CPlayerInterface.cpp 70 KB

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