CPlayerInterface.cpp 73 KB

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