CPlayerInterface.cpp 88 KB

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  1. #include "StdInc.h"
  2. #include "CAdvmapInterface.h"
  3. #include "battle/CBattleInterface.h"
  4. #include "battle/CBattleInterfaceClasses.h"
  5. #include "../CCallback.h"
  6. #include "CCastleInterface.h"
  7. #include "gui/CCursorHandler.h"
  8. #include "CKingdomInterface.h"
  9. #include "CGameInfo.h"
  10. #include "CHeroWindow.h"
  11. #include "CCreatureWindow.h"
  12. #include "CQuestLog.h"
  13. #include "CMessage.h"
  14. #include "CPlayerInterface.h"
  15. #include "gui/SDL_Extensions.h"
  16. #include "../lib/CConfigHandler.h"
  17. #include "battle/CCreatureAnimation.h"
  18. #include "Graphics.h"
  19. #include "../lib/CArtHandler.h"
  20. #include "../lib/CGeneralTextHandler.h"
  21. #include "../lib/CHeroHandler.h"
  22. #include "../lib/Connection.h"
  23. #include "../lib/CSpellHandler.h"
  24. #include "../lib/CTownHandler.h"
  25. #include "../lib/BattleState.h"
  26. #include "../lib/JsonNode.h"
  27. #include "CMusicHandler.h"
  28. #include "../lib/CondSh.h"
  29. #include "../lib/NetPacks.h"
  30. #include "../lib/mapping/CMap.h"
  31. #include "../lib/VCMIDirs.h"
  32. #include "mapHandler.h"
  33. #include "../lib/CStopWatch.h"
  34. #include "../lib/StartInfo.h"
  35. #include "../lib/CGameState.h"
  36. #include "../lib/GameConstants.h"
  37. #include "gui/CGuiHandler.h"
  38. #include "../lib/UnlockGuard.h"
  39. #ifdef min
  40. #undef min
  41. #endif
  42. #ifdef max
  43. #undef max
  44. #endif
  45. /*
  46. * CPlayerInterface.cpp, part of VCMI engine
  47. *
  48. * Authors: listed in file AUTHORS in main folder
  49. *
  50. * License: GNU General Public License v2.0 or later
  51. * Full text of license available in license.txt file, in main folder
  52. *
  53. */
  54. // The macro below is used to mark functions that are called by client when game state changes.
  55. // They all assume that CPlayerInterface::pim mutex is locked.
  56. #define EVENT_HANDLER_CALLED_BY_CLIENT
  57. // The macro marks functions that are run on a new thread by client.
  58. // They do not own any mutexes intiially.
  59. #define THREAD_CREATED_BY_CLIENT
  60. #define RETURN_IF_QUICK_COMBAT \
  61. if(isAutoFightOn && !battleInt) \
  62. return;
  63. #define BATTLE_EVENT_POSSIBLE_RETURN\
  64. if(LOCPLINT != this) \
  65. return; \
  66. RETURN_IF_QUICK_COMBAT
  67. using namespace boost::assign;
  68. using namespace CSDL_Ext;
  69. void processCommand(const std::string &message, CClient *&client);
  70. extern std::queue<SDL_Event> events;
  71. extern boost::mutex eventsM;
  72. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  73. CondSh<bool> CPlayerInterface::terminate_cond;
  74. CPlayerInterface * LOCPLINT;
  75. CBattleInterface * CPlayerInterface::battleInt;
  76. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  77. CondSh<EMoveState> stillMoveHero; //used during hero movement
  78. int CPlayerInterface::howManyPeople = 0;
  79. static bool objectBlitOrderSorter(const std::pair<const CGObjectInstance*,SDL_Rect> & a, const std::pair<const CGObjectInstance*,SDL_Rect> & b)
  80. {
  81. return CMapHandler::compareObjectBlitOrder(a.first, b.first);
  82. }
  83. CPlayerInterface::CPlayerInterface(PlayerColor Player)
  84. {
  85. logGlobal->traceStream() << "\tHuman player interface for player " << Player << " being constructed";
  86. observerInDuelMode = false;
  87. howManyPeople++;
  88. GH.defActionsDef = 0;
  89. LOCPLINT = this;
  90. curAction = nullptr;
  91. playerID=Player;
  92. human=true;
  93. castleInt = nullptr;
  94. battleInt = nullptr;
  95. //pim = new boost::recursive_mutex;
  96. makingTurn = false;
  97. showingDialog = new CondSh<bool>(false);
  98. cingconsole = new CInGameConsole;
  99. terminate_cond.set(false);
  100. firstCall = 1; //if loading will be overwritten in serialize
  101. autosaveCount = 0;
  102. isAutoFightOn = false;
  103. duringMovement = false;
  104. ignoreEvents = false;
  105. }
  106. CPlayerInterface::~CPlayerInterface()
  107. {
  108. logGlobal->traceStream() << "\tHuman player interface for player " << playerID << " being destructed";
  109. //howManyPeople--;
  110. //delete pim;
  111. //vstd::clear_pointer(pim);
  112. delete showingDialog;
  113. delete cingconsole;
  114. if(LOCPLINT == this)
  115. LOCPLINT = nullptr;
  116. }
  117. void CPlayerInterface::init(shared_ptr<CCallback> CB)
  118. {
  119. cb = CB;
  120. if(observerInDuelMode)
  121. return;
  122. if(!towns.size() && !wanderingHeroes.size())
  123. initializeHeroTownList();
  124. if(!adventureInt)
  125. adventureInt = new CAdvMapInt();
  126. }
  127. void CPlayerInterface::yourTurn()
  128. {
  129. EVENT_HANDLER_CALLED_BY_CLIENT;
  130. {
  131. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  132. LOCPLINT = this;
  133. GH.curInt = this;
  134. adventureInt->selection = nullptr;
  135. if(firstCall)
  136. {
  137. if(howManyPeople == 1)
  138. adventureInt->setPlayer(playerID);
  139. autosaveCount = getLastIndex("Autosave_");
  140. if(firstCall > 0) //new game, not loaded
  141. {
  142. int index = getLastIndex("Newgame_Autosave_");
  143. index %= SAVES_COUNT;
  144. cb->save("Saves/Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  145. }
  146. firstCall = 0;
  147. }
  148. else
  149. {
  150. LOCPLINT->cb->save("Saves/Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  151. autosaveCount %= 5;
  152. }
  153. if(adventureInt->player != playerID)
  154. adventureInt->setPlayer(playerID);
  155. if(howManyPeople > 1) //hot seat message
  156. {
  157. adventureInt->startHotSeatWait(playerID);
  158. makingTurn = true;
  159. std::string msg = CGI->generaltexth->allTexts[13];
  160. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  161. std::vector<CComponent*> cmp;
  162. cmp.push_back(new CComponent(CComponent::flag, playerID.getNum(), 0));
  163. showInfoDialog(msg, cmp);
  164. }
  165. else
  166. {
  167. makingTurn = true;
  168. adventureInt->startTurn();
  169. }
  170. }
  171. acceptTurn();
  172. }
  173. STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const ObjectInstanceID & hid)
  174. {
  175. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  176. for(auto & elem : hlp.objects)
  177. if(elem.first->id == hid)
  178. {
  179. elem.second = r;
  180. return;
  181. }
  182. }
  183. STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const ObjectInstanceID & hid)
  184. {
  185. TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
  186. for(int h=0; h<hlp.objects.size(); ++h)
  187. if(hlp.objects[h].first->id == hid)
  188. {
  189. hlp.objects.erase(hlp.objects.begin()+h);
  190. return;
  191. }
  192. }
  193. void CPlayerInterface::heroMoved(const TryMoveHero & details)
  194. {
  195. EVENT_HANDLER_CALLED_BY_CLIENT;
  196. waitWhileDialog();
  197. if(LOCPLINT != this)
  198. return;
  199. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  200. int3 hp = details.start;
  201. if(!hero)
  202. {
  203. //AI hero left the visible area (we can't obtain info)
  204. //TODO very evil workaround -> retrieve pointer to hero so we could animate it
  205. // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
  206. const TerrainTile2 &tile = CGI->mh->ttiles[hp.x-1][hp.y][hp.z];
  207. for(auto & elem : tile.objects)
  208. if(elem.first->id == details.id)
  209. hero = dynamic_cast<const CGHeroInstance *>(elem.first);
  210. if(!hero) //still nothing...
  211. return;
  212. }
  213. adventureInt->centerOn(hero); //actualizing screen pos
  214. adventureInt->minimap.redraw();
  215. adventureInt->heroList.redraw();
  216. bool directlyAttackingCreature =
  217. details.attackedFrom
  218. && adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
  219. && adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
  220. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  221. {
  222. //We may need to change music - select new track, music handler will change it if needed
  223. CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType, true);
  224. if(details.result == TryMoveHero::TELEPORTATION)
  225. {
  226. if(adventureInt->terrain.currentPath)
  227. {
  228. assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
  229. std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
  230. if((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
  231. && (nodesIt-1)->coord == CGHeroInstance::convertPosition(details.end, false))
  232. {
  233. //path was between entrance and exit of teleport -> OK, erase node as usual
  234. removeLastNodeFromPath(hero);
  235. }
  236. else
  237. {
  238. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  239. eraseCurrentPathOf(hero);
  240. }
  241. }
  242. adventureInt->heroList.update(hero);
  243. return; //teleport - no fancy moving animation
  244. //TODO: smooth disappear / appear effect
  245. }
  246. if (hero->pos != details.end //hero didn't change tile but visit succeeded
  247. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  248. {
  249. eraseCurrentPathOf(hero, false);
  250. }
  251. else if(adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
  252. {
  253. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  254. removeLastNodeFromPath(hero);
  255. }
  256. }
  257. if (details.result != TryMoveHero::SUCCESS) //hero failed to move
  258. {
  259. hero->isStanding = true;
  260. stillMoveHero.setn(STOP_MOVE);
  261. GH.totalRedraw();
  262. adventureInt->heroList.update(hero);
  263. return;
  264. }
  265. initMovement(details, hero, hp);
  266. //first initializing done
  267. GH.mainFPSmng->framerateDelay(); // after first move
  268. ui32 speed = settings["adventure"]["heroSpeed"].Float();
  269. //main moving
  270. for(int i=1; i<32; i+=2*speed)
  271. {
  272. movementPxStep(details, i, hp, hero);
  273. adventureInt->updateScreen = true;
  274. adventureInt->show(screen);
  275. {
  276. //evil returns here ...
  277. //todo: get rid of it
  278. logGlobal->traceStream() << "before [un]locks in " << __FUNCTION__;
  279. auto unlockPim = vstd::makeUnlockGuard(*pim); //let frame to be rendered
  280. GH.mainFPSmng->framerateDelay(); //for animation purposes
  281. logGlobal->traceStream() << "after [un]locks in " << __FUNCTION__;
  282. }
  283. //CSDL_Ext::update(screen);
  284. } //for(int i=1; i<32; i+=4)
  285. //main moving done
  286. //finishing move
  287. finishMovement(details, hp, hero);
  288. hero->isStanding = true;
  289. //move finished
  290. adventureInt->minimap.redraw();
  291. adventureInt->heroList.update(hero);
  292. //check if user cancelled movement
  293. {
  294. boost::unique_lock<boost::mutex> un(eventsM);
  295. while(!events.empty())
  296. {
  297. SDL_Event ev = events.front();
  298. events.pop();
  299. switch(ev.type)
  300. {
  301. case SDL_MOUSEBUTTONDOWN:
  302. stillMoveHero.setn(STOP_MOVE);
  303. break;
  304. case SDL_KEYDOWN:
  305. if(ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  306. stillMoveHero.setn(STOP_MOVE);
  307. break;
  308. }
  309. }
  310. }
  311. if(stillMoveHero.get() == WAITING_MOVE)
  312. stillMoveHero.setn(DURING_MOVE);
  313. // Hero attacked creature directly, set direction to face it.
  314. if (directlyAttackingCreature) {
  315. // Get direction to attacker.
  316. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  317. static const ui8 dirLookup[3][3] = {
  318. { 1, 2, 3 },
  319. { 8, 0, 4 },
  320. { 7, 6, 5 }
  321. };
  322. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  323. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  324. }
  325. }
  326. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  327. {
  328. EVENT_HANDLER_CALLED_BY_CLIENT;
  329. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID);
  330. const CArmedInstance *newSelection = nullptr;
  331. if (makingTurn)
  332. {
  333. //find new object for selection: either hero
  334. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  335. if (next >= 0)
  336. newSelection = wanderingHeroes[next];
  337. //or town
  338. if (!newSelection || newSelection == hero)
  339. {
  340. if (towns.empty())
  341. newSelection = nullptr;
  342. else
  343. newSelection = towns.front();
  344. }
  345. }
  346. wanderingHeroes -= hero;
  347. if(vstd::contains(paths, hero))
  348. paths.erase(hero);
  349. adventureInt->heroList.update(hero);
  350. if (makingTurn && newSelection)
  351. adventureInt->select(newSelection, true);
  352. else if(adventureInt->selection == hero)
  353. adventureInt->selection = nullptr;
  354. }
  355. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  356. {
  357. EVENT_HANDLER_CALLED_BY_CLIENT;
  358. wanderingHeroes.push_back(hero);
  359. adventureInt->heroList.update(hero);
  360. }
  361. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  362. {
  363. if (castleInt)
  364. castleInt->close();
  365. castleInt = new CCastleInterface(town);
  366. GH.pushInt(castleInt);
  367. }
  368. int3 CPlayerInterface::repairScreenPos(int3 pos)
  369. {
  370. if(pos.x<-CGI->mh->frameW)
  371. pos.x = -CGI->mh->frameW;
  372. if(pos.y<-CGI->mh->frameH)
  373. pos.y = -CGI->mh->frameH;
  374. if(pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
  375. pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
  376. if(pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
  377. pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
  378. return pos;
  379. }
  380. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  381. {
  382. EVENT_HANDLER_CALLED_BY_CLIENT;
  383. if(which == 4)
  384. {
  385. if(CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))
  386. ctw->setExpToLevel();
  387. }
  388. else if(which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  389. updateInfo(hero);
  390. }
  391. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  392. {
  393. EVENT_HANDLER_CALLED_BY_CLIENT;
  394. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt());
  395. if(cuw) //university window is open
  396. {
  397. GH.totalRedraw();
  398. }
  399. }
  400. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  401. {
  402. EVENT_HANDLER_CALLED_BY_CLIENT;
  403. updateInfo(hero);
  404. if(makingTurn && hero->tempOwner == playerID)
  405. adventureInt->heroList.update(hero);
  406. }
  407. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  408. {
  409. EVENT_HANDLER_CALLED_BY_CLIENT;
  410. if(makingTurn && hero->tempOwner == playerID)
  411. adventureInt->heroList.update(hero);
  412. }
  413. void CPlayerInterface::receivedResource(int type, int val)
  414. {
  415. EVENT_HANDLER_CALLED_BY_CLIENT;
  416. if(CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
  417. mw->resourceChanged(type, val);
  418. GH.totalRedraw();
  419. }
  420. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  421. {
  422. EVENT_HANDLER_CALLED_BY_CLIENT;
  423. waitWhileDialog();
  424. CCS->soundh->playSound(soundBase::heroNewLevel);
  425. CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,
  426. [=](ui32 selection){ cb->selectionMade(selection, queryID); });
  427. GH.pushInt(lw);
  428. }
  429. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  430. {
  431. EVENT_HANDLER_CALLED_BY_CLIENT;
  432. waitWhileDialog();
  433. CCS->soundh->playSound(soundBase::heroNewLevel);
  434. CCreatureWindow * cw = new CCreatureWindow(skills, commander,
  435. [=](ui32 selection){ cb->selectionMade(selection, queryID); });
  436. GH.pushInt(cw);
  437. }
  438. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  439. {
  440. EVENT_HANDLER_CALLED_BY_CLIENT;
  441. updateInfo(town);
  442. if(town->garrisonHero && vstd::contains(wanderingHeroes,town->garrisonHero)) //wandering hero moved to the garrison
  443. {
  444. CGI->mh->hideObject(town->garrisonHero);
  445. if (town->garrisonHero->tempOwner == playerID) // our hero
  446. wanderingHeroes -= town->garrisonHero;
  447. }
  448. if(town->visitingHero && !vstd::contains(wanderingHeroes,town->visitingHero)) //hero leaves garrison
  449. {
  450. CGI->mh->printObject(town->visitingHero);
  451. if (town->visitingHero->tempOwner == playerID) // our hero
  452. wanderingHeroes.push_back(town->visitingHero);
  453. }
  454. adventureInt->heroList.update();
  455. adventureInt->updateNextHero(nullptr);
  456. if(CCastleInterface *c = castleInt)
  457. {
  458. c->garr->selectSlot(nullptr);
  459. c->garr->setArmy(town->getUpperArmy(), 0);
  460. c->garr->setArmy(town->visitingHero, 1);
  461. c->garr->recreateSlots();
  462. c->heroes->update();
  463. }
  464. for(IShowActivatable *isa : GH.listInt)
  465. {
  466. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  467. if (ki)
  468. {
  469. ki->townChanged(town);
  470. ki->updateGarrisons();
  471. }
  472. }
  473. GH.totalRedraw();
  474. }
  475. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  476. {
  477. EVENT_HANDLER_CALLED_BY_CLIENT;
  478. if(hero->tempOwner != playerID )
  479. return;
  480. waitWhileDialog();
  481. openTownWindow(town);
  482. }
  483. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  484. {
  485. boost::unique_lock<boost::recursive_mutex> un(*pim);
  486. for(auto object : objs)
  487. updateInfo(object);
  488. for(auto & elem : GH.listInt)
  489. {
  490. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem);
  491. if (cgh)
  492. cgh->updateGarrisons();
  493. if(CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem))
  494. {
  495. if(vstd::contains(objs, cmw->hero))
  496. cmw->garrisonChanged();
  497. }
  498. }
  499. GH.totalRedraw();
  500. }
  501. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  502. {
  503. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  504. }
  505. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  506. {
  507. EVENT_HANDLER_CALLED_BY_CLIENT;
  508. switch (buildingID)
  509. {
  510. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  511. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  512. case BuildingID::RESOURCE_SILO:
  513. updateInfo(town);
  514. break;
  515. }
  516. if(!castleInt)
  517. return;
  518. if(castleInt->town!=town)
  519. return;
  520. switch(what)
  521. {
  522. case 1:
  523. CCS->soundh->playSound(soundBase::newBuilding);
  524. castleInt->addBuilding(buildingID);
  525. break;
  526. case 2:
  527. castleInt->removeBuilding(buildingID);
  528. break;
  529. }
  530. adventureInt->townList.update(town);
  531. castleInt->townlist->update(town);
  532. }
  533. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  534. {
  535. //Don't wait for dialogs when we are non-active hot-seat player
  536. if(LOCPLINT == this)
  537. waitForAllDialogs();
  538. }
  539. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  540. {
  541. EVENT_HANDLER_CALLED_BY_CLIENT;
  542. if(settings["adventure"]["quickCombat"].Bool())
  543. {
  544. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
  545. autofightingAI->init(cb);
  546. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  547. isAutoFightOn = true;
  548. cb->registerBattleInterface(autofightingAI);
  549. }
  550. //Don't wait for dialogs when we are non-active hot-seat player
  551. if(LOCPLINT == this)
  552. waitForAllDialogs();
  553. BATTLE_EVENT_POSSIBLE_RETURN;
  554. }
  555. void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
  556. {
  557. EVENT_HANDLER_CALLED_BY_CLIENT;
  558. BATTLE_EVENT_POSSIBLE_RETURN;
  559. for(auto & healedStack : healedStacks)
  560. {
  561. const CStack * healed = cb->battleGetStackByID(healedStack.first);
  562. if(battleInt->creAnims[healed->ID]->isDead())
  563. {
  564. //stack has been resurrected
  565. battleInt->creAnims[healed->ID]->setType(CCreatureAnim::HOLDING);
  566. }
  567. }
  568. if (lifeDrain)
  569. {
  570. const CStack *attacker = cb->battleGetStackByID(healedStacks[0].first, false);
  571. const CStack *defender = cb->battleGetStackByID(lifeDrainFrom, false);
  572. int textOff = 0;
  573. if (attacker)
  574. {
  575. battleInt->displayEffect(52, attacker->position); //TODO: transparency
  576. if (attacker->count > 1)
  577. {
  578. textOff += 1;
  579. }
  580. CCS->soundh->playSound(soundBase::DRAINLIF);
  581. //print info about life drain
  582. char textBuf[1000];
  583. sprintf(textBuf, CGI->generaltexth->allTexts[361 + textOff].c_str(), attacker->getCreature()->nameSing.c_str(),
  584. healedStacks[0].second, defender->getCreature()->namePl.c_str());
  585. battleInt->console->addText(textBuf);
  586. }
  587. }
  588. if (tentHeal)
  589. {
  590. std::string text = CGI->generaltexth->allTexts[414];
  591. boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(lifeDrainFrom, false)->getCreature()->nameSing);
  592. boost::algorithm::replace_first(text, "%s", cb->battleGetStackByID(healedStacks[0].first, false)->getCreature()->nameSing);
  593. boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(healedStacks[0].second));
  594. battleInt->console->addText(text);
  595. }
  596. }
  597. void CPlayerInterface::battleNewStackAppeared(const CStack * stack)
  598. {
  599. EVENT_HANDLER_CALLED_BY_CLIENT;
  600. BATTLE_EVENT_POSSIBLE_RETURN;
  601. battleInt->newStack(stack);
  602. }
  603. void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
  604. {
  605. EVENT_HANDLER_CALLED_BY_CLIENT;
  606. BATTLE_EVENT_POSSIBLE_RETURN;
  607. // for(std::set<si32>::const_iterator it = removedObstacles.begin(); it != removedObstacles.end(); ++it)
  608. // {
  609. // for(std::map< int, CDefHandler * >::iterator itBat = battleInt->idToObstacle.begin(); itBat != battleInt->idToObstacle.end(); ++itBat)
  610. // {
  611. // if(itBat->first == *it) //remove this obstacle
  612. // {
  613. // battleInt->idToObstacle.erase(itBat);
  614. // break;
  615. // }
  616. // }
  617. // }
  618. //update accessible hexes
  619. battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
  620. }
  621. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  622. {
  623. EVENT_HANDLER_CALLED_BY_CLIENT;
  624. BATTLE_EVENT_POSSIBLE_RETURN;
  625. battleInt->stackIsCatapulting(ca);
  626. }
  627. void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
  628. {
  629. EVENT_HANDLER_CALLED_BY_CLIENT;
  630. BATTLE_EVENT_POSSIBLE_RETURN;
  631. for(auto & elem : bsr.stackIDs) //for each removed stack
  632. {
  633. battleInt->stackRemoved(elem);
  634. }
  635. }
  636. 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
  637. {
  638. EVENT_HANDLER_CALLED_BY_CLIENT;
  639. BATTLE_EVENT_POSSIBLE_RETURN;
  640. battleInt->newRound(round);
  641. }
  642. void CPlayerInterface::actionStarted(const BattleAction &action)
  643. {
  644. EVENT_HANDLER_CALLED_BY_CLIENT;
  645. BATTLE_EVENT_POSSIBLE_RETURN;
  646. curAction = new BattleAction(action);
  647. battleInt->startAction(curAction);
  648. }
  649. void CPlayerInterface::actionFinished(const BattleAction &action)
  650. {
  651. EVENT_HANDLER_CALLED_BY_CLIENT;
  652. BATTLE_EVENT_POSSIBLE_RETURN;
  653. battleInt->endAction(curAction);
  654. delete curAction;
  655. curAction = nullptr;
  656. }
  657. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  658. {
  659. THREAD_CREATED_BY_CLIENT;
  660. logGlobal->traceStream() << "Awaiting command for " << stack->nodeName();
  661. if(autofightingAI)
  662. {
  663. if(isAutoFightOn)
  664. {
  665. auto ret = autofightingAI->activeStack(stack);
  666. if(isAutoFightOn)
  667. {
  668. return ret;
  669. }
  670. }
  671. cb->unregisterBattleInterface(autofightingAI);
  672. autofightingAI.reset();
  673. }
  674. CBattleInterface *b = battleInt;
  675. if (b->givenCommand->get())
  676. {
  677. logGlobal->errorStream() << "Command buffer must be clean! (we don't want to use old command)";
  678. vstd::clear_pointer(b->givenCommand->data);
  679. }
  680. {
  681. boost::unique_lock<boost::recursive_mutex> un(*pim);
  682. b->stackActivated(stack);
  683. //Regeneration & mana drain go there
  684. }
  685. //wait till BattleInterface sets its command
  686. boost::unique_lock<boost::mutex> lock(b->givenCommand->mx);
  687. while(!b->givenCommand->data)
  688. {
  689. b->givenCommand->cond.wait(lock);
  690. if(!battleInt) //batle ended while we were waiting for movement (eg. because of spell)
  691. throw boost::thread_interrupted(); //will shut the thread peacefully
  692. }
  693. //tidy up
  694. BattleAction ret = *(b->givenCommand->data);
  695. delete b->givenCommand->data;
  696. b->givenCommand->data = nullptr;
  697. //return command
  698. logGlobal->traceStream() << "Giving command for " << stack->nodeName();
  699. return ret;
  700. }
  701. void CPlayerInterface::battleEnd(const BattleResult *br)
  702. {
  703. EVENT_HANDLER_CALLED_BY_CLIENT;
  704. if(isAutoFightOn)
  705. {
  706. isAutoFightOn = false;
  707. cb->unregisterBattleInterface(autofightingAI);
  708. autofightingAI.reset();
  709. if(!battleInt)
  710. {
  711. SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
  712. auto resWindow = new CBattleResultWindow(*br, temp_rect, *this);
  713. GH.pushInt(resWindow);
  714. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  715. // Otherwise NewTurn causes freeze.
  716. waitWhileDialog();
  717. return;
  718. }
  719. }
  720. BATTLE_EVENT_POSSIBLE_RETURN;
  721. battleInt->battleFinished(*br);
  722. }
  723. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
  724. {
  725. EVENT_HANDLER_CALLED_BY_CLIENT;
  726. BATTLE_EVENT_POSSIBLE_RETURN;
  727. battleInt->stackMoved(stack, dest, distance);
  728. }
  729. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  730. {
  731. EVENT_HANDLER_CALLED_BY_CLIENT;
  732. BATTLE_EVENT_POSSIBLE_RETURN;
  733. battleInt->spellCast(sc);
  734. }
  735. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  736. {
  737. EVENT_HANDLER_CALLED_BY_CLIENT;
  738. BATTLE_EVENT_POSSIBLE_RETURN;
  739. battleInt->battleStacksEffectsSet(sse);
  740. }
  741. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  742. {
  743. EVENT_HANDLER_CALLED_BY_CLIENT;
  744. //TODO why is this different (no return on LOPLINT != this) ?
  745. RETURN_IF_QUICK_COMBAT;
  746. battleInt->battleTriggerEffect(bte);
  747. }
  748. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
  749. {
  750. EVENT_HANDLER_CALLED_BY_CLIENT;
  751. BATTLE_EVENT_POSSIBLE_RETURN;
  752. std::vector<StackAttackedInfo> arg;
  753. for(auto & elem : bsa)
  754. {
  755. const CStack *defender = cb->battleGetStackByID(elem.stackAttacked, false);
  756. const CStack *attacker = cb->battleGetStackByID(elem.attackerID, false);
  757. if(elem.isEffect() && elem.effect != 12) //and not armageddon
  758. {
  759. if (defender && !elem.isSecondary())
  760. battleInt->displayEffect(elem.effect, defender->position);
  761. }
  762. //FIXME: why action is deleted during enchanter cast?
  763. bool remoteAttack = false;
  764. if (LOCPLINT->curAction)
  765. remoteAttack |= LOCPLINT->curAction->actionType != Battle::WALK_AND_ATTACK;
  766. StackAttackedInfo to_put = {defender, elem.damageAmount, elem.killedAmount, attacker, remoteAttack, elem.killed(), elem.willRebirth(), elem.cloneKilled()};
  767. arg.push_back(to_put);
  768. }
  769. if(bsa.begin()->isEffect() && bsa.begin()->effect == 12) //for armageddon - I hope this condition is enough
  770. {
  771. battleInt->displayEffect(bsa.begin()->effect, -1);
  772. }
  773. battleInt->stacksAreAttacked(arg);
  774. }
  775. void CPlayerInterface::battleAttack(const BattleAttack *ba)
  776. {
  777. EVENT_HANDLER_CALLED_BY_CLIENT;
  778. BATTLE_EVENT_POSSIBLE_RETURN;
  779. assert(curAction);
  780. if(ba->lucky()) //lucky hit
  781. {
  782. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  783. std::string hlp = CGI->generaltexth->allTexts[45];
  784. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  785. battleInt->console->addText(hlp);
  786. battleInt->displayEffect(18, stack->position);
  787. CCS->soundh->playSound(soundBase::GOODLUCK);
  788. }
  789. if(ba->unlucky()) //unlucky hit
  790. {
  791. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  792. std::string hlp = CGI->generaltexth->allTexts[44];
  793. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  794. battleInt->console->addText(hlp);
  795. battleInt->displayEffect(48, stack->position);
  796. CCS->soundh->playSound(soundBase::BADLUCK);
  797. }
  798. if (ba->deathBlow())
  799. {
  800. const CStack *stack = cb->battleGetStackByID(ba->stackAttacking);
  801. std::string hlp = CGI->generaltexth->allTexts[(stack->count != 1) ? 366 : 365];
  802. boost::algorithm::replace_first(hlp,"%s", (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str());
  803. battleInt->console->addText(hlp);
  804. for (auto & elem : ba->bsa)
  805. {
  806. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  807. battleInt->displayEffect(73, attacked->position);
  808. }
  809. CCS->soundh->playSound(soundBase::deathBlow);
  810. }
  811. const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
  812. if(ba->shot())
  813. {
  814. for(auto & elem : ba->bsa)
  815. {
  816. if (!elem.isSecondary()) //display projectile only for primary target
  817. {
  818. const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
  819. battleInt->stackAttacking(attacker, attacked->position, attacked, true);
  820. }
  821. }
  822. }
  823. else
  824. {
  825. int shift = 0;
  826. if(ba->counter() && BattleHex::mutualPosition(curAction->destinationTile, attacker->position) < 0)
  827. {
  828. int distp = BattleHex::getDistance(curAction->destinationTile + 1, attacker->position);
  829. int distm = BattleHex::getDistance(curAction->destinationTile - 1, attacker->position);
  830. if( distp < distm )
  831. shift = 1;
  832. else
  833. shift = -1;
  834. }
  835. const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
  836. battleInt->stackAttacking( attacker, ba->counter() ? curAction->destinationTile + shift : curAction->additionalInfo, attacked, false);
  837. }
  838. }
  839. void CPlayerInterface::battleObstaclePlaced(const CObstacleInstance &obstacle)
  840. {
  841. EVENT_HANDLER_CALLED_BY_CLIENT;
  842. BATTLE_EVENT_POSSIBLE_RETURN;
  843. battleInt->obstaclePlaced(obstacle);
  844. }
  845. void CPlayerInterface::yourTacticPhase(int distance)
  846. {
  847. THREAD_CREATED_BY_CLIENT;
  848. while(battleInt && battleInt->tacticsMode)
  849. boost::this_thread::sleep(boost::posix_time::millisec(1));
  850. }
  851. void CPlayerInterface::showComp(const Component &comp, std::string message)
  852. {
  853. EVENT_HANDLER_CALLED_BY_CLIENT;
  854. waitWhileDialog(); //Fix for mantis #98
  855. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  856. adventureInt->infoBar.showComponent(comp, message);
  857. }
  858. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  859. {
  860. EVENT_HANDLER_CALLED_BY_CLIENT;
  861. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  862. {
  863. return;
  864. }
  865. std::vector<CComponent*> intComps;
  866. for(auto & component : components)
  867. intComps.push_back(new CComponent(*component));
  868. showInfoDialog(text,intComps,soundID);
  869. }
  870. void CPlayerInterface::showInfoDialog(const std::string &text, CComponent * component)
  871. {
  872. std::vector<CComponent*> intComps;
  873. intComps.push_back(component);
  874. showInfoDialog(text, intComps, soundBase::sound_todo, true);
  875. }
  876. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<CComponent*> & components, int soundID, bool delComps)
  877. {
  878. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  879. waitWhileDialog();
  880. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  881. {
  882. return;
  883. }
  884. CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);
  885. temp->setDelComps(delComps);
  886. if(makingTurn && GH.listInt.size() && LOCPLINT == this)
  887. {
  888. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  889. showingDialog->set(true);
  890. stopMovement(); // interrupt movement to show dialog
  891. GH.pushInt(temp);
  892. }
  893. else
  894. {
  895. dialogs.push_back(temp);
  896. }
  897. }
  898. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  899. {
  900. EVENT_HANDLER_CALLED_BY_CLIENT;
  901. std::vector<Component*> comps;
  902. for(auto & elem : components)
  903. {
  904. comps.push_back(&elem);
  905. }
  906. std::string str;
  907. text.toString(str);
  908. showInfoDialog(str,comps, 0);
  909. waitWhileDialog();
  910. }
  911. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps, const std::vector<CComponent*> & components)
  912. {
  913. boost::unique_lock<boost::recursive_mutex> un(*pim);
  914. stopMovement();
  915. LOCPLINT->showingDialog->setn(true);
  916. CInfoWindow::showYesNoDialog(text, &components, onYes, onNo, DelComps, playerID);
  917. }
  918. void CPlayerInterface::showOkDialog(std::vector<Component> & components, const MetaString & text, const boost::function<void()> & onOk)
  919. {
  920. boost::unique_lock<boost::recursive_mutex> un(*pim);
  921. std::vector<Component*> comps;
  922. for(auto & elem : components)
  923. {
  924. comps.push_back(&elem);
  925. }
  926. std::string str;
  927. text.toString(str);
  928. stopMovement();
  929. showingDialog->setn(true);
  930. std::vector<CComponent*> intComps;
  931. for(auto & component : comps)
  932. intComps.push_back(new CComponent(*component));
  933. CInfoWindow::showOkDialog(str, &intComps, onOk, true, playerID);
  934. }
  935. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, int soundID, bool selection, bool cancel )
  936. {
  937. EVENT_HANDLER_CALLED_BY_CLIENT;
  938. waitWhileDialog();
  939. stopMovement();
  940. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  941. if(!selection && cancel) //simple yes/no dialog
  942. {
  943. std::vector<CComponent*> intComps;
  944. for(auto & component : components)
  945. intComps.push_back(new CComponent(component)); //will be deleted by close in window
  946. showYesNoDialog(text, [=]{ cb->selectionMade(1, askID); }, [=]{ cb->selectionMade(0, askID); }, true, intComps);
  947. }
  948. else if(selection)
  949. {
  950. std::vector<CSelectableComponent*> intComps;
  951. for(auto & component : components)
  952. intComps.push_back(new CSelectableComponent(component)); //will be deleted by CSelWindow::close
  953. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  954. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  955. if(cancel)
  956. {
  957. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  958. }
  959. int charperline = 35;
  960. if (pom.size() > 1)
  961. charperline = 50;
  962. auto temp = new CSelWindow(text, playerID, charperline, intComps, pom, askID);
  963. GH.pushInt(temp);
  964. intComps[0]->clickLeft(true, false);
  965. }
  966. }
  967. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  968. {
  969. EVENT_HANDLER_CALLED_BY_CLIENT;
  970. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  971. for(auto & po : pos)
  972. adventureInt->minimap.showTile(po);
  973. if(!pos.empty())
  974. GH.totalRedraw();
  975. }
  976. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  977. {
  978. EVENT_HANDLER_CALLED_BY_CLIENT;
  979. for(auto & po : pos)
  980. adventureInt->minimap.hideTile(po);
  981. if(!pos.empty())
  982. GH.totalRedraw();
  983. }
  984. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  985. {
  986. boost::unique_lock<boost::recursive_mutex> un(*pim);
  987. GH.pushInt(new CHeroWindow(hero));
  988. }
  989. /*
  990. void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
  991. {
  992. boost::unique_lock<boost::recursive_mutex> un(*pim);
  993. if(adventureInt->heroWindow->curHero && adventureInt->heroWindow->curHero->id == hero->id) //hero window is opened
  994. {
  995. adventureInt->heroWindow->deactivate();
  996. adventureInt->heroWindow->setHero(hero);
  997. adventureInt->heroWindow->activate();
  998. }
  999. else if(CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt())) //exchange window is open
  1000. {
  1001. cew->deactivate();
  1002. for(int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
  1003. {
  1004. if(cew->heroInst[g]->id == hero->id)
  1005. {
  1006. cew->heroInst[g] = hero;
  1007. cew->artifs[g]->updateState = true;
  1008. cew->artifs[g]->setHero(hero);
  1009. cew->artifs[g]->updateState = false;
  1010. }
  1011. }
  1012. cew->prepareBackground();
  1013. cew->activate();
  1014. }
  1015. else if(CTradeWindow *caw = dynamic_cast<CTradeWindow*>(GH.topInt()))
  1016. {
  1017. if(caw->arts)
  1018. {
  1019. caw->deactivate();
  1020. caw->arts->updateState = true;
  1021. caw->arts->setHero(hero);
  1022. caw->arts->updateState = false;
  1023. caw->activate();
  1024. }
  1025. }
  1026. updateInfo(hero);
  1027. }*/
  1028. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1029. {
  1030. EVENT_HANDLER_CALLED_BY_CLIENT;
  1031. if(const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1032. {
  1033. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt());
  1034. if(fs)
  1035. fs->creaturesChanged();
  1036. for(IShowActivatable *isa : GH.listInt)
  1037. {
  1038. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa);
  1039. if (ki && townObj)
  1040. ki->townChanged(townObj);
  1041. }
  1042. }
  1043. else if(GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1044. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1045. {
  1046. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt());
  1047. if(crw && crw->dwelling == town)
  1048. crw->availableCreaturesChanged();
  1049. }
  1050. }
  1051. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1052. {
  1053. EVENT_HANDLER_CALLED_BY_CLIENT;
  1054. if(bonus.type == Bonus::NONE)
  1055. return;
  1056. updateInfo(hero);
  1057. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1058. {
  1059. //recalculate paths because hero has lost bonus influencing pathfinding
  1060. eraseCurrentPathOf(hero, false);
  1061. }
  1062. }
  1063. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1064. {
  1065. h & observerInDuelMode;
  1066. h & wanderingHeroes & towns & sleepingHeroes;
  1067. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  1068. if(h.saving)
  1069. {
  1070. for(auto &p : paths)
  1071. {
  1072. if(p.second.nodes.size())
  1073. pathsMap[p.first] = p.second.endPos();
  1074. else
  1075. logGlobal->errorStream() << p.first->name << " has assigned an empty path! Ignoring it...";
  1076. }
  1077. h & pathsMap;
  1078. }
  1079. else
  1080. {
  1081. h & pathsMap;
  1082. CPathsInfo pathsInfo(cb->getMapSize());
  1083. for(auto &p : pathsMap)
  1084. {
  1085. cb->calculatePaths(p.first, pathsInfo);
  1086. CGPath path;
  1087. pathsInfo.getPath(p.second, path);
  1088. paths[p.first] = path;
  1089. logGlobal->traceStream() << boost::format("Restored path for hero %s leading to %s with %d nodes")
  1090. % p.first->nodeName() % p.second % path.nodes.size();
  1091. }
  1092. }
  1093. h & spellbookSettings;
  1094. }
  1095. void CPlayerInterface::saveGame( COSer<CSaveFile> &h, const int version )
  1096. {
  1097. EVENT_HANDLER_CALLED_BY_CLIENT;
  1098. serializeTempl(h,version);
  1099. }
  1100. void CPlayerInterface::loadGame( CISer<CLoadFile> &h, const int version )
  1101. {
  1102. EVENT_HANDLER_CALLED_BY_CLIENT;
  1103. serializeTempl(h,version);
  1104. firstCall = -1;
  1105. }
  1106. void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  1107. {
  1108. logGlobal->traceStream() << __FUNCTION__;
  1109. if(!LOCPLINT->makingTurn)
  1110. return;
  1111. if (!h)
  1112. return; //can't find hero
  1113. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1114. if(showingDialog->get() || !dialogs.empty())
  1115. return;
  1116. duringMovement = true;
  1117. if (adventureInt && adventureInt->isHeroSleeping(h))
  1118. {
  1119. adventureInt->sleepWake.clickLeft(true, false);
  1120. adventureInt->sleepWake.clickLeft(false, true);
  1121. //could've just called
  1122. //adventureInt->fsleepWake();
  1123. //but no authentic button click/sound ;-)
  1124. }
  1125. boost::thread moveHeroTask(boost::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1126. }
  1127. bool CPlayerInterface::shiftPressed() const
  1128. {
  1129. return isShiftKeyDown();
  1130. }
  1131. bool CPlayerInterface::altPressed() const
  1132. {
  1133. return isAltKeyDown();
  1134. }
  1135. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1136. {
  1137. EVENT_HANDLER_CALLED_BY_CLIENT;
  1138. auto onEnd = [=]{ cb->selectionMade(0, queryID); };
  1139. if(stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  1140. {
  1141. onEnd();
  1142. return;
  1143. }
  1144. waitForAllDialogs();
  1145. auto cgw = new CGarrisonWindow(up,down,removableUnits);
  1146. cgw->quit->callback += onEnd;
  1147. GH.pushInt(cgw);
  1148. }
  1149. /**
  1150. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1151. * into a combinational one on an artifact screen. Does not require the combination of
  1152. * artifacts to be legal.
  1153. * @param artifactID ID of a constituent artifact.
  1154. * @param assembleTo ID of artifact to assemble a constituent into, not used when assemble
  1155. * is false.
  1156. * @param assemble True if the artifact is to be assembled, false if it is to be disassembled.
  1157. */
  1158. void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembleTo, bool assemble, CFunctionList<void()> onYes, CFunctionList<void()> onNo)
  1159. {
  1160. const CArtifact &artifact = *CGI->arth->artifacts[artifactID];
  1161. std::string text = artifact.Description();
  1162. text += "\n\n";
  1163. std::vector<CComponent*> scs;
  1164. if (assemble) {
  1165. const CArtifact &assembledArtifact = *CGI->arth->artifacts[assembleTo];
  1166. // You possess all of the components to...
  1167. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact.Name());
  1168. // Picture of assembled artifact at bottom.
  1169. auto sc = new CComponent(CComponent::artifact, assembledArtifact.id, 0);
  1170. //sc->description = assembledArtifact.Description();
  1171. //sc->subtitle = assembledArtifact.Name();
  1172. scs.push_back(sc);
  1173. } else {
  1174. // Do you wish to disassemble this artifact?
  1175. text += CGI->generaltexth->allTexts[733];
  1176. }
  1177. showYesNoDialog(text, onYes, onNo, true, scs);
  1178. }
  1179. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1180. {
  1181. EVENT_HANDLER_CALLED_BY_CLIENT;
  1182. if(pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE)
  1183. stillMoveHero.setn(CONTINUE_MOVE);
  1184. }
  1185. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1186. {
  1187. EVENT_HANDLER_CALLED_BY_CLIENT;
  1188. GH.pushInt(new CExchangeWindow(hero1, hero2, query));
  1189. }
  1190. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1191. {
  1192. EVENT_HANDLER_CALLED_BY_CLIENT;
  1193. //redraw minimap if owner changed
  1194. if(sop->what == ObjProperty::OWNER)
  1195. {
  1196. const CGObjectInstance * obj = cb->getObj(sop->id);
  1197. std::set<int3> pos = obj->getBlockedPos();
  1198. for(auto & po : pos)
  1199. {
  1200. if(cb->isVisible(po))
  1201. adventureInt->minimap.showTile(po);
  1202. }
  1203. if(obj->ID == Obj::TOWN)
  1204. {
  1205. if(obj->tempOwner == playerID)
  1206. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1207. else
  1208. towns -= obj;
  1209. adventureInt->townList.update();
  1210. }
  1211. assert(cb->getTownsInfo().size() == towns.size());
  1212. }
  1213. }
  1214. void CPlayerInterface::initializeHeroTownList()
  1215. {
  1216. std::vector<const CGHeroInstance*> allHeroes = cb->getHeroesInfo();
  1217. /*
  1218. std::vector <const CGHeroInstance *> newWanderingHeroes;
  1219. //applying current heroes order to new heroes info
  1220. int j;
  1221. for (int i = 0; i < wanderingHeroes.size(); i++)
  1222. if ((j = vstd::find_pos(allHeroes, wanderingHeroes[i])) >= 0)
  1223. if (!allHeroes[j]->inTownGarrison)
  1224. {
  1225. newWanderingHeroes += allHeroes[j];
  1226. allHeroes -= allHeroes[j];
  1227. }
  1228. //all the rest of new heroes go the end of the list
  1229. wanderingHeroes.clear();
  1230. wanderingHeroes = newWanderingHeroes;
  1231. newWanderingHeroes.clear();*/
  1232. for (auto & allHeroe : allHeroes)
  1233. if (!allHeroe->inTownGarrison)
  1234. wanderingHeroes += allHeroe;
  1235. std::vector<const CGTownInstance*> allTowns = cb->getTownsInfo();
  1236. /*
  1237. std::vector<const CGTownInstance*> newTowns;
  1238. for (int i = 0; i < towns.size(); i++)
  1239. if ((j = vstd::find_pos(allTowns, towns[i])) >= 0)
  1240. {
  1241. newTowns += allTowns[j];
  1242. allTowns -= allTowns[j];
  1243. }
  1244. towns.clear();
  1245. towns = newTowns;
  1246. newTowns.clear();*/
  1247. for(auto & allTown : allTowns)
  1248. towns.push_back(allTown);
  1249. if (adventureInt)
  1250. adventureInt->updateNextHero(nullptr);
  1251. }
  1252. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1253. {
  1254. EVENT_HANDLER_CALLED_BY_CLIENT;
  1255. waitWhileDialog();
  1256. auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(dwelling, id, count, -1); };
  1257. CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, recruitCb);
  1258. GH.pushInt(cr);
  1259. }
  1260. void CPlayerInterface::waitWhileDialog(bool unlockPim /*= true*/)
  1261. {
  1262. if(GH.amIGuiThread())
  1263. {
  1264. logGlobal->warnStream() << "Cannot wait for dialogs in gui thread (deadlock risk)!";
  1265. return;
  1266. }
  1267. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1268. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1269. while(showingDialog->data)
  1270. showingDialog->cond.wait(un);
  1271. }
  1272. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1273. {
  1274. EVENT_HANDLER_CALLED_BY_CLIENT;
  1275. auto state = obj->shipyardStatus();
  1276. std::vector<si32> cost;
  1277. obj->getBoatCost(cost);
  1278. CShipyardWindow *csw = new CShipyardWindow(cost, state, obj->getBoatType(), [=]{ cb->buildBoat(obj); });
  1279. GH.pushInt(csw);
  1280. }
  1281. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1282. {
  1283. EVENT_HANDLER_CALLED_BY_CLIENT;
  1284. //we might have built a boat in shipyard in opened town screen
  1285. if(obj->ID == Obj::BOAT
  1286. && LOCPLINT->castleInt
  1287. && obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
  1288. {
  1289. CCS->soundh->playSound(soundBase::newBuilding);
  1290. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1291. }
  1292. }
  1293. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1294. {
  1295. EVENT_HANDLER_CALLED_BY_CLIENT;
  1296. waitWhileDialog();
  1297. adventureInt->centerOn (pos);
  1298. if(focusTime)
  1299. {
  1300. GH.totalRedraw();
  1301. #ifdef VCMI_SDL1
  1302. CSDL_Ext::update(screen);
  1303. SDL_Delay(focusTime);
  1304. #else
  1305. {
  1306. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1307. IgnoreEvents ignore(*this);
  1308. SDL_Delay(focusTime);
  1309. }
  1310. #endif
  1311. }
  1312. }
  1313. void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
  1314. {
  1315. EVENT_HANDLER_CALLED_BY_CLIENT;
  1316. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1317. {
  1318. const CGHeroInstance *h = static_cast<const CGHeroInstance*>(obj);
  1319. heroKilled(h);
  1320. }
  1321. }
  1322. bool CPlayerInterface::ctrlPressed() const
  1323. {
  1324. return isCtrlKeyDown();
  1325. }
  1326. void CPlayerInterface::update()
  1327. {
  1328. // if(duringMovement)
  1329. // return;
  1330. // Updating GUI requires locking pim mutex (that protects screen and GUI state).
  1331. // When ending the game, the pim mutex might be hold by other thread,
  1332. // that will notify us about the ending game by setting terminate_cond flag.
  1333. bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
  1334. while(!terminate_cond.get() && !(acquiredTheLockOnPim = pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
  1335. boost::this_thread::sleep(boost::posix_time::milliseconds(15));
  1336. if(!acquiredTheLockOnPim)
  1337. {
  1338. // We broke the while loop above and not because of mutex, so we must be terminating.
  1339. assert(terminate_cond.get());
  1340. return;
  1341. }
  1342. // If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock.
  1343. boost::unique_lock<boost::recursive_mutex> un(*pim, boost::adopt_lock);
  1344. // While mutexes were locked away we may be have stopped being the active interface
  1345. if(LOCPLINT != this)
  1346. return;
  1347. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1348. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  1349. //if there are any waiting dialogs, show them
  1350. if((howManyPeople <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1351. {
  1352. showingDialog->set(true);
  1353. GH.pushInt(dialogs.front());
  1354. dialogs.pop_front();
  1355. }
  1356. //in some conditions we may receive calls before selection is initialized - we must ignore them
  1357. if(adventureInt && !adventureInt->selection && GH.topInt() == adventureInt)
  1358. {
  1359. return;
  1360. }
  1361. // Handles mouse and key input
  1362. GH.updateTime();
  1363. GH.handleEvents();
  1364. if(adventureInt && !adventureInt->isActive() && adventureInt->scrollingDir) //player forces map scrolling though interface is disabled
  1365. GH.totalRedraw();
  1366. else
  1367. GH.simpleRedraw();
  1368. if (settings["general"]["showfps"].Bool())
  1369. GH.drawFPSCounter();
  1370. // draw the mouse cursor and update the screen
  1371. CCS->curh->render();
  1372. }
  1373. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1374. {
  1375. using namespace boost::filesystem;
  1376. using namespace boost::algorithm;
  1377. path gamesDir = VCMIDirs::get().userSavePath();
  1378. std::map<std::time_t, int> dates; //save number => datestamp
  1379. directory_iterator enddir;
  1380. if(!exists(gamesDir))
  1381. create_directory(gamesDir);
  1382. for (directory_iterator dir(gamesDir); dir!=enddir; dir++)
  1383. {
  1384. if(is_regular(dir->status()))
  1385. {
  1386. std::string name = dir->path().leaf().string();
  1387. if(starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1388. {
  1389. char nr = name[namePrefix.size()];
  1390. if(std::isdigit(nr))
  1391. {
  1392. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1393. }
  1394. }
  1395. }
  1396. }
  1397. if(!dates.empty())
  1398. return (--dates.end())->second; //return latest file number
  1399. return 0;
  1400. }
  1401. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1402. {
  1403. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1404. {
  1405. //ho->moveDir = 1;
  1406. ho->isStanding = false;
  1407. CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -31)));
  1408. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, -31)));
  1409. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, -31)));
  1410. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, -31)));
  1411. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 1)));
  1412. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
  1413. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
  1414. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
  1415. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 33)));
  1416. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
  1417. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
  1418. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
  1419. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1420. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1421. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1422. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1423. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
  1424. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
  1425. }
  1426. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1427. {
  1428. //ho->moveDir = 2;
  1429. ho->isStanding = false;
  1430. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, -31)));
  1431. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, -31)));
  1432. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, -31)));
  1433. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
  1434. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
  1435. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
  1436. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
  1437. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
  1438. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
  1439. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1440. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1441. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1442. }
  1443. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1444. {
  1445. //ho->moveDir = 3;
  1446. ho->isStanding = false;
  1447. CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, -31)));
  1448. CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, -31)));
  1449. CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, -31)));
  1450. CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -31)));
  1451. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
  1452. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
  1453. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
  1454. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 1)));
  1455. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
  1456. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
  1457. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
  1458. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 33)));
  1459. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1460. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1461. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1462. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
  1463. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
  1464. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
  1465. }
  1466. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1467. {
  1468. //ho->moveDir = 4;
  1469. ho->isStanding = false;
  1470. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
  1471. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
  1472. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
  1473. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 0)));
  1474. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
  1475. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
  1476. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
  1477. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 32)));
  1478. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
  1479. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
  1480. }
  1481. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1482. {
  1483. //ho->moveDir = 5;
  1484. ho->isStanding = false;
  1485. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
  1486. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
  1487. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
  1488. CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, -1)));
  1489. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
  1490. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
  1491. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
  1492. CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 31)));
  1493. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -1, 63)));
  1494. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 31, 63)));
  1495. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 63, 63)));
  1496. CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 95, 63)));
  1497. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
  1498. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
  1499. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1500. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1501. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1502. std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1503. }
  1504. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1505. {
  1506. //ho->moveDir = 6;
  1507. ho->isStanding = false;
  1508. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
  1509. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
  1510. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
  1511. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
  1512. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
  1513. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
  1514. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 0, 63)));
  1515. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 32, 63)));
  1516. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 64, 63)));
  1517. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1518. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1519. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1520. }
  1521. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1522. {
  1523. //ho->moveDir = 7;
  1524. ho->isStanding = false;
  1525. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, -1)));
  1526. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
  1527. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
  1528. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
  1529. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 31)));
  1530. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
  1531. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
  1532. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
  1533. CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 63)));
  1534. CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 1, 63)));
  1535. CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 33, 63)));
  1536. CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, 65, 63)));
  1537. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
  1538. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
  1539. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1540. std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1541. std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1542. std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
  1543. }
  1544. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1545. {
  1546. //ho->moveDir = 8;
  1547. ho->isStanding = false;
  1548. CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 0)));
  1549. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
  1550. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
  1551. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
  1552. CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(std::make_pair(ho, genRect(32, 32, -31, 32)));
  1553. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
  1554. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
  1555. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
  1556. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
  1557. std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
  1558. }
  1559. }
  1560. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1561. {
  1562. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1563. {
  1564. //setting advmap shift
  1565. adventureInt->terrain.moveX = i-32;
  1566. adventureInt->terrain.moveY = i-32;
  1567. subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
  1568. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
  1569. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
  1570. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
  1571. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
  1572. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
  1573. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
  1574. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
  1575. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
  1576. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
  1577. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
  1578. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
  1579. }
  1580. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1581. {
  1582. //setting advmap shift
  1583. adventureInt->terrain.moveY = i-32;
  1584. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
  1585. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
  1586. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
  1587. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
  1588. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
  1589. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
  1590. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
  1591. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
  1592. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
  1593. }
  1594. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1595. {
  1596. //setting advmap shift
  1597. adventureInt->terrain.moveX = -i+32;
  1598. adventureInt->terrain.moveY = i-32;
  1599. subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
  1600. subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
  1601. subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
  1602. subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
  1603. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
  1604. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
  1605. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
  1606. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
  1607. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
  1608. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
  1609. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
  1610. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
  1611. }
  1612. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1613. {
  1614. //setting advmap shift
  1615. adventureInt->terrain.moveX = -i+32;
  1616. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
  1617. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
  1618. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
  1619. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
  1620. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
  1621. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
  1622. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
  1623. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
  1624. }
  1625. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1626. {
  1627. //setting advmap shift
  1628. adventureInt->terrain.moveX = -i+32;
  1629. adventureInt->terrain.moveY = -i+32;
  1630. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
  1631. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
  1632. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
  1633. subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
  1634. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
  1635. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
  1636. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
  1637. subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
  1638. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
  1639. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
  1640. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
  1641. subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
  1642. }
  1643. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1644. {
  1645. //setting advmap shift
  1646. adventureInt->terrain.moveY = -i+32;
  1647. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
  1648. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
  1649. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
  1650. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
  1651. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
  1652. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
  1653. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
  1654. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
  1655. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
  1656. }
  1657. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1658. {
  1659. //setting advmap shift
  1660. adventureInt->terrain.moveX = i-32;
  1661. adventureInt->terrain.moveY = -i+32;
  1662. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
  1663. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
  1664. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
  1665. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
  1666. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
  1667. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
  1668. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
  1669. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
  1670. subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
  1671. subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
  1672. subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
  1673. subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
  1674. }
  1675. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1676. {
  1677. //setting advmap shift
  1678. adventureInt->terrain.moveX = i-32;
  1679. subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
  1680. subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
  1681. subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
  1682. subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
  1683. subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
  1684. subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
  1685. subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
  1686. subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
  1687. }
  1688. }
  1689. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1690. {
  1691. adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
  1692. if(details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
  1693. {
  1694. delObjRect(hp.x, hp.y-2, hp.z, ho->id);
  1695. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1696. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1697. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1698. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1699. delObjRect(hp.x-3, hp.y, hp.z, ho->id);
  1700. }
  1701. else if(details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
  1702. {
  1703. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1704. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1705. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1706. }
  1707. else if(details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
  1708. {
  1709. delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
  1710. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1711. delObjRect(hp.x+1, hp.y, hp.z, ho->id);
  1712. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1713. delObjRect(hp.x-1, hp.y, hp.z, ho->id);
  1714. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1715. }
  1716. else if(details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
  1717. {
  1718. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1719. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1720. }
  1721. else if(details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
  1722. {
  1723. delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
  1724. delObjRect(hp.x-2, hp.y, hp.z, ho->id);
  1725. delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
  1726. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1727. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1728. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1729. }
  1730. else if(details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
  1731. {
  1732. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1733. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1734. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1735. }
  1736. else if(details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
  1737. {
  1738. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1739. delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
  1740. delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
  1741. delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
  1742. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1743. delObjRect(hp.x, hp.y+1, hp.z, ho->id);
  1744. }
  1745. else if(details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
  1746. {
  1747. delObjRect(hp.x, hp.y-1, hp.z, ho->id);
  1748. delObjRect(hp.x, hp.y, hp.z, ho->id);
  1749. }
  1750. //restoring good rects
  1751. subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
  1752. subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
  1753. subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
  1754. subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
  1755. subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
  1756. subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
  1757. //restoring good order of objects
  1758. std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);
  1759. std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);
  1760. std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);
  1761. std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);
  1762. std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);
  1763. std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);
  1764. }
  1765. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1766. {
  1767. EVENT_HANDLER_CALLED_BY_CLIENT;
  1768. if(player == playerID)
  1769. {
  1770. if(victoryLossCheckResult.loss())
  1771. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1772. if(LOCPLINT == this)
  1773. {
  1774. GH.curInt = this; //waiting for dialogs requires this to get events
  1775. waitForAllDialogs(); //wait till all dialogs are displayed and closed
  1776. }
  1777. --howManyPeople;
  1778. if(howManyPeople == 0) //all human players eliminated
  1779. {
  1780. if(adventureInt)
  1781. {
  1782. terminate_cond.setn(true);
  1783. adventureInt->deactivate();
  1784. if(GH.topInt() == adventureInt)
  1785. GH.popInt(adventureInt);
  1786. delete adventureInt;
  1787. adventureInt = nullptr;
  1788. }
  1789. }
  1790. if(cb->getStartInfo()->mode == StartInfo::CAMPAIGN)
  1791. {
  1792. // if you lose the campaign go back to the main menu
  1793. // campaign wins are handled in proposeNextMission
  1794. if(victoryLossCheckResult.loss()) requestReturningToMainMenu();
  1795. }
  1796. else
  1797. {
  1798. if(howManyPeople == 0) //all human players eliminated
  1799. {
  1800. requestReturningToMainMenu();
  1801. }
  1802. else if(victoryLossCheckResult.victory() && LOCPLINT == this) // end game if current human player has won
  1803. {
  1804. requestReturningToMainMenu();
  1805. }
  1806. }
  1807. if(GH.curInt == this) GH.curInt = nullptr;
  1808. }
  1809. else
  1810. {
  1811. if(victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1812. {
  1813. std::string str = victoryLossCheckResult.messageToSelf;
  1814. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1815. showInfoDialog(str, std::vector<CComponent*>(1, new CComponent(CComponent::flag, player.getNum(), 0)));
  1816. }
  1817. }
  1818. }
  1819. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1820. {
  1821. EVENT_HANDLER_CALLED_BY_CLIENT;
  1822. }
  1823. void CPlayerInterface::showPuzzleMap()
  1824. {
  1825. EVENT_HANDLER_CALLED_BY_CLIENT;
  1826. waitWhileDialog();
  1827. //TODO: interface should not know the real position of Grail...
  1828. double ratio = 0;
  1829. int3 grailPos = cb->getGrailPos(ratio);
  1830. GH.pushInt(new CPuzzleWindow(grailPos, ratio));
  1831. }
  1832. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1833. {
  1834. EVENT_HANDLER_CALLED_BY_CLIENT;
  1835. if (spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1836. {
  1837. eraseCurrentPathOf(caster, false);
  1838. }
  1839. const CSpell * spell = CGI->spellh->objects[spellID];
  1840. auto castSoundPath = spell->getCastSound();
  1841. if (!castSoundPath.empty())
  1842. CCS->soundh->playSound(castSoundPath);
  1843. }
  1844. void CPlayerInterface::eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath /*= true */ )
  1845. {
  1846. if(checkForExistanceOfPath)
  1847. {
  1848. assert(vstd::contains(paths, ho));
  1849. }
  1850. else if (!vstd::contains(paths, ho))
  1851. {
  1852. return;
  1853. }
  1854. assert(ho == adventureInt->selection);
  1855. paths.erase(ho);
  1856. adventureInt->terrain.currentPath = nullptr;
  1857. adventureInt->updateMoveHero(ho, false);
  1858. }
  1859. void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
  1860. {
  1861. adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
  1862. 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
  1863. eraseCurrentPathOf(ho);
  1864. }
  1865. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1866. {
  1867. if(vstd::contains(paths,h)) //hero has assigned path
  1868. {
  1869. CGPath &path = paths[h];
  1870. if(!path.nodes.size())
  1871. {
  1872. logGlobal->warnStream() << "Warning: empty path found...";
  1873. paths.erase(h);
  1874. }
  1875. else
  1876. {
  1877. assert(h->getPosition(false) == path.startPos());
  1878. //update the hero path in case of something has changed on map
  1879. if(LOCPLINT->cb->getPath2(path.endPos(), path))
  1880. return &path;
  1881. else
  1882. paths.erase(h);
  1883. }
  1884. }
  1885. return nullptr;
  1886. }
  1887. void CPlayerInterface::acceptTurn()
  1888. {
  1889. if(settings["session"]["autoSkip"].Bool())
  1890. {
  1891. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  1892. iw->close();
  1893. }
  1894. waitWhileDialog();
  1895. if(howManyPeople > 1)
  1896. adventureInt->startTurn();
  1897. adventureInt->heroList.update();
  1898. adventureInt->townList.update();
  1899. const CGHeroInstance * heroToSelect = nullptr;
  1900. // find first non-sleeping hero
  1901. for (auto hero : wanderingHeroes)
  1902. {
  1903. if (boost::range::find(sleepingHeroes, hero) == sleepingHeroes.end())
  1904. {
  1905. heroToSelect = hero;
  1906. break;
  1907. }
  1908. }
  1909. //select first hero if available.
  1910. if(heroToSelect != nullptr)
  1911. {
  1912. adventureInt->select(heroToSelect);
  1913. }
  1914. else
  1915. adventureInt->select(towns.front());
  1916. //show new day animation and sound on infobar
  1917. adventureInt->infoBar.showDate();
  1918. adventureInt->updateNextHero(nullptr);
  1919. adventureInt->showAll(screen);
  1920. if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  1921. {
  1922. if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt()))
  1923. iw->close();
  1924. adventureInt->endTurn.callback();
  1925. }
  1926. // warn player if he has no town
  1927. if(cb->howManyTowns() == 0)
  1928. {
  1929. auto playerColor = *cb->getPlayerID();
  1930. std::vector<Component> components;
  1931. components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
  1932. MetaString text;
  1933. auto daysWithoutCastle = *cb->getPlayer(playerColor)->daysWithoutCastle;
  1934. if (daysWithoutCastle < 6)
  1935. {
  1936. 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.
  1937. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1938. text.addReplacement(7 - daysWithoutCastle);
  1939. }
  1940. else if(daysWithoutCastle == 6)
  1941. {
  1942. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1943. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1944. }
  1945. showInfoDialogAndWait(components, text);
  1946. }
  1947. }
  1948. void CPlayerInterface::tryDiggging(const CGHeroInstance *h)
  1949. {
  1950. std::string hlp;
  1951. CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
  1952. int msgToShow = -1;
  1953. CGHeroInstance::ECanDig isDiggingPossible = h->diggingStatus();
  1954. if(hlp.length())
  1955. isDiggingPossible = CGHeroInstance::TILE_OCCUPIED; //TODO integrate with canDig
  1956. switch(isDiggingPossible)
  1957. {
  1958. case CGHeroInstance::CAN_DIG:
  1959. break;
  1960. case CGHeroInstance::LACK_OF_MOVEMENT:
  1961. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1962. break;
  1963. case CGHeroInstance::TILE_OCCUPIED:
  1964. msgToShow = 97; //Try searching on clear ground.
  1965. break;
  1966. case CGHeroInstance::WRONG_TERRAIN:
  1967. msgToShow = 60; ////Try looking on land!
  1968. break;
  1969. default:
  1970. assert(0);
  1971. }
  1972. if(msgToShow < 0)
  1973. cb->dig(h);
  1974. else
  1975. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1976. }
  1977. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1978. {
  1979. adventureInt->infoBar.showSelection();
  1980. }
  1981. void CPlayerInterface::battleNewRoundFirst( int round )
  1982. {
  1983. EVENT_HANDLER_CALLED_BY_CLIENT;
  1984. BATTLE_EVENT_POSSIBLE_RETURN;
  1985. battleInt->newRoundFirst(round);
  1986. }
  1987. void CPlayerInterface::stopMovement()
  1988. {
  1989. if(stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1990. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1991. }
  1992. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1993. {
  1994. EVENT_HANDLER_CALLED_BY_CLIENT;
  1995. if(market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  1996. {
  1997. //EEMarketMode mode = market->availableModes().front();
  1998. if(market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1999. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::ARTIFACT_EXP));
  2000. else if(market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  2001. GH.pushInt(new CAltarWindow(market, visitor, EMarketMode::CREATURE_EXP));
  2002. }
  2003. else
  2004. GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front()));
  2005. }
  2006. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  2007. {
  2008. EVENT_HANDLER_CALLED_BY_CLIENT;
  2009. auto cuw = new CUniversityWindow(visitor, market);
  2010. GH.pushInt(cuw);
  2011. }
  2012. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  2013. {
  2014. EVENT_HANDLER_CALLED_BY_CLIENT;
  2015. auto chfw = new CHillFortWindow(visitor, object);
  2016. GH.pushInt(chfw);
  2017. }
  2018. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
  2019. {
  2020. EVENT_HANDLER_CALLED_BY_CLIENT;
  2021. if(CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt()))
  2022. cmw->artifactsChanged(false);
  2023. }
  2024. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  2025. {
  2026. EVENT_HANDLER_CALLED_BY_CLIENT;
  2027. auto tv = new CTavernWindow(townOrTavern);
  2028. GH.pushInt(tv);
  2029. }
  2030. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  2031. {
  2032. EVENT_HANDLER_CALLED_BY_CLIENT;
  2033. auto tgw = new CThievesGuildWindow(obj);
  2034. GH.pushInt(tgw);
  2035. }
  2036. void CPlayerInterface::showQuestLog()
  2037. {
  2038. EVENT_HANDLER_CALLED_BY_CLIENT;
  2039. CQuestLog * ql = new CQuestLog (LOCPLINT->cb->getMyQuests());
  2040. GH.pushInt (ql);
  2041. }
  2042. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  2043. {
  2044. if(obj->shipyardStatus() != IBoatGenerator::GOOD)
  2045. {
  2046. MetaString txt;
  2047. obj->getProblemText(txt);
  2048. showInfoDialog(txt.toString());
  2049. }
  2050. else
  2051. showShipyardDialog(obj);
  2052. }
  2053. void CPlayerInterface::requestReturningToMainMenu()
  2054. {
  2055. sendCustomEvent(RETURN_TO_MAIN_MENU);
  2056. cb->unregisterAllInterfaces();
  2057. }
  2058. void CPlayerInterface::requestStoppingClient()
  2059. {
  2060. sendCustomEvent(STOP_CLIENT);
  2061. }
  2062. void CPlayerInterface::sendCustomEvent( int code )
  2063. {
  2064. CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
  2065. }
  2066. void CPlayerInterface::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  2067. {
  2068. EVENT_HANDLER_CALLED_BY_CLIENT;
  2069. garrisonChanged(location.army);
  2070. }
  2071. void CPlayerInterface::stackChangedType(const StackLocation &location, const CCreature &newType)
  2072. {
  2073. EVENT_HANDLER_CALLED_BY_CLIENT;
  2074. garrisonChanged(location.army);
  2075. }
  2076. void CPlayerInterface::stacksErased(const StackLocation &location)
  2077. {
  2078. EVENT_HANDLER_CALLED_BY_CLIENT;
  2079. garrisonChanged(location.army);
  2080. }
  2081. void CPlayerInterface::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  2082. {
  2083. EVENT_HANDLER_CALLED_BY_CLIENT;
  2084. std::vector<const CGObjectInstance *> objects;
  2085. objects.push_back(loc1.army);
  2086. if(loc2.army != loc1.army)
  2087. objects.push_back(loc2.army);
  2088. garrisonsChanged(objects);
  2089. }
  2090. void CPlayerInterface::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  2091. {
  2092. EVENT_HANDLER_CALLED_BY_CLIENT;
  2093. garrisonChanged(location.army);
  2094. }
  2095. void CPlayerInterface::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  2096. {
  2097. EVENT_HANDLER_CALLED_BY_CLIENT;
  2098. std::vector<const CGObjectInstance *> objects;
  2099. objects.push_back(src.army);
  2100. if(src.army != dst.army)
  2101. objects.push_back(dst.army);
  2102. garrisonsChanged(objects);
  2103. }
  2104. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  2105. {
  2106. EVENT_HANDLER_CALLED_BY_CLIENT;
  2107. }
  2108. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  2109. {
  2110. EVENT_HANDLER_CALLED_BY_CLIENT;
  2111. adventureInt->infoBar.showSelection();
  2112. for(IShowActivatable *isa : GH.listInt)
  2113. {
  2114. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2115. if(artWin)
  2116. artWin->artifactRemoved(al);
  2117. }
  2118. }
  2119. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  2120. {
  2121. EVENT_HANDLER_CALLED_BY_CLIENT;
  2122. adventureInt->infoBar.showSelection();
  2123. for(IShowActivatable *isa : GH.listInt)
  2124. {
  2125. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2126. if(artWin)
  2127. artWin->artifactMoved(src, dst);
  2128. }
  2129. }
  2130. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  2131. {
  2132. EVENT_HANDLER_CALLED_BY_CLIENT;
  2133. adventureInt->infoBar.showSelection();
  2134. for(IShowActivatable *isa : GH.listInt)
  2135. {
  2136. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2137. if(artWin)
  2138. artWin->artifactAssembled(al);
  2139. }
  2140. }
  2141. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  2142. {
  2143. EVENT_HANDLER_CALLED_BY_CLIENT;
  2144. adventureInt->infoBar.showSelection();
  2145. for(IShowActivatable *isa : GH.listInt)
  2146. {
  2147. auto artWin = dynamic_cast<CArtifactHolder*>(isa);
  2148. if(artWin)
  2149. artWin->artifactDisassembled(al);
  2150. }
  2151. }
  2152. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  2153. {
  2154. EVENT_HANDLER_CALLED_BY_CLIENT;
  2155. adventureInt->infoBar.showSelection();
  2156. if (!vstd::contains (GH.listInt, adventureInt))
  2157. {
  2158. GH.popInts (GH.listInt.size()); //after map load - remove everything else
  2159. GH.pushInt (adventureInt);
  2160. }
  2161. else
  2162. {
  2163. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front())) //don't remove dialogs that expect query answer
  2164. GH.popInts(1);
  2165. }
  2166. if(howManyPeople == 1)
  2167. {
  2168. GH.curInt = this;
  2169. adventureInt->startTurn();
  2170. }
  2171. if(player != playerID && this == LOCPLINT)
  2172. {
  2173. waitWhileDialog();
  2174. adventureInt->aiTurnStarted();
  2175. }
  2176. }
  2177. void CPlayerInterface::waitForAllDialogs(bool unlockPim /*= true*/)
  2178. {
  2179. while(!dialogs.empty())
  2180. {
  2181. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  2182. SDL_Delay(5);
  2183. }
  2184. waitWhileDialog(unlockPim);
  2185. }
  2186. void CPlayerInterface::proposeLoadingGame()
  2187. {
  2188. showYesNoDialog(CGI->generaltexth->allTexts[68], [this] { sendCustomEvent(RETURN_TO_MENU_LOAD); }, 0, false);
  2189. }
  2190. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  2191. {
  2192. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  2193. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  2194. }
  2195. bool CPlayerInterface::capturedAllEvents()
  2196. {
  2197. if(duringMovement)
  2198. {
  2199. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  2200. return true;
  2201. }
  2202. if(ignoreEvents)
  2203. {
  2204. boost::unique_lock<boost::mutex> un(eventsM);
  2205. while(!events.empty())
  2206. {
  2207. events.pop();
  2208. }
  2209. return true;
  2210. }
  2211. return false;
  2212. }
  2213. void CPlayerInterface::doMoveHero(const CGHeroInstance* h, CGPath path)
  2214. {
  2215. int i = 1;
  2216. {
  2217. path.convert(0);
  2218. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  2219. stillMoveHero.data = CONTINUE_MOVE;
  2220. ETerrainType currentTerrain = ETerrainType::BORDER; // not init yet
  2221. ETerrainType newTerrain;
  2222. int sh = -1;
  2223. const TerrainTile * curTile = cb->getTile(CGHeroInstance::convertPosition(h->pos, false));
  2224. for(i=path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || curTile->blocked); i--)
  2225. {
  2226. //changing z coordinate means we're moving through subterranean gate -> it's done automatically upon the visit, so we don't have to request that move here
  2227. if(path.nodes[i-1].coord.z != path.nodes[i].coord.z)
  2228. continue;
  2229. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  2230. if(path.nodes[i-1].turns)
  2231. {
  2232. stillMoveHero.data = STOP_MOVE;
  2233. break;
  2234. }
  2235. // Start a new sound for the hero movement or let the existing one carry on.
  2236. #if 0
  2237. // TODO
  2238. if (hero is flying && sh == -1)
  2239. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  2240. #endif
  2241. {
  2242. newTerrain = cb->getTile(CGHeroInstance::convertPosition(path.nodes[i].coord, false))->terType;
  2243. if (newTerrain != currentTerrain)
  2244. {
  2245. CCS->soundh->stopSound(sh);
  2246. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
  2247. currentTerrain = newTerrain;
  2248. }
  2249. }
  2250. stillMoveHero.data = WAITING_MOVE;
  2251. int3 endpos(path.nodes[i-1].coord.x, path.nodes[i-1].coord.y, h->pos.z);
  2252. bool guarded = CGI->mh->map->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  2253. logGlobal->traceStream() << "Requesting hero movement to " << endpos;
  2254. cb->moveHero(h,endpos);
  2255. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  2256. stillMoveHero.cond.wait(un);
  2257. logGlobal->traceStream() << "Resuming " << __FUNCTION__;
  2258. if (guarded || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  2259. break;
  2260. }
  2261. CCS->soundh->stopSound(sh);
  2262. }
  2263. //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
  2264. if(!showingDialog->get())
  2265. GH.fakeMouseMove();
  2266. //todo: this should be in main thread
  2267. if (adventureInt)
  2268. {
  2269. // (i == 0) means hero went through all the path
  2270. adventureInt->updateMoveHero(h, (i != 0));
  2271. adventureInt->updateNextHero(h);
  2272. }
  2273. duringMovement = false;
  2274. }