CPlayerInterface.cpp 73 KB

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  1. /*
  2. * CPlayerInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include <vcmi/Artifact.h>
  12. #include "windows/CAdvmapInterface.h"
  13. #include "battle/BattleInterface.h"
  14. #include "battle/BattleEffectsController.h"
  15. #include "battle/BattleFieldController.h"
  16. #include "battle/BattleInterfaceClasses.h"
  17. #include "battle/BattleWindow.h"
  18. #include "../CCallback.h"
  19. #include "windows/CCastleInterface.h"
  20. #include "gui/CursorHandler.h"
  21. #include "windows/CKingdomInterface.h"
  22. #include "CGameInfo.h"
  23. #include "windows/CHeroWindow.h"
  24. #include "windows/CCreatureWindow.h"
  25. #include "windows/CQuestLog.h"
  26. #include "CMessage.h"
  27. #include "CPlayerInterface.h"
  28. #include "gui/SDL_Extensions.h"
  29. #include "widgets/CComponent.h"
  30. #include "windows/CTradeWindow.h"
  31. #include "windows/CSpellWindow.h"
  32. #include "../lib/CConfigHandler.h"
  33. #include "Graphics.h"
  34. #include "windows/GUIClasses.h"
  35. #include "../lib/CArtHandler.h"
  36. #include "../lib/CGeneralTextHandler.h"
  37. #include "../lib/CHeroHandler.h"
  38. #include "../lib/serializer/CTypeList.h"
  39. #include "../lib/serializer/BinaryDeserializer.h"
  40. #include "../lib/serializer/BinarySerializer.h"
  41. #include "../lib/spells/CSpellHandler.h"
  42. #include "../lib/CTownHandler.h"
  43. #include "../lib/mapObjects/CObjectClassesHandler.h" // For displaying correct UI when interacting with objects
  44. #include "../lib/CStack.h"
  45. #include "../lib/JsonNode.h"
  46. #include "CMusicHandler.h"
  47. #include "../lib/CondSh.h"
  48. #include "../lib/NetPacksBase.h"
  49. #include "../lib/NetPacks.h"//todo: remove
  50. #include "../lib/mapping/CMap.h"
  51. #include "../lib/VCMIDirs.h"
  52. #include "mapHandler.h"
  53. #include "../lib/CStopWatch.h"
  54. #include "../lib/StartInfo.h"
  55. #include "../lib/CPlayerState.h"
  56. #include "../lib/GameConstants.h"
  57. #include "gui/CGuiHandler.h"
  58. #include "gui/CAnimation.h"
  59. #include "windows/InfoWindows.h"
  60. #include "../lib/UnlockGuard.h"
  61. #include "../lib/CPathfinder.h"
  62. #include <SDL.h>
  63. #include "CServerHandler.h"
  64. // FIXME: only needed for CGameState::mutex
  65. #include "../lib/CGameState.h"
  66. #include "gui/NotificationHandler.h"
  67. // The macro below is used to mark functions that are called by client when game state changes.
  68. // They all assume that CPlayerInterface::pim mutex is locked.
  69. #define EVENT_HANDLER_CALLED_BY_CLIENT
  70. // The macro marks functions that are run on a new thread by client.
  71. // They do not own any mutexes intiially.
  72. #define THREAD_CREATED_BY_CLIENT
  73. #define RETURN_IF_QUICK_COMBAT \
  74. if (isAutoFightOn && !battleInt) \
  75. return;
  76. #define BATTLE_EVENT_POSSIBLE_RETURN\
  77. if (LOCPLINT != this) \
  78. return; \
  79. RETURN_IF_QUICK_COMBAT
  80. using namespace CSDL_Ext;
  81. extern std::queue<SDL_Event> SDLEventsQueue;
  82. extern boost::mutex eventsM;
  83. boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
  84. CPlayerInterface * LOCPLINT;
  85. std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
  86. enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
  87. CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
  88. static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
  89. {
  90. return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
  91. }
  92. struct HeroObjectRetriever : boost::static_visitor<const CGHeroInstance *>
  93. {
  94. const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
  95. {
  96. return h;
  97. }
  98. const CGHeroInstance * operator()(const ConstTransitivePtr<CStackInstance> &s) const
  99. {
  100. return nullptr;
  101. }
  102. };
  103. CPlayerInterface::CPlayerInterface(PlayerColor Player)
  104. {
  105. logGlobal->trace("\tHuman player interface for player %s being constructed", Player.getStr());
  106. destinationTeleport = ObjectInstanceID();
  107. destinationTeleportPos = int3(-1);
  108. GH.defActionsDef = 0;
  109. LOCPLINT = this;
  110. curAction = nullptr;
  111. playerID=Player;
  112. human=true;
  113. currentSelection = nullptr;
  114. battleInt = nullptr;
  115. castleInt = nullptr;
  116. makingTurn = false;
  117. showingDialog = new CondSh<bool>(false);
  118. cingconsole = new CInGameConsole();
  119. GH.terminate_cond->set(false);
  120. firstCall = 1; //if loading will be overwritten in serialize
  121. autosaveCount = 0;
  122. isAutoFightOn = false;
  123. duringMovement = false;
  124. ignoreEvents = false;
  125. }
  126. CPlayerInterface::~CPlayerInterface()
  127. {
  128. if(CCS && CCS->soundh)
  129. CCS->soundh->ambientStopAllChannels();
  130. logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
  131. delete showingDialog;
  132. delete cingconsole;
  133. if (LOCPLINT == this)
  134. LOCPLINT = nullptr;
  135. }
  136. void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
  137. {
  138. cb = CB;
  139. env = ENV;
  140. CCS->soundh->loadHorseSounds();
  141. CCS->musich->loadTerrainMusicThemes();
  142. initializeHeroTownList();
  143. // always recreate advmap interface to avoid possible memory-corruption bugs
  144. adventureInt.reset(new CAdvMapInt());
  145. }
  146. void CPlayerInterface::yourTurn()
  147. {
  148. EVENT_HANDLER_CALLED_BY_CLIENT;
  149. {
  150. boost::unique_lock<boost::mutex> lock(eventsM); //block handling events until interface is ready
  151. LOCPLINT = this;
  152. GH.curInt = this;
  153. adventureInt->selection = nullptr;
  154. NotificationHandler::notify("Your turn");
  155. std::string prefix = settings["session"]["saveprefix"].String();
  156. int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
  157. if (firstCall)
  158. {
  159. if(CSH->howManyPlayerInterfaces() == 1)
  160. adventureInt->setPlayer(playerID);
  161. autosaveCount = getLastIndex(prefix + "Autosave_");
  162. if (firstCall > 0) //new game, not loaded
  163. {
  164. int index = getLastIndex(prefix + "Newgame_");
  165. index %= SAVES_COUNT;
  166. cb->save("Saves/" + prefix + "Newgame_Autosave_" + boost::lexical_cast<std::string>(index + 1));
  167. }
  168. firstCall = 0;
  169. }
  170. else if(frequency > 0 && cb->getDate() % frequency == 0)
  171. {
  172. LOCPLINT->cb->save("Saves/" + prefix + "Autosave_" + boost::lexical_cast<std::string>(autosaveCount++ + 1));
  173. autosaveCount %= 5;
  174. }
  175. if (adventureInt->player != playerID)
  176. adventureInt->setPlayer(playerID);
  177. if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
  178. {
  179. adventureInt->startHotSeatWait(playerID);
  180. makingTurn = true;
  181. std::string msg = CGI->generaltexth->allTexts[13];
  182. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  183. std::vector<std::shared_ptr<CComponent>> cmp;
  184. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  185. showInfoDialog(msg, cmp);
  186. }
  187. else
  188. {
  189. makingTurn = true;
  190. adventureInt->startTurn();
  191. }
  192. }
  193. acceptTurn();
  194. }
  195. void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
  196. {
  197. EVENT_HANDLER_CALLED_BY_CLIENT;
  198. waitWhileDialog();
  199. if(LOCPLINT != this)
  200. return;
  201. //FIXME: read once and store
  202. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
  203. return;
  204. const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
  205. int3 hp = details.start;
  206. if(!hero)
  207. {
  208. //AI hero left the visible area (we can't obtain info)
  209. //TODO very evil workaround -> retrieve pointer to hero so we could animate it
  210. // TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
  211. const TerrainTile2 & tile = CGI->mh->ttiles[hp.z][hp.x - 1][hp.y];
  212. for(auto & elem : tile.objects)
  213. if(elem.obj && elem.obj->id == details.id)
  214. hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
  215. if(!hero) //still nothing...
  216. return;
  217. }
  218. bool directlyAttackingCreature =
  219. details.attackedFrom
  220. && adventureInt->terrain.currentPath //in case if movement has been canceled in the meantime and path was already erased
  221. && adventureInt->terrain.currentPath->nodes.size() == 3;//FIXME should be 2 but works nevertheless...
  222. if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
  223. {
  224. updateAmbientSounds();
  225. //We may need to change music - select new track, music handler will change it if needed
  226. CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType->name, true, false);
  227. if(details.result == TryMoveHero::TELEPORTATION)
  228. {
  229. if(adventureInt->terrain.currentPath)
  230. {
  231. assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
  232. std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
  233. if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
  234. && (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
  235. {
  236. //path was between entrance and exit of teleport -> OK, erase node as usual
  237. removeLastNodeFromPath(hero);
  238. }
  239. else
  240. {
  241. //teleport was not along current path, it'll now be invalid (hero is somewhere else)
  242. eraseCurrentPathOf(hero);
  243. }
  244. }
  245. adventureInt->centerOn(hero, true); //actualizing screen pos
  246. adventureInt->minimap.redraw();
  247. adventureInt->heroList.update(hero);
  248. return; //teleport - no fancy moving animation
  249. //TODO: smooth disappear / appear effect
  250. }
  251. if(hero->pos != details.end //hero didn't change tile but visit succeeded
  252. || directlyAttackingCreature) // or creature was attacked from endangering tile.
  253. {
  254. eraseCurrentPathOf(hero, false);
  255. }
  256. else if(adventureInt->terrain.currentPath && hero->pos == details.end) //&& hero is moving
  257. {
  258. if(details.start != details.end) //so we don't touch path when revisiting with spacebar
  259. removeLastNodeFromPath(hero);
  260. }
  261. }
  262. if(details.stopMovement()) //hero failed to move
  263. {
  264. hero->isStanding = true;
  265. stillMoveHero.setn(STOP_MOVE);
  266. GH.totalRedraw();
  267. adventureInt->heroList.update(hero);
  268. return;
  269. }
  270. ui32 speed = 0;
  271. if(settings["session"]["spectate"].Bool())
  272. {
  273. if(!settings["session"]["spectate-hero-speed"].isNull())
  274. speed = static_cast<ui32>(settings["session"]["spectate-hero-speed"].Integer());
  275. }
  276. else if(makingTurn) // our turn, our hero moves
  277. speed = static_cast<ui32>(settings["adventure"]["heroSpeed"].Float());
  278. else
  279. speed = static_cast<ui32>(settings["adventure"]["enemySpeed"].Float());
  280. if(speed == 0)
  281. {
  282. //FIXME: is this a proper solution?
  283. CGI->mh->hideObject(hero);
  284. CGI->mh->printObject(hero);
  285. return; // no animation
  286. }
  287. adventureInt->centerOn(hero); //actualizing screen pos
  288. adventureInt->minimap.redraw();
  289. adventureInt->heroList.redraw();
  290. initMovement(details, hero, hp);
  291. auto waitFrame = [&]()
  292. {
  293. int frameNumber = GH.mainFPSmng->getFrameNumber();
  294. auto unlockPim = vstd::makeUnlockGuard(*pim);
  295. while(frameNumber == GH.mainFPSmng->getFrameNumber())
  296. SDL_Delay(5);
  297. };
  298. //first initializing done
  299. //main moving
  300. for(int i = 1; i < 32; i += 2 * speed)
  301. {
  302. movementPxStep(details, i, hp, hero);
  303. #ifndef VCMI_ANDROID
  304. // currently android doesn't seem to be able to handle all these full redraws here, so let's disable it so at least it looks less choppy;
  305. // most likely this is connected with the way that this manual animation+framerate handling is solved
  306. adventureInt->updateScreen = true;
  307. #endif
  308. //evil returns here ...
  309. //todo: get rid of it
  310. waitFrame(); //for animation purposes
  311. }
  312. //main moving done
  313. //finishing move
  314. finishMovement(details, hp, hero);
  315. hero->isStanding = true;
  316. //move finished
  317. adventureInt->minimap.redraw();
  318. adventureInt->heroList.update(hero);
  319. //check if user cancelled movement
  320. {
  321. boost::unique_lock<boost::mutex> un(eventsM);
  322. while(!SDLEventsQueue.empty())
  323. {
  324. SDL_Event ev = SDLEventsQueue.front();
  325. SDLEventsQueue.pop();
  326. switch(ev.type)
  327. {
  328. case SDL_MOUSEBUTTONDOWN:
  329. stillMoveHero.setn(STOP_MOVE);
  330. break;
  331. case SDL_KEYDOWN:
  332. if (ev.key.keysym.sym < SDLK_F1 || ev.key.keysym.sym > SDLK_F15)
  333. stillMoveHero.setn(STOP_MOVE);
  334. break;
  335. }
  336. }
  337. }
  338. if (stillMoveHero.get() == WAITING_MOVE)
  339. stillMoveHero.setn(DURING_MOVE);
  340. // Hero attacked creature directly, set direction to face it.
  341. if (directlyAttackingCreature) {
  342. // Get direction to attacker.
  343. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
  344. static const ui8 dirLookup[3][3] = {
  345. { 1, 2, 3 },
  346. { 8, 0, 4 },
  347. { 7, 6, 5 }
  348. };
  349. // FIXME: Avoid const_cast, make moveDir mutable in some other way?
  350. const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
  351. }
  352. }
  353. void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
  354. {
  355. EVENT_HANDLER_CALLED_BY_CLIENT;
  356. LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->name % playerID);
  357. const CArmedInstance *newSelection = nullptr;
  358. if (makingTurn)
  359. {
  360. //find new object for selection: either hero
  361. int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
  362. if (next >= 0)
  363. newSelection = wanderingHeroes[next];
  364. //or town
  365. if (!newSelection || newSelection == hero)
  366. {
  367. if (towns.empty())
  368. newSelection = nullptr;
  369. else
  370. newSelection = towns.front();
  371. }
  372. }
  373. wanderingHeroes -= hero;
  374. adventureInt->heroList.update(hero);
  375. if (makingTurn && newSelection)
  376. adventureInt->select(newSelection, true);
  377. else if (adventureInt->selection == hero)
  378. adventureInt->selection = nullptr;
  379. if (vstd::contains(paths, hero))
  380. paths.erase(hero);
  381. }
  382. void CPlayerInterface::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
  383. {
  384. EVENT_HANDLER_CALLED_BY_CLIENT;
  385. if(start && visitedObj)
  386. {
  387. if(visitedObj->getVisitSound())
  388. CCS->soundh->playSound(visitedObj->getVisitSound().get());
  389. }
  390. }
  391. void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
  392. {
  393. EVENT_HANDLER_CALLED_BY_CLIENT;
  394. wanderingHeroes.push_back(hero);
  395. adventureInt->heroList.update(hero);
  396. }
  397. void CPlayerInterface::openTownWindow(const CGTownInstance * town)
  398. {
  399. if(castleInt)
  400. castleInt->close();
  401. castleInt = nullptr;
  402. auto newCastleInt = std::make_shared<CCastleInterface>(town);
  403. GH.pushInt(newCastleInt);
  404. }
  405. int3 CPlayerInterface::repairScreenPos(int3 pos)
  406. {
  407. if (pos.x<-CGI->mh->frameW)
  408. pos.x = -CGI->mh->frameW;
  409. if (pos.y<-CGI->mh->frameH)
  410. pos.y = -CGI->mh->frameH;
  411. if (pos.x>CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW)
  412. pos.x = CGI->mh->sizes.x - adventureInt->terrain.tilesw + CGI->mh->frameW;
  413. if (pos.y>CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH)
  414. pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
  415. return pos;
  416. }
  417. void CPlayerInterface::activateForSpectator()
  418. {
  419. adventureInt->state = CAdvMapInt::INGAME;
  420. adventureInt->activate();
  421. adventureInt->minimap.activate();
  422. }
  423. void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  424. {
  425. EVENT_HANDLER_CALLED_BY_CLIENT;
  426. if (which == 4)
  427. {
  428. if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
  429. ctw->setExpToLevel();
  430. }
  431. else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
  432. updateInfo(hero);
  433. }
  434. void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  435. {
  436. EVENT_HANDLER_CALLED_BY_CLIENT;
  437. CUniversityWindow* cuw = dynamic_cast<CUniversityWindow*>(GH.topInt().get());
  438. if (cuw) //university window is open
  439. {
  440. GH.totalRedraw();
  441. }
  442. }
  443. void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
  444. {
  445. EVENT_HANDLER_CALLED_BY_CLIENT;
  446. updateInfo(hero);
  447. if (makingTurn && hero->tempOwner == playerID)
  448. adventureInt->heroList.update(hero);
  449. }
  450. void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
  451. {
  452. EVENT_HANDLER_CALLED_BY_CLIENT;
  453. if (makingTurn && hero->tempOwner == playerID)
  454. adventureInt->heroList.update(hero);
  455. }
  456. void CPlayerInterface::receivedResource()
  457. {
  458. EVENT_HANDLER_CALLED_BY_CLIENT;
  459. if (CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt().get()))
  460. mw->resourceChanged();
  461. GH.totalRedraw();
  462. }
  463. void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
  464. {
  465. EVENT_HANDLER_CALLED_BY_CLIENT;
  466. waitWhileDialog();
  467. CCS->soundh->playSound(soundBase::heroNewLevel);
  468. GH.pushIntT<CLevelWindow>(hero, pskill, skills, [=](ui32 selection)
  469. {
  470. cb->selectionMade(selection, queryID);
  471. });
  472. }
  473. void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  474. {
  475. EVENT_HANDLER_CALLED_BY_CLIENT;
  476. waitWhileDialog();
  477. CCS->soundh->playSound(soundBase::heroNewLevel);
  478. GH.pushIntT<CStackWindow>(commander, skills, [=](ui32 selection)
  479. {
  480. cb->selectionMade(selection, queryID);
  481. });
  482. }
  483. void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
  484. {
  485. EVENT_HANDLER_CALLED_BY_CLIENT;
  486. updateInfo(town);
  487. if (town->garrisonHero) //wandering hero moved to the garrison
  488. {
  489. CGI->mh->hideObject(town->garrisonHero);
  490. if (town->garrisonHero->tempOwner == playerID && vstd::contains(wanderingHeroes,town->garrisonHero)) // our hero
  491. wanderingHeroes -= town->garrisonHero;
  492. }
  493. if (town->visitingHero) //hero leaves garrison
  494. {
  495. CGI->mh->printObject(town->visitingHero);
  496. if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
  497. wanderingHeroes.push_back(town->visitingHero);
  498. }
  499. adventureInt->heroList.update();
  500. adventureInt->updateNextHero(nullptr);
  501. if(castleInt)
  502. {
  503. castleInt->garr->selectSlot(nullptr);
  504. castleInt->garr->setArmy(town->getUpperArmy(), 0);
  505. castleInt->garr->setArmy(town->visitingHero, 1);
  506. castleInt->garr->recreateSlots();
  507. castleInt->heroes->update();
  508. }
  509. for (auto isa : GH.listInt)
  510. {
  511. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  512. if (ki)
  513. {
  514. ki->townChanged(town);
  515. ki->updateGarrisons();
  516. }
  517. }
  518. GH.totalRedraw();
  519. }
  520. void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  521. {
  522. EVENT_HANDLER_CALLED_BY_CLIENT;
  523. if (hero->tempOwner != playerID )
  524. return;
  525. waitWhileDialog();
  526. openTownWindow(town);
  527. }
  528. void CPlayerInterface::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  529. {
  530. std::vector<const CGObjectInstance *> instances;
  531. if(auto obj = cb->getObj(id1))
  532. instances.push_back(obj);
  533. if(id2 != ObjectInstanceID() && id2 != id1)
  534. {
  535. if(auto obj = cb->getObj(id2))
  536. instances.push_back(obj);
  537. }
  538. garrisonsChanged(instances);
  539. }
  540. void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> objs)
  541. {
  542. boost::unique_lock<boost::recursive_mutex> un(*pim);
  543. for (auto object : objs)
  544. updateInfo(object);
  545. for (auto & elem : GH.listInt)
  546. {
  547. CGarrisonHolder *cgh = dynamic_cast<CGarrisonHolder*>(elem.get());
  548. if (cgh)
  549. cgh->updateGarrisons();
  550. if (CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(elem.get()))
  551. {
  552. if (vstd::contains(objs, cmw->hero))
  553. cmw->garrisonChanged();
  554. }
  555. }
  556. GH.totalRedraw();
  557. }
  558. void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
  559. {
  560. garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
  561. }
  562. void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
  563. {
  564. EVENT_HANDLER_CALLED_BY_CLIENT;
  565. switch (buildingID)
  566. {
  567. case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
  568. case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
  569. case BuildingID::RESOURCE_SILO:
  570. updateInfo(town);
  571. break;
  572. }
  573. if (castleInt)
  574. {
  575. castleInt->townlist->update(town);
  576. if (castleInt->town == town)
  577. {
  578. switch(what)
  579. {
  580. case 1:
  581. CCS->soundh->playSound(soundBase::newBuilding);
  582. castleInt->addBuilding(buildingID);
  583. break;
  584. case 2:
  585. castleInt->removeBuilding(buildingID);
  586. break;
  587. }
  588. }
  589. }
  590. adventureInt->townList.update(town);
  591. }
  592. void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
  593. {
  594. //Don't wait for dialogs when we are non-active hot-seat player
  595. if (LOCPLINT == this)
  596. waitForAllDialogs();
  597. }
  598. void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  599. {
  600. EVENT_HANDLER_CALLED_BY_CLIENT;
  601. if (settings["adventure"]["quickCombat"].Bool())
  602. {
  603. autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  604. autofightingAI->initBattleInterface(env, cb);
  605. autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
  606. isAutoFightOn = true;
  607. cb->registerBattleInterface(autofightingAI);
  608. // Player shouldn't be able to move on adventure map if quick combat is going
  609. adventureInt->quickCombatLock();
  610. }
  611. //Don't wait for dialogs when we are non-active hot-seat player
  612. if (LOCPLINT == this)
  613. waitForAllDialogs();
  614. BATTLE_EVENT_POSSIBLE_RETURN;
  615. }
  616. void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
  617. {
  618. EVENT_HANDLER_CALLED_BY_CLIENT;
  619. BATTLE_EVENT_POSSIBLE_RETURN;
  620. for(auto & info : units)
  621. {
  622. switch(info.operation)
  623. {
  624. case UnitChanges::EOperation::RESET_STATE:
  625. {
  626. const CStack * stack = cb->battleGetStackByID(info.id );
  627. if(!stack)
  628. {
  629. logGlobal->error("Invalid unit ID %d", info.id);
  630. continue;
  631. }
  632. battleInt->stackReset(stack);
  633. }
  634. break;
  635. case UnitChanges::EOperation::REMOVE:
  636. battleInt->stackRemoved(info.id);
  637. break;
  638. case UnitChanges::EOperation::ADD:
  639. {
  640. const CStack * unit = cb->battleGetStackByID(info.id);
  641. if(!unit)
  642. {
  643. logGlobal->error("Invalid unit ID %d", info.id);
  644. continue;
  645. }
  646. battleInt->stackAdded(unit);
  647. }
  648. break;
  649. default:
  650. logGlobal->error("Unknown unit operation %d", (int)info.operation);
  651. break;
  652. }
  653. }
  654. }
  655. void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
  656. {
  657. EVENT_HANDLER_CALLED_BY_CLIENT;
  658. BATTLE_EVENT_POSSIBLE_RETURN;
  659. std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
  660. for(auto & change : obstacles)
  661. {
  662. if(change.operation == BattleChanges::EOperation::ADD)
  663. {
  664. auto instance = cb->battleGetObstacleByID(change.id);
  665. if(instance)
  666. newObstacles.push_back(instance);
  667. else
  668. logNetwork->error("Invalid obstacle instance %d", change.id);
  669. }
  670. }
  671. if (!newObstacles.empty())
  672. battleInt->obstaclePlaced(newObstacles);
  673. battleInt->fieldController->redrawBackgroundWithHexes();
  674. }
  675. void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
  676. {
  677. EVENT_HANDLER_CALLED_BY_CLIENT;
  678. BATTLE_EVENT_POSSIBLE_RETURN;
  679. battleInt->stackIsCatapulting(ca);
  680. }
  681. 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
  682. {
  683. EVENT_HANDLER_CALLED_BY_CLIENT;
  684. BATTLE_EVENT_POSSIBLE_RETURN;
  685. battleInt->newRound(round);
  686. }
  687. void CPlayerInterface::actionStarted(const BattleAction &action)
  688. {
  689. EVENT_HANDLER_CALLED_BY_CLIENT;
  690. BATTLE_EVENT_POSSIBLE_RETURN;
  691. curAction = new BattleAction(action);
  692. battleInt->startAction(curAction);
  693. }
  694. void CPlayerInterface::actionFinished(const BattleAction &action)
  695. {
  696. EVENT_HANDLER_CALLED_BY_CLIENT;
  697. BATTLE_EVENT_POSSIBLE_RETURN;
  698. battleInt->endAction(curAction);
  699. delete curAction;
  700. curAction = nullptr;
  701. }
  702. BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
  703. {
  704. THREAD_CREATED_BY_CLIENT;
  705. logGlobal->trace("Awaiting command for %s", stack->nodeName());
  706. auto stackId = stack->ID;
  707. auto stackName = stack->nodeName();
  708. if (autofightingAI)
  709. {
  710. if (isAutoFightOn)
  711. {
  712. auto ret = autofightingAI->activeStack(stack);
  713. if(cb->battleIsFinished())
  714. {
  715. return BattleAction::makeDefend(stack); // battle finished with spellcast
  716. }
  717. if (isAutoFightOn)
  718. {
  719. return ret;
  720. }
  721. }
  722. cb->unregisterBattleInterface(autofightingAI);
  723. autofightingAI.reset();
  724. }
  725. assert(battleInt);
  726. if(!battleInt)
  727. {
  728. return BattleAction::makeDefend(stack); // probably battle is finished already
  729. }
  730. if(BattleInterface::givenCommand.get())
  731. {
  732. logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
  733. vstd::clear_pointer(BattleInterface::givenCommand.data);
  734. }
  735. {
  736. boost::unique_lock<boost::recursive_mutex> un(*pim);
  737. battleInt->stackActivated(stack);
  738. //Regeneration & mana drain go there
  739. }
  740. //wait till BattleInterface sets its command
  741. boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
  742. while(!BattleInterface::givenCommand.data)
  743. {
  744. BattleInterface::givenCommand.cond.wait(lock);
  745. if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
  746. throw boost::thread_interrupted(); //will shut the thread peacefully
  747. }
  748. //tidy up
  749. BattleAction ret = *(BattleInterface::givenCommand.data);
  750. vstd::clear_pointer(BattleInterface::givenCommand.data);
  751. if(ret.actionType == EActionType::CANCEL)
  752. {
  753. if(stackId != ret.stackNumber)
  754. logGlobal->error("Not current active stack action canceled");
  755. logGlobal->trace("Canceled command for %s", stackName);
  756. }
  757. else
  758. logGlobal->trace("Giving command for %s", stackName);
  759. return ret;
  760. }
  761. void CPlayerInterface::battleEnd(const BattleResult *br)
  762. {
  763. EVENT_HANDLER_CALLED_BY_CLIENT;
  764. if(isAutoFightOn || autofightingAI)
  765. {
  766. isAutoFightOn = false;
  767. cb->unregisterBattleInterface(autofightingAI);
  768. autofightingAI.reset();
  769. if(!battleInt)
  770. {
  771. GH.pushIntT<BattleResultWindow>(*br, *this);
  772. // #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
  773. // Otherwise NewTurn causes freeze.
  774. waitWhileDialog();
  775. adventureInt->quickCombatUnlock();
  776. return;
  777. }
  778. }
  779. BATTLE_EVENT_POSSIBLE_RETURN;
  780. battleInt->battleFinished(*br);
  781. adventureInt->quickCombatUnlock();
  782. }
  783. void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
  784. {
  785. EVENT_HANDLER_CALLED_BY_CLIENT;
  786. BATTLE_EVENT_POSSIBLE_RETURN;
  787. battleInt->displayBattleLog(lines);
  788. }
  789. void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  790. {
  791. EVENT_HANDLER_CALLED_BY_CLIENT;
  792. BATTLE_EVENT_POSSIBLE_RETURN;
  793. battleInt->stackMoved(stack, dest, distance, teleport);
  794. }
  795. void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
  796. {
  797. EVENT_HANDLER_CALLED_BY_CLIENT;
  798. BATTLE_EVENT_POSSIBLE_RETURN;
  799. battleInt->spellCast(sc);
  800. }
  801. void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
  802. {
  803. EVENT_HANDLER_CALLED_BY_CLIENT;
  804. BATTLE_EVENT_POSSIBLE_RETURN;
  805. battleInt->battleStacksEffectsSet(sse);
  806. }
  807. void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
  808. {
  809. EVENT_HANDLER_CALLED_BY_CLIENT;
  810. //TODO why is this different (no return on LOPLINT != this) ?
  811. RETURN_IF_QUICK_COMBAT;
  812. battleInt->effectsController->battleTriggerEffect(bte);
  813. }
  814. void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  815. {
  816. EVENT_HANDLER_CALLED_BY_CLIENT;
  817. BATTLE_EVENT_POSSIBLE_RETURN;
  818. std::vector<StackAttackedInfo> arg;
  819. for(auto & elem : bsa)
  820. {
  821. const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
  822. const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
  823. assert(defender);
  824. StackAttackedInfo info;
  825. info.defender = defender;
  826. info.attacker = attacker;
  827. info.damageDealt = elem.damageAmount;
  828. info.amountKilled = elem.killedAmount;
  829. info.spellEffect = SpellID::NONE;
  830. info.indirectAttack = ranged;
  831. info.killed = elem.killed();
  832. info.rebirth = elem.willRebirth();
  833. info.cloneKilled = elem.cloneKilled();
  834. info.fireShield = elem.fireShield();
  835. if (elem.isSpell())
  836. info.spellEffect = elem.spellID;
  837. arg.push_back(info);
  838. }
  839. battleInt->stacksAreAttacked(arg);
  840. }
  841. void CPlayerInterface::battleAttack(const BattleAttack * ba)
  842. {
  843. EVENT_HANDLER_CALLED_BY_CLIENT;
  844. BATTLE_EVENT_POSSIBLE_RETURN;
  845. assert(curAction);
  846. StackAttackInfo info;
  847. info.attacker = cb->battleGetStackByID(ba->stackAttacking);
  848. info.defender = nullptr;
  849. info.indirectAttack = ba->shot();
  850. info.lucky = ba->lucky();
  851. info.unlucky = ba->unlucky();
  852. info.deathBlow = ba->deathBlow();
  853. info.lifeDrain = ba->lifeDrain();
  854. info.tile = ba->tile;
  855. info.spellEffect = SpellID::NONE;
  856. if (ba->spellLike())
  857. info.spellEffect = ba->spellID;
  858. for(auto & elem : ba->bsa)
  859. {
  860. if(!elem.isSecondary())
  861. {
  862. assert(info.defender == nullptr);
  863. info.defender = cb->battleGetStackByID(elem.stackAttacked);
  864. }
  865. else
  866. {
  867. info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
  868. }
  869. }
  870. assert(info.defender != nullptr);
  871. assert(info.attacker != nullptr);
  872. battleInt->stackAttacking(info);
  873. }
  874. void CPlayerInterface::battleGateStateChanged(const EGateState state)
  875. {
  876. EVENT_HANDLER_CALLED_BY_CLIENT;
  877. BATTLE_EVENT_POSSIBLE_RETURN;
  878. battleInt->gateStateChanged(state);
  879. }
  880. void CPlayerInterface::yourTacticPhase(int distance)
  881. {
  882. THREAD_CREATED_BY_CLIENT;
  883. while(battleInt && battleInt->tacticsMode)
  884. boost::this_thread::sleep(boost::posix_time::millisec(1));
  885. }
  886. void CPlayerInterface::showComp(const Component &comp, std::string message)
  887. {
  888. EVENT_HANDLER_CALLED_BY_CLIENT;
  889. waitWhileDialog(); //Fix for mantis #98
  890. CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
  891. adventureInt->infoBar.showComponent(comp, message);
  892. }
  893. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<Component> & components, int soundID)
  894. {
  895. EVENT_HANDLER_CALLED_BY_CLIENT;
  896. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  897. {
  898. return;
  899. }
  900. std::vector<std::shared_ptr<CComponent>> intComps;
  901. for (auto & component : components)
  902. intComps.push_back(std::make_shared<CComponent>(component));
  903. showInfoDialog(text,intComps,soundID);
  904. }
  905. void CPlayerInterface::showInfoDialog(const std::string & text, std::shared_ptr<CComponent> component)
  906. {
  907. std::vector<std::shared_ptr<CComponent>> intComps;
  908. intComps.push_back(component);
  909. showInfoDialog(text, intComps, soundBase::sound_todo);
  910. }
  911. void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<std::shared_ptr<CComponent>> & components, int soundID)
  912. {
  913. LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
  914. waitWhileDialog();
  915. if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  916. {
  917. return;
  918. }
  919. std::shared_ptr<CInfoWindow> temp = CInfoWindow::create(text, playerID, components);
  920. if (makingTurn && GH.listInt.size() && LOCPLINT == this)
  921. {
  922. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  923. showingDialog->set(true);
  924. stopMovement(); // interrupt movement to show dialog
  925. GH.pushInt(temp);
  926. }
  927. else
  928. {
  929. dialogs.push_back(temp);
  930. }
  931. }
  932. void CPlayerInterface::showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text)
  933. {
  934. EVENT_HANDLER_CALLED_BY_CLIENT;
  935. std::string str;
  936. text.toString(str);
  937. showInfoDialog(str, components, 0);
  938. waitWhileDialog();
  939. }
  940. void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components)
  941. {
  942. boost::unique_lock<boost::recursive_mutex> un(*pim);
  943. stopMovement();
  944. LOCPLINT->showingDialog->setn(true);
  945. CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
  946. }
  947. void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
  948. {
  949. EVENT_HANDLER_CALLED_BY_CLIENT;
  950. waitWhileDialog();
  951. stopMovement();
  952. CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
  953. if (!selection && cancel) //simple yes/no dialog
  954. {
  955. std::vector<std::shared_ptr<CComponent>> intComps;
  956. for (auto & component : components)
  957. intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window
  958. showYesNoDialog(text, [=](){ cb->selectionMade(1, askID); }, [=](){ cb->selectionMade(0, askID); }, intComps);
  959. }
  960. else if (selection)
  961. {
  962. std::vector<std::shared_ptr<CSelectableComponent>> intComps;
  963. for (auto & component : components)
  964. intComps.push_back(std::make_shared<CSelectableComponent>(component)); //will be deleted by CSelWindow::close
  965. std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
  966. pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
  967. if (cancel)
  968. {
  969. pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
  970. }
  971. int charperline = 35;
  972. if (pom.size() > 1)
  973. charperline = 50;
  974. GH.pushIntT<CSelWindow>(text, playerID, charperline, intComps, pom, askID);
  975. intComps[0]->clickLeft(true, false);
  976. }
  977. }
  978. void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  979. {
  980. EVENT_HANDLER_CALLED_BY_CLIENT;
  981. int choosenExit = -1;
  982. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  983. if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  984. choosenExit = vstd::find_pos(exits, neededExit);
  985. cb->selectionMade(choosenExit, askID);
  986. }
  987. void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  988. {
  989. EVENT_HANDLER_CALLED_BY_CLIENT;
  990. auto selectCallback = [=](int selection)
  991. {
  992. JsonNode reply(JsonNode::JsonType::DATA_INTEGER);
  993. reply.Integer() = selection;
  994. cb->sendQueryReply(reply, askID);
  995. };
  996. auto cancelCallback = [=]()
  997. {
  998. JsonNode reply(JsonNode::JsonType::DATA_NULL);
  999. cb->sendQueryReply(reply, askID);
  1000. };
  1001. const std::string localTitle = title.toString();
  1002. const std::string localDescription = description.toString();
  1003. std::vector<int> tempList;
  1004. tempList.reserve(objects.size());
  1005. for(auto item : objects)
  1006. tempList.push_back(item.getNum());
  1007. CComponent localIconC(icon);
  1008. std::shared_ptr<CIntObject> localIcon = localIconC.image;
  1009. localIconC.removeChild(localIcon.get(), false);
  1010. std::shared_ptr<CObjectListWindow> wnd = std::make_shared<CObjectListWindow>(tempList, localIcon, localTitle, localDescription, selectCallback);
  1011. wnd->onExit = cancelCallback;
  1012. GH.pushInt(wnd);
  1013. }
  1014. void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  1015. {
  1016. EVENT_HANDLER_CALLED_BY_CLIENT;
  1017. //FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
  1018. for (auto & po : pos)
  1019. adventureInt->minimap.showTile(po);
  1020. if (!pos.empty())
  1021. GH.totalRedraw();
  1022. }
  1023. void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  1024. {
  1025. EVENT_HANDLER_CALLED_BY_CLIENT;
  1026. for (auto & po : pos)
  1027. adventureInt->minimap.hideTile(po);
  1028. if (!pos.empty())
  1029. GH.totalRedraw();
  1030. }
  1031. void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
  1032. {
  1033. boost::unique_lock<boost::recursive_mutex> un(*pim);
  1034. GH.pushIntT<CHeroWindow>(hero);
  1035. }
  1036. void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
  1037. {
  1038. EVENT_HANDLER_CALLED_BY_CLIENT;
  1039. if (const CGTownInstance * townObj = dynamic_cast<const CGTownInstance*>(town))
  1040. {
  1041. CFortScreen *fs = dynamic_cast<CFortScreen*>(GH.topInt().get());
  1042. if (fs)
  1043. fs->creaturesChanged();
  1044. for(auto isa : GH.listInt)
  1045. {
  1046. CKingdomInterface *ki = dynamic_cast<CKingdomInterface*>(isa.get());
  1047. if (ki && townObj)
  1048. ki->townChanged(townObj);
  1049. }
  1050. }
  1051. else if(town && GH.listInt.size() && (town->ID == Obj::CREATURE_GENERATOR1
  1052. || town->ID == Obj::CREATURE_GENERATOR4 || town->ID == Obj::WAR_MACHINE_FACTORY))
  1053. {
  1054. CRecruitmentWindow *crw = dynamic_cast<CRecruitmentWindow*>(GH.topInt().get());
  1055. if (crw && crw->dwelling == town)
  1056. crw->availableCreaturesChanged();
  1057. }
  1058. }
  1059. void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus &bonus, bool gain )
  1060. {
  1061. EVENT_HANDLER_CALLED_BY_CLIENT;
  1062. if (bonus.type == Bonus::NONE)
  1063. return;
  1064. updateInfo(hero);
  1065. if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
  1066. {
  1067. //recalculate paths because hero has lost bonus influencing pathfinding
  1068. eraseCurrentPathOf(hero, false);
  1069. }
  1070. }
  1071. template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
  1072. {
  1073. h & wanderingHeroes;
  1074. h & towns;
  1075. h & sleepingHeroes;
  1076. std::map<const CGHeroInstance *, int3> pathsMap; //hero -> dest
  1077. if (h.saving)
  1078. {
  1079. for (auto &p : paths)
  1080. {
  1081. if (p.second.nodes.size())
  1082. pathsMap[p.first] = p.second.endPos();
  1083. else
  1084. logGlobal->debug("%s has assigned an empty path! Ignoring it...", p.first->name);
  1085. }
  1086. h & pathsMap;
  1087. }
  1088. else
  1089. {
  1090. h & pathsMap;
  1091. if (cb)
  1092. for (auto &p : pathsMap)
  1093. {
  1094. CGPath path;
  1095. cb->getPathsInfo(p.first)->getPath(path, p.second);
  1096. paths[p.first] = path;
  1097. logGlobal->trace("Restored path for hero %s leading to %s with %d nodes", p.first->nodeName(), p.second.toString(), path.nodes.size());
  1098. }
  1099. }
  1100. h & spellbookSettings;
  1101. }
  1102. void CPlayerInterface::saveGame( BinarySerializer & h, const int version )
  1103. {
  1104. EVENT_HANDLER_CALLED_BY_CLIENT;
  1105. serializeTempl(h,version);
  1106. }
  1107. void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
  1108. {
  1109. EVENT_HANDLER_CALLED_BY_CLIENT;
  1110. serializeTempl(h,version);
  1111. firstCall = -1;
  1112. }
  1113. void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
  1114. {
  1115. LOG_TRACE(logGlobal);
  1116. if (!LOCPLINT->makingTurn)
  1117. return;
  1118. if (!h)
  1119. return; //can't find hero
  1120. //It shouldn't be possible to move hero with open dialog (or dialog waiting in bg)
  1121. if (showingDialog->get() || !dialogs.empty())
  1122. return;
  1123. setMovementStatus(true);
  1124. if (adventureInt && adventureInt->isHeroSleeping(h))
  1125. {
  1126. adventureInt->sleepWake->clickLeft(true, false);
  1127. adventureInt->sleepWake->clickLeft(false, true);
  1128. //could've just called
  1129. //adventureInt->fsleepWake();
  1130. //but no authentic button click/sound ;-)
  1131. }
  1132. boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
  1133. }
  1134. bool CPlayerInterface::shiftPressed() const
  1135. {
  1136. return isShiftKeyDown();
  1137. }
  1138. bool CPlayerInterface::altPressed() const
  1139. {
  1140. return isAltKeyDown();
  1141. }
  1142. void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  1143. {
  1144. EVENT_HANDLER_CALLED_BY_CLIENT;
  1145. auto onEnd = [=](){ cb->selectionMade(0, queryID); };
  1146. if (stillMoveHero.get() == DURING_MOVE && adventureInt->terrain.currentPath && adventureInt->terrain.currentPath->nodes.size() > 1) //to ignore calls on passing through garrisons
  1147. {
  1148. onEnd();
  1149. return;
  1150. }
  1151. waitForAllDialogs();
  1152. auto cgw = std::make_shared<CGarrisonWindow>(up, down, removableUnits);
  1153. cgw->quit->addCallback(onEnd);
  1154. GH.pushInt(cgw);
  1155. }
  1156. /**
  1157. * Shows the dialog that appears when right-clicking an artifact that can be assembled
  1158. * into a combinational one on an artifact screen. Does not require the combination of
  1159. * artifacts to be legal.
  1160. */
  1161. void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, const Artifact * assembledArtifact, CFunctionList<bool()> onYes)
  1162. {
  1163. std::string text = artifact->getDescription();
  1164. text += "\n\n";
  1165. std::vector<std::shared_ptr<CComponent>> scs;
  1166. if(assembledArtifact)
  1167. {
  1168. // You possess all of the components to...
  1169. text += boost::str(boost::format(CGI->generaltexth->allTexts[732]) % assembledArtifact->getName());
  1170. // Picture of assembled artifact at bottom.
  1171. auto sc = std::make_shared<CComponent>(CComponent::artifact, assembledArtifact->getIndex(), 0);
  1172. scs.push_back(sc);
  1173. }
  1174. else
  1175. {
  1176. // Do you wish to disassemble this artifact?
  1177. text += CGI->generaltexth->allTexts[733];
  1178. }
  1179. showYesNoDialog(text, onYes, nullptr, scs);
  1180. }
  1181. void CPlayerInterface::requestRealized( PackageApplied *pa )
  1182. {
  1183. EVENT_HANDLER_CALLED_BY_CLIENT;
  1184. if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
  1185. && destinationTeleport == ObjectInstanceID())
  1186. stillMoveHero.setn(CONTINUE_MOVE);
  1187. if (destinationTeleport != ObjectInstanceID()
  1188. && pa->packType == typeList.getTypeID<QueryReply>()
  1189. && stillMoveHero.get() == DURING_MOVE)
  1190. { // After teleportation via CGTeleport object is finished
  1191. destinationTeleport = ObjectInstanceID();
  1192. destinationTeleportPos = int3(-1);
  1193. stillMoveHero.setn(CONTINUE_MOVE);
  1194. }
  1195. }
  1196. void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  1197. {
  1198. EVENT_HANDLER_CALLED_BY_CLIENT;
  1199. GH.pushIntT<CExchangeWindow>(hero1, hero2, query);
  1200. }
  1201. void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
  1202. {
  1203. EVENT_HANDLER_CALLED_BY_CLIENT;
  1204. //redraw minimap if owner changed
  1205. if (sop->what == ObjProperty::OWNER)
  1206. {
  1207. const CGObjectInstance * obj = cb->getObj(sop->id);
  1208. std::set<int3> pos = obj->getBlockedPos();
  1209. for(auto & po : pos)
  1210. {
  1211. if(cb->isVisible(po))
  1212. adventureInt->minimap.showTile(po);
  1213. }
  1214. if(obj->ID == Obj::TOWN)
  1215. {
  1216. if(obj->tempOwner == playerID)
  1217. towns.push_back(static_cast<const CGTownInstance *>(obj));
  1218. else
  1219. towns -= obj;
  1220. adventureInt->townList.update();
  1221. adventureInt->minimap.update();
  1222. }
  1223. assert(cb->getTownsInfo().size() == towns.size());
  1224. }
  1225. }
  1226. void CPlayerInterface::initializeHeroTownList()
  1227. {
  1228. if(!wanderingHeroes.size())
  1229. {
  1230. std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
  1231. for(auto & hero : heroes)
  1232. {
  1233. if(!hero->inTownGarrison)
  1234. wanderingHeroes.push_back(hero);
  1235. }
  1236. }
  1237. if(!towns.size())
  1238. towns = cb->getTownsInfo();
  1239. if(adventureInt)
  1240. adventureInt->updateNextHero(nullptr);
  1241. }
  1242. void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  1243. {
  1244. EVENT_HANDLER_CALLED_BY_CLIENT;
  1245. waitWhileDialog();
  1246. auto recruitCb = [=](CreatureID id, int count)
  1247. {
  1248. LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1);
  1249. };
  1250. GH.pushIntT<CRecruitmentWindow>(dwelling, level, dst, recruitCb);
  1251. }
  1252. void CPlayerInterface::waitWhileDialog(bool unlockPim)
  1253. {
  1254. if (GH.amIGuiThread())
  1255. {
  1256. logGlobal->warn("Cannot wait for dialogs in gui thread (deadlock risk)!");
  1257. return;
  1258. }
  1259. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1260. boost::unique_lock<boost::mutex> un(showingDialog->mx);
  1261. while(showingDialog->data)
  1262. showingDialog->cond.wait(un);
  1263. }
  1264. void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
  1265. {
  1266. EVENT_HANDLER_CALLED_BY_CLIENT;
  1267. auto state = obj->shipyardStatus();
  1268. std::vector<si32> cost;
  1269. obj->getBoatCost(cost);
  1270. GH.pushIntT<CShipyardWindow>(cost, state, obj->getBoatType(), [=](){ cb->buildBoat(obj); });
  1271. }
  1272. void CPlayerInterface::newObject( const CGObjectInstance * obj )
  1273. {
  1274. EVENT_HANDLER_CALLED_BY_CLIENT;
  1275. //we might have built a boat in shipyard in opened town screen
  1276. if (obj->ID == Obj::BOAT
  1277. && LOCPLINT->castleInt
  1278. && obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
  1279. {
  1280. CCS->soundh->playSound(soundBase::newBuilding);
  1281. LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
  1282. }
  1283. }
  1284. void CPlayerInterface::centerView (int3 pos, int focusTime)
  1285. {
  1286. EVENT_HANDLER_CALLED_BY_CLIENT;
  1287. waitWhileDialog();
  1288. CCS->curh->hide();
  1289. adventureInt->centerOn (pos);
  1290. if (focusTime)
  1291. {
  1292. GH.totalRedraw();
  1293. {
  1294. auto unlockPim = vstd::makeUnlockGuard(*pim);
  1295. IgnoreEvents ignore(*this);
  1296. SDL_Delay(focusTime);
  1297. }
  1298. }
  1299. CCS->curh->show();
  1300. }
  1301. void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
  1302. {
  1303. EVENT_HANDLER_CALLED_BY_CLIENT;
  1304. if(LOCPLINT->cb->getCurrentPlayer() == playerID && obj->getRemovalSound())
  1305. {
  1306. waitWhileDialog();
  1307. CCS->soundh->playSound(obj->getRemovalSound().get());
  1308. }
  1309. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  1310. {
  1311. const CGHeroInstance * h = static_cast<const CGHeroInstance *>(obj);
  1312. heroKilled(h);
  1313. }
  1314. }
  1315. void CPlayerInterface::playerBlocked(int reason, bool start)
  1316. {
  1317. if(reason == PlayerBlocked::EReason::UPCOMING_BATTLE)
  1318. {
  1319. if(CSH->howManyPlayerInterfaces() > 1 && LOCPLINT != this && LOCPLINT->makingTurn == false)
  1320. {
  1321. //one of our players who isn't last in order got attacked not by our another player (happens for example in hotseat mode)
  1322. boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
  1323. LOCPLINT = this;
  1324. GH.curInt = this;
  1325. adventureInt->selection = nullptr;
  1326. adventureInt->setPlayer(playerID);
  1327. std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
  1328. boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
  1329. std::vector<std::shared_ptr<CComponent>> cmp;
  1330. cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
  1331. makingTurn = true; //workaround for stiff showInfoDialog implementation
  1332. showInfoDialog(msg, cmp);
  1333. makingTurn = false;
  1334. }
  1335. }
  1336. }
  1337. bool CPlayerInterface::ctrlPressed() const
  1338. {
  1339. return isCtrlKeyDown();
  1340. }
  1341. const CArmedInstance * CPlayerInterface::getSelection()
  1342. {
  1343. return currentSelection;
  1344. }
  1345. void CPlayerInterface::setSelection(const CArmedInstance * obj)
  1346. {
  1347. currentSelection = obj;
  1348. updateAmbientSounds(true);
  1349. }
  1350. void CPlayerInterface::update()
  1351. {
  1352. // Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
  1353. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  1354. // While mutexes were locked away we may be have stopped being the active interface
  1355. if (LOCPLINT != this)
  1356. return;
  1357. //if there are any waiting dialogs, show them
  1358. if ((CSH->howManyPlayerInterfaces() <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
  1359. {
  1360. showingDialog->set(true);
  1361. GH.pushInt(dialogs.front());
  1362. dialogs.pop_front();
  1363. }
  1364. //in some conditions we may receive calls before selection is initialized - we must ignore them
  1365. if(adventureInt && GH.topInt() == adventureInt
  1366. && (!adventureInt->selection && !settings["session"]["spectate"].Bool()))
  1367. {
  1368. return;
  1369. }
  1370. // Handles mouse and key input
  1371. GH.updateTime();
  1372. GH.handleEvents();
  1373. if (!adventureInt || adventureInt->isActive())
  1374. GH.simpleRedraw();
  1375. else if((adventureInt->swipeEnabled && adventureInt->swipeMovementRequested) || adventureInt->scrollingDir)
  1376. GH.totalRedraw(); //player forces map scrolling though interface is disabled
  1377. else
  1378. GH.simpleRedraw();
  1379. }
  1380. int CPlayerInterface::getLastIndex( std::string namePrefix)
  1381. {
  1382. using namespace boost::filesystem;
  1383. using namespace boost::algorithm;
  1384. path gamesDir = VCMIDirs::get().userSavePath();
  1385. std::map<std::time_t, int> dates; //save number => datestamp
  1386. const directory_iterator enddir;
  1387. if (!exists(gamesDir))
  1388. create_directory(gamesDir);
  1389. else
  1390. for (directory_iterator dir(gamesDir); dir != enddir; ++dir)
  1391. {
  1392. if (is_regular_file(dir->status()))
  1393. {
  1394. std::string name = dir->path().filename().string();
  1395. if (starts_with(name, namePrefix) && ends_with(name, ".vcgm1"))
  1396. {
  1397. char nr = name[namePrefix.size()];
  1398. if (std::isdigit(nr))
  1399. dates[last_write_time(dir->path())] = boost::lexical_cast<int>(nr);
  1400. }
  1401. }
  1402. }
  1403. if (!dates.empty())
  1404. return (--dates.end())->second; //return latest file number
  1405. return 0;
  1406. }
  1407. void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
  1408. {
  1409. auto subArr = (CGI->mh->ttiles)[hp.z];
  1410. ho->isStanding = false;
  1411. int heroWidth = ho->appearance->getWidth();
  1412. int heroHeight = ho->appearance->getHeight();
  1413. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1414. int tileMaxX = std::max(details.start.x, details.end.x);
  1415. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1416. int tileMaxY = std::max(details.start.y, details.end.y);
  1417. // determine tiles on which hero will be visible during movement and add hero as visible object on these tiles where necessary
  1418. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1419. {
  1420. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1421. {
  1422. bool heroVisibleHere = false;
  1423. auto & tile = subArr[tileX][tileY];
  1424. for ( auto const & obj : tile.objects)
  1425. {
  1426. if (obj.obj == ho)
  1427. {
  1428. heroVisibleHere = true;
  1429. break;
  1430. }
  1431. }
  1432. if ( !heroVisibleHere)
  1433. {
  1434. tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
  1435. std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
  1436. }
  1437. }
  1438. }
  1439. }
  1440. void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
  1441. {
  1442. auto subArr = (CGI->mh->ttiles)[hp.z];
  1443. int heroWidth = ho->appearance->getWidth();
  1444. int heroHeight = ho->appearance->getHeight();
  1445. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1446. int tileMaxX = std::max(details.start.x, details.end.x);
  1447. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1448. int tileMaxY = std::max(details.start.y, details.end.y);
  1449. std::shared_ptr<CAnimation> animation = graphics->getAnimation(ho);
  1450. assert(animation);
  1451. assert(animation->size(0) != 0);
  1452. auto image = animation->getImage(0,0);
  1453. int heroImageOldX = details.start.x * 32;
  1454. int heroImageOldY = details.start.y * 32;
  1455. int heroImageNewX = details.end.x * 32;
  1456. int heroImageNewY = details.end.y * 32;
  1457. int heroImageCurrX = heroImageOldX + i*(heroImageNewX - heroImageOldX)/32;
  1458. int heroImageCurrY = heroImageOldY + i*(heroImageNewY - heroImageOldY)/32;
  1459. // recompute which part of hero sprite will be visible on each tile at this point of movement animation
  1460. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1461. {
  1462. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1463. {
  1464. auto & tile = subArr[tileX][tileY];
  1465. for ( auto & obj : tile.objects)
  1466. {
  1467. if (obj.obj == ho)
  1468. {
  1469. int tilePosX = tileX * 32;
  1470. int tilePosY = tileY * 32;
  1471. obj.rect.x = tilePosX - heroImageCurrX + image->width() - 32;
  1472. obj.rect.y = tilePosY - heroImageCurrY + image->height() - 32;
  1473. }
  1474. }
  1475. }
  1476. }
  1477. adventureInt->terrain.moveX = (32 - i) * (heroImageNewX - heroImageOldX) / 32;
  1478. adventureInt->terrain.moveY = (32 - i) * (heroImageNewY - heroImageOldY) / 32;
  1479. }
  1480. void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
  1481. {
  1482. auto subArr = (CGI->mh->ttiles)[hp.z];
  1483. int heroWidth = ho->appearance->getWidth();
  1484. int heroHeight = ho->appearance->getHeight();
  1485. int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
  1486. int tileMaxX = std::max(details.start.x, details.end.x);
  1487. int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
  1488. int tileMaxY = std::max(details.start.y, details.end.y);
  1489. // erase hero from all tiles on which he is currently visible
  1490. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1491. {
  1492. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1493. {
  1494. auto & tile = subArr[tileX][tileY];
  1495. for (size_t i = 0; i < tile.objects.size(); ++i)
  1496. {
  1497. if ( tile.objects[i].obj == ho)
  1498. {
  1499. tile.objects.erase(tile.objects.begin() + i);
  1500. break;
  1501. }
  1502. }
  1503. }
  1504. }
  1505. // re-add hero to all tiles on which he will still be visible after animation is over
  1506. for ( int tileX = details.end.x - heroWidth + 1; tileX <= details.end.x; ++tileX)
  1507. {
  1508. for ( int tileY = details.end.y - heroHeight + 1; tileY <= details.end.y; ++tileY)
  1509. {
  1510. auto & tile = subArr[tileX][tileY];
  1511. tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
  1512. }
  1513. }
  1514. // update object list on all tiles that were affected during previous operations
  1515. for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
  1516. {
  1517. for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
  1518. {
  1519. auto & tile = subArr[tileX][tileY];
  1520. std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
  1521. }
  1522. }
  1523. //recompute hero sprite positioning using hero's final position
  1524. movementPxStep(details, 32, hp, ho);
  1525. }
  1526. void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
  1527. {
  1528. EVENT_HANDLER_CALLED_BY_CLIENT;
  1529. if (player == playerID)
  1530. {
  1531. if (victoryLossCheckResult.loss())
  1532. showInfoDialog(CGI->generaltexth->allTexts[95]);
  1533. //we assume GH.curInt == LOCPLINT
  1534. auto previousInterface = LOCPLINT; //without multiple player interfaces some of lines below are useless, but for hotseat we wanna swap player interface temporarily
  1535. LOCPLINT = this; //this is needed for dialog to show and avoid freeze, dialog showing logic should be reworked someday
  1536. GH.curInt = this; //waiting for dialogs requires this to get events
  1537. if(!makingTurn)
  1538. {
  1539. makingTurn = true; //also needed for dialog to show with current implementation
  1540. waitForAllDialogs();
  1541. makingTurn = false;
  1542. }
  1543. else
  1544. waitForAllDialogs();
  1545. GH.curInt = previousInterface;
  1546. LOCPLINT = previousInterface;
  1547. if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool()) //all human players eliminated
  1548. {
  1549. if(adventureInt)
  1550. {
  1551. GH.terminate_cond->setn(true);
  1552. adventureInt->deactivate();
  1553. if (GH.topInt() == adventureInt)
  1554. GH.popInt(adventureInt);
  1555. adventureInt.reset();
  1556. }
  1557. }
  1558. if (victoryLossCheckResult.victory() && LOCPLINT == this)
  1559. {
  1560. // end game if current human player has won
  1561. CSH->sendClientDisconnecting();
  1562. requestReturningToMainMenu(true);
  1563. }
  1564. else if(CSH->howManyPlayerInterfaces() == 1 && !settings["session"]["spectate"].Bool())
  1565. {
  1566. //all human players eliminated
  1567. CSH->sendClientDisconnecting();
  1568. requestReturningToMainMenu(false);
  1569. }
  1570. if (GH.curInt == this) GH.curInt = nullptr;
  1571. }
  1572. else
  1573. {
  1574. if (victoryLossCheckResult.loss() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME) //enemy has lost
  1575. {
  1576. std::string str = victoryLossCheckResult.messageToSelf;
  1577. boost::algorithm::replace_first(str, "%s", CGI->generaltexth->capColors[player.getNum()]);
  1578. showInfoDialog(str, std::vector<std::shared_ptr<CComponent>>(1, std::make_shared<CComponent>(CComponent::flag, player.getNum(), 0)));
  1579. }
  1580. }
  1581. }
  1582. void CPlayerInterface::playerBonusChanged( const Bonus &bonus, bool gain )
  1583. {
  1584. EVENT_HANDLER_CALLED_BY_CLIENT;
  1585. }
  1586. void CPlayerInterface::showPuzzleMap()
  1587. {
  1588. EVENT_HANDLER_CALLED_BY_CLIENT;
  1589. waitWhileDialog();
  1590. //TODO: interface should not know the real position of Grail...
  1591. double ratio = 0;
  1592. int3 grailPos = cb->getGrailPos(&ratio);
  1593. GH.pushIntT<CPuzzleWindow>(grailPos, ratio);
  1594. }
  1595. void CPlayerInterface::viewWorldMap()
  1596. {
  1597. adventureInt->changeMode(EAdvMapMode::WORLD_VIEW);
  1598. }
  1599. void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  1600. {
  1601. EVENT_HANDLER_CALLED_BY_CLIENT;
  1602. if(dynamic_cast<CSpellWindow *>(GH.topInt().get()))
  1603. GH.popInts(1);
  1604. if(spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
  1605. eraseCurrentPathOf(caster, false);
  1606. const spells::Spell * spell = CGI->spells()->getByIndex(spellID);
  1607. if(spellID == SpellID::VIEW_EARTH)
  1608. {
  1609. //TODO: implement on server side
  1610. const auto level = caster->getSpellSchoolLevel(spell);
  1611. adventureInt->worldViewOptions.showAllTerrain = (level > 2);
  1612. }
  1613. auto castSoundPath = spell->getCastSound();
  1614. if(!castSoundPath.empty())
  1615. CCS->soundh->playSound(castSoundPath);
  1616. }
  1617. void CPlayerInterface::eraseCurrentPathOf(const CGHeroInstance * ho, bool checkForExistanceOfPath)
  1618. {
  1619. if (checkForExistanceOfPath)
  1620. {
  1621. assert(vstd::contains(paths, ho));
  1622. }
  1623. else if (!vstd::contains(paths, ho))
  1624. {
  1625. return;
  1626. }
  1627. assert(ho == adventureInt->selection);
  1628. paths.erase(ho);
  1629. adventureInt->terrain.currentPath = nullptr;
  1630. adventureInt->updateMoveHero(ho, false);
  1631. }
  1632. void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
  1633. {
  1634. adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
  1635. 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
  1636. eraseCurrentPathOf(ho);
  1637. }
  1638. CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
  1639. {
  1640. if (vstd::contains(paths,h)) //hero has assigned path
  1641. {
  1642. CGPath &path = paths[h];
  1643. if (!path.nodes.size())
  1644. {
  1645. logGlobal->warn("Warning: empty path found...");
  1646. paths.erase(h);
  1647. }
  1648. else
  1649. {
  1650. assert(h->visitablePos() == path.startPos());
  1651. //update the hero path in case of something has changed on map
  1652. if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
  1653. return &path;
  1654. else
  1655. paths.erase(h);
  1656. }
  1657. }
  1658. return nullptr;
  1659. }
  1660. void CPlayerInterface::acceptTurn()
  1661. {
  1662. bool centerView = true;
  1663. if (settings["session"]["autoSkip"].Bool())
  1664. {
  1665. centerView = false;
  1666. while(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  1667. iw->close();
  1668. }
  1669. if(CSH->howManyPlayerInterfaces() > 1)
  1670. {
  1671. waitWhileDialog(); // wait for player to accept turn in hot-seat mode
  1672. adventureInt->startTurn();
  1673. }
  1674. adventureInt->heroList.update();
  1675. adventureInt->townList.update();
  1676. const CGHeroInstance * heroToSelect = nullptr;
  1677. // find first non-sleeping hero
  1678. for (auto hero : wanderingHeroes)
  1679. {
  1680. if (boost::range::find(sleepingHeroes, hero) == sleepingHeroes.end())
  1681. {
  1682. heroToSelect = hero;
  1683. break;
  1684. }
  1685. }
  1686. //select first hero if available.
  1687. if (heroToSelect != nullptr)
  1688. {
  1689. adventureInt->select(heroToSelect, centerView);
  1690. }
  1691. else if (towns.size())
  1692. adventureInt->select(towns.front(), centerView);
  1693. else
  1694. adventureInt->select(wanderingHeroes.front());
  1695. //show new day animation and sound on infobar
  1696. adventureInt->infoBar.showDate();
  1697. adventureInt->updateNextHero(nullptr);
  1698. adventureInt->showAll(screen);
  1699. if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())
  1700. {
  1701. if(CInfoWindow *iw = dynamic_cast<CInfoWindow *>(GH.topInt().get()))
  1702. iw->close();
  1703. adventureInt->fendTurn();
  1704. }
  1705. // warn player if he has no town
  1706. if (cb->howManyTowns() == 0)
  1707. {
  1708. auto playerColor = *cb->getPlayerID();
  1709. std::vector<Component> components;
  1710. components.push_back(Component(Component::FLAG, playerColor.getNum(), 0, 0));
  1711. MetaString text;
  1712. const auto & optDaysWithoutCastle = cb->getPlayerState(playerColor)->daysWithoutCastle;
  1713. if(optDaysWithoutCastle)
  1714. {
  1715. auto daysWithoutCastle = optDaysWithoutCastle.get();
  1716. if (daysWithoutCastle < 6)
  1717. {
  1718. 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.
  1719. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1720. text.addReplacement(7 - daysWithoutCastle);
  1721. }
  1722. else if (daysWithoutCastle == 6)
  1723. {
  1724. text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
  1725. text.addReplacement(MetaString::COLOR, playerColor.getNum());
  1726. }
  1727. showInfoDialogAndWait(components, text);
  1728. }
  1729. else
  1730. logGlobal->warn("Player has no towns, but daysWithoutCastle is not set");
  1731. }
  1732. }
  1733. void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
  1734. {
  1735. int msgToShow = -1;
  1736. const bool isBlocked = CGI->mh->hasObjectHole(h->visitablePos()); // Don't dig in the pit.
  1737. const auto diggingStatus = isBlocked
  1738. ? EDiggingStatus::TILE_OCCUPIED
  1739. : h->diggingStatus().num;
  1740. switch(diggingStatus)
  1741. {
  1742. case EDiggingStatus::CAN_DIG:
  1743. break;
  1744. case EDiggingStatus::LACK_OF_MOVEMENT:
  1745. msgToShow = 56; //"Digging for artifacts requires a whole day, try again tomorrow."
  1746. break;
  1747. case EDiggingStatus::TILE_OCCUPIED:
  1748. msgToShow = 97; //Try searching on clear ground.
  1749. break;
  1750. case EDiggingStatus::WRONG_TERRAIN:
  1751. msgToShow = 60; ////Try looking on land!
  1752. break;
  1753. default:
  1754. assert(0);
  1755. }
  1756. if(msgToShow < 0)
  1757. cb->dig(h);
  1758. else
  1759. showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
  1760. }
  1761. void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
  1762. {
  1763. adventureInt->infoBar.showSelection();
  1764. }
  1765. void CPlayerInterface::battleNewRoundFirst( int round )
  1766. {
  1767. EVENT_HANDLER_CALLED_BY_CLIENT;
  1768. BATTLE_EVENT_POSSIBLE_RETURN;
  1769. battleInt->newRoundFirst(round);
  1770. }
  1771. void CPlayerInterface::stopMovement()
  1772. {
  1773. if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
  1774. stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
  1775. }
  1776. void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  1777. {
  1778. EVENT_HANDLER_CALLED_BY_CLIENT;
  1779. if (market->o->ID == Obj::ALTAR_OF_SACRIFICE)
  1780. {
  1781. //EEMarketMode mode = market->availableModes().front();
  1782. if (market->allowsTrade(EMarketMode::ARTIFACT_EXP) && visitor->getAlignment() != EAlignment::EVIL)
  1783. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::ARTIFACT_EXP);
  1784. else if (market->allowsTrade(EMarketMode::CREATURE_EXP) && visitor->getAlignment() != EAlignment::GOOD)
  1785. GH.pushIntT<CAltarWindow>(market, visitor, EMarketMode::CREATURE_EXP);
  1786. }
  1787. else
  1788. {
  1789. GH.pushIntT<CMarketplaceWindow>(market, visitor, market->availableModes().front());
  1790. }
  1791. }
  1792. void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  1793. {
  1794. EVENT_HANDLER_CALLED_BY_CLIENT;
  1795. GH.pushIntT<CUniversityWindow>(visitor, market);
  1796. }
  1797. void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  1798. {
  1799. EVENT_HANDLER_CALLED_BY_CLIENT;
  1800. GH.pushIntT<CHillFortWindow>(visitor, object);
  1801. }
  1802. void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket * bm)
  1803. {
  1804. EVENT_HANDLER_CALLED_BY_CLIENT;
  1805. if (CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt().get()))
  1806. cmw->artifactsChanged(false);
  1807. }
  1808. void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
  1809. {
  1810. EVENT_HANDLER_CALLED_BY_CLIENT;
  1811. GH.pushIntT<CTavernWindow>(townOrTavern);
  1812. }
  1813. void CPlayerInterface::showThievesGuildWindow (const CGObjectInstance * obj)
  1814. {
  1815. EVENT_HANDLER_CALLED_BY_CLIENT;
  1816. GH.pushIntT<CThievesGuildWindow>(obj);
  1817. }
  1818. void CPlayerInterface::showQuestLog()
  1819. {
  1820. EVENT_HANDLER_CALLED_BY_CLIENT;
  1821. GH.pushIntT<CQuestLog>(LOCPLINT->cb->getMyQuests());
  1822. }
  1823. void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
  1824. {
  1825. if (obj->shipyardStatus() != IBoatGenerator::GOOD)
  1826. {
  1827. MetaString txt;
  1828. obj->getProblemText(txt);
  1829. showInfoDialog(txt.toString());
  1830. }
  1831. else
  1832. showShipyardDialog(obj);
  1833. }
  1834. void CPlayerInterface::requestReturningToMainMenu(bool won)
  1835. {
  1836. CCS->soundh->ambientStopAllChannels();
  1837. if(won && cb->getStartInfo()->campState)
  1838. CSH->startCampaignScenario(cb->getStartInfo()->campState);
  1839. else
  1840. sendCustomEvent(EUserEvent::RETURN_TO_MAIN_MENU);
  1841. }
  1842. void CPlayerInterface::sendCustomEvent( int code )
  1843. {
  1844. CGuiHandler::pushSDLEvent(SDL_USEREVENT, code);
  1845. }
  1846. void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
  1847. {
  1848. auto hero = boost::apply_visitor(HeroObjectRetriever(), al.artHolder);
  1849. if(hero)
  1850. {
  1851. auto art = hero->getArt(al.slot);
  1852. if(art == nullptr)
  1853. {
  1854. logGlobal->error("artifact location %d points to nothing",
  1855. al.slot.num);
  1856. return;
  1857. }
  1858. CHeroArtPlace::askToAssemble(art, al.slot, hero);
  1859. }
  1860. }
  1861. void CPlayerInterface::artifactPut(const ArtifactLocation &al)
  1862. {
  1863. EVENT_HANDLER_CALLED_BY_CLIENT;
  1864. adventureInt->infoBar.showSelection();
  1865. askToAssembleArtifact(al);
  1866. }
  1867. void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
  1868. {
  1869. EVENT_HANDLER_CALLED_BY_CLIENT;
  1870. adventureInt->infoBar.showSelection();
  1871. for(auto isa : GH.listInt)
  1872. {
  1873. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1874. if (artWin)
  1875. artWin->artifactRemoved(al);
  1876. }
  1877. waitWhileDialog();
  1878. }
  1879. void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  1880. {
  1881. EVENT_HANDLER_CALLED_BY_CLIENT;
  1882. adventureInt->infoBar.showSelection();
  1883. for(auto isa : GH.listInt)
  1884. {
  1885. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1886. if (artWin)
  1887. artWin->artifactMoved(src, dst);
  1888. }
  1889. if(!GH.objsToBlit.empty())
  1890. GH.objsToBlit.back()->redraw();
  1891. waitWhileDialog();
  1892. }
  1893. void CPlayerInterface::artifactPossibleAssembling(const ArtifactLocation & dst)
  1894. {
  1895. askToAssembleArtifact(dst);
  1896. }
  1897. void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
  1898. {
  1899. EVENT_HANDLER_CALLED_BY_CLIENT;
  1900. adventureInt->infoBar.showSelection();
  1901. for(auto isa : GH.listInt)
  1902. {
  1903. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1904. if (artWin)
  1905. artWin->artifactAssembled(al);
  1906. }
  1907. }
  1908. void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
  1909. {
  1910. EVENT_HANDLER_CALLED_BY_CLIENT;
  1911. adventureInt->infoBar.showSelection();
  1912. for(auto isa : GH.listInt)
  1913. {
  1914. auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
  1915. if (artWin)
  1916. artWin->artifactDisassembled(al);
  1917. }
  1918. }
  1919. void CPlayerInterface::playerStartsTurn(PlayerColor player)
  1920. {
  1921. EVENT_HANDLER_CALLED_BY_CLIENT;
  1922. if (!vstd::contains (GH.listInt, adventureInt))
  1923. {
  1924. GH.popInts ((int)GH.listInt.size()); //after map load - remove everything else
  1925. GH.pushInt (adventureInt);
  1926. }
  1927. else
  1928. {
  1929. adventureInt->infoBar.showSelection();
  1930. while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get())) //don't remove dialogs that expect query answer
  1931. GH.popInts(1);
  1932. }
  1933. if(CSH->howManyPlayerInterfaces() == 1)
  1934. {
  1935. GH.curInt = this;
  1936. adventureInt->startTurn();
  1937. }
  1938. if (player != playerID && this == LOCPLINT)
  1939. {
  1940. waitWhileDialog();
  1941. adventureInt->aiTurnStarted();
  1942. }
  1943. }
  1944. void CPlayerInterface::waitForAllDialogs(bool unlockPim)
  1945. {
  1946. while(!dialogs.empty())
  1947. {
  1948. auto unlock = vstd::makeUnlockGuardIf(*pim, unlockPim);
  1949. SDL_Delay(5);
  1950. }
  1951. waitWhileDialog(unlockPim);
  1952. }
  1953. void CPlayerInterface::proposeLoadingGame()
  1954. {
  1955. showYesNoDialog(CGI->generaltexth->allTexts[68], [this](){ sendCustomEvent(EUserEvent::RETURN_TO_MENU_LOAD); }, nullptr);
  1956. }
  1957. CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
  1958. {
  1959. spellbookLastPageBattle = spellbokLastPageAdvmap = 0;
  1960. spellbookLastTabBattle = spellbookLastTabAdvmap = 4;
  1961. }
  1962. bool CPlayerInterface::capturedAllEvents()
  1963. {
  1964. if (duringMovement)
  1965. {
  1966. //just inform that we are capturing events. they will be processed by heroMoved() in client thread.
  1967. return true;
  1968. }
  1969. if (ignoreEvents)
  1970. {
  1971. boost::unique_lock<boost::mutex> un(eventsM);
  1972. while(!SDLEventsQueue.empty())
  1973. {
  1974. SDLEventsQueue.pop();
  1975. }
  1976. return true;
  1977. }
  1978. return false;
  1979. }
  1980. void CPlayerInterface::setMovementStatus(bool value)
  1981. {
  1982. duringMovement = value;
  1983. if (value)
  1984. {
  1985. CCS->curh->hide();
  1986. }
  1987. else
  1988. {
  1989. CCS->curh->show();
  1990. }
  1991. }
  1992. void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
  1993. {
  1994. int i = 1;
  1995. auto getObj = [&](int3 coord, bool ignoreHero)
  1996. {
  1997. return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
  1998. };
  1999. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  2000. {
  2001. if (action != CGPathNode::TELEPORT_NORMAL &&
  2002. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  2003. action != CGPathNode::TELEPORT_BATTLE)
  2004. {
  2005. return false;
  2006. }
  2007. return true;
  2008. };
  2009. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  2010. {
  2011. if (CGTeleport::isConnected(currentObject, nextObjectTop))
  2012. return nextObjectTop;
  2013. if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  2014. CGTeleport::isConnected(currentObject, nextObject))
  2015. {
  2016. return nextObject;
  2017. }
  2018. return nullptr;
  2019. };
  2020. boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
  2021. stillMoveHero.data = CONTINUE_MOVE;
  2022. auto doMovement = [&](int3 dst, bool transit)
  2023. {
  2024. stillMoveHero.data = WAITING_MOVE;
  2025. cb->moveHero(h, dst, transit);
  2026. while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
  2027. stillMoveHero.cond.wait(un);
  2028. };
  2029. {
  2030. for (auto & elem : path.nodes)
  2031. elem.coord = h->convertFromVisitablePos(elem.coord);
  2032. TerrainId currentTerrain = Terrain::BORDER; // not init yet
  2033. TerrainId newTerrain;
  2034. int sh = -1;
  2035. auto canStop = [&](CGPathNode * node) -> bool
  2036. {
  2037. if (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  2038. return true;
  2039. if (node->accessible == CGPathNode::ACCESSIBLE)
  2040. return true;
  2041. return false;
  2042. };
  2043. for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
  2044. {
  2045. int3 currentCoord = path.nodes[i].coord;
  2046. int3 nextCoord = path.nodes[i-1].coord;
  2047. auto currentObject = getObj(currentCoord, currentCoord == h->pos);
  2048. auto nextObjectTop = getObj(nextCoord, false);
  2049. auto nextObject = getObj(nextCoord, true);
  2050. auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
  2051. if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  2052. {
  2053. CCS->soundh->stopSound(sh);
  2054. destinationTeleport = destTeleportObj->id;
  2055. destinationTeleportPos = nextCoord;
  2056. doMovement(h->pos, false);
  2057. if (path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT
  2058. || path.nodes[i-1].action == CGPathNode::TELEPORT_BATTLE)
  2059. {
  2060. destinationTeleport = ObjectInstanceID();
  2061. destinationTeleportPos = int3(-1);
  2062. }
  2063. if(i != path.nodes.size() - 1)
  2064. {
  2065. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1);
  2066. }
  2067. continue;
  2068. }
  2069. if (path.nodes[i-1].turns)
  2070. { //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  2071. stillMoveHero.data = STOP_MOVE;
  2072. break;
  2073. }
  2074. // Start a new sound for the hero movement or let the existing one carry on.
  2075. #if 0
  2076. // TODO
  2077. if (hero is flying && sh == -1)
  2078. sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
  2079. #endif
  2080. {
  2081. newTerrain = cb->getTile(h->convertToVisitablePos(currentCoord))->terType->id;
  2082. if(newTerrain != currentTerrain)
  2083. {
  2084. CCS->soundh->stopSound(sh);
  2085. sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
  2086. currentTerrain = newTerrain;
  2087. }
  2088. }
  2089. assert(h->pos.z == nextCoord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all
  2090. int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
  2091. logGlobal->trace("Requesting hero movement to %s", endpos.toString());
  2092. bool useTransit = false;
  2093. if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  2094. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  2095. || CGTeleport::isTeleport(nextObjectTop)))
  2096. { // Hero should be able to go through object if it's allow transit
  2097. useTransit = true;
  2098. }
  2099. else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
  2100. useTransit = true;
  2101. doMovement(endpos, useTransit);
  2102. logGlobal->trace("Resuming %s", __FUNCTION__);
  2103. bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
  2104. if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
  2105. break;
  2106. }
  2107. CCS->soundh->stopSound(sh);
  2108. }
  2109. //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
  2110. if (!showingDialog->get())
  2111. GH.fakeMouseMove();
  2112. //todo: this should be in main thread
  2113. if (adventureInt)
  2114. {
  2115. // (i == 0) means hero went through all the path
  2116. adventureInt->updateMoveHero(h, (i != 0));
  2117. adventureInt->updateNextHero(h);
  2118. // ugly workaround to force instant update of adventure map
  2119. adventureInt->animValHitCount = 8;
  2120. }
  2121. setMovementStatus(false);
  2122. }
  2123. void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
  2124. {
  2125. EVENT_HANDLER_CALLED_BY_CLIENT;
  2126. //TODO: showWorldViewEx
  2127. std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));
  2128. viewWorldMap();
  2129. }
  2130. void CPlayerInterface::updateAmbientSounds(bool resetAll)
  2131. {
  2132. if(castleInt || battleInt || !makingTurn || !currentSelection)
  2133. {
  2134. CCS->soundh->ambientStopAllChannels();
  2135. return;
  2136. }
  2137. else if(!dynamic_cast<CAdvMapInt *>(GH.topInt().get()))
  2138. {
  2139. return;
  2140. }
  2141. if(resetAll)
  2142. CCS->soundh->ambientStopAllChannels();
  2143. std::map<std::string, int> currentSounds;
  2144. auto updateSounds = [&](std::string soundId, int distance) -> void
  2145. {
  2146. if(vstd::contains(currentSounds, soundId))
  2147. currentSounds[soundId] = std::max(currentSounds[soundId], distance);
  2148. else
  2149. currentSounds.insert(std::make_pair(soundId, distance));
  2150. };
  2151. int3 pos = currentSelection->getSightCenter();
  2152. std::unordered_set<int3, ShashInt3> tiles;
  2153. cb->getVisibleTilesInRange(tiles, pos, CCS->soundh->ambientGetRange(), int3::DIST_CHEBYSHEV);
  2154. for(int3 tile : tiles)
  2155. {
  2156. int dist = pos.dist(tile, int3::DIST_CHEBYSHEV);
  2157. // We want sound for every special terrain on tile and not just one on top
  2158. for(auto & ttObj : CGI->mh->ttiles[tile.z][tile.x][tile.y].objects)
  2159. {
  2160. if(ttObj.ambientSound)
  2161. updateSounds(ttObj.ambientSound.get(), dist);
  2162. }
  2163. if(CGI->mh->map->isCoastalTile(tile))
  2164. updateSounds("LOOPOCEA", dist);
  2165. }
  2166. CCS->soundh->ambientUpdateChannels(currentSounds);
  2167. }