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
- delObjRect(hp.x-2, hp.y, hp.z, ho->id);
- delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
- delObjRect(hp.x, hp.y-1, hp.z, ho->id);
- delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
- delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
- }
- else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
- {
- delObjRect(hp.x, hp.y-1, hp.z, ho->id);
- delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
- delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
- }
- else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
- {
- delObjRect(hp.x, hp.y-1, hp.z, ho->id);
- delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
- delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
- delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
- delObjRect(hp.x, hp.y, hp.z, ho->id);
- delObjRect(hp.x, hp.y+1, hp.z, ho->id);
- }
- else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
- {
- delObjRect(hp.x, hp.y-1, hp.z, ho->id);
- delObjRect(hp.x, hp.y, hp.z, ho->id);
- }
- //restoring good rects
- subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
- subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
- subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
- subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
- subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
- subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
- //restoring good order of objects
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- 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(), objectBlitOrderSorter);
- }
- void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (player == playerID)
- {
- if (victoryLossCheckResult.loss())
- showInfoDialog(CGI->generaltexth->allTexts[95]);
- if (LOCPLINT == this)
- {
- GH.curInt = this; //waiting for dialogs requires this to get events
- waitForAllDialogs(); //wait till all dialogs are displayed and closed
- }
- --howManyPeople;
- if(howManyPeople == 0 && !settings["session"]["spectate"].Bool()) //all human players eliminated
- {
- if (adventureInt)
- {
- GH.terminate_cond.setn(true);
- adventureInt->deactivate();
- if (GH.topInt() == adventureInt)
- GH.popInt(adventureInt);
- delete adventureInt;
- adventureInt = nullptr;
- }
- }
- if (cb->getStartInfo()->mode == StartInfo::CAMPAIGN)
- {
- // if you lose the campaign go back to the main menu
- // campaign wins are handled in proposeNextMission
- if (victoryLossCheckResult.loss()) requestReturningToMainMenu();
- }
- else
- {
- if(howManyPeople == 0 && !settings["session"]["spectate"].Bool()) //all human players eliminated
- {
- requestReturningToMainMenu();
- }
- else if (victoryLossCheckResult.victory() && LOCPLINT == this) // end game if current human player has won
- {
- requestReturningToMainMenu();
- }
- }
- if (GH.curInt == this) GH.curInt = nullptr;
- }
- else
- {
- if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
- {
- std::string str = victoryLossCheckResult.messageToSelf;
- boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
- showInfoDialog(str, std::vector<CComponent*>(1, new CComponent(CComponent::flag, player.getNum(), 0)));
- }
- }
- }
- void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- }
- void CPlayerInterface::showPuzzleMap()
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- waitWhileDialog();
- //TODO: interface should not know the real position of Grail...
- double ratio = 0;
- int3 grailPos = cb->getGrailPos(&ratio);
- GH.pushInt(new CPuzzleWindow(grailPos, ratio));
- }
- void CPlayerInterface::viewWorldMap()
- {
- adventureInt->changeMode(EAdvMapMode::WORLD_VIEW);
- }
- void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
- {
- eraseCurrentPathOf(caster, false);
- }
- const CSpell * spell = CGI->spellh->objects[spellID];
- if (spellID == SpellID::VIEW_EARTH)
- {
- //TODO: implement on server side
- int level = caster->getSpellSchoolLevel(spell);
- adventureInt->worldViewOptions.showAllTerrain = (level>2);
- }
- auto castSoundPath = spell->getCastSound();
- if (!castSoundPath.empty())
- CCS->soundh->playSound(castSoundPath);
- }
- void CPlayerInterface::eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath /*= true */ )
- {
- if (checkForExistanceOfPath)
- {
- assert(vstd::contains(paths, ho));
- }
- else if (!vstd::contains(paths, ho))
- {
- return;
- }
- assert(ho == adventureInt->selection);
- paths.erase(ho);
- adventureInt->terrain.currentPath = nullptr;
- adventureInt->updateMoveHero(ho, false);
- }
- void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
- {
- adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
- 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
- eraseCurrentPathOf(ho);
- }
- CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
- {
- if (vstd::contains(paths,h)) //hero has assigned path
- {
- CGPath &path = paths[h];
- if (!path.nodes.size())
- {
- logGlobal->warnStream() << "Warning: empty path found...";
- paths.erase(h);
- }
- else
- {
- assert(h->getPosition(false) == path.startPos());
- //update the hero path in case of something has changed on map
- if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
- return &path;
- else
- paths.erase(h);
- }
- }
- return nullptr;
- }
- void CPlayerInterface::acceptTurn()
- {
- bool centerView = true;
- if (settings["session"]["autoSkip"].Bool())
- {
- centerView = false;
- while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
- iw->close();
- }
- waitWhileDialog();
- if (howManyPeople > 1)
- adventureInt->startTurn();
- adventureInt->heroList.update();
- adventureInt->townList.update();
- const CGHeroInstance * heroToSelect = nullptr;
- // find first non-sleeping hero
- for (auto hero : wanderingHeroes)
- {
- if (boost::range::find(sleepingHeroes, hero) == sleepingHeroes.end())
- {
- heroToSelect = hero;
- break;
- }
- }
- //select first hero if available.
- if (heroToSelect != nullptr)
- {
- adventureInt->select(heroToSelect, centerView);
- }
- else if (towns.size())
- adventureInt->select(towns.front(), centerView);
- else
- adventureInt->select(wanderingHeroes.front());
- //show new day animation and sound on infobar
- adventureInt->infoBar.showDate();
- adventureInt->updateNextHero(nullptr);
- adventureInt->showAll(screen);
- if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
- {
- if (CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
- iw->close();
- adventureInt->fendTurn();
- }
- // warn player if he has no town
- if (cb->howManyTowns() == 0)
- {
- auto playerColor = *cb->getPlayerID();
- std::vector<Component> components;
- components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
- MetaString text;
- const auto & optDaysWithoutCastle = cb->getPlayer(playerColor)->daysWithoutCastle;
- if(optDaysWithoutCastle)
- {
- auto daysWithoutCastle = optDaysWithoutCastle.get();
- if (daysWithoutCastle < 6)
- {
- 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.
- text.addReplacement(MetaString::COLOR, playerColor.getNum());
- text.addReplacement(7 - daysWithoutCastle);
- }
- else if (daysWithoutCastle == 6)
- {
- text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
- text.addReplacement(MetaString::COLOR, playerColor.getNum());
- }
- showInfoDialogAndWait(components, text);
- }
- else
- logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
- }
- }
- void CPlayerInterface::tryDiggging(const CGHeroInstance *h)
- {
- std::string hlp;
- CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
- auto isDiggingPossible = h->diggingStatus();
- if (hlp.length())
- isDiggingPossible = EDiggingStatus::TILE_OCCUPIED; //TODO integrate with canDig
- int msgToShow = -1;
- switch(isDiggingPossible)
- {
- case EDiggingStatus::CAN_DIG:
- break;
- case EDiggingStatus::LACK_OF_MOVEMENT:
- msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
- break;
- case EDiggingStatus::TILE_OCCUPIED:
- msgToShow = 97; //Try searching on clear ground.
- break;
- case EDiggingStatus::WRONG_TERRAIN:
- msgToShow = 60; ////Try looking on land!
- break;
- default:
- assert(0);
- }
- if (msgToShow < 0)
- cb->dig(h);
- else
- showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
- }
- void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
- {
- adventureInt->infoBar.showSelection();
- }
- void CPlayerInterface::battleNewRoundFirst( int round )
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- BATTLE_EVENT_POSSIBLE_RETURN;
- battleInt->newRoundFirst(round);
- }
- void CPlayerInterface::stopMovement()
- {
- if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
- stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
- }
- void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
- {
- //EEMarketMode mode = market->availableModes().front();
- if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
- GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::ARTIFACT_EXP));
- else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
- GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::CREATURE_EXP));
- }
- else
- GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front()));
- }
- void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- auto cuw = new CUniversityWindow(visitor, market);
- GH.pushInt(cuw);
- }
- void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- auto chfw = new CHillFortWindow(visitor, object);
- GH.pushInt(chfw);
- }
- void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt()))
- cmw->artifactsChanged(false);
- }
- void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- auto tv = new CTavernWindow(townOrTavern);
- GH.pushInt(tv);
- }
- void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- auto tgw = new CThievesGuildWindow(obj);
- GH.pushInt(tgw);
- }
- void CPlayerInterface::showQuestLog()
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- CQuestLog * ql = new CQuestLog (LOCPLINT->cb->getMyQuests());
- GH.pushInt (ql);
- }
- void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
- {
- if (obj->shipyardStatus() != IBoatGenerator::GOOD)
- {
- MetaString txt;
- obj->getProblemText(txt);
- showInfoDialog(txt.toString());
- }
- else
- showShipyardDialog(obj);
- }
- void CPlayerInterface::requestReturningToMainMenu()
- {
- sendCustomEvent(RETURN_TO_MAIN_MENU);
- cb->unregisterAllInterfaces();
- }
- void CPlayerInterface::sendCustomEvent( int code )
- {
- CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
- }
- void CPlayerInterface::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- garrisonChanged(location.army);
- }
- void CPlayerInterface::stackChangedType(const StackLocation &location, const CCreature &newType)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- garrisonChanged(location.army);
- }
- void CPlayerInterface::stacksErased(const StackLocation &location)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- garrisonChanged(location.army);
- }
- void CPlayerInterface::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- std::vector<const CGObjectInstance *> objects;
- objects.push_back(loc1.army);
- if (loc2.army != loc1.army)
- objects.push_back(loc2.army);
- garrisonsChanged(objects);
- }
- void CPlayerInterface::newStackInserted(const StackLocation &location, const CStackInstance &stack)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- garrisonChanged(location.army);
- }
- void CPlayerInterface::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- std::vector<const CGObjectInstance *> objects;
- objects.push_back(src.army);
- if (src.army != dst.army)
- objects.push_back(dst.army);
- garrisonsChanged(objects);
- }
- void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
- {
- auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
- if(hero)
- {
- auto art = hero->getArt(al.slot);
- if(art == nullptr)
- {
- logGlobal->error("artifact location %d points to nothing",
- al.slot.num);
- return;
- }
- CHeroArtPlace::askToAssemble(art, al.slot, hero);
- }
- }
- void CPlayerInterface::artifactPut(const ArtifactLocation &al)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->infoBar.showSelection();
- askToAssembleArtifact(al);
- }
- void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->infoBar.showSelection();
- for (IShowActivatable *isa : GH.listInt)
- {
- auto artWin = dynamic_cast<CArtifactHolder*>(isa);
- if (artWin)
- artWin->artifactRemoved(al);
- }
- }
- void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->infoBar.showSelection();
- for (IShowActivatable *isa : GH.listInt)
- {
- auto artWin = dynamic_cast<CArtifactHolder*>(isa);
- if (artWin)
- artWin->artifactMoved(src, dst);
- }
- askToAssembleArtifact(dst);
- }
- void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->infoBar.showSelection();
- for (IShowActivatable *isa : GH.listInt)
- {
- auto artWin = dynamic_cast<CArtifactHolder*>(isa);
- if (artWin)
- artWin->artifactAssembled(al);
- }
- }
- void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- adventureInt->infoBar.showSelection();
- for (IShowActivatable *isa : GH.listInt)
- {
- auto artWin = dynamic_cast<CArtifactHolder*>(isa);
- if (artWin)
- artWin->artifactDisassembled(al);
- }
- }
- void CPlayerInterface::playerStartsTurn(PlayerColor player)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- if (!vstd::contains (GH.listInt, adventureInt))
- {
- GH.popInts (GH.listInt.size()); //after map load - remove everything else
- GH.pushInt (adventureInt);
- }
- else
- {
- adventureInt->infoBar.showSelection();
- while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front())) //don't remove dialogs that expect query answer
- GH.popInts(1);
- }
- if (howManyPeople == 1)
- {
- GH.curInt = this;
- adventureInt->startTurn();
- }
- if (player != playerID && this == LOCPLINT)
- {
- waitWhileDialog();
- adventureInt->aiTurnStarted();
- }
- }
- void CPlayerInterface::waitForAllDialogs(bool unlockPim /*= true*/)
- {
- while(!dialogs.empty())
- {
- auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
- SDL_Delay(5);
- }
- waitWhileDialog(unlockPim);
- }
- void CPlayerInterface::proposeLoadingGame()
- {
- showYesNoDialog(CGI->generaltexth->allTexts[68], [this] { sendCustomEvent(RETURN_TO_MENU_LOAD); }, 0, false);
- }
- CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
- {
- spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
- spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
- }
- bool CPlayerInterface::capturedAllEvents()
- {
- if (duringMovement)
- {
- //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
- return true;
- }
- if (ignoreEvents)
- {
- boost::unique_lock<boost::mutex> un(eventsM);
- while(!events.empty())
- {
- events.pop();
- }
- return true;
- }
- return false;
- }
- void CPlayerInterface::setMovementStatus(bool value)
- {
- duringMovement = value;
- if (value)
- {
- CCS->curh->hide();
- }
- else
- {
- CCS->curh->show();
- }
- }
- void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
- {
- int i = 1;
- auto getObj = [&](int3 coord, bool ignoreHero)
- {
- return cb->getTile(CGHeroInstance::convertPosition(coord,false))->topVisitableObj(ignoreHero);
- };
- auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
- {
- if (action != CGPathNode::TELEPORT_NORMAL &&
- action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
- action != CGPathNode::TELEPORT_BATTLE)
- {
- return false;
- }
- return true;
- };
- auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
- {
- if (CGTeleport::isConnected(currentObject, nextObjectTop))
- return nextObjectTop;
- if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
- CGTeleport::isConnected(currentObject, nextObject))
- {
- return nextObject;
- }
- return nullptr;
- };
- boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
- stillMoveHero.data = CONTINUE_MOVE;
- auto doMovement = [&](int3 dst, bool transit)
- {
- stillMoveHero.data = WAITING_MOVE;
- cb->moveHero(h, dst, transit);
- while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
- stillMoveHero.cond.wait(un);
- };
- {
- path.convert(0);
- ETerrainType currentTerrain = ETerrainType::BORDER; // not init yet
- ETerrainType newTerrain;
- int sh = -1;
- auto canStop = [&](CGPathNode * node) -> bool
- {
- if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
- return true;
- if (node->accessible == CGPathNode::ACCESSIBLE)
- return true;
- return false;
- };
- for (i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
- {
- int3 currentCoord = path.nodes[i].coord;
- int3 nextCoord = path.nodes[i-1].coord;
- auto currentObject = getObj(currentCoord, currentCoord == h->pos);
- auto nextObjectTop = getObj(nextCoord, false);
- auto nextObject = getObj(nextCoord, true);
- auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
- if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
- {
- CCS->soundh->stopSound(sh);
- destinationTeleport = destTeleportObj->id;
- destinationTeleportPos = nextCoord;
- doMovement(h->pos, false);
- if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT)
- {
- destinationTeleport = ObjectInstanceID();
- destinationTeleportPos = int3(-1);
- }
- sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1);
- continue;
- }
- if (path.nodes[i-1].turns)
- { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
- stillMoveHero.data = STOP_MOVE;
- break;
- }
- // Start a new sound for the hero movement or let the existing one carry on.
- #if 0
- // TODO
- if (hero is flying && sh == -1)
- sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
- #endif
- {
- newTerrain = cb->getTile(CGHeroInstance::convertPosition(currentCoord, false))->terType;
- if (newTerrain != currentTerrain)
- {
- CCS->soundh->stopSound(sh);
- sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
- currentTerrain = newTerrain;
- }
- }
- 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
- int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
- logGlobal->traceStream() << "Requesting hero movement to " << endpos;
- bool useTransit = false;
- if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
- && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
- || CGTeleport::isTeleport(nextObjectTop)))
- { // Hero should be able to go through object if it's allow transit
- useTransit = true;
- }
- else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
- useTransit = true;
- doMovement(endpos, useTransit);
- logGlobal->traceStream() << "Resuming " << __FUNCTION__;
- bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
- if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
- break;
- }
- CCS->soundh->stopSound(sh);
- }
- //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
- if (!showingDialog->get())
- GH.fakeMouseMove();
- //todo: this should be in main thread
- if (adventureInt)
- {
- // (i == 0) means hero went through all the path
- adventureInt->updateMoveHero(h, (i != 0));
- adventureInt->updateNextHero(h);
- }
- setMovementStatus(false);
- }
- void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
- {
- EVENT_HANDLER_CALLED_BY_CLIENT;
- //TODO: showWorldViewEx
- std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));
- viewWorldMap();
- }
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