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